Author Topic: Portal Prelude  (Read 251912 times)

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Offline Builderboy

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Re: Portal X
« Reply #225 on: May 18, 2010, 11:34:50 pm »
Yay :)

Alright so i spent today trying to increase the terminal velocity from 1 pixel per frame, up to 2 pixels per frame, but i gave up.  Lol the fact that the pixels are not of a consistent width is destroying my brain, so i think i am going to leave it where it is and focus on getting the doors to work :P

Offline meishe91

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Re: Portal X
« Reply #226 on: May 18, 2010, 11:51:56 pm »
Well Axe works in integers, so the decimal is not calculated and you are left with 1.  The concept is basically this:  You store the coordinates to a screen that is 256 times bigger than the calculator one, and when you display your character you zoom out by dividing by 256.  This means you have 65536x the positions of a normal screen, so you have much more precision.

I thought Axe always rounded up, so wouldn't it leave two? Not a big deal, I was just checking.

That sucks about the terminal velocity not going how you quite want it to go. What would going from one pixel to two do?
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Offline Builderboy

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Re: Portal X
« Reply #227 on: May 18, 2010, 11:56:16 pm »
It would mean basicaly that i could increase gravity by double and increase the maximum speed by double

Offline DJ Omnimaga

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Re: Portal X
« Reply #228 on: May 18, 2010, 11:57:30 pm »
Mhmm, I'm not sure if I get anything x.x

Could you elaborate, possibly with screenshots, what you mean by pixels not being consistent width?

Offline Builderboy

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Re: Portal X
« Reply #229 on: May 19, 2010, 12:02:16 am »
Yeah that part is really hard to explain, let me see if i can whip up a screenshot really quick...

gah paint is being stupid.  Well its kinda hard to explain, but let me try.  Other people have represented each pixel with 256 sub pixels, well in portal i represent each pixel with 51.2 sub pixels (its complicated) but since Axe doesn't support decimal, some of them round down to 51, and some of them round up to 52.
« Last Edit: May 19, 2010, 12:07:37 am by Builderboy »

Offline meishe91

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Re: Portal X
« Reply #230 on: May 19, 2010, 12:06:55 am »
Oh ok, that'd be cool to see. Good luck on implementing that. And ya, that is a little confusing.
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Offline DJ Omnimaga

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Re: Portal X
« Reply #231 on: May 19, 2010, 01:41:15 am »
Yeah that part is really hard to explain, let me see if i can whip up a screenshot really quick...

gah paint is being stupid.  Well its kinda hard to explain, but let me try.  Other people have represented each pixel with 256 sub pixels, well in portal i represent each pixel with 51.2 sub pixels (its complicated) but since Axe doesn't support decimal, some of them round down to 51, and some of them round up to 52.
oooh I see now, thanks for explaining

Offline Builderboy

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Re: Portal X
« Reply #232 on: May 19, 2010, 01:43:50 am »
Yeah, i had to do it that way because i use 5x5 tiles, which is not fun in binary, which likes powers of two.  But as a result i have to deal with all this pixel crap x.x

Offline meishe91

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Re: Portal X
« Reply #233 on: May 19, 2010, 02:05:49 am »
So if Axe had a consistent rounding routine type thing it would make it a lot easier?
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Offline Builderboy

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Re: Portal X
« Reply #234 on: May 19, 2010, 02:13:31 am »
Well no, its not because of rounding actualy.  Say it rounded down to 51 each time?  That would be 51 sub pixels per pixel, accros 5 pixels per tile, would be 255, not 256.  So there is one pixel in every tile that needs to have 52 sub pixels per frame in order for me to be able to do fast division with 256

Offline meishe91

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Re: Portal X
« Reply #235 on: May 19, 2010, 02:17:46 am »
Oh, that sucks.
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Offline Builderboy

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Re: Portal X
« Reply #236 on: May 19, 2010, 02:18:57 am »
Yeah, but the only way around it would be to change all the tiles to either 4x4 or 8x8.  4x4 is too small and 8x8 is too large so im sticking with 5x5.  I dont want to rewrite my entire engine anyway :P

Offline meishe91

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Re: Portal X
« Reply #237 on: May 19, 2010, 02:56:44 am »
Haha ya, engine rewriting doesn't sound like a very fun thing to do :P
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Offline DJ Omnimaga

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Re: Portal X
« Reply #238 on: May 19, 2010, 03:01:36 am »
Plus it looks pretty nice as it is now anyway :P

Offline ztrumpet

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Re: Portal X
« Reply #239 on: May 19, 2010, 06:50:19 pm »
Ouch, I hope you can figure out how to make it work. :)
Ti-Newb: Yay, I'm glad it works! ;D