Aperture Laboratories -We do what we must, because we can!
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Aperture Laboratories -We do what we must, because we can!
This will be a scene, so I can cheat and use Lua, right? Also, I made some Unnoticeable fixes (The missing arm killed it after a while, all the sprites and offsets were backward etc.) So here it is! Now if I could just find those blasted turrets.... EDIT: Found them.
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Sun Nov 09, 2008 4:55 am |
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zness
Joined: Sat Aug 25, 2007 5:50 am Posts: 319 Location: Planet Telex
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Re: Aperture Laboratories -We do what we must, because we can!
Yay, the turrets, please upload them. Also, cover GLaDOS in lots of attachable plates to be shot off. And make it say stuff with Lua when you walk in.
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Sun Nov 09, 2008 5:05 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Aperture Laboratories -We do what we must, because we can!
If it has to be an LUA scene for the brain/module thing to work right, then yes, zalo, it'll be LUA. If it -can- be done so that it can work in normal maps, that would rock. For now though, if you want to cheat to make it work, I'm all game. Working on spheres still, will upload them shortly.
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Sun Nov 09, 2008 6:13 am |
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C-tron
Joined: Sun Dec 30, 2007 7:55 am Posts: 165
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Re: Aperture Laboratories -We do what we must, because we can!
so the pods also look in your direction, right?
Also my idea is that it could work exactly like in portal in a certain scene, but would be an almost run of the mill brain unit in other scenes, maybe with little features like you can put turrets where you want etc. Also can you make a scene where you play on its side and another where you play against it?
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Sun Nov 09, 2008 6:13 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Aperture Laboratories -We do what we must, because we can!
I figured it'd be a campaign mission where you play against it, and yes, probably just another placeable brain unit in other scenes, friendly or enemy. Just re did the blue sphere (Knowledge) entirely. I'm happy with this as a semi-final/final version: And the red sphere (Anger), is done! The purple sphere (Morality) is now done. I really like the results for this one! The yellow sphere (Curiosity) finished! That completes all 4 of GLaDOS' cores! The ideal placement on the mockup according to Portal in-game screencaps: Feedback is appreciated so I can improve these and keep them to a high standard. So far I think all the spheres need are darker outlines.
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Sun Nov 09, 2008 7:26 am |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: Aperture Laboratories -We do what we must, because we can!
Those old turrets were a little buggy I seem to recall. And the sprites don't really fit.
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Sun Nov 09, 2008 9:43 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Aperture Laboratories -We do what we must, because we can!
Minor Update, at least until a Portal gun is possible code wise. Until then, The Aperture Science Handheld Portal Device has a sprite! Normal: 2x View: Feedback always welcome/needed. This is my last post for tonight.
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Sun Nov 09, 2008 9:48 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: Aperture Laboratories -We do what we must, because we can!
I need to suggest someone who understands Lua to test this, because it would fix everything.
Lua is referenced in maps, and refers to areas in said map.
Areas are defined in the map.
Couldn't you define an area in an MOSR? Its X,Y Coordinates wound coincide with the MOSR's location and orientation, wouldn't it? and furthermore, couldn't an MOSR, TDE, Device, or actor, trigger lua scripts? such as for a portal gun, it would have the start script, which looks for portals, and it shoots objects, that gib into portals that create the area? Sure it would mean that the portal gun would have to either still exist in the map, or be an active weapon, or lose, and if you had more than one it would crash, but....
Why I'm getting at is, you create a lua script, then in a map, you tell it to check the lua. couldn't you have any game object, check said lua script in the same way? I don't know lua, so I couldn't make a script to test with, but I just thought of suggesting it so someone who knows how, could check.
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Sun Nov 09, 2008 10:08 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Aperture Laboratories -We do what we must, because we can!
Wow this is looking amazing.
The portal gun seems too large for a normal sized actor to use though. But still, that sprite for it is godly.
This thing would be a great boss/brain unit to defend/fight against. Probably a large room with turrets, glados and some other hazards to keep invaders at bay.
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Sun Nov 09, 2008 11:52 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Aperture Laboratories -We do what we must, because we can!
numgun wrote: Wow this is looking amazing.
The portal gun seems too large for a normal sized actor to use though. But still, that sprite for it is godly.
