Wednesday, January 15, 2014

Quick Update for Mari0 +Portal #10

Hey, guys! Are you ready for updates? Well, let's give this a start and call it a day, right?
This update is full of *AWESOME* new stuff, so keep tuned and don't miss anything!

At first: What you can do with Mari0 +Portal already:

GIANT COINS

T1: x: [pos x], y: [pos y], width: 3, height: 5
C1: overlaydata new image giantcoin [pos x] [pos y] frames = 10 speed = .1 loop = true
C2: overlaydata giantcoin hide
C3: coincount add 150 (*this gives you 1 life and 50 coins more)
C4: scoreboard add 10000
C5: sound play coin

SUPER JUMP FIELD

T1: x: [pos x], y: [pos y], width: 7, height: 7
N1: "is visible" = "no"
C1: overlaydata new image particleeffect [posx] [posy] frames = 8 speed = .1 loop = true
C2: globalvariable jumpforce = 16
C3: globalvariable jumpforce = 32


Now, a feature that I've already talked about, but never did... Until now: Pixel collision!
What pixel collision does: it converts the non-transparent pixels of a tile into a mini collide-able point.
This alone isn't much, so I finally took some time to fix the problems with the "going upstairs" feature. Now you can make curved tiles, stairs, slopes and much more!




Oh, and another thing I fixed was the "Mario" gamemode. Before, it'd look like Mario holding a Portal Gun but unable to shoot portals. Now it looks like the original Mario!



Another thing you guys will just LOVE is a logical feature. Wanna make complicated stuff and advanced techniques using my mod? Allow me introduce... The Logic Gates! You can have up to 10 different types of gates, and you can set them to be visible or not. You can change their names so they don't interfere with any other circuit you might have! They are these:


So now you can make puzzles with multiple buttons to open the same door!




Something I added that we really needed was Crushers (a.k.a "Mashy Spike Plates"). They are still bugging, but you can already change them really well, like changing their "forward" speed and their "backward" speed.



Another feature I wanted to add for some time but never did: the Collider entity. They're toggleable and can even block portals being shot through them. So now you can finally make invisible walls!




A small - but very useful - feature that can be customizable per mappack: Offscreen portals! You can toggle them via custom variables or via Commanders too!



And, if that's not enough, here's a feature that will REALLY help you guys while map-making: Gel properties in tiles! Yes, now, besides "Deadly", "Portalable" and "Non-Portalable", you can also have "Repulsion", "Propulsion" and "Slowness" too!!!

Repulsion...

...Propulsion...

..Repulsion + Propulsion (I like to call it Repropulsion)...

...and Slowness!

Of course, you can merge them, so you can make Slowness+Repulsion too, for example. You can even make them work with Pixel Collision, so you can have, for example, a half-tile with Repulsion:



One of the most funny features from Mari0 SE is spawning enemies. And even more funnier is spawning enemies via coin blocks/breakable blocks. But now it is possible too! Just place a Commander in one of these tiles or a Logic Gate. Still, you can do what you always could: put a coin entity inside it and link things to it. This way, you can do almost anything with coin blocks/breakable blocks!






Not a feature, but something already possible that is still interesting to show: you can not only make Portal Gun pedestals with Triggers and Commanders, but you can make pedestal for other game modes, like a pickaxe for "Minecraft" or a "Portal" gun for Gelcannon:


You can even add an empty pedestal for "returning" the Portal Gun by switching to "Mario" game mode...


And, now, with all these awesome features with Commanders, Environmental Triggers, "overlaydata" commands and Logic Gates, you can get REALLY advanced! For example: an advanced circuit to detect if the player is jumping very much and with small intervals between each jump:




But sometimes you can get crashes with Mari0 +Portal. Is it an excuse to stop customizing stuff on your mappack? Of course not! Now the game has it's own background image for the crashing screen, and you can customize it on your mappack...




But we don't like bugs and crashing screens, do we? No, we don't. What do we like? We like Triggers! And what about their cool feature of setting what triggers them? Well, you know what is missing with it? An option to detect portal shots, right? Well, this feature plus enemy spawning allows you to make some pretty interesting things...



