Plans for 2016

I believe I was 16 or so when I was developing Blue Portals, and boy, I dreamed of having it on Steam. Being able to deliver updates easily was something I always wanted for the project; in-fact, that's why it was officially supported on that Desura platform. But time went on, and I started to look at Blue Portals more and more critically then I've done before. The mistakes we've made, and the complaints of users of the time just started to make more and more sense. It's not a bad mod, but I always thought it could be better.

Since Steam Greenlight became a thing, I thought about putting Blue Portals on there. It's a mod that people ether really liked, or didn't like at all. But I felt that it was a mod for it's time as there were many fling and timed puzzles; commonly like how most community maps were at the time. It wasn't until a month ago, I told Colossal to put it up there and see what would happen.

Now, my teenage dream came true. Blue Portals was…

Re-did this Blog.

When I first started this blog, I was mostly planning on reporting and going deeper on my logic I/O experiments of my Hammer Notepad video series. However, after 2012, my interest in making crazy things with just the I/O alone grew dull, and became more, and more simple. With this, Hammer Notepad videos became less of a thing. That, and I also forgot about this blog.

Earlier last month, I was like "I should really make sure that everything (well, mostly everything) I released is up to date, and can be downloaded and installed after the trillion updates that happened over the years." I started with A Little Higher, and Tornate by fixing a few hiccups on the workshop version, and re-releasing the manual install version with detailed instructions. After those two series was done, I started to look at my other maps which where finished. For Old Times Sake did not need to be updated, and Feather Away was intended to be a Workshop only release. I'm still working on Blue Portal…

Oh yay! Another update!

It has been over a year since the last blog post. Sorry about that. I would usually post things if I wanted to share information, talk about projects, or announce releases of Portal maps. So what happened?

From the time I last post, PUNT has been on and off with it's development progress. With it, I learned so much more about the Source Engine, how to do more things with code, how the engine mostly works. So, even if it does not pull through, the things I learned are greater then the time I spent on it. So, is it dead? Tsh, No!

After a while, I was questioning about the overall game play mechanics of the mod. I felt like it was just  "Press Mouse 1" type of game. You turned things on, you turned things off. There was no spark that Portal had. I talked about the game play changes on ModDB over the summer. This was a much more fun game mechanic, and it was really fun having power balls bounce all over the map! But with this, the Retro-Futuristic look had to go.

In the earl…

Work on it until you are sick of it!

People work on mods when they have spare time, and when they feel like it. But since last week, I've been working almost non-stop on PUNT since the art style change. Non stop development since November. There was always something I was doing for PUNT.

To make developing easier, I composed the puzzles as separate maps and then later stitch the maps together. This would be slapping level transition prefabs to the ends of the map and re-saving under the final name. But while developing the chambers, I configured the 2009 tools to work with PUNT with a work around with appid and file reading. This gives me the availability to use instances which are the most useful thing when developing a mod, and a better model viewer that lets you see the loaded vmts. During the finalization process, the doors and other instance-able elements will replace the prefab counter parts, and the level changing prefabs will be slapped on. I already did this to some maps so far, but not all the beginning map…

The Little things...

It is not the big things that are an issue, it is the little things you can live without that are. The little things that are nice to have, seem easy to implement, but you end up making a bunch of nonsence to get it to work. This may not be with Hammer I/O, but as I learned with PUNT, it can be with code.

Last night, I finally tackled something I wanted to do with the PUNT cubes in a while, and that is to make the player be able to pick up the cubes without the Puntgun. Why? Because how I modded the physcannon code, the pickup system is not the greatest. First, there was an animation bug, and no matter how many think functions, bools and other filters I placed, the bug kept coming back. When picking something up with the Puntgun, if you were to double click to pick it up, the model would animate to pickup and drop although the cube remained held. 
Another thing is that randomly, the box would FLY across the map towards you if you tried to pick it up from a far. The pickup distance was…

For Old Times Sake - Release

Downloads MyApertureInnovations ThinkingWithPortals

For a while now, I had this itch to make a map for the original Portal using the stock visuals, elements, and have it be a nice blast from the past. Back in June, I was playing with the functionality of instances with the 2009 SDK, and a test mod was created called Portal: 2012. I make sourcemods because I like the main game files stock in case of a problem. Along with playing with instances, I also edited the viewmodel position, the field of view, swapped some sounds and scripts around, made and ported a few things, and gave Portal an updated feel.

I backed up the mod, and continued on other things. The folks at at MyApertureInnovations (Formally MyApertureLabs) are getting ready for a mapping contest, and I thought a nice, classic Portal map would make the map stand out from the other Portal 2 maps. However, while I was adding to the map, I've encountered many vvis and vrad errors, so that forced the map to be small, removing the…

Sorry for being 'Dead'

No, I'm not dead, but it looked like it with the lack of content. Its been a while since I've posted anything on Youtube and here. So what's been happening, well to be honest, nothing much. I'm trying to finish up school, I've been experimenting with code and ideas, and I've been working in Alive and Kicking. You may have a lot of questions, and I'll answer hopefully most of them here.

First things first, Blue Portals. I know, its been since November since we posted anything! So what happened with that? Well, I originally wrote an article describing what has been going on with Refresh, and to my luck, Zilefile is no more, which contains a lot of WIP screenshots during the development of Blue Portals, Refresh, and other things. And since the maps were gone (They just needed to be recompiled and fixed up.), the article felt pointless without them. Here is the article:

First off, we would like to thank you for being to patient on us, and we really feel bad to …