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Blue Portals item checklist #12

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3 of 25 tasks
Byzarru opened this issue Jan 7, 2017 · 30 comments
Closed
3 of 25 tasks

Blue Portals item checklist #12

Byzarru opened this issue Jan 7, 2017 · 30 comments

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@Byzarru
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Byzarru commented Jan 7, 2017

I've never played the game! This list is based on items seen in the walkthroughs and mod page.

New items

Some of these items were previously suggested but turned down either due to the limitations of BEE or their practicality.

  • Cube catcher [suggested]
  • Fire cube
  • Magnet [suggested]
  • Repulsor
  • Water [declined due to a bug with the robots] [but will be done anyway]
  • Electrified water [suggested]
  • Unfizzlable cube
  • Ice cube
  • Frozen buttons
  • Visible timer
  • Light
  • Eye
  • Mirror
  • Activation Cube
  • Red Flow (one voxel of liquid used for transport)
  • Fan [suggested]
  • Breakable Glass [added by Lautaro] [Default Pack]
  • Countdown Timer [confirmed by TeamSpen] [Default Pack]
  • Music Cube [appears in the cut sequel]
  • Light Cube [appears in the Extended Play]
  • Heavy Cube [appears on a wall texture, not in-game]

Extras

BPDC Style

  • Use Blue Portals textures for P1 items
  • Smiley Face textures for antlines and indicators
  • Black walls are made of stone in some occasions
  • Style

Misc

  • Stylevar for Blue Portals portal sounds
  • Blue Portals music
  • Modify standard Fizzler and Death Fizzler for Fizzle-Proof cubes
@TheDarkBomber
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The instances are available on ModDB, and the style will be based off the Portal 1 style. So, yes, this will be done.

@TheDarkBomber
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The visible timer will just be the styled timer for the pedestal button in the Blue Portals style.

@vrad-exe
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vrad-exe commented Jan 7, 2017

Make sure to configure it so that unstyled items will use their P1 variants.

@TheDarkBomber
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They will, it's based off P1 style.

@Byzarru
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Byzarru commented Jan 7, 2017

The glows in BP are white rather than orange, and everything has a yellowish glow to it (I assume that's already an attribute of the items on moddb, but all custom items will need to be adjusted).

Are there files up for Blue Portals 2 (for the P2 variations of the items) or do they need to be remade?

@TheDarkBomber
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Just P1 variations.

@vrad-exe
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vrad-exe commented Jan 9, 2017

Did you just delete my comment?

@vrad-exe
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vrad-exe commented Jan 9, 2017

I was trying to tell you to merge it with the default pack, but you just have to keep it separate, don't you?

@Byzarru
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Byzarru commented Jan 9, 2017

This is a logical choice (merging with the default pack, there is no precedent otherwise). Some of these items are not only already going into the default pack, but will be requested to be part of it, piece by piece, as well.

Also, I've made a few notes about how some items should work with other styles (#13). I might be able to make a few custom assets (provided the music cubes are going to be added 🎹 🥁 👏 ).

@vrad-exe
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vrad-exe commented Jan 9, 2017

Frozen buttons should just be Start Reversed on the normal button.

@TheDarkBomber
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Will be merged with the Default Pack. (see Gitter, unless you've already seen it...)

@Byzarru
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Byzarru commented Jan 15, 2017

Finally found all of the music tracks :p

@TeamSpen210
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Unfizzleable cubes would probably need a compiler change to allow them to work - we'd need to filter all the triggers in the map so they aren't fizzled by them. I reckon panels and goo should still destroy it?

@TheDarkBomber
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TheDarkBomber commented Jan 15, 2017

Yes, this can be done by using a model filter on cube fizzling triggers on fizzlers.

@TeamSpen210
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I'll add a compiler result which makes the filter and applies it to all fizzler items in the map.

@TheDarkBomber
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Ok.

@Byzarru
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Byzarru commented Jan 17, 2017

A note about the stone walls:
I have previously suggested using the cutout wall tiles to make the stone walls. The white portions could generate white accents while the dark portions would just become stone. (Not all of the black walls are stone, that's why I'm suggesting this) Additionally, a 'wall accent' item should be added for the blue accents (which could also have a potential use in TWTM style for the bright areas).

@vrad-exe
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Electrified water should be done just by placing an "electrifier" item in water.

@Byzarru
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Byzarru commented Jan 17, 2017

That could potentially be coupled with an electric panel previously suggested on the main repo.

@vrad-exe
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vrad-exe commented Jan 29, 2017

I reckon panels and goo should still destroy it?

@TeamSpen210 - Panels should still destroy it, but for Goo, it shouldn't be destroyed, instead floating to the top. This could make for some interesting puzzles.

Edit: One issue with this - what if a bottomless pit skybox is selected? The cubes wouldn't float which could break puzzles.

@TheDarkBomber
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TheDarkBomber commented Feb 19, 2017

Cube Catcher Deactivated:
catcher-off
Cube Catcher Activated:
catcher-on

@Byzarru
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Byzarru commented Feb 20, 2017

You posted the same picture.

@TheDarkBomber
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Fixed!

@vrad-exe
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Why is the P1 dropper dropping P2 cubes?

@TheDarkBomber
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The Companion Cube is P1, but the Standard Cube isn't.

@vrad-exe
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Water would always be electrified and deadly in Co-op.

@vrad-exe
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Also, does the Cube Catcher have an embed space?

@SP2G50000
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In the cut sequel, the Propulsion Gel was re-skinned to look like oil, would that make it into this style?

@Byzarru
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Byzarru commented Mar 8, 2017

It shouldn't, so as to not confuse players switching between styles.

@vrad-exe
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This issue was moved to BEEmod#2139.

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