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SparkLink Development Studio @UCImtlKaL2T_C1IL0fkDQx4g@youtube.com

2.2K subscribers

An independent Portal mod developer and game dev


Welcoem to posts!!

in the future - u will be able to do some more stuff here,,,!! like pat catgirl- i mean um yeah... for now u can only see others's posts :c

SparkLink Development Studio
Posted 1 week ago

I figured I’d go back and update an old model to look a lot better! Here’s the new bridge emitter model.

https://youtu.be/BhdAHU7CKFI?si=KDmWP...

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SparkLink Development Studio
Posted 1 week ago

New models just dropped!

They’re three different sets of electrical control boxes. One with four small ones, one with three medium ones, and one with two large ones. This is just for visual detail; I don’t plan on having these be interactive, and they have no animations.

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SparkLink Development Studio
Posted 1 month ago

Q&A time! Topic? No idea. Ask me any question. About video game development in general, about my life, about the game, about the robot, up to you

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SparkLink Development Studio
Posted 1 month ago

Here’s some info on the lore of Portal but it’s OSHA Compliant!

As much as I’d love to keep this game true to the lore of Portal, there are some major issues that had to be changed, so here’s a rundown of the differences

Cave was very slightly less stubborn, and after numerous safety violations in his day, eventually gave in and begrudgingly started the Aperture Science Safety Code. To his surprise, the quality of the company’s work rose dramatically. Employees were happy, business was booming, and Aperture actually bought out their competitor, Black Mesa, shutting down the dangerous anomalous materials research in the process before they could end the world.

Cave’s dream was to live forever. He wanted to be uploaded into a computer, but unfortunately he passed away from natural causes before his brain could be fully scanned. The Genetic Lifeform and Disk Operating System was briefly activated with this partial scan, but after being deemed too unstable it was permanently shut down. Cave’s assistant Caroline became the new CEO of the company, and still runs it to this day.

Disappointed with the amount of work needed to simply keep testing running, Aperture began development on an entirely new automated system: the Aperture Science Test Evaluator & Regulator, or ASTER for short. It was a simple concept: an AI to oversee testing, automate scoring, and supervise the construction and maintenance of test chambers. It was a massive success, freeing up employees for other more important positions. Instead of mandatory inspections being needed constantly, ASTER could simply send in Aperture Science Automated Inspection Constructs (ASAICs), small robots that would inspect and monitor the safety of all the test chambers, and only call human employees when something was wrong.

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SparkLink Development Studio
Posted 1 month ago

Ok, here’s a WIP of my robot!

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SparkLink Development Studio
Posted 1 month ago

Hey everyone! Just letting you all know that I am alive and well. I’m taking a brief pause from development as I work on another project (I’m building a robot, should I post info here?), but in a couple weeks I’ll resume as normal

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SparkLink Development Studio
Posted 1 month ago

Yesterday was my birthday!

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SparkLink Development Studio
Posted 1 month ago

Disregard the previous community post those of you who saw it, there was a misunderstanding of what was happening

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SparkLink Development Studio
Posted 2 months ago

Hopefully Portal but it’s OSHA Compliant v2.7.0 releases before Deltarune chapter 5…

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SparkLink Development Studio
Posted 3 months ago

For anyone curious, here’s my process for making chambers osha-compliant:

1. I paste the OSHAMOD Control Unit into the map. This contains all the logic for cheating, breaking glass, dialogue, energy pellets, etc.

2. I modify chamber geometry. Stairs are the biggest offender as I have to completely remake them, and I also sometimes have to adjust bits of the chambers to make them work (for example raising the floor outside the vault in chamber 00, or moving the portal to the side in chamber 01)

3. I add handrails and guardrails using my seamless prop kit. Since the chambers were designed on a grid to begin with, this part is fairly easy. I also delete cube droppers and copy-paste in my wall dispenser prefab in their place.

4. I do a basic layout of where the Access Annex will be, using large, solid blocks, and placeholder decals for where doors will be. (One such door decal could be seen in an earlier release of the game)

5. Based on where the Access Annex will be, I make any necessary adjustments to the chamber to accommodate it (for example shrinking or moving observation rooms)

6. I start cutting holes in walls and building the basic Access Annex areas, sort of as a rough draft. Then I add irregularity and complex shapes to the walls, to make them conform to the chamber’s shape more closely.

7. I texture the Access Annex areas and place doors in the holes in the walls. This is also when I build stairs and lights.

8. By now the main gameplay is mostly done, so I make ASTER’s voice lines. I try to keep her lines mostly similar to GLaDOS’s lines for the same chamber in the base game, but sometimes that isn’t possible.

9. DETAILS. This is when I add all the decorations. Pipes, wires, air ducts, shelves, fire sprinklers, things on the shelves, boxes, fences, framework, unfinished areas, air vents, etc. Anything you can think of. This is what takes the most time, by far.

10. When I have something I’m happy with, I transfer it from the development build over to the release build, and playtest it to make sure it works properly. I’m usually pretty thorough, but I sometimes miss bugs or softlocks, which is why I have the “report bug” feature on the game’s page.

11. When it’s finally time for release, I package the entire release build folder into a zip file, and upload it to the game’s page.

This process has to happen 19 times, and 2 are (mostly) done so far, with 3 more about halfway.

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