Along with them, another small feature that would be really interesting for puzzles would be laser detectors to detect Light Bridges. Many mappacks I've played (and even some mappacks I made) added this feature by "improvising": we used to add lasers in front of light bridges, so you can stand on them (like light bridges) and detect them (like lasers). No longer: now light bridges and be detected by laser detectors, but, of course not as default (which could be a problem). You can set if they're activated by lasers, light bridges or both!



But that's not all yet: one of (if not THE) main features of the next update comes in High Definition. Literally.

Take custom textures at scale 1...




...and at scale 2:




Much better, isn't it? Well, you'll be able to customize everything in HD. For example, gels:



Something suggested to me and I think would be really fun to add to the game: deadly fireballs. But, OF COURSE, not as default: you can set if the fireballs that a certain player (or all them) will kill other players. You can also set this if you're spawning fireballs via Commanders. You can set the player ID and if the fireball kills others.


I know, the fireballs in the GIF above looks like stopped in midair, but they're falling. The reason they look like floating and the reason of the GIF being faster than normal is that now you can change the recording speed via custom variables. So you can record faster GIFs now...


Last, but not least, here's a very useful feature for your mappacks: variables! Yes, they were added before, but they weren't working properly. Not only that, but variables can be detected via Environmental Triggers. So you can make counters and custom scores!
But, if that's still not enough for you, here's our last feature of today: variables can now be loaded/saved on your mappack! If you don't know why would this be useful, here's a hint: achievements! Since you can load/save variables, you can save a variable as "true" if you make something in your mappack (this thing could be an achievement) and, if an amount of variables are saved as true, you get something. You can also save, for example, variables to detect the player's smallest time in a mappack (VERY useful for race mappacks). Here's an example:

The indicator lights are there to show you in
what situation they show the achievement.

And, as you might have seen in the GIF above, "overlaydata" now support "fadein" and "fadeout" commands. You can also set for how long they'll fade.

I hope you liked this update, and I see you in my next post!


Saturday, December 28, 2013

Quick update for Mari0 +Portal #9

Are you ready for updates? I'm sure you are. So, let's take a closer look on how Mari0 +Portal v0.9.6 actually is. When I say "actually is" it means you can already download it to check all the stuff shown below!

First of all: Overlay data! Remember in my last "Quick Update" when I showed you the power of Overlay Data commands? Well, now they also allow you to change the pre-made elementsfrom Mari0. For example: think of that puzzle where you wanted to remove the player's name, score, coin count and all the rest from the screen. Now you can! Or that "Sonic-based" level where you wanted to change the time limit color to show the player that he'll die if he stays for too long underwater. Now:


And Overlay Data can not only use variables for changing values. You can now change their values directly! This, together with Environmental Triggers allow you to make, for example, a jump counter without modding anything, but only via Commanders!


This is all you need for the Jump counter!

Underwater entity is pretty fun, isn't it? But sometimes it's hard to add them and select areas when they could simply be underwater with a tile property. No longer! Take underwater tile property!


And here's the updated tileset guide for properties!


I have something you guys will love! Remember before when you had to search for entities and had a hard time finding them? And when you needed their IDs or some tile ID before placing them? Allow me introduce: "Entities Categories"!


If you liked custom boxes then you'll love this: boxes can now have "offset" textures! So you can make, for example, glowing boxes, boxes with spikes (probably you will want to add it when the box is covered with acid gel) or Christmas gifts with ties!


Let's now talk about Triggers. They're cool, their resizing system is awesome, but if you want a Trigger to open a door and not open it from the other side you'll have a hard time, right? You know what would help? Customizable sizes for them? Not only resizing, but using decimal values! Now you can do it in-game!


And remember when I showed that Triggers can be triggered by specific entities with specific values? When I showed that you still weren't able to change them in-game. But now you can, by pressing "T".


Back on the topic "editor improvements". I always had problems placing entities bigger than their "icons". For example: gel dispensers. That's why I made entities show their full images when editing them!


Bowser placement was a nightmare. But with my mod it no longer is!
Remember those entities I added a looong time ago, called "Custom Indicators"? They were 15. I removed them, because I wanted to improve them. Like make them from whatever size you want, with whatever texture you want and even animated! Guess what?


