Ben and August’s Extended Editor (BEEMOD) & BEE2
Quote from FelixGriffin on August 28, 2012, 7:21 pmActually, with my in-the-works FGEMOD and this combined, you could make a REALLY AWESOME boss fight.
Actually, with my in-the-works FGEMOD and this combined, you could make a REALLY AWESOME boss fight.
Quote from BenVlodgi on August 28, 2012, 11:39 pmsupermarioportal2 wrote:sometimes when there is a draw bridges there is an error when trying to rebuild the map... no i don't place anything in the wrong placebecause restricting certain placement of that item would make it difficult to use, but you can place it in a place where it will leak and stop the compile
FelixGriffin wrote:Actually, with my in-the-works FGEMOD and this combined, you could make a REALLY AWESOME boss fight.cool
what items are going to be included in that?I haven't posted it here yet, but here's a wip screenshot of the BEE2 interface
because restricting certain placement of that item would make it difficult to use, but you can place it in a place where it will leak and stop the compile
cool
what items are going to be included in that?
I haven't posted it here yet, but here's a wip screenshot of the BEE2 interface
Quote from supermarioportal2 on August 29, 2012, 6:45 ami have two questions :
1) will there be a hover turret ?
2) will be there a boss fight item ?
i have two questions :
1) will there be a hover turret ?
2) will be there a boss fight item ?
Quote from BenVlodgi on August 29, 2012, 7:59 am*facepalm*
If you can tell me how a boss fight item would work, exactly how it would work.. then I could make one
but as far as I'm concerned thats not something you can drag and drop into a level
*facepalm*
If you can tell me how a boss fight item would work, exactly how it would work.. then I could make one
but as far as I'm concerned thats not something you can drag and drop into a level
Quote from HMW on August 29, 2012, 3:49 pmBenVlodgi wrote:*facepalm*
If you can tell me how a boss fight item would work, exactly how it would work.. then I could make one
but as far as I'm concerned thats not something you can drag and drop into a levelWell, in theory you could. But I, for one, would not be looking forward to massive heaps of puzzle maker maps with exactly the same boss fight.
Also: awesome that you're making that palette management drag&drop thing, Ben! I was planning to make something like that some day, but now I don't have to anymore!
If you can tell me how a boss fight item would work, exactly how it would work.. then I could make one
but as far as I'm concerned thats not something you can drag and drop into a level
Well, in theory you could. But I, for one, would not be looking forward to massive heaps of puzzle maker maps with exactly the same boss fight.
Also: awesome that you're making that palette management drag&drop thing, Ben! I was planning to make something like that some day, but now I don't have to anymore!
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from FelixGriffin on August 29, 2012, 5:31 pmWOW! Is there a way I could make my mod work with that? It has a bunch of items that are useful in certain situations, but there are too many to put on the bar. For example, you don't always need a T flip-flop, but in some cases it's necessary.
Ben: Toggleable faith plates with a slightly different model, and lots of logic stuff.
EDIT: HMW, do you mind if I include your logic gates? They're the best logic implementation I've seen, and I want to expand the idea of the floor lights with different gates inside.
WOW! Is there a way I could make my mod work with that? It has a bunch of items that are useful in certain situations, but there are too many to put on the bar. For example, you don't always need a T flip-flop, but in some cases it's necessary.
Ben: Toggleable faith plates with a slightly different model, and lots of logic stuff.
EDIT: HMW, do you mind if I include your logic gates? They're the best logic implementation I've seen, and I want to expand the idea of the floor lights with different gates inside.
Quote from BenVlodgi on August 29, 2012, 8:58 pmThis application is very flexible. items are read from individual script files. so if you make new items you can place the script file in a subdirectory included with this programs, it reads png images from the portal2_dlc2materialspuzzlemakerpalette directory
even if you dont include the item in your palette, the item will still be compiled into the editoritems.txtHMW wrote:BenVlodgi wrote:*facepalm*
If you can tell me how a boss fight item would work, exactly how it would work.. then I could make one
but as far as I'm concerned thats not something you can drag and drop into a levelWell, in theory you could. But I, for one, would not be looking forward to massive heaps of puzzle maker maps with exactly the same boss fight.
Also: awesome that you're making that palette management drag&drop thing, Ben! I was planning to make something like that some day, but now I don't have to anymore!
well, I dont plan on making a boss fight item
as for the application
This application is very flexible. items are read from individual script files. so if you make new items you can place the script file in a subdirectory included with this programs, it reads png images from the portal2_dlc2materialspuzzlemakerpalette directory
even if you dont include the item in your palette, the item will still be compiled into the editoritems.txt
If you can tell me how a boss fight item would work, exactly how it would work.. then I could make one
but as far as I'm concerned thats not something you can drag and drop into a level
Well, in theory you could. But I, for one, would not be looking forward to massive heaps of puzzle maker maps with exactly the same boss fight.
Also: awesome that you're making that palette management drag&drop thing, Ben! I was planning to make something like that some day, but now I don't have to anymore!
well, I dont plan on making a boss fight item
as for the application
Quote from HMW on August 30, 2012, 11:48 amBenVlodgi wrote:This application is very flexible. items are read from individual script files. so if you make new items you can place the script file in a subdirectory included with this programs, it reads png images from the portal2_dlc2materialspuzzlemakerpalette directory
even if you dont include the item in your palette, the item will still be compiled into the editoritems.txtThat's what I like to hear!
FelixGriffin wrote:HMW, do you mind if I include your logic gates? They're the best logic implementation I've seen, and I want to expand the idea of the floor lights with different gates inside.Sure! Let me know if you need different editor models for them. (Or alternatively: if you're good with Blender, I can send you the source file and you can make them yourself.)
even if you dont include the item in your palette, the item will still be compiled into the editoritems.txt
That's what I like to hear!
Sure! Let me know if you need different editor models for them. (Or alternatively: if you're good with Blender, I can send you the source file and you can make them yourself.)
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from supermarioportal2 on August 30, 2012, 2:07 pmhover turrets ?
hover turrets ?
Quote from Raemari on August 30, 2012, 2:28 pmActually, if you could make stuff hover, it would be pretty cool. Not in the hover turret fashion (that would be cool too), but being able to place stuff in mid air (to fall when the map loads) would be pretty useful.
Actually, if you could make stuff hover, it would be pretty cool. Not in the hover turret fashion (that would be cool too), but being able to place stuff in mid air (to fall when the map loads) would be pretty useful.