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Offline meishe91

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Re: Portal X
« Reply #750 on: March 26, 2011, 09:04:49 pm »
Is there a reason that sometimes the box is sometimes one pixel away from him and other times it is right next to him? Just thought I'd point that out in case it becomes an issue for some reason.
« Last Edit: March 26, 2011, 09:05:17 pm by meishe91 »
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Re: Portal X
« Reply #751 on: April 18, 2011, 01:59:23 pm »
Bump.
You'd best be working on this V.V

Offline leafy

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Re: Portal X
« Reply #752 on: April 19, 2011, 03:17:40 am »
Especially since Portal 2 just came out. ^^
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Offline Deep Toaster

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Re: Portal X
« Reply #753 on: April 20, 2011, 08:22:42 pm »
That ^^




Offline ZippyDee

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Re: Portal X
« Reply #754 on: April 28, 2011, 01:32:30 pm »
Does this mean you're working on it? :D
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Offline Builderboy

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Re: Portal X
« Reply #755 on: April 28, 2011, 03:37:34 pm »
Unfortunately progress is exceedingly slow right now due to school and stuff :/ Plus its in a stage where I need longer-ish chunks of time to get progress done, since there really isnt anything I can do in quick stretches right now, and that really hurts progress when I'm really busy unfortunately :(

Don't worry tho, this *will* be finished, its just a question of when :P

Offline ZippyDee

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Re: Portal X
« Reply #756 on: April 28, 2011, 03:58:30 pm »
Well, I'm certainly glad to hear it's not dead. :) The engine is fantastic. How are you doing your intersection calculations for when you shoot a portal? I mean, it's tile-based so wouldn't you have to iterate through all 4 walls of each tile until you found the nearest intersecting wall? I'd think that would be pretty slow to calculate, but it seems you possibly found a better way to do it?
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Offline Builderboy

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Re: Portal X
« Reply #757 on: April 28, 2011, 04:03:58 pm »
Thanks :D What I do is that when you shoot a portal, it casts a ray in the direction you shoot, incrementing it a little bit each time it checks to see if its in a wall.  Once it hits a wall, it does a quick check to see what the angle of the wall it hit is, and then it places a portal there that corresponds to the angle.  There is some more tricky stuff involving bumping and the like, and what happens if you have a portal on edges and stuff, and it can get really complicated, and can get really slow, but luckily this is axe, so its not tooooo slow, and its only once per frame, so its barely even noticed anyway :)

Offline ZippyDee

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Re: Portal X
« Reply #758 on: April 28, 2011, 04:09:42 pm »
Awesome, well it seems to work really well! I'm working on writing a portal game for Android, which will allow for some heavier calculations without too big of a slow down, but I'm still trying to keep it light, so I'm just looking for good ways to ease up on the large calculations.
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Offline Builderboy

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Re: Portal X
« Reply #759 on: April 28, 2011, 04:10:35 pm »
Ooh sounds awesome :D Just give me a hollar if you want me to detail the physics of what I do in more detail, I'd be happy to :)

Offline Yeong

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Re: Portal X
« Reply #760 on: April 28, 2011, 04:10:47 pm »
I always had a question, but which language do u program android prgm with?
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Offline ZippyDee

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Re: Portal X
« Reply #761 on: April 28, 2011, 04:25:10 pm »
I always had a question, but which language do u program android prgm with?
Android apps are all done with Java. They have a lot of documentation on their development website: http://developer.android.com
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Offline leafy

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Re: Portal X
« Reply #762 on: April 30, 2011, 03:58:27 pm »
It would be cool if you could have portals on angled walls(45 degrees) but I guess that's a bit out of the scope of Axe :P
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Offline willrandship

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Re: Portal X
« Reply #763 on: April 30, 2011, 04:52:39 pm »
Well, you can code on droid with python, along with other scripting langs, if you can get a command line.

Offline Builderboy

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Re: Portal X
« Reply #764 on: April 30, 2011, 06:54:39 pm »
It would be cool if you could have portals on angled walls(45 degrees) but I guess that's a bit out of the scope of Axe :P

That would require a rewrite of the way portals are handled unfortunately, plus it would be crazy hard to get working D: