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Messages - Builderboy
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871
« on: October 21, 2011, 08:05:42 pm »
No, I imagine just a lot of people have not come back to this thread to change their vote. Thats one of the flaws of a poll of this kind unfortunately I always recommend the latest stable release over any previous release.
872
« on: October 21, 2011, 07:42:57 pm »
I can't believe this final release is taking so long; it seems that all the loose ends (level editor, compression, ext. lvl support) are taking longer than the creation of the engine itself O_o
Welcome to my world Hope you can get the release out soon ^^
873
« on: October 21, 2011, 06:13:42 pm »
Just tried this out with PortalX and it works beautifully! Very well done!
874
« on: October 21, 2011, 05:29:37 pm »
Yeah the + jetpack is for bug testing levels And yeah, the physics bug occurred when the player was moving to the right, but not holding the right arrow key. It caused the physics to test the Left side of the player instead of the right side. I fixed it with a couple lines of code, and now I'm working on getting transitioning to work. Would you mind sending me some of the level data you created so I can have some levels to transition into? And then I'll post about how the storing of level data is done inside the program, as its a bit tricky to put it in there
875
« on: October 21, 2011, 05:13:54 pm »
Oh i'm not touching the way file formats are handled, i'm just ironing out some of the bugs for you Like there is one bug where if there is a box on the ground and you shoot a portal underneath it, the box doesn't fall. EDIT: In the version you are using, are you able to jump into walls? That is the bug I am experiencing with version 4.5 physics
876
« on: October 21, 2011, 04:47:36 pm »
Mainly because of being really busy, and having so many uncompleted projects that were not getting worked on.
877
« on: October 21, 2011, 04:30:20 pm »
Oh, and Butts, just tested out 4.5, and it has some serious physics bugs I'm testing 4.2 now EDIT: 4.2 isn't any better, I think I am going to do some touching up on the source and re release it with a tad more documentation
878
« on: October 21, 2011, 04:29:31 pm »
I have a small feature wish right here! Currently the percent completed meter can be meaningless if you have several included files in your program, the percent complete just seems to show random numbers because it's switching so fast. Cal84 suggested it might be a good idea to have the percent compiled for included programs separate from the percent compiled for the main program (maybe not even include it at all?) Perhaps directly to the right of the main percent, there could be a second percent when parsing included programs? Just a suggestion
879
« on: October 21, 2011, 04:15:24 pm »
Yeah I know about the e symbol, but when you have that much free space (714 bytes as you pointed out) it is actually faster and smaller just to use individual bytes as flags.
880
« on: October 21, 2011, 03:58:54 pm »
It looks like L1+700 is the flag to determine whether or not to play the transition animation when a level is loaded. By default it is off because there is no transition when the game is loaded, but then it is set to 1 for all the transitions after that. If the level is restarted, the flag should be reset in addition.
I believe that automatic level transition is in a semi-workable state, and 4.5 is the version you should be using.
881
« on: October 20, 2011, 05:16:14 pm »
Would you happen to know off the top of your head what {L1+700} does?
Hmm i don't remember, what parts of the code does it show up in? what's the state if the level exit transition code?
Wha?
882
« on: October 20, 2011, 05:14:04 pm »
Note that since that demo is old, the moving through walls when you get through the exit is a bug that is not present anymore because of the forced exit animation. The portal-under-the-door bug would be difficult to fix, but I think as it works right now is a pretty accurate indication of what would happen in reality. The only other option would be for closing doors to destroy nearby portals, but you'll have to ask if Butts is going to implement that
883
« on: October 19, 2011, 10:27:55 pm »
You could always do the brute force way and create an array of all the points of the rectangle and then mix them up
884
« on: October 19, 2011, 08:59:46 pm »
It looks like the Level.dat file is missing? I can't load the world
885
« on: October 19, 2011, 07:53:24 pm »
Nice! Does it support pure monochrome?
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