Author Topic: Portal Prelude  (Read 258102 times)

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Offline meishe91

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Re: Portal X
« Reply #555 on: September 17, 2010, 04:07:19 am »
Cool, glad to hear about some progress :) Good luck on more!

How many levels do you plan to have in total now? I think I remember you saying a number before but forgot it and just wondering if it's changed.

Also, side question, how do you know how much code is executable and how much is data?

Edit:
Is there a disadvantage or something to using Appvars?
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Offline Builderboy

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Re: Portal X
« Reply #556 on: September 17, 2010, 04:11:16 am »
Right now im planning for 30 Test Chamber levels plus secret fun things.  As for data, im not sure, i don't really know of a good way to tell.  Right now i would estimate around 350 bytes. 

As for Appvars, i want to try not to use them, just because it makes installation and transfer that much harder.  I really have nothing against them, id just rather keep it simple if i can.  And a single App is about as simple as it gets, no shell, no level data, just a simple App you can run right from your App screen.

Offline DJ Omnimaga

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Re: Portal X
« Reply #557 on: September 17, 2010, 04:17:27 am »
Darn 350 bytes of data? That's small o.o

And yeah I understand, although personally I'm not one to judge games based on the amount of files.

Offline Builderboy

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Re: Portal X
« Reply #558 on: September 17, 2010, 04:18:39 am »
Yeah, thats not really what im worried about. Im more worried about people playing it in school, and when they give it to their friends, they dont transfer the appvar and then they get mad :(

Offline DJ Omnimaga

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Re: Portal X
« Reply #559 on: September 17, 2010, 04:20:50 am »
Yeah true, that could be a problem. With a BASIC game, the files are usually named with a prefix and all listed in prgm menu at the same place. With an appvar, it's easier to forget

Offline meishe91

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Re: Portal X
« Reply #560 on: September 17, 2010, 04:23:42 am »
Ah ok. I gotcha. Thanks.

So you are almost done with the levels then?

Also what about executable code? I've never understood how some people can tell when there code is reaching that 8000 byte limit.
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Offline DJ Omnimaga

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Re: Portal X
« Reply #561 on: September 17, 2010, 04:29:21 am »
I personally am wondering that too x.x. When compiling a program, it doesn't tell the executable code size, so you don't know when you'll reach it.

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Re: Portal X
« Reply #562 on: September 17, 2010, 08:46:33 am »
After it gets too big, it will say "Invalid" when you run it.  I think.  That's what started happening with AWTI.

Offline Builderboy

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Re: Portal X
« Reply #563 on: September 17, 2010, 01:40:41 pm »
Yeah, although i rarely run it on the homescreen anymore.  Usually i just run it in wabbit, and if it freezes before even displaying the level i assume its to big and i go to app.  (if it still freezes im in trouble :P)

Offline DJ Omnimaga

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Re: Portal X
« Reply #564 on: September 17, 2010, 05:45:50 pm »
After it gets too big, it will say "Invalid" when you run it.  I think.  That's what started happening with AWTI.
Yeah but I wondered how to know when it is almost too big ;D

Offline Runer112

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Re: Portal X
« Reply #565 on: September 18, 2010, 10:09:46 pm »
By the way, if you want to release the level data ahead of time, I can try to see how well I can compress it.

Offline Builderboy

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Re: Portal X
« Reply #566 on: September 19, 2010, 03:31:41 pm »
Well i have decided to ditch the duel layer cross compressing RLE compression, so there really is no more need to hand compress levels, but thanks for the offer :)

Offline meishe91

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Re: Portal X
« Reply #567 on: September 19, 2010, 04:09:49 pm »
What kind of compression are you ending up using?
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Offline Builderboy

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Re: Portal X
« Reply #568 on: September 19, 2010, 04:25:52 pm »
Regular RLE

Offline meishe91

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Re: Portal X
« Reply #569 on: September 19, 2010, 05:02:23 pm »
Ah ok. Do you compress level by level or the whole thing as a whole?
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