Author Topic: Portal Prelude  (Read 253696 times)

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Offline DJ Omnimaga

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Re: Portal X
« Reply #165 on: April 16, 2010, 07:55:00 pm »
aaah ok nice :D. I don't mind if they can,t stack, since in Portal there weren't over 9000 objects to manipulate in one level after all, IIRC :P

Offline Builderboy

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Re: Portal X
« Reply #166 on: April 16, 2010, 08:00:37 pm »
Yeah, the puzzles were never really based upon stacking them, more about getting the boxes from here to there, which was such a big part of the original that i knew i had to include it one way or the other ^_^

Offline ztrumpet

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Re: Portal X
« Reply #167 on: April 16, 2010, 08:11:02 pm »
That's awesome!  good luck! ;D

Offline meishe91

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Re: Portal X
« Reply #168 on: April 16, 2010, 08:37:17 pm »
Sounds awesome! I still need to finish the first one >.> haha. Hope the progress turns out to be relatively easy for ya :)
Spoiler For Spoiler:



For the 51st time, that is not my card! (Magic Joke)

Offline Builderboy

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Re: Portal X
« Reply #169 on: April 24, 2010, 01:55:36 am »
Alrighty i have been working hard on implementing the map decompresser into the Portal code, however it meant that i needed a change of screen size so that took a while changing all the numbers.  I also am working on adding new tiles such as lasers and fields, which is proving to be tricky because of there conditional display nature.  I did find a weird bug in the physics code tho, so i am currently working on getting that fixed.

Offline Hot_Dog

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Re: Portal X
« Reply #170 on: April 24, 2010, 01:58:29 am »
Keep up the good work!

Offline DJ Omnimaga

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Re: Portal X
« Reply #171 on: April 24, 2010, 03:03:12 am »
I see, I wish you luck in fixing it. WIll there be a new screenshot soon? I am curious how it looks like now. Does it still runs at a similar speed?

Offline Builderboy

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Re: Portal X
« Reply #172 on: May 04, 2010, 11:36:10 pm »
Woot, so i have a break in my busy schedual to bring you guys a new screenshot of what i have been working on :) I have successfully implemented the new map decompresser into my Portal code, so along with support for more tiles, it also has dynamic tile rendering.  What this means basically is that you can have simple map design, but the map displayer will make it look a lot better.  For example the tiles that you cant shoot portals onto would normal take up over 10 different types of tiles, but with the dynamic map display routine it only needs one :)

I also did some rewrite with the physics code to give each tile some different attributes:

Solid:Whether or not you can walk through it
Portal Solid: Whether or not you can shoot portals throught it
Portal Support: Whether or not you can make portals on it
Deadly: Whether or not touching a tile kills you >:D

So with this new system i have added some kewl new tiles.  Lasers, which are filed like tiles that kill you, but you can shoot portals through them.  Fields, which you can pass through but you cant shoot portals through.  And spikes, which just kill you :P Fields will also clear any portals you have set out when you pass through them, although this isnt in the screenshot below
« Last Edit: March 01, 2011, 09:11:14 pm by Builderboy »

Offline DJ Omnimaga

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Re: Portal X
« Reply #173 on: May 04, 2010, 11:56:45 pm »
O.O

Now there is something better than pr0n

but seriously you always impress me every day! It's amazing what you can do with axe alerady and how complex are your game engines and stuff. It looks so much closer to the real game now in terms of features.

Keep it up!
* DJ Omnimaga adds this screenshot to the Axe tribute video screenshot folder

Offline meishe91

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Re: Portal X
« Reply #174 on: May 05, 2010, 01:10:13 am »
Wow! That looks awesome! Great to see progress on this (and a lot as it would seem :)) Only thing I notice in that screenshot that seems off is when you hit the spikes and the remains seem to pass all the way through that block. But still very cool :) Can't wait for more updates O0
Spoiler For Spoiler:



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Offline Builderboy

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Re: Portal X
« Reply #175 on: May 05, 2010, 02:20:03 am »
Thanks guys :) I've been workin on trying to get it as close to the real portal as possible, and I honk it's getting there.  As of now there is 4500 byes of source which compiles to about 8000 bytes, which is 75% larger, but it does contain a lot of sprite data.  I'm going to need to switch to mirage soon once I start implementing an object system for plasma and boxes.

And yeah, right now death is very simple, there might even be different death animations for differen deaths in the future :D but for now I'm sticking with the basic guts death :P

Offline Quigibo

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Re: Portal X
« Reply #176 on: May 05, 2010, 02:20:42 am »
Cool!  Also, I noticed that you got the portals to animate at different speeds, very nice.
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Offline Builderboy

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Re: Portal X
« Reply #177 on: May 05, 2010, 02:29:42 am »
Yeah, that was actualy ridiculously simple.  When I went into do that, I literaly added a /2 to a single part of the code and it worked ;D it was a real easy fix.  Do you know why the TiOS doesn't let ask program greater than 8126 bytes excecuted tho? It's Little annoying x.x
« Last Edit: May 05, 2010, 02:30:28 am by Builderboy »

Offline DJ Omnimaga

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Re: Portal X
« Reply #178 on: May 05, 2010, 03:17:20 am »
Thanks guys :) I've been workin on trying to get it as close to the real portal as possible, and I honk it's getting there.  As of now there is 4500 byes of source which compiles to about 8000 bytes, which is 75% larger, but it does contain a lot of sprite data.  I'm going to need to switch to mirage soon once I start implementing an object system for plasma and boxes.

And yeah, right now death is very simple, there might even be different death animations for differen deaths in the future :D but for now I'm sticking with the basic guts death :P
I personally loved the death animation :D

Offline Galandros

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Re: Portal X
« Reply #179 on: May 05, 2010, 03:42:56 pm »
Yeah, that was actualy ridiculously simple.  When I went into do that, I literaly added a /2 to a single part of the code and it worked ;D it was a real easy fix.  Do you know why the TiOS doesn't let ask program greater than 8126 bytes excecuted tho? It's Little annoying x.x
That is an old issue.
Can be overcome in assembly by relocating some code to some safe to execute ram area. Unfortunately there is no fix because is done in hardware.

Some think it was TI not wanting to let people have APPS in RAM. There are some comments of Michael Vincent notes but I am not really sure if was him giving the theory.
Hobbing in calculator projects.