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Offline mapar007

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Re: Portal X
« Reply #240 on: June 05, 2010, 04:56:14 am »
On a semi-related note:
I was playing Builderboy's original BASIC portal game this morning, and I treated myself a 'Still Alive' when I beat it.
* mapar007 goes whistling the song

"This is a triumph." :P

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Re: Portal X
« Reply #241 on: June 05, 2010, 08:49:27 am »
"I'm making a note here, huge success."

Offline DJ Omnimaga

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Re: Portal X
« Reply #242 on: June 05, 2010, 12:14:54 pm »
I liked the basic version a lot

And lol Coding Knight you got 666 posts
« Last Edit: June 05, 2010, 12:15:16 pm by DJ Omnimaga »

Offline mapar007

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Re: Portal X
« Reply #243 on: June 05, 2010, 02:59:26 pm »
And lol Coding Knight you got 666 posts

"It's hard to overstate my satisfaction"

Offline DJ Omnimaga

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Re: Portal X
« Reply #244 on: June 05, 2010, 05:35:20 pm »
Let't try to not turn the topic into spam, though :P

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Re: Portal X
« Reply #245 on: June 22, 2010, 05:19:48 pm »
Builderboy, tonight I will try and make Still Alive for you to roll with your credits.  It will be a triumph for us all.
« Last Edit: June 22, 2010, 05:23:01 pm by SirCmpwn »

Offline Builderboy

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Re: Portal X
« Reply #246 on: June 22, 2010, 05:22:01 pm »
Builderboy, tonight I will try and make Still Alive for you to roll with your credits.  It will be a triumph for us all.

That would be awesome!  How much memory do you think it would take?

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Re: Portal X
« Reply #247 on: June 22, 2010, 05:23:23 pm »
Not too much.  Two bytes for each note, plus the player code.

Offline calcdude84se

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Re: Portal X
« Reply #248 on: June 22, 2010, 09:20:52 pm »
That'd be cool. Too bad most people don't have the adapter necessary to listen to sound, though. :(
If you do this successfully (most likely), I'll look into getting an adapter. (And, offtopic, a silver-link cable, which I want for other purposes)
Any progress lately, Builderboy?
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Spoiler For "PartesOS links":
I'll put it online when it does something.

Offline FinaleTI

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Re: Portal X
« Reply #249 on: June 22, 2010, 09:36:45 pm »
Yay! Finally I have a reason to use my adapter! (for once, having a Juke isn't a curse!)


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline DJ Omnimaga

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Re: Portal X
« Reply #250 on: June 23, 2010, 12:43:30 am »
it would be nice to have that :)

Btw Builderboy any progress on this? Or are you working on a contest entry or something?

Offline Builderboy

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Re: Portal X
« Reply #251 on: June 23, 2010, 12:56:06 am »
I am actually very close to getting button support finished :D I shall post a screenshot once Im done ^^

As for the contest, i will not be submitting an entry, as i have quite a bit of active and inactive projects right now and i cant bring myself to add another to the plate :P I was actualy also thinking of helping to judge for the contest, since i wont be submitting an entry.

Offline DJ Omnimaga

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Re: Portal X
« Reply #252 on: June 23, 2010, 02:27:55 am »
Aaaah ok it's up to you. I guess we need some judges at least anyway plus I can understand that it can be hard to keep up when you have too many projects at once :P.

I hope to see the screenshot soon for Portal ^^

Offline ztrumpet

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Re: Portal X
« Reply #253 on: June 23, 2010, 10:32:12 am »
I hope so too.  This will be an awesome screenie! ;D

Offline Builderboy

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Re: Portal X
« Reply #254 on: June 24, 2010, 12:31:43 am »
Woohoo I got the buttons working!  I lost my progress from yesterday due to a silly RAM clear, and in my haste to get buttons working i neglected to archive or backup :P Oh well, i rewrote it today, better than ever!  The buttons activate when you step on them, and trigger doors elsewhere in the level to open.  Buttons are a part of the object system actually, and not part of the tilemap, and so it was a little tricky to get the map loader to automatically remove the button from the tilemap and convert the data into object format. It probably would have been a lot easier if i wasn't such an idiot ;D I was using L5 for my Object stack, and then drawing to the screen to debug.  Well silly me forgot drawing text to the screen messes with L5 :P Ouch that took a while to find.  Well i got it working finally :) Here is a tasty screenie for you!

Some things i still need to work on:
Automatic horizontal doors
Formatting issues with button terrain
Add BOXES!  Hells yes this will be bomb


« Last Edit: March 01, 2011, 09:13:25 pm by Builderboy »