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Offline Builderboy

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Re: Portal X
« Reply #75 on: April 07, 2010, 12:27:14 am »
Yep, haha i  was over thinking it.  I tend to do that a lot :P

Also note that the bumper will only move the portal so far before it just decides that the location you are trying to place it is invalid.

Offline meishe91

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Re: Portal X
« Reply #76 on: April 07, 2010, 12:29:38 am »
Ya, I saw that. So are you still mostly working on the engines to power the game then?

(Side note: 400th post! W00t! Sorry, just needed to get that out since I missed 100, 200, and 300 :P)
« Last Edit: April 07, 2010, 12:31:08 am by meishe91 »
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For the 51st time, that is not my card! (Magic Joke)

Offline Builderboy

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Re: Portal X
« Reply #77 on: April 07, 2010, 12:31:34 am »
Oh yes, i always work on engines first.  Until i get all of the engines/items/enemies up and running, its just test levels.  Only after the engine is up and running will i start designing levels, writing dialog, and planning the menu and stuff.  Of course there are exceptions to this rule (most notably Serenity) but i stick to that formula for the most part.

Offline meishe91

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Re: Portal X
« Reply #78 on: April 07, 2010, 12:33:07 am »
That's cool. That's how I plan to work to since it's a lot more organized and such. How many more engines you need to get worked out?
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Offline Builderboy

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Re: Portal X
« Reply #79 on: April 07, 2010, 12:37:35 am »
Well, Portals are just about finished! Wow that was hard!  Now its off to start work on all the other features like lasers fields and all the  other stuff i was going to put it.  Compared to the portals though, it shouldn't be that hard at all.  I might need to work on some optimizations tho, as the current engine with only portals compiles to about 5000 bytes all by itself :O

(and subprograms would be a joy to my brain, as the code is getting large ;) )

Offline meishe91

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Re: Portal X
« Reply #80 on: April 07, 2010, 12:42:47 am »
Well perhaps Quigibo will be implementing that soon after the math functions (How's that trig tutorial coming by the way?) just for you :P

But that's good the other things shouldn't be as hard. Is this Portal going to have enemies?
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Offline Builderboy

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Re: Portal X
« Reply #81 on: April 07, 2010, 12:46:26 am »
There is a possibility that turrets are going to be implemented, but for now all that is planned is environmental hazards like lasers, electric fields, spikes, ect...

Offline meishe91

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Re: Portal X
« Reply #82 on: April 07, 2010, 12:48:53 am »
Very nice.
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Offline Quigibo

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Re: Portal X
« Reply #83 on: April 07, 2010, 01:03:02 am »
Wow this is getting more impressive every day!  On the subject of optimizations, also consider that I haven't been working on the hardcore optimizations on the parser either.  Things like evaluating constant expressions during compile time (for instance L1+8 should really only be a 3 byte command, but its currently 7), moving automated subroutines to the end of the program (saves 2 bytes per subroutine), new common commands that are more optimized themselves than native axe code, and also just general improvement of algorithms.  All these things combined can probably cut the product 15% smaller than now.  Then, optimizations in the Axe Syntax itself can usually make a difference of another 15% (Like always multiplying constants on the right side).
« Last Edit: April 07, 2010, 01:04:23 am by Quigibo »
___Axe_Parser___
Today the calculator, tomorrow the world!

Offline DJ Omnimaga

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Re: Portal X
« Reply #84 on: April 07, 2010, 01:48:55 am »
Ah, got it.  Yeah bumping is a bit weird, let me see if i can explain it a bit better with some pictures:



In the first image, we fire a beam at the ceiling above us.  Nothing weird happens, and the portal apears directly in the center of the beam.  BUT in the second picture the beam is centered over an edge!  As the 3rd picture shows, if we placed the portal in the middle of the beam, it would fall of the edge of the wall.  The 4th picture shows the Portal that has been bumped to the right, into an acceptable position :)
OOoh I see now! Thanks for graphical explanation ^^. As visual person this always help a lot.

Wow this is getting more impressive every day!  On the subject of optimizations, also consider that I haven't been working on the hardcore optimizations on the parser either.  Things like evaluating constant expressions during compile time (for instance L1+8 should really only be a 3 byte command, but its currently 7), moving automated subroutines to the end of the program (saves 2 bytes per subroutine), new common commands that are more optimized themselves than native axe code, and also just general improvement of algorithms.  All these things combined can probably cut the product 15% smaller than now.  Then, optimizations in the Axe Syntax itself can usually make a difference of another 15% (Like always multiplying constants on the right side).
Wow nice to hear, compiler games should have much more room in the future. This will probably help a lot too if the 8 KB code limit ever becomes an issue :)

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Re: Portal X
« Reply #85 on: April 07, 2010, 10:03:52 am »
(and subprograms would be a joy to my brain, as the code is getting large ;) )

You should see the code for Half-Life 2, seeing as I have 1 and a half images in the code >.<

Oh yes, i always work on engines first.  Until i get all of the engines/items/enemies up and running, its just test levels.

Same thing here.  I only ever work on test levels until I get the framework up and running.

Offline DJ Omnimaga

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Re: Portal X
« Reply #86 on: April 07, 2010, 10:29:53 am »
(and subprograms would be a joy to my brain, as the code is getting large ;) )

You should see the code for Half-Life 2, seeing as I have 1 and a half images in the code >.<
One cool thing though is that in the end, unlike the rest of the code, data ends up smaller in compiled form ^^, but I understand it can be quite long to read at one point x.x
Oh yes, i always work on engines first.  Until i get all of the engines/items/enemies up and running, its just test levels.

Same thing here.  I only ever work on test levels until I get the framework up and running.
Good idea too, same as I do for all my games. You'll rarely see a test map being used later in one of my games unless it's really good and even then I end up modifying it. :P
« Last Edit: April 07, 2010, 10:30:10 am by DJ Omnimaga »

SirCmpwn

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Re: Portal X
« Reply #87 on: April 07, 2010, 10:32:12 am »
Hold on, allow me to correct myself.  I said images, where I should have said *full-screen* images.  That is 747 bytes of data per-image to scroll through.

Offline DJ Omnimaga

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Re: Portal X
« Reply #88 on: April 07, 2010, 10:37:31 am »
oh x.x, ouch. Don't you mean 768 in that case, though? (96x64)

I hope no one was planning to attempt at pulling a FFTOM with Axe...

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Re: Portal X
« Reply #89 on: April 07, 2010, 11:30:01 am »
96?!?  64?!?  Blashphemy!
I'm pretty sure it's 95x63, that's what I use.