It's not true co-op, the gel only works for blue. But red doesn't have to be static, it's just a better effect (the cameras are in the monitors).
Yesterday I had a great idea for a new test element (at least, it seemed great at eleven at night), and I'm trying to implement it now. It should allow for some pretty cool portal-less gameplay.
Why not work with sicklebrick to make the most adhesion gel ever?
That's what I'm probably going to do, I designed all this to be independent of the Adhesion Gel implementation. But neither of us has the gel working well enough to release yet.
I've been playing around with Sickle's implementation, and hope to upload a comparison video here soon. My conclusion is that both have their pros and cons, and the choice depends mostly on what type of test you want to make. At the moment I'm working on letting them work side by side; it mostly works but the gel sometimes takes on conversion properties (which is not always desirable).
Refinements since that video was made:
- Portal-balls use better particle effects (from core P2)
- Portal-balls move 4x as fast as shown here, unless the player is ducking when they are fired (for more precision)
- Removed annoying visual stutter when moving through portals (for players and portal-balls)
- Removed particle effects "bleeding" through portals (which caused the blue portal to have an orange rim on the inside and vice-versa)
- Made portals change angles so that the velocity of the ball is normal to the surface at the time of opening