Aperture Laboratories -We do what we must, because we can!
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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!
C-tron wrote: should be a shiny plastic panel shell with rusty old abandoned aluminum guts, you could do that by doing the background and a thin lining like the white clean map, and then around that have the nastiness hidden from the perspective of the actor inside the module, it should be on the thick border. Then the outside line might be concrete, I think that'd be cool. Agreed, this is probably the way I'll go. Possibley have some extra MATS that allow things like pushed out panels to access side "Guts-rooms" like in game. Thanks for the feedback. I honestly didn't like what I put up there, but I really just wanted to get an idea of a white bunker tile.
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Wed Nov 12, 2008 1:05 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!
hey can you do like tubes animating the cubes moving through those guts, then being popped out zombie style into a furnace or the bottom of the map so they don't clutter up? I think at least a grav gun is possible so in essence you'd grab a cube before it gets destroyed and use it to get by an obstacle that's up ahead.
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Wed Nov 12, 2008 2:11 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 planned on implementing the cube distribution system. What I needed to see was if it was possible to make a blue bombstyle spawner for those objects only respawning a new one once the previous one was destroyed. If not, I may just put a long delay on them or something, or just implement the objects throughout the map and use the tubes as cosmetic additions, until the one point in my scene where you travel through them to access the rest of the map.
Basically I'm shooting for a rough recreation of the last level. Dealing with 2d though is forcing me to be....creative with implementation, and it's hard because I don't even fully understand the limits of what's possible in an LUA scene.
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Wed Nov 12, 2008 5:49 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Aperture Laboratories -We do what we must, because we can!
if youre really good, almost anything you can thing of can be done with lua. doing it is another matter.
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Wed Nov 12, 2008 6:21 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!
Same goes for spriting I guess. LUA isn't something I plan on being able to understand well enough to do anything worthwhile with anytime soon.
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Wed Nov 12, 2008 8:49 am |
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Ultric
Joined: Thu Jul 10, 2008 6:23 pm Posts: 301 Location: Lurking somewhere around here...
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Re: Aperture Laboratories -We do what we must, because we can!
From my memory, the walls of the actual testing area were mainly white with slightly darker lines going around through it. A few black lines are also there, but they sorta go in ways that stick with the horizon, but also angle down for a moment before straightening out. Don't forget the little platforms with no railings. Oh yeah, for when you go into the background area, try to make one of the normal portal walls, only it's sorta ripped up and what's left is the backstage stuff. It would make it look better. The walls should never include orange and blue. It would be too distracting. I suggest you ask Capnbubs for help with the backdrop modules when he's settled in. I think I remember seeing crobo modules that reminded me a lot of the backdrop areas in portal. EDIT: Dug em up in Sprite Dump. viewtopic.php?p=208755#p208755
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Wed Nov 12, 2008 2:36 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!
GLaDOS update: Did some more shading on the main arm portion. The lower part still needs some work.
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Wed Nov 12, 2008 4:37 pm |
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chineseboy16
Joined: Sat Dec 16, 2006 1:50 am Posts: 236
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Re: Aperture Laboratories -We do what we must, because we can!
LowestFormOfWit wrote: GLaDOS update: Did some more shading on the main arm portion. The lower part still needs some work. Image That really looks amazing ;]
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Wed Nov 12, 2008 10:05 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Aperture Laboratories -We do what we must, because we can!
looking cool, though maybe less soft gradient. idk. decent. be insane to see this thing gib.
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Wed Nov 12, 2008 11:32 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!
Yeah, I'm using soft grading because I think it looks silly otherwise. Can't really make GLaDOS look cartoony. Gibs will be difficult, lmao. I haven't even started on the piece she's attached to. It's got the overhanging platform, the four rings, and the huge chamber with piping to each wall in the chamber. Pretty much it's going to be a huge bunkertile haha, so don't expect this to be a normally addable brain unit.
I've already sketched out a rough plan of what I want the scene to look like, so hopefully I can get a mockup of that soon too.
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Wed Nov 12, 2008 11:47 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Aperture Laboratories -We do what we must, because we can!
Wow, that looks really good. cant wait to see this done.
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Thu Nov 13, 2008 2:39 am |
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Silver
Joined: Thu Jan 03, 2008 8:17 am Posts: 24
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Re: Aperture Laboratories -We do what we must, because we can!
IDEA FOR GIBING OF GLaDOS:
Make it like the end of Portal. Y'know, Glados slowly comes apart, and all the peices float upwards?
Yeah, that'd be a good way for the level to end, Gladow falling apart and falling up, your actor getting sucked up with it, fade to white, and "STILL ALIVE" starts flashing across the screen instead of "WIN"
Also, for the whole "Gordon Freeman invades Aperture and Kills Glados", bonus points if you make the Gordon actor appear to be holding the Gravity Gun, which in reality is part of his arm, and make cubes able to be picked up and thrown at high speed to make it look like Gordon is GGing them.
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Thu Nov 13, 2008 4:37 am |
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Ultric
Joined: Thu Jul 10, 2008 6:23 pm Posts: 301 Location: Lurking somewhere around here...
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Re: Aperture Laboratories -We do what we must, because we can!
Silver wrote: IDEA FOR GIBING OF GLaDOS:
Make it like the end of Portal. Y'know, Glados slowly comes apart, and all the peices float upwards? That would be awesome. Might not be too hard either if you grab some anti-gravity chocolate code. Also, it would be cool if it sorta created a large hole in the ceiling too and sucked it off the map. Silver wrote: "STILL ALIVE" starts flashing across the screen instead of "WIN" Is that possible? I thought that was a hud type thing that couldn't be altered just for a scene. Silver wrote: the Gravity Gun, which in reality is part of his arm, Sorry. I believe that place is reserved for the crowbar. D0G on the other hand has the gravity gun as part of his hand, but I don't want to go that far off topic.
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Thu Nov 13, 2008 3:47 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Aperture Laboratories -We do what we must, because we can!
i think he meant sprited as part of the actors arm.
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Thu Nov 13, 2008 10:42 pm |
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Silver
Joined: Thu Jan 03, 2008 8:17 am Posts: 24
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Re: Aperture Laboratories -We do what we must, because we can!
Yeah, lemme rephrase
His arm sprite should have him holding the Gravuty Gun, and the place where items are held should be infront of it.
This way you can pick up the cube as you would a grenade, and if would appear to hover infront of the Gravity Gun. Then just have the cube's max throwing speed really, really high so that when you throw it it looks like you just fired it with the Gravity Gun.
This way you get the GG action, without any buggy coding, and you also get to just use puzzle aspects of the level, rather than having the level be all gunfighting action.
You could also make dead turrets throwable, as well as make Cameras that Gib into throwable things upon being hit too hard, and other such items.
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Thu Nov 13, 2008 11:17 pm |
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