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Offline Builderboy

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Re: Portal X
« Reply #570 on: September 19, 2010, 05:25:38 pm »
Each level is compressed on its own, since each level has unique non tilemap data that constitutes buttons, boxes, plasma ect....

Also i am getting an idea for some more unique objects that should make for some surprise gameplay >:D i think i am going to wait to implement them though

Offline meishe91

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Re: Portal X
« Reply #571 on: September 19, 2010, 05:31:28 pm »
Ah ok. So basically each set of tilemap data is compressed level by level then, for example, separated by something so you can find the correct level, decompress the correct level, then add the non-tilemap stuff?

Like what? Or is it all a secret? ;)
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Offline Builderboy

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Re: Portal X
« Reply #572 on: September 19, 2010, 05:37:02 pm »
well i only have one level right now, and no support for multiple levels, so thats not really an issue right now :P

Offline meishe91

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Re: Portal X
« Reply #573 on: September 19, 2010, 05:50:28 pm »
You only have one level? Are the others just planned out then?
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Offline DJ Omnimaga

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Re: Portal X
« Reply #574 on: September 19, 2010, 11:57:21 pm »
Each level is compressed on its own, since each level has unique non tilemap data that constitutes buttons, boxes, plasma ect....

Also i am getting an idea for some more unique objects that should make for some surprise gameplay >:D i think i am going to wait to implement them though
Easter eggs?

Anyway keep up the good work on this :)

I wonder if you plan to add multiple LV support soon, though? :P

Offline Builderboy

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Re: Portal X
« Reply #575 on: September 20, 2010, 12:08:59 am »
One the engine is 100% self sustainable and the editor can handle the new additions i will definetaly add in multiple level code and transition code to transition between them ^^

Lol i hope all this compiling to App wont kill my calc

Offline DJ Omnimaga

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Re: Portal X
« Reply #576 on: September 20, 2010, 01:06:10 am »
Lol yeah, it would suck if the Flash chip weared out or if you could no longer compile to APPs (like my 83+) x.x

Offline Runer112

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Re: Portal X
« Reply #577 on: September 20, 2010, 03:30:31 pm »
Well if the App ever starts getting too big, just send me a message and I'll help crunch your levels ;)

Offline Builderboy

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Re: Portal X
« Reply #578 on: September 20, 2010, 06:10:33 pm »
Lol they are already super small don't worry about that. And if i were to implement a more advanced compression algorithem, i think that the extra size added by the decompresser would make it so that there wasnt even that much of a difference.

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Re: Portal X
« Reply #579 on: September 20, 2010, 06:13:46 pm »
7zip?  ;)

Offline Builderboy

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Re: Portal X
« Reply #580 on: September 20, 2010, 06:14:56 pm »
Lol nooo

Offline Builderboy

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Re: Portal X
« Reply #581 on: November 17, 2010, 05:00:54 pm »
So i just wanted to post about this, to say i have not forgotten it.  The main reason that there hasn't been any progress is that i currently can't see where this game is going.  At this point in time i have over 9000 bytes in code alone.  With the rest of the app i could probably make a nice title screen and fit in the good number of levels i wanted.  But that isn't what i wanted this game to be, i wanted it to have commentary as you proceed through the test chambers, and even more so, i wanted an interlude at the end where the rudimentary task of the test chamber is broken and you have a boss fight or something.  I just wanted to have something that set it apart from a simple puzzle game with a set of levels, but i see no way to do that within a the limits of the app.  I am even questioning whether or not i could do this with all the data in appvars, since i still only have 7000 bytes of code left for coding *everything* i need to do, and i'm not sure that is enough.  What are my other options?  Break it up into multiple programs that call eachother and copy data around?  Use self modifying code to bypass the code limit?  Have it be a Basic program with Xcopy and at least 4 other assembly programs? I just don't know right now and its really demotivational :(

Offline Runer112

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Re: Portal X
« Reply #582 on: November 17, 2010, 06:05:15 pm »
The engine alone is over 9000 bytes? :o

Offline Builderboy

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Re: Portal X
« Reply #583 on: November 17, 2010, 06:05:59 pm »
yeeep

Offline DJ Omnimaga

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Re: Portal X
« Reply #584 on: November 18, 2010, 08:28:22 pm »
Sorry to hear, but I think this should remain alive. I don't think it should matter that much if the game is in multiple programs. People who hate that will just miss a lot. I would suggest that if it's impossible to use an APP to simply split your game in multiple programs, ran with a BASIC launcher and if you need to keep them in archive, XCOPY. Good luck! I hope this gets finished at one point. I was really looking forward for this game. :)