This thing would be a great boss/brain unit to defend/fight against. Probably a large room with turrets, glados and some other hazards to keep invaders at bay. Yeah, I thought that it was a little big when I finished it. =( This was at 2AM though, and wasn't that long of a sprite to do. I'll trim it down a bit. Didn't realize it had become so tall heh. Though, the portal gun doesn't matter at the moment until we get some working portals! =P And yes. Defending GLaDOS would be awesome. UPDATE: Ok. I tinkered with the portal gun a little bit and shrunk it down by compressing it a little. I think I was able to size it down without sacrificing the detail: And here it is next to a Darkstorm Grenade Launcher for size reference:
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Sun Nov 09, 2008 2:39 pm |
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C-tron
Joined: Sun Dec 30, 2007 7:55 am Posts: 165
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Re: Aperture Laboratories -We do what we must, because we can!
you could do curiosity always looks at you, rage looks at you only when ready to fire, morality looks away when firing, and don't know about blue. If it's possible codewise.
E: I think outlines are fine because they remind me of the game as is, just have appropriate background and work on the shading instead.
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Sun Nov 09, 2008 3:44 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Aperture Laboratories -We do what we must, because we can!
Another fun update! Just finished spriting the rocket turret! Normal: 2x: Needs a little more shading work in certain places, but I wanted to get it out there to complete the Sphere modules.
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Sun Nov 09, 2008 4:42 pm |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Aperture Laboratories -We do what we must, because we can!
Areas, as of right now are read-only and can only be defined static in maps. Numgun, could you pull some of your weight with Data, and alert him of this? I could use that distance formula that Tim gave me, but I forgot the exact code, and Lua math writes differently than normal math. (It was the Pythagorean Theorem) And I'll get those Cores onto GLaDOS by the end of the day. Wit, work on the Lua scene, so I can start placing GLaDOS inside, and the Lua (Since there are bound to be troubles in that department). EDIT: And could you give me the rocket Turret Stem as a Bendy arm animation (Like the coalition arms). And preferably all of them being different pictures (In the same kind of format as the arms). Thanks. Double EDIT: And you can make an animation of each of the spheres swiveling around in their socket things.
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Sun Nov 09, 2008 5:08 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Aperture Laboratories -We do what we must, because we can!
Compared to the CC scale, that portal gun is still gigantic. And same goes for the rocket turret. The turret wont fit inside a normal vanilla bunker shafts (48pixels tall) and it will be taller than any unit in CC. The glados however, is perfect.
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Sun Nov 09, 2008 5:52 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Aperture Laboratories -We do what we must, because we can!
zalo wrote: Areas, as of right now are read-only and can only be defined static in maps. Numgun, could you pull some of your weight with Data, and alert him of this? I could use that distance formula that Tim gave me, but I forgot the exact code, and Lua math writes differently than normal math. (It was the Pythagorean Theorem) And I'll get those Cores onto GLaDOS by the end of the day. Wit, work on the Lua scene, so I can start placing GLaDOS inside, and the Lua (Since there are bound to be troubles in that department). EDIT: And could you give me the rocket Turret Stem as a Bendy arm animation (Like the coalition arms). And preferably all of them being different pictures (In the same kind of format as the arms). Thanks. Double EDIT: And you can make an animation of each of the spheres swiveling around in their socket things. I can start working on the scene in a bit. Right now I'm trying to push some bunker tiles out, as well as GLaDOS's chamber herself. As for LUA, I'm a complete moron when it comes to it. I'm good at base design, and I'm working on my begginer spriting skills. When it comes to programming or code, I'm completely retarded past simple things like code edits and ini swaps for activities and whatnot. I couldn't write any myself. I also need to work on the size of the turret before I make animations for it. I think I just made the base part way too large, because the head and arm are to scale, since it's off the size of the spheres, but numgun is right, it's far too large at the moment. As for the spheres, I'll be the first to say I'm not great with animations, but I'll see what I can do. Do note that they do not swivel at all while attached to GLaDOS, only once they've been shot off do they wiggle around. EDIT: Found out in game the rocket turret spheres are a lot smaller than the GLaDOS components, so that's probably the reason I made it so big. I'll get a fixed one soon. EDIT2: Rocket Turret V2: Any smaller and I sacrifice too much detail, so hopefully 39 pixels high is short enough. EDIT3: Shrunk Portal Gun again. Seeing it in game, I'm content with it: In-game:
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Sun Nov 09, 2008 6:50 pm |
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