Author Topic: Portal Prelude  (Read 253631 times)

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Offline DJ Omnimaga

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Re: Portal X
« Reply #90 on: April 07, 2010, 11:56:33 am »
Darn why does everyone think the calc LCD is 95x63 all of a suddent?

SirCmpwn

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Re: Portal X
« Reply #91 on: April 07, 2010, 11:57:33 am »
You know, I actually think you are right.
Oops.

Offline calc84maniac

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Re: Portal X
« Reply #92 on: April 07, 2010, 11:57:40 am »
96?!?  64?!?  Blashphemy!
I'm pretty sure it's 95x63, that's what I use.
That's how much is accessible in pure Basic, but with Axe and ASM there are no such limits.

Edit:
Wow I was double ninja'd D:
« Last Edit: April 07, 2010, 11:58:18 am by calc84maniac »
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline DJ Omnimaga

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Re: Portal X
« Reply #93 on: April 07, 2010, 12:11:35 pm »
Well I posted a topic regarding this now, considering how almost every new member has tried to prove me (and others) wrong regarding this lately. I was almost tempted to take a pic of my 83+, zoom in, and number each row/column of pixels then save the pic.

Anyway glad it's understood now.

Offline Builderboy

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Re: Portal X
« Reply #94 on: April 07, 2010, 08:32:27 pm »
Mmmm maybe because when you write to the 96th column, its column number 95? (since you start from 0)? Dunnoww....


Anyway, i have been working more on making the engine look a bit nicer, but i have a predicament.  The bounding box for the character MUST be square for the inter-portal collisions to work.  This is all fine and dandy until you try to fit a good looking person onto a 5x5 sprite D: Especialy because the feet MUST go to the corners for collision to look normal.  So I'm off to either make a good looking sprite (and walking animation) or try to come up with an alternative.

Offline DJ Omnimaga

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Re: Portal X
« Reply #95 on: April 07, 2010, 08:42:48 pm »
Mmmm maybe because when you write to the 96th column, its column number 95? (since you start from 0)? Dunnoww....

mhmm it migth be why x.x People can get pretty confused when something starts at line 0 instead of 1, especially that some BASIC commands like Output( actually started at 1
Anyway, i have been working more on making the engine look a bit nicer, but i have a predicament.  The bounding box for the character MUST be square for the inter-portal collisions to work.  This is all fine and dandy until you try to fit a good looking person onto a 5x5 sprite D: Especialy because the feet MUST go to the corners for collision to look normal.  So I'm off to either make a good looking sprite (and walking animation) or try to come up with an alternative.
Good luck! Nice to see more progress, though :)

Offline mapar007

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Re: Portal X
« Reply #96 on: April 09, 2010, 03:42:36 am »
It's logical really. The graph buffer is 768 bytes. 8 px/byte. 768*8=96*64.

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Re: Portal X
« Reply #97 on: April 09, 2010, 08:46:33 am »
Anyway, i have been working more on making the engine look a bit nicer, but i have a predicament.  The bounding box for the character MUST be square for the inter-portal collisions to work.  This is all fine and dandy until you try to fit a good looking person onto a 5x5 sprite D: Especialy because the feet MUST go to the corners for collision to look normal.  So I'm off to either make a good looking sprite (and walking animation) or try to come up with an alternative.

Source TI (the engine I'm using for HL2: OC) has support for variable sized sprites that still look good with collisions, you could try to work with that?  (While working with this feature, I learned to intimately know the number 448 (7*64) because my sprites are 7x7)

Offline Builderboy

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Re: Portal X
« Reply #98 on: April 09, 2010, 10:30:07 am »
Well its not a matter of resizing the sprite to a manageable size, its a matter of getting a good looking square character sprite.

Offline DJ Omnimaga

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Re: Portal X
« Reply #99 on: April 09, 2010, 04:08:14 pm »
* DJ Omnimaga wonders if there will be screenshots soon

Offline Builderboy

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Re: Portal X
« Reply #100 on: April 09, 2010, 08:50:49 pm »
There will be :) I got the animated character working, and am very pleased as to how it turned out, despite being a tad bit small, but its 5x5, what are you going to do :P  I also made a test level to demonstrate the gun some more, and various portal techniques.
« Last Edit: March 01, 2011, 09:09:44 pm by Builderboy »

SirCmpwn

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Re: Portal X
« Reply #101 on: April 09, 2010, 08:52:21 pm »
You are god.

Offline {AP}

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Re: Portal X
« Reply #102 on: April 09, 2010, 08:59:40 pm »
I hate you.
Skill of this level should be a crime.

Offline DJ Omnimaga

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Re: Portal X
« Reply #103 on: April 09, 2010, 09:09:07 pm »
wow, just wow. This sure makes it to ticalc front page when it comes out :O

Btw I played Portal for a bit today and yesterday and it's friggin awesome. I normally am not a fan of puzzle games, but this one is so innovative and the way it works makes it enjoyable for ppl who don't like puzzle games.

It also runs friggin fast on my computer. I had everything maxed out and resolution at 1920x1080 and still got 29 FPS when recording with Fraps:
(you can switch to 720p 1080p HD)

Without recording I got between 45 and 55 fps, except when looking through endless portal loops, where I got like 12-13, but that's expected.


Anyway I can,t wait to try the calc version it looks so great now and so true to the real game :)

Offline meishe91

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Re: Portal X
« Reply #104 on: April 09, 2010, 09:09:18 pm »
Very cool. It looks really amazing.
Spoiler For Spoiler:



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