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| New Portal Gun - Finally added pictures! |
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| Blockflame:
--- Quote from: Anti-Block on May 19, 2011, 02:21:47 AM ---woah. Can we rate? --- End quote --- If so i will rate 1337/10 :3 |
| Megeta:
:O woah.... Just work those bugs out and that will be an amazing add-on :D 10/10 Great job! |
| The Titanium:
aside from the main model improvements here are some of my thoughts for a revamped portal gun: * ramp compatibility: should be able to spawn on ramps. * dts portals: you should use a dts for the portal aside from the emitter stuff, like qwertyuiopias' portal gun. i have put reasoning behind this. * multiple layers of detection zones: you should have different stages of detection. more than one layer at least. there is one larger zone that teleports if the player is at a certain velocity or higher. if they're slower, a smaller zone teleports them, and this goes on until passing through things seems non-teleporting-in-mid-air-etc * picked-up objects MOUNT to you: objects that get picked up shouldn't hover in front of you, i think there should be a system that somehow MOUNTS the object to you, so if you're going through a portal, it's coming with you directional things: some of the far more difficult things that i'm not sure are possible at all but whatever: * portals consider direction for exiting players: directional changing. if you're going through a portal, you're going to come out pointing in the direction the other portal is facing, not some universal constant direction. this applies for up and down and etc. * projectiles consider direction: projectiles shooting into portals should consider the direction the projectile went when it flew into the portal, not just flying out of the portal in a straight line upon exit |
| The Titanium:
bump |
| Wheatley:
--- Quote from: MyNameIsYou on June 08, 2011, 01:28:38 PM ---Needs potato --- End quote --- PotatOS only wants you gone. |
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