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Portal X / Re: Portal control scheme
« on: July 09, 2010, 07:04:55 pm »
That means that you lose fideliy in the air then tho right?
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Portal X / Re: Portal control scheme« on: July 09, 2010, 07:04:55 pm »
That means that you lose fideliy in the air then tho right?
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Portal X / Re: Portal control scheme« on: July 09, 2010, 06:58:35 pm »
The only problem I can think of with muli key press is that either there would have to be a delay in the portal shoot (since both keys might not be pressed at *exactly* the same time) or launch the portal upon release of a key, not a launch
and as for the variable angle idea, the reason I am hesitent is because you often times need to be able to shoot portals quickly in mid air and indont want there to be too long of an aiming time 3783
Portal X / Portal control scheme« on: July 09, 2010, 06:50:03 pm »
So I currently have the portal gun set up so that you shoot relative to the 5 key at intervals of 45. But I wanted to get other peoples oppinions and ideas about this, should I keep it at 45? Should I try to get 22.5 degrees by using multiple keys? Is there any other ideas you guys can think of?
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The Axe Parser Project / Re: Bug Reports« on: July 09, 2010, 04:20:23 pm »
IM thinking it might have to do with Axe hooks interfering with Omnicalc hooks? Mmm I just don't use omnicalc anymore
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The Axe Parser Project / Re: Bug Reports« on: July 09, 2010, 03:58:24 pm »
I've had this happen to me as well, as well as some weird token behavior. Tell me were you using omnicalc at the time?
Also why do applications delete themseles after a few runs? 3786
Axe / Re: Integer Extraction Problem« on: July 09, 2010, 02:29:16 pm »
Yeah the general formula to access a digit in base 10 is this. To extract the Nth digit (starting from 0 on the right)
digit = #/(10^N) mod 10 3787
Portal X / Re: Portal X« on: July 09, 2010, 02:16:13 pm »
Nah they can't (I thought they could only hurt you in the pc game, not kill you?) it would be too much of a hassle since its allready doing so much physics. The plasma balls will kill you tho, since they are really easy to simulate
Also, I was playing around and I created a speed run program that pauses every frame and waits for a keypress, and stores all of your keypresses in an appvar. Then you can play the appvar back at full speed and it looks really awesome I know one thing for sure, I will definetaly have to speed run this game once it is finished! 3788
The Axe Parser Project / Re: Bug Reports« on: July 09, 2010, 04:11:02 am »
Yikes that sounds like a whole lot of not fun imma just using -1* right now so it's all good
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Portal X / Re: Portal X« on: July 09, 2010, 02:42:29 am »
I think he just means the door animation, since there was nothing else. I haven't decided fully on a transition, but I want to make it smooth and clean that's what I need to work on once the engine is all finished
edit: on a related note, I have successfully fixed both the bugs found the falling through the floor and dying one was a simple fix, but the gradual momentum change was a bit more difficult. But now you always retain the same ammount of momentum ^^ on to plasma balls! 3790
The Axe Parser Project / Re: Bug Reports« on: July 09, 2010, 02:38:09 am »
It seems the line -{N}r isn't handled correctly, it gives me weird values and has been the source of much a headahe the last few days
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Portal X / Re: PortalX Screenshots« on: July 09, 2010, 02:13:54 am »
If there is another demo, most likely it will be another proof of concept demo, not an actual puzzle, and definetaly not a demo with multiple levels. In the final game you will be able to play select levels once you have beeten them tho
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Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni« on: July 09, 2010, 12:59:40 am »
413. You have rival calculator programmers at your school that *would* steal your calculator
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Gaming Discussion / Re: How tough are your NES games?« on: July 09, 2010, 12:58:35 am »
I think my friend has a 1 TB microSD o.O
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TI Z80 / Re: The Impossible Game« on: July 09, 2010, 12:57:19 am »
Yet another feature worthy game!
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