Author Topic: Half Life 2: On-Calc  (Read 76448 times)

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Offline willrandship

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Re: Half Life 2: On-Calc
« Reply #345 on: April 13, 2011, 10:50:53 pm »
Lol, what if they're already on the edge?

Offline Builderboy

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Re: Half Life 2: On-Calc
« Reply #346 on: April 13, 2011, 10:51:25 pm »
Alright, go for it :) I would suggest working on that *after* you get the physics system up tho, this engine seems to be even more complicated than the previous XD

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Re: Half Life 2: On-Calc
« Reply #347 on: April 13, 2011, 10:53:35 pm »
Alright, go for it :) I would suggest working on that *after* you get the physics system up tho, this engine seems to be even more complicated than the previous XD
Naw, the physics will be the major pull for it, and I could easily see it working with all of the features I want.  Also, gravity gun.

Offline Builderboy

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Re: Half Life 2: On-Calc
« Reply #348 on: April 13, 2011, 10:54:32 pm »
Gravity gun is just some client code working in line with the Physics Engine though right?

Offline willrandship

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Re: Half Life 2: On-Calc
« Reply #349 on: April 13, 2011, 10:54:51 pm »
Yay, gravity gun! I loved that. Maybe portalgun too? :P

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Re: Half Life 2: On-Calc
« Reply #350 on: April 13, 2011, 10:55:08 pm »
Gravity gun is just some client code working in line with the Physics Engine though right?
Yeah, I'm just trying to form a more detailed mental image of the game's goal for you guys.

Offline Builderboy

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Re: Half Life 2: On-Calc
« Reply #351 on: April 13, 2011, 10:56:35 pm »
Gotcha :D Is it still going to be stationary or are you going to make it smoothscrolling?  Same sprite size?

Offline ruler501

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Re: Half Life 2: On-Calc
« Reply #352 on: April 13, 2011, 10:57:38 pm »
Why not create a version of this for the Nspire 3.0?
This sounds like a great game to be ported over
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SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #353 on: April 13, 2011, 10:58:11 pm »
Gotcha :D Is it still going to be stationary or are you going to make it smoothscrolling?  Same sprite size?
Neither of these are decided yet.  Smooth-scroll will only work if I can get a non-aligned fire effect to work, and sprite size will probably be different for each object (headcrab will be much smaller than person, for instance)

Why not create a version of this for the Nspire 3.0?
This sounds like a great game to be ported over
Maybe later, but I generally code for the TI-83+ Family.
« Last Edit: April 13, 2011, 10:58:34 pm by SirCmpwn »

Offline Builderboy

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Re: Half Life 2: On-Calc
« Reply #354 on: April 13, 2011, 10:59:20 pm »
By sprite i just meant tilemap, I would actually aim for a smaller one myself, just so you could get as much map on the screen as possible, but you also lose detail so its a tradeoff, hmmm

Offline willrandship

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Re: Half Life 2: On-Calc
« Reply #355 on: April 13, 2011, 10:59:25 pm »
@ruler it would be much cooler to port axe :) Axe-2-Lua maybe? It might be the same speed, even, but not too sure since I can't get 3.0 yet :(
« Last Edit: April 13, 2011, 10:59:52 pm by willrandship »

SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #356 on: April 13, 2011, 11:00:09 pm »
By sprite i just meant tilemap, I would actually aim for a smaller one myself, just so you could get as much map on the screen as possible, but you also lose detail so its a tradeoff, hmmm
If I do smooth scroll, the tiles will be bigger.  If I don't do scrolling, the tiles will be smaller.

Offline Builderboy

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Re: Half Life 2: On-Calc
« Reply #357 on: April 13, 2011, 11:04:15 pm »
Gotcha :) Can't wait for more development on this!  Especially the physics engine :] You know how much I love physics ^^

Offline willrandship

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Re: Half Life 2: On-Calc
« Reply #358 on: April 13, 2011, 11:06:32 pm »
And you're darn good at it too. Any updates for portal X planned?

Offline Builderboy

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Re: Half Life 2: On-Calc
« Reply #359 on: April 13, 2011, 11:09:55 pm »
PortalX hasn't seen much progress lately, unfortunately :/ As have most of my calc games due to the fact that I lack a math class this semester :P