And that's how simple it is to edit them:


Other thing I always had problems with: gels. They're very cool, but there could never be placed two or more gels in the same tile. But here's my solution for it:


And what you can do with the new "Gel" entity:


At last, but not at least: Faith Plates. I love them, but I always wanted them to work like in Portal 2 or Mari0 SE: custom launching values and options to activate/deactivate them. But Mari0 +Portal is here to help you! Select their force and link them to something, and you're done!


I hope there were enough GIFs for a single "Quick Update". So I see you guys in my next "full of GIFs" post!

EDIT: guys, forgot to say: "Not gate" entity can now be hidden, useful for puzzle mappacks!

Friday, December 20, 2013

Quick Update for Mari0 +Portal #8

Have you guys liked the Trigger entity I made? Well, you're probably thinking: "All it needs is a system to resize and move the triggering area". If you thought on this, you don't need anymore! It is finally working!



But if you don't like the idea that only players can trigger them, it now support multiple entities! But if you need to be EXTREMELY SPECIFIC, like "only players and boxes with id 2 and gel id 1", then:


If you have already played a few puzzle mappacks for Mari0, you probably had to fight with a problem: removing portals. I know, it's extremely annoying when you place 1 wrong portal and you want to remove it, but ends up removing both. Well, that's not a problem anymore! Hold your "removing portals" key/button and press the key/button for the portal that you want to remove and ta-da!


But that's not all, is it? No, you want... Let me see... A portal gun pedestal! Well, I haven't made it (and I'll probably never do it), but... Do you remember that "Mario" player type? Well, it simulates the player normally, except that the player can't shoot portals. You can use Commanders to change the player type to "Portal" and use a Trigger to do that. Use some decorative tiles to simulate the pedestal and you can call it a day!


But that's not enough yet, is it? NOOOO! You want more. What you want now, a command that spawns Stars, Mushrooms, Hammers, Fireballs and 1 ups? That'd be impossible to be done! Would it? No way! Your wish come true on Mari0 +Portal!




Changing the game's variables via text isn't enough for you, is it? Well, I'm sure it's not. You always want more! Well, Commanders can do this work now!


Oh, come on! Are you still reading this text? Do you still want more? What do you think I am? A coding machine? Ok, what is it? What you want now? Wait, what? Commands that can draw images, texts, numbers and variables anywhere on screen with whatever color you want? And toggleable? It's enough for me, I'm NOT gonna do it. Don't make a "sad-dog" face for me, I'll not fall for it. Awn! How cute! Okay, okay, I do it for you, but just this time, ok?


Now you want it to stay when you move with the screen? That'd be so hard to do! Well, actually, it'd be easy, but I'm not gonna do it. Okay, if I do it you stop asking me things, right? So take this:


WHY DON'T YOU GO AWAY AND STOP READING THIS TEXT? I'm tired, OK? I want my bed, drink a coffee maybe, but I'm not doing anything else! It's enough work for today!
WHAT? You want more work for me? This never ends? Oh, it's the last request? OK, I hope it is. WHAT? An underwater entity? With customizable area, like Triggers? And toggleable? Oh my God... All right, all right, take your request:



It's enough for a "Quick" Update, isn't it? Well, I see you in my next post!

Saturday, December 7, 2013

Quick Update for Mari0 +Portal #7

Do you like the gel effects in boxes? Well, if you already tested it in my newest update, you may have noticed that you can't place gel if you're grabbing a cube, and releasing a cube against a gel will make the game "see" the gel as a wall, and put the cube behind you. Well, now that's fixed!



Do you like portals? And automatic portals? Do you wish to make a "Blue Portals" in Mari0? Well, now you can too!


Do you like to emancipate Companion Cubes? And do you like the particle effects they make after passing through the emancipation grills? Besides you're a murderer, now you can murder them with style!


Do you like custom sounds? And an unlimited source of custom sounds for musics, sound effects and dialogues? Well, this feature was already added a long time ago, but never worked. Now it does!



