Author Topic: Portal Prelude  (Read 255152 times)

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Offline Eeems

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Re: Portal X
« Reply #315 on: June 29, 2010, 08:03:13 pm »
Wow! Just noticed this! Wow! good job Builderboy!
/e

Offline Builderboy

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Re: Portal X
« Reply #316 on: June 29, 2010, 11:18:25 pm »
Thanks :)

SO i am debating over the physics for the 3x3 boxes (i fixed all the bugs) and i currently still have the physics for the 2x2 boxes implemented, even though i have switched to the 3x3 sprites.  As a result, although no actual glitching can occur (like it cant go through walls entirely) the box will go into walls 1 pixel before stopping.  I would have to more than double the collision calls to impart accurate physics collisions, so i am asking you guys what do you think?

Offline DJ Omnimaga

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Re: Portal X
« Reply #317 on: June 29, 2010, 11:22:14 pm »
I guess you could stick to 3x3. Is it any slower?

Offline Builderboy

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Re: Portal X
« Reply #318 on: June 29, 2010, 11:26:02 pm »
Im for sure sticking to 3x3 sprites.  And right now its exactly the same speed as 2x2 because i changed nothing but the sprites.  My question is whether or not i should also update the physics, which would make boxes take more processing power, which would mean less of them possible in one room.

Offline Michael.3545

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Re: Portal X
« Reply #319 on: June 29, 2010, 11:29:29 pm »
You could do 1 pixel tests, so the box takes 1/4th of the current power and goes into walls 1 pixel on all sides.

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Re: Portal X
« Reply #320 on: June 29, 2010, 11:47:32 pm »
Actually it only uses 2 pixel tests currently, so it would be 1/2  the power.  And im not sure i can get bug free collision working with only 1 pixel test.  The method i usually use and that i know from experience is very strong needs to be in power of 2.

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Re: Portal X
« Reply #321 on: June 30, 2010, 02:51:20 pm »
I would stick with 2x2 then if it would be better for the processing power.
/e

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Re: Portal X
« Reply #322 on: June 30, 2010, 08:35:51 pm »
I have decided to stick with 2x2 for 2 reasons.  1) It *is* less processor intensive, which means you can have puzzles with that many more crates in them.  2) 3x3 boxes look awkwardly big ;D They are more than half the players size and look kinda weird when carried around.  Either way, im sticking to 2x2, and i have upgraded to (hopefully) bug free physics ^^

So that demo will be released hopefully very very soon :) I would like to make it an App, but until we can figure out the Signing issue it seems thats not happening.  It will just have to be a MirageOS program for now, but that wont work for the final version.

Offline Quigibo

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Re: Portal X
« Reply #323 on: June 30, 2010, 08:55:32 pm »
I've fixed the signing issue by the way.  Apparently, I had to add a dummy signature and update the size field of the app so you can now transfer from the calc to the computer and sign it there, its worked great for me so far.  Version 0.3.2 should be out either late tonight or tomorrow afternoon.
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Re: Portal X
« Reply #324 on: June 30, 2010, 08:58:56 pm »
Sounds awesome!
@Builderboy: Can't wait for the demo! I loved your first Portal game!
@Quigibo: What did you use to sign the app?


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

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Offline Builderboy

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Re: Portal X
« Reply #325 on: June 30, 2010, 10:09:57 pm »
Thats excellent!  I cant wait for 0.3.2 :)

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Re: Portal X
« Reply #326 on: June 30, 2010, 10:39:20 pm »
Will the official version include the app signing?  Closed beta is over?

Offline Quigibo

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Re: Portal X
« Reply #327 on: June 30, 2010, 10:46:45 pm »
Yes, the closed betas are over after 0.3.2. since I am confident that the feature is now completely safe for wider use.  I had BrandonW look at the code just to be sure.  You can use Rabbitsign to sign the app once its on the computer.
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Re: Portal X
« Reply #328 on: June 30, 2010, 11:04:26 pm »
I've fixed the signing issue by the way.  Apparently, I had to add a dummy signature and update the size field of the app so you can now transfer from the calc to the computer and sign it there, its worked great for me so far.  Version 0.3.2 should be out either late tonight or tomorrow afternoon.
Cool to hear!

I have decided to stick with 2x2 for 2 reasons.  1) It *is* less processor intensive, which means you can have puzzles with that many more crates in them.  2) 3x3 boxes look awkwardly big ;D They are more than half the players size and look kinda weird when carried around.  Either way, im sticking to 2x2, and i have upgraded to (hopefully) bug free physics ^^

So that demo will be released hopefully very very soon :) I would like to make it an App, but until we can figure out the Signing issue it seems thats not happening.  It will just have to be a MirageOS program for now, but that wont work for the final version.
I see, well then it's better to stick with 2x2 then. Can't wait for demo. I'm so happy this progressed again :)

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Re: Portal X
« Reply #329 on: July 01, 2010, 02:19:06 pm »
This sounds awesome!  I can't wait for the demo!  the screenie on the other page blew me away.  This is one of the coolest programs I've ever seen.  Thanks Builderboy! ;D