Felix Griffin's Editor Mod
Quote from FelixGriffin on December 7, 2012, 10:31 pmI see. Well, I'll try to make that more general.
I see. Well, I'll try to make that more general.
Quote from Ravoria on December 8, 2012, 1:09 amOh, i had one more idea that could make these more versatile: if you're using button class, would it be possible to change the Type option (virtually useless...although there was that Mevious puzzle) to a height option ala the BEEmod logic gate types? Basically, the mapper could choose whether to make the platform rise 1, 2, or 3 squares. I don't know if that would cause spacial issues, but I imagine anyone smart enough to be using your mod would know not to put anything else inside the rise space.
btw, thanks for making this
Oh, i had one more idea that could make these more versatile: if you're using button class, would it be possible to change the Type option (virtually useless...although there was that Mevious puzzle) to a height option ala the BEEmod logic gate types? Basically, the mapper could choose whether to make the platform rise 1, 2, or 3 squares. I don't know if that would cause spacial issues, but I imagine anyone smart enough to be using your mod would know not to put anything else inside the rise space.
btw, thanks for making this
Quote from CamBen on December 8, 2012, 2:09 amI think by units, ravoria is talking about the 16x16 squares on the walls and floor. Am I right?
I think by units, ravoria is talking about the 16x16 squares on the walls and floor. Am I right?
Aperture Science: We do our science asbestos we can!
Quote from Ravoria on December 8, 2012, 3:36 pmTo clarify: when I talk about the platform starting slightly off the ground, I mean about a quarter of a square, so that the beams dont have to be lowered. This means that cubes placed on the ground cannot catch the beams, which i think will make the puzzles cleaner. By how high they rise when activated, I mean the 16x16 squares used in PeTI
Edit: been thinking about this a bit more, and perhaps raising them isn't the best idea. Yeah, the utility is nice, but it'll probably look and play awkward. As well, relays wouldn't be usable because the lasers would go right over them... hm, now that I think about it, relays on piston platforms would be pretty cool in this sort of puzzle too.
To clarify: when I talk about the platform starting slightly off the ground, I mean about a quarter of a square, so that the beams dont have to be lowered. This means that cubes placed on the ground cannot catch the beams, which i think will make the puzzles cleaner. By how high they rise when activated, I mean the 16x16 squares used in PeTI
Edit: been thinking about this a bit more, and perhaps raising them isn't the best idea. Yeah, the utility is nice, but it'll probably look and play awkward. As well, relays wouldn't be usable because the lasers would go right over them... hm, now that I think about it, relays on piston platforms would be pretty cool in this sort of puzzle too.
Quote from AD_79p2 on December 25, 2012, 4:06 pmDid you think about adding some elements from mods? I would like to see the Pellet detector from the Portal mod Rexaura, if possible.
Did you think about adding some elements from mods? I would like to see the Pellet detector from the Portal mod Rexaura, if possible.
Quote from Test Subject #54067 on January 1, 2013, 12:05 pmI think that would be hard to do, because if he adds the pellet detectors, they will have to be 128x128 no matter what.
I think that would be hard to do, because if he adds the pellet detectors, they will have to be 128x128 no matter what.
Quote from FelixGriffin on January 1, 2013, 11:26 pmWhat is a Pellet Detector? If I can make one into an instance I'll add it, but I need to play Rexaura first.
What is a Pellet Detector? If I can make one into an instance I'll add it, but I need to play Rexaura first.
Quote from srs bsnss on January 2, 2013, 3:43 amIt basically destroys pellets that are too close to it (a 64 unit radius, I think). They come out of walls/roofs/floors but are, more often than not, a minimum of 256 units long.
Here's a picture: http://cdn2-b.examiner.com/sites/defaul ... 582a2a.jpg (the purple things on the right)Ask Mevious about them if you like. I'm pretty sure he's the one who did all the mapping for Rexaura.
Edit: I suppose you could do them like BEEMOD crushers, in the way that they extend upon activation.
It basically destroys pellets that are too close to it (a 64 unit radius, I think). They come out of walls/roofs/floors but are, more often than not, a minimum of 256 units long.
Here's a picture: http://cdn2-b.examiner.com/sites/defaul ... 582a2a.jpg (the purple things on the right)
Ask Mevious about them if you like. I'm pretty sure he's the one who did all the mapping for Rexaura.
Edit: I suppose you could do them like BEEMOD crushers, in the way that they extend upon activation.
Quote from FelixGriffin on January 2, 2013, 5:08 pmThose look awesome! I'll ask for permission to extract them from Rexaura's files.
Those look awesome! I'll ask for permission to extract them from Rexaura's files.
Quote from Theepiccake1993 on January 27, 2013, 12:24 pmHow do I install it? Probably the way you install any other mod...
How do I install it? Probably the way you install any other mod...
5/30/2017: OH LOOK I REMEMBERED I HAD THIS ACCOUNT