Do you like bugs? And bugs that crashes your game whenever an enemy is in it? Well, neither do I, but now you don't need to worry about it anymore, because Qcode (a great user from Stabyourself.net forums) fixed it for me!!!So, I see you in my next post!

Monday, November 25, 2013

Quick Update for Mari0 +Portal #6

Do you like in Portal 2 when cubes are covered by Repulsion Gel and start bouncing around through the chamber? I love it. So why not add it to Mari0 +Portal? Not only that, but also making cubes slide quickly if they're covered with Propulsion gel... And what about a cube you can't touch, like if it where... hmm... covered with Deadly gel? Yes, this all is now possible.


Now you can have commands to spawn boxes. They're organized like this:
"enemy spawn box [pos. x] [pos. y] [speed x] [speed y] [box id] [gel id]"



And you know what else? They should also go slower sometimes. So, why not have a Slowness gel?



And a bonus: something I wanna finish for the Christmas:


There are too much GIFs for a single Quick Update. So I see you guys in my next update!

Saturday, November 16, 2013

Quick Update for Mari0 +Portal #5

Have you ever played Portal or Portal 2? Well, there are some things on these games that we don't have in Mari0. But some of them can be already seen in Mari0 +Portal 0.9.3 prerelease. For example: remember the Portal crosshair?

Image by "Half-Life Wikia"
Image by "Half-Life Wikia"

Well, now they can be added to your mappack easily:

Detects every possibility of portals and grabbing cubes!
And even a special one to the menu (decorative, you don't need the mouse in the menu):

One of infinite possible pointers...
And the best of all: they can be customized per mappack! You can make them however you want. But I must say: in order to get the quality of the images, you'll have to make one image per possibility. In the total, it'd be 288 images for the portal crosshair plus one for the menu pointer! But you can use/edit the ones shown in the GIFs above:

Custom Mouse Pointer - Download

To make your own pointers, you must name the textures like this:
a-b-c-d-e(-f)

a: The portals you can shoot (0=none; 1=Portal 1 only; 2=Portal 2 only; 3=Both Portals).
b: "true" if Portal 1 exists, "false" if not.
c: "true" if Portal 2 exists, "false" if not.
d: Last portal shot (0=none; 1=Portal 1; 2=Portal 2).
e: "true" if grabbing a cube, "false" if not.
f: Optional: overlay according to player's portal (none for default; 1=Portal 1 color; 2=Portal 2 color).

Other than that, there's now a feature I've always wanted to have, but I've never known how to do. But now that I know how to program using LUA and LÖVE, I decided to add. It was EXTREMELY EASY to add, just took me 2 minutes, but it's pretty awesome:

Bouncing cubes!!!
Another thing I wanna add in the future is making boxes bounce by being merged on gel...

Also, another thing noticeable in the GIF above is that boxes can now be spawned like enemies. they're not enemies, but they work like one. Just put a Commander with the command:
"enemy spawn box [x] [y] [speed x] [speed y]"  and you're done!
Also, if you wanna download it, just check my thread on Stabyourself forums!

But that's all for this update. Thanks for reading and I see you in my next post!

Sunday, November 3, 2013

Quick Update for Mari0 +Portal #4

Now we're getting always closer to the 0.9 update. But, 'til there, here are somethings I've already made:

Staircase feature: Now that you'll be able to have invisible colliding blocks (with the Collider entity, that I haven't made yet), and now that you'll be able to have custom collisions per tile (with the Pixel Collision property, that I also haven't started yet), there's something that was worth it to be done: staircase features! You can "climb" objects (like tiles or cubes, for example) if they're half-a-block higher than you (or less). So you can now simulate half blocks from Minecraft and you'll not need to jump to get on top of them!

Why jump if you can walk?

Another feature I worked hard on was a cheat bar (just like in Minecraft or Source games). Just press "c" on your keyboard and have fun! They use the same commands from Commanders (in fact, this is a Commander, but exclusive for players).

No needing of sv_cheats 1!!!

I made both features have an option on variables to be disabled. If you have custom variables on your mappack and want to disable both, just add goesupstairs = false and cheatcommanderallowed = false.
And I see you guys in my next post!