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Blue Portals item checklist #12
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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. |
The visible timer will just be the styled timer for the pedestal button in the Blue Portals style. |
Make sure to configure it so that unstyled items will use their P1 variants. |
They will, it's based off P1 style. |
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? |
Just P1 variations. |
Did you just delete my comment? |
I was trying to tell you to merge it with the default pack, but you just have to keep it separate, don't you? |
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 🎹 🥁 👏 ). |
Frozen buttons should just be Start Reversed on the normal button. |
Will be merged with the Default Pack. (see Gitter, unless you've already seen it...) |
Finally found all of the music tracks :p |
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? |
Yes, this can be done by using a model filter on cube fizzling triggers on fizzlers. |
I'll add a compiler result which makes the filter and applies it to all fizzler items in the map. |
Ok. |
A note about the stone walls: |
Electrified water should be done just by placing an "electrifier" item in water. |
That could potentially be coupled with an electric panel previously suggested on the main repo. |
@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. |
You posted the same picture. |
Fixed! |
Why is the P1 dropper dropping P2 cubes? |
The Companion Cube is P1, but the Standard Cube isn't. |
Water would always be electrified and deadly in Co-op. |
Also, does the Cube Catcher have an embed space? |
In the cut sequel, the Propulsion Gel was re-skinned to look like oil, would that make it into this style? |
It shouldn't, so as to not confuse players switching between styles. |
This issue was moved to BEEmod#2139. |
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.
Extras
BPDC Style
Misc
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