[SP] Prey
Quote from sicklebrick on June 21, 2012, 6:48 pmYeah.. there are a lot of quirks like this. Basically on every transition, the entire level is rotated under the player and not the other way around. This has to happen over several steps and frames so stuff like that happens. (I.e. cube is temporarily parented to the level, portals get turned off, stuff rotates, cubes unparented, portals back on, etc...then you have to account for stuff like the player being stuck in walls, manually handling whatever the player's carrying etc.). I tested it on 3 machines and thought that bug had been licked :'(
Anyhoo, I'll take another look in a bit.. that particular spot's been problematic for a while.
Yeah.. there are a lot of quirks like this. Basically on every transition, the entire level is rotated under the player and not the other way around. This has to happen over several steps and frames so stuff like that happens. (I.e. cube is temporarily parented to the level, portals get turned off, stuff rotates, cubes unparented, portals back on, etc...then you have to account for stuff like the player being stuck in walls, manually handling whatever the player's carrying etc.). I tested it on 3 machines and thought that bug had been licked :'(
Anyhoo, I'll take another look in a bit.. that particular spot's been problematic for a while.
Quote from RogerL on June 21, 2012, 8:14 pmWell, its amazing what you were able to accomplish. And I thought the way of getting the laser into the emitter in the final room was very clever. In my first playthrough, since I had three cubes, I kept trying to stack all three in the button room, but could never get the top cube aimed properly and I was starting to get pissed off when I finally decided that that was not what you intended. The final solution actually (and surprisingly, given my state of mind at the time) came pretty quickly.
Well, its amazing what you were able to accomplish. And I thought the way of getting the laser into the emitter in the final room was very clever. In my first playthrough, since I had three cubes, I kept trying to stack all three in the button room, but could never get the top cube aimed properly and I was starting to get pissed off when I finally decided that that was not what you intended. The final solution actually (and surprisingly, given my state of mind at the time) came pretty quickly.
Quote from Jacu on June 22, 2012, 12:07 pm3rd cube? I found only 2 and that was enough to complete the map.
Anyway nice idea. After first confusion passed that was pretty clear and rather easy.
Here is my final room solution:[spoiler]
[/spoiler]
Can't wait to see more of that, this idea has really big potential to create difficult puzzle
3rd cube? I found only 2 and that was enough to complete the map.
Anyway nice idea. After first confusion passed that was pretty clear and rather easy.
Here is my final room solution:

Can't wait to see more of that, this idea has really big potential to create difficult puzzle
Quote from RogerL on June 22, 2012, 1:05 pmI think I confused your script:
http://steamcommunity.com/profiles/76561197990738647/screenshot/596974051345730764Also, the first button also turns on and off the laser in the final room. Is that supposed to happen?
I think I confused your script:
http://steamcommunity.com/profiles/76561197990738647/screenshot/596974051345730764
Also, the first button also turns on and off the laser in the final room. Is that supposed to happen?
Quote from sicklebrick on June 22, 2012, 2:38 pm@Jacu:
Hoot, that's the intended way. I'll do a more difficult one when the bugs are ironed out of this =)@RogerL:
Hah, looks like you have >.<
There's something really messed up with that particular spot that I can't track down, but cheers for letting me know!Oh yeah.. first button turning off the final room laser.. shame on me, that's a mistake yeah!
@Jacu:
Hoot, that's the intended way. I'll do a more difficult one when the bugs are ironed out of this =)
@RogerL:
Hah, looks like you have >.<
There's something really messed up with that particular spot that I can't track down, but cheers for letting me know!
Oh yeah.. first button turning off the final room laser.. shame on me, that's a mistake yeah!
Quote from RogerL on June 22, 2012, 3:17 pmOh, no! Then I solved it in an unintended way. I made one portal right-side up and the other portal upside down to get the laser lower. It seemed to fit the theme of your map. In fact, you could force that solution if you made that wall only one portal high. But if its unintended...
Oh, no! Then I solved it in an unintended way. I made one portal right-side up and the other portal upside down to get the laser lower. It seemed to fit the theme of your map. In fact, you could force that solution if you made that wall only one portal high. But if its unintended...
Quote from sicklebrick on June 22, 2012, 4:05 pmThat's actually a pretty smart idea.. never thought of that
So many of these mechanics still to explore!
That's actually a pretty smart idea.. never thought of that
So many of these mechanics still to explore!
Quote from RogerL on June 23, 2012, 12:44 amsicklebrick wrote:There's something really messed up with that particular spot that I can't track downI didn't exploit a glitch there, I placed the second cube on a ledge in the next room, which I jumped onto, and then jumped past a transition marker and it bugged me to a position of "reverse" gravity. I spent a couple of hours trying to find some way to exploit that, but found nothing. I can give you more details if you want; the idea might lead to some interesting mapping opportunities.
I didn't exploit a glitch there, I placed the second cube on a ledge in the next room, which I jumped onto, and then jumped past a transition marker and it bugged me to a position of "reverse" gravity. I spent a couple of hours trying to find some way to exploit that, but found nothing. I can give you more details if you want; the idea might lead to some interesting mapping opportunities.
Quote from sicklebrick on June 23, 2012, 1:22 amAah, no worries man.
Originally, the idea was to allow the player to jump off at any time flipping you back to normal gravity, but it was causing all sorts of problems with having to detect if doing that would leave the player's head stuck in a wall for example (instead, I stuck clip brushes around them :p). That ledge was a last minute addition, so I'd removed most places you could become detached and forgotten about there. Totally appreciating the feedback though
Aah, no worries man.
Originally, the idea was to allow the player to jump off at any time flipping you back to normal gravity, but it was causing all sorts of problems with having to detect if doing that would leave the player's head stuck in a wall for example (instead, I stuck clip brushes around them :p). That ledge was a last minute addition, so I'd removed most places you could become detached and forgotten about there. Totally appreciating the feedback though
Quote from Jepp on June 23, 2012, 7:11 amYou could've made this easier, my brain hurts D: I ended up just wandering around the whole place, feeling super disoriented and without any clue what so ever what to do. I guessed I didn't try hard enough but walking around in that maze without knowing what's up or down made me sick :S
You could've made this easier, my brain hurts D: I ended up just wandering around the whole place, feeling super disoriented and without any clue what so ever what to do. I guessed I didn't try hard enough but walking around in that maze without knowing what's up or down made me sick :S