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SirCmpwn

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Re: Portal X
« Reply #660 on: February 19, 2011, 01:33:48 pm »
Hmm, I'm not sure how easy it would be to call an archived Axe program.  Is it possible to make program two data only, and largely unexecutable?  In that case, it wouldn't be too difficult.
« Last Edit: February 19, 2011, 04:12:43 pm by SirCmpwn »

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Re: Portal X
« Reply #661 on: February 19, 2011, 01:43:44 pm »
Good luck on this! Hopefully none of it gets to hard. That sounds like an awesome idea though, can't wait.
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Offline Builderboy

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Re: Portal X
« Reply #662 on: February 19, 2011, 05:50:14 pm »
I am thinking that I will make program two data, like Sir suggested, maybe even an appvar.  The main program would be a very simple, 30 levels with a menu.  It would also have  some custom code to use the extension however, which would add dialogu to all of the levels, add a few more levels, and enhance the story :)

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Re: Portal X
« Reply #663 on: February 19, 2011, 07:35:43 pm »
This thread is always full of awesome news. I'm glad to see all creativity and innovation going into how this game is designed. I'm even more excited now than ever to see the final product. =)

Offline Builderboy

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Re: Portal X
« Reply #664 on: February 19, 2011, 07:43:42 pm »
Thanks Art_ofcamelot :D thats really nice to hear :) I'm excited to get this out as well ^^ Also, i've been using a site called TypeWithMe for optimizing my code.  Its really useful for seeing what I have changed, and also useful when I have more than one person helping me with the code.  The link is http://typewith.me/y73ZR3P3N7 and you can check in every now and then and I'll have a different section of code I am working on.  You can even suggest optimizations or changes too :) If I'm not there please don't make changes tho, although it constantly saves versions so there won't be lasting damage anyway

Offline DJ Omnimaga

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Re: Portal X
« Reply #665 on: February 23, 2011, 01:09:57 am »
This is awesome Builderboy. Glad to hear other people are helping too. :D

Offline Builderboy

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Re: Portal X
« Reply #666 on: February 23, 2011, 01:15:31 am »
I've been working on the title screen some more, and I also have a really neat mini title transformation intro thingy underway :D The engine has also been super optimized, so I am starting to add in the extra tidbits such as death animations and such.  I also modified the code slightly so that the engine now only uses getKey(#) instead of the regular getKey command.  I have been meaning to do that for a while, and finally got around to it :) Now you can shoot portals while moving your character at the same time ;D which was impossible before.

Oh and the engine runs at 34 FPS with 5 buttons and 3 crates onscreen ^-^

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Re: Portal X
« Reply #667 on: February 23, 2011, 02:17:45 am »
* DJ_O wonders if he'll implement his fire effect in it. :P
* DJ_O can't wait for a screenshot regardless, though.

And wow, 34 fps O.O

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Re: Portal X
« Reply #668 on: February 23, 2011, 02:20:06 am »
^++, can't wait for a screenie ;D

Maybe upon death, it could explode graviter style and the parts are flaming...wheee
« Last Edit: February 23, 2011, 02:20:56 am by Darl181 »
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Offline z80man

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Re: Portal X
« Reply #669 on: February 23, 2011, 02:22:03 am »
Wow with 34fps do you think grayscale could be added.

List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)

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Re: Portal X
« Reply #670 on: February 23, 2011, 02:32:02 am »
Probably, but I'm already using the backbuffer for a backup of my map so that I don't have to redraw it every frame.

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Re: Portal X
« Reply #671 on: February 23, 2011, 07:20:44 am »
Remember that DispGraphr is faster than DispGraph. Too bad you're already using the backbuffer though :P

SirCmpwn

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Re: Portal X
« Reply #672 on: February 23, 2011, 09:05:42 am »
Perhaps the fire effect could be cool for the final level? ;)

Offline Builderboy

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Re: Portal X
« Reply #673 on: February 23, 2011, 06:25:48 pm »
Haha perhaps, if I chose to include that type of level :P I have been doing a lot of brainstorming on that front.

EDIT: I was browsing the Graviter thread, and I got the idea of lasers with Portals O.O It would probably be too much for the engine to handle, and require tons of extra code, but it would look soooo coooool
« Last Edit: February 23, 2011, 06:36:09 pm by Builderboy »

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Re: Portal X
« Reply #674 on: February 23, 2011, 07:59:24 pm »
Do you mean like the line the laser draws is a portal?  And you could reflect the laser, and the reflected part is the other portal?

I'm guessing I'm way off, but that would be cool ;D
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