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Offline calcdude84se

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Re: Portal X
« Reply #360 on: July 09, 2010, 02:29:34 pm »
Maybe I'm mistaken and you're right, I'm unsure.
The speed run program sounds cool, btw. :)
"People think computers will keep them from making mistakes. They're wrong. With computers you make mistakes faster."
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I'll put it online when it does something.

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Re: Portal X
« Reply #361 on: July 09, 2010, 05:40:01 pm »
In the pc version, yes cubes can kill you, check some YouTube videos, the showyou dying from fast moving cubes.  The speed run program sounds cool, I was going to make something similar for one of my games a while back.

Offline DJ Omnimaga

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Re: Portal X
« Reply #362 on: July 09, 2010, 08:42:10 pm »
Speedrun would be awesome, but to not ruin the game fun of challenging each levels, I think it would be nice if that featured required to be unlocked, for example once you beaten the game.
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Offline Builderboy

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Re: Portal X
« Reply #363 on: July 10, 2010, 12:14:56 am »
It's not a feature im planning to actualy implement in the game, just something fun so that when I release the game I can say *I beat this game in 1:32 min foo', here's the gif!* and it will be a minute and a half of epic portal pwnage ^-^

Offline DJ Omnimaga

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Re: Portal X
« Reply #364 on: July 10, 2010, 12:28:23 am »
Oh lol ok :P

This gif will look EPIC, though. :P
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Offline Builderboy

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Re: Portal X
« Reply #365 on: July 10, 2010, 02:25:44 am »
I figured out from very early on that q speedrun would be neccessary ^^ even in the first post you can see some portal trickery by myself :]

Offline DJ Omnimaga

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Re: Portal X
« Reply #366 on: July 10, 2010, 02:40:02 pm »
yeah I wondered that, since in the screenshots your reflexes seemed quite fast :P
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Offline TIfanx1999

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Re: Portal X
« Reply #367 on: July 11, 2010, 02:17:04 am »
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 :D I know one thing for sure, I will definetaly have to speed run this game once it is finished!
O_o that's pretty cool. Keeping it to yourself and for testing purposes I assume?

Offline Builderboy

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Re: Portal X
« Reply #368 on: July 24, 2010, 03:01:40 am »
So just an update, i have been working on the Map loading, getting the map code smaller, faster, and more efficient.  Les 'interpreting' is done by the map builder, and more is stored in the tilemap, since i went over 8 sprites per byte and now i have to put in 16 tiles per byte, which lowers compression in the other half of the byte.

I am also working on implementing object in the Map data, instead of just hardcoded into the program :P Here is how many bytes each object will take up in the map memory:

Box: 1 byte for location
Button: 2 bytes for location and for door
Plasma switch: 3 bytes for location, door and plasma ball direction

There will most likely never be more than one Plasma switch in each puzzle, so i dont think that will be a large impact on level size.  As of now, after compiling a few of the levels i have planned out, the average level size is about 60 bytes, which i am very happy with :] i wanted to include a lot of levels in PortalX, so this means that i can!

Offline bwang

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Re: Portal X
« Reply #369 on: July 24, 2010, 03:06:40 am »
Have you solved the out-of-memory issues? Last time I asked you, you had something like 800 bytes left.
Sorry if you posted this already, but I haven't been following this thread and I don't feel like browsing through 25 pages to find out :(

Offline Builderboy

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Re: Portal X
« Reply #370 on: July 24, 2010, 03:07:39 am »
Luckily Axe now has App compiling ;)

Offline bwang

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Re: Portal X
« Reply #371 on: July 24, 2010, 03:09:03 am »
Oh darn, Axe really has changed since I last checked. I should probably pick up Z80 coding again :)
Curse you OS 1.1 power bug!

Offline Builderboy

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Re: Portal X
« Reply #372 on: July 24, 2010, 03:15:40 am »
Yeah Axe is getting more and more impressive every time it upgrades :) Some of the other more impressive feats are Custom interrupts, Token display, a slew of new graphics commands like rectangle/circle, and Mirage/Ion/Doors/App/Noshell compiling :)

We love our Axe!!

Offline Hot_Dog

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Re: Portal X
« Reply #373 on: July 24, 2010, 11:38:54 am »
Do you know roughly how many levels the game will have?  It would be sweet to have 10 hours of gameplay if Quigibo is able to implement multi-page applications :)

All the same, keep up the great work!
« Last Edit: July 24, 2010, 11:41:33 am by Raylin »

Offline Builderboy

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Re: Portal X
« Reply #374 on: July 24, 2010, 02:44:53 pm »
Currently i have...  22 Levels built.  So thats an average of about 1300 bytes.  I really hope to include a number more levels, i have quite a bit of space left already so i think for now fitting everything on one page shouldn't be that hard.