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Offline DJ Omnimaga

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Re: Portal X
« Reply #255 on: June 24, 2010, 01:00:45 am »
Wow awesome! And nice to see another update! Sorry to hear about the RAM clear though x.x

I like how it still runs quite fast and the complexity of this. So true to the original portal. If ticalc doesn't feature this when this comes out, it will be a real shame!

Offline Builderboy

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Re: Portal X
« Reply #256 on: June 24, 2010, 01:02:32 am »
Im also happy to say that im also still running in 6Mgz :) Portal for the 83 here I come!

Offline DJ Omnimaga

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Re: Portal X
« Reply #257 on: June 24, 2010, 01:28:26 am »
really? Awesome! I assume you don't redraw the entire tilemap every frame, right?

Offline Builderboy

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Re: Portal X
« Reply #258 on: June 24, 2010, 01:30:12 am »
yeah, it doesnt change at all except for when the doors open and close, so there really is no need to :) I just have it stored in the backbuffer.  The buttons modify the backbuffer when needed

Offline DJ Omnimaga

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Re: Portal X
« Reply #259 on: June 24, 2010, 01:33:49 am »
Aaah ok. Seems like a good idea :)

I can't wait to see boxes in action. How do you think they will be controlled?

Offline Builderboy

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Re: Portal X
« Reply #260 on: June 24, 2010, 01:54:07 am »
So they will have basic physics when you are not holding onto them, but when you press Alpha and are near a box, you pick it up and it moves with you, then you press alpha to drop it again.  Simple as that :)

Offline DJ Omnimaga

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Re: Portal X
« Reply #261 on: June 24, 2010, 02:00:16 am »
Aaah ok ^^ Sounds like a good deal :)

What about collision detection in walls when moving them around? Will it be possible to push them too? (like SirCmpwn HL2D game)

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Re: Portal X
« Reply #262 on: June 24, 2010, 02:02:19 am »
No, there will be no pushing of boxes for speed reasons unfortunately.  This is because with portals, the physics becomes infinitely more difficult, so i am forced to make everything a lot simpler

Offline DJ Omnimaga

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Re: Portal X
« Reply #263 on: June 24, 2010, 02:18:51 am »
Aaaah ok, just curious. Regardless, it is still an EPIC game already :)

Offline ztrumpet

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Re: Portal X
« Reply #264 on: June 24, 2010, 10:15:58 am »
AWESOME!

Wow.  That is incredible.  Wow. :)

Offline calcdude84se

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Re: Portal X
« Reply #265 on: June 24, 2010, 04:31:50 pm »
You can push boxes (or rather cubes :P) around in the original game? I don't think so... Picking them up is truer to the original game, and if it is indeed simpler, than definitely go with it.
Great screenie, too. Keep up the good awesome EPIC work! :)
« Last Edit: June 24, 2010, 04:32:03 pm by calcdude84se »
"People think computers will keep them from making mistakes. They're wrong. With computers you make mistakes faster."
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Spoiler For "PartesOS links":
I'll put it online when it does something.

Offline DJ Omnimaga

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Re: Portal X
« Reply #266 on: June 24, 2010, 04:33:39 pm »
Mhmm I think if you moved pretty fast into them, they moved. I could be wrong, though. That said, it may be better to not allow this, else it may make things too hard to code, given all the physics and stuff.

Offline nemo

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Re: Portal X
« Reply #267 on: June 24, 2010, 04:36:19 pm »
yeah, you could push boxes around in the original portal, but it's more logical and convenient to pick them up. ahh.. the good days of the companion cube being used as a shield (:


Offline DJ Omnimaga

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Re: Portal X
« Reply #268 on: June 24, 2010, 04:39:59 pm »
Oh wow, don't talk to me about LV 16 (I think it is? Maybe 17...). Tried to beat it last evening, and even using the two blocks as shields, I still couldn't figure out how to get past all the lasers things

Offline nemo

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Re: Portal X
« Reply #269 on: June 24, 2010, 04:44:22 pm »
that's my favorite level. i remember doing it in "advanced" mode, where all the bots are in cages so you can't kill them... but if you're trying to figure out how to, DJ, if you looked above the bots there was usually a place you could shoot a portal. then you'd make a different portal elsewhere and drop a cube through it, onto the bot.

builderboy: if a player picks up a cube, then walks to the edge so that the cube is over the edge, will the cube fall down? especially if the player is positioned like so, with just 1 pixel of his leg on the edge of a cliff:
                     PLAYER| CUBE
                        |_   ____
                      _|_   |     |
_____________|     | |___|
  Cliff              |
                     |