Author Topic: Portal Prelude  (Read 254913 times)

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Offline meishe91

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Re: Portal X
« Reply #375 on: July 24, 2010, 07:14:30 pm »
Nice, that is awesome. Is there a story going along with this Portal?
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Offline TIfanx1999

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Re: Portal X
« Reply #376 on: July 24, 2010, 09:13:57 pm »
Currently i have...  22 Levels built.  So thats an average of about 1300 bytes.  I really hope to include a number more levels, i have quite a bit of space left already so i think for now fitting everything on one page shouldn't be that hard.
That's great! I'm surprised that data is so small for this.

Offline Hot_Dog

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Re: Portal X
« Reply #377 on: July 25, 2010, 12:00:40 am »
Currently i have...  22 Levels built.  So thats an average of about 1300 bytes.  I really hope to include a number more levels, i have quite a bit of space left already so i think for now fitting everything on one page shouldn't be that hard.
That's great! I'm surprised that data is so small for this.

I'm not, but I'm glad you're taking care to keep the data as compressed as possible :D  Thanks, Builderboy!

Offline Builderboy

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Re: Portal X
« Reply #378 on: July 25, 2010, 01:05:33 am »
Yeah the compression is only half as small as using half byte compression, so its not * super maniac* compression, but when your trying to include as many levels as possible it sure helps a lot :)

Offline DJ Omnimaga

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Re: Portal X
« Reply #379 on: July 29, 2010, 04:38:03 am »
Wow small indeed for that many levels. Nice job Builderboy and nice to see this updated :)

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Re: Portal X
« Reply #380 on: August 01, 2010, 09:50:46 pm »
Happy to announce with that some more code reworking i have managed to decrease the size of levels once again :) Even though the data for buttons took up 2 bytes, the tile for the button added around 2-4 bytes of data to be inserted, since its such a small tile, it interrupts lots of flow with the run-length--encoding.  Plasma balls are even worse, with 3 bytes of object data, and an additional 4-8 bytes of tile data. 

However, now all tile data is discretely inserted into the tilemap by the generator after the decompression but before the display.  So now the workings of the tilemap displayer works like this:

0) Load tilemap data
1) Decompress Data into Tilemap
2) Initialize objects
3) Insert object tile data
4) Display map dynamically

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Re: Portal X
« Reply #381 on: August 01, 2010, 09:56:10 pm »
Nice!

Offline Hot_Dog

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Re: Portal X
« Reply #382 on: August 01, 2010, 09:56:19 pm »
Builderboy, keep up the good work!

Offline Builderboy

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Re: Portal X
« Reply #383 on: August 01, 2010, 10:25:53 pm »
Oh also forgot to mention i added a new tile :] Im not quite sure what to call it, but its a small hole that goes through a wall and you can shoot portals through it but you cant move through it.  Its very handy dandy :]

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Re: Portal X
« Reply #384 on: August 01, 2010, 10:52:27 pm »
Oh, I remember those tiles ^^  Sweet, when is the next public beta :D

Offline Builderboy

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Re: Portal X
« Reply #385 on: August 02, 2010, 01:09:23 am »
Probably not another beta for a while, i dont want to give out too many :P There *might* not be another beta until the final release actually.

Offline meishe91

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Re: Portal X
« Reply #386 on: August 02, 2010, 02:56:05 am »
Very cool! Glad to see more progress :D Is the new tile sort of like a force field/shield type thing then?
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Offline Builderboy

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Re: Portal X
« Reply #387 on: August 02, 2010, 03:02:59 am »
More just like a hole in the wall :P

Offline meishe91

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Re: Portal X
« Reply #388 on: August 02, 2010, 03:22:58 am »
Right, ok haha. Just sounded force fieldish since you said you can shoot through it but not go through :P
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Offline Hot_Dog

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Re: Portal X
« Reply #389 on: August 02, 2010, 10:07:53 am »
Oh, so it's kind of like a means of being able to get into another room where a wall is blocking the way, right?