Author Topic: Portal Prelude  (Read 226993 times)

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Offline trevmeister66

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Re: Portal X
« Reply #45 on: March 15, 2010, 11:25:21 pm »
Very nice Builderboy.
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Offline Builderboy

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Re: Portal X
« Reply #46 on: March 15, 2010, 11:43:05 pm »
Heh its a bit tricky because ever 2 tiles take 1 byte of memory.  Basicaly to extract each 'half' of the byte, you either mod it by 16 or divide it by 16 to get either the right or left half.  After that you can use them just like regular numbers :)

Offline DJ Omnimaga

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Re: Portal X
« Reply #47 on: March 15, 2010, 11:50:48 pm »
Darn awesome!

Builderboy I don't understand what you mean by
Quote
Basicaly to extract each 'half' of the byte, you either mod it by 16 or divide it by 16 to get either the right or left half.
though...

It seems Axe new stuff is getting harder and harder now :/ which rather discourages me
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Offline Builderboy

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Re: Portal X
« Reply #48 on: March 15, 2010, 11:54:46 pm »
Nah that wasn't new stuff, and it wasn't asm stuff either, it was just me being tricky with modular arithmetic so that the map data was actually readable on calc.  This isn't a very efficient way of storing data, nor is it happy to uncompress, but it works for readability and thats why i made it that complicated and hard to understand ;D.  It also doesn't help that we can't store data as Base 10 :P That would probably help a lot in readability and code-ability.

Offline Quigibo

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Re: Portal X
« Reply #49 on: March 15, 2010, 11:57:39 pm »
@Omnimaga

You don't have to use the new commands.  They are just optimizations to what you could have already done with the old ones, but now in less code and faster speed.  Did you see the routine builderboy made for multiplying negative numbers?  If you look at that code, it is almost unreadable and bizarre looking to someone who doesn't know unsigned arithmetic.  Now, if I had made a separate command to do that for you (even if the logic behind the command is hard to understand) it makes the code much easier to read and to program.  Try making your own routines to do the same functions and you will see how convenient these new shortcuts are.
« Last Edit: March 15, 2010, 11:58:43 pm by Quigibo »
___Axe_Parser___
Today the calculator, tomorrow the world!

Offline Builderboy

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Re: Portal X
« Reply #50 on: March 16, 2010, 12:05:32 am »
True, the commands are very useful, I think its just hard when the documentation contains a bit less description than might be needed for certain very asm-like commands

Offline ztrumpet

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Re: Portal X
« Reply #51 on: March 16, 2010, 07:47:51 am »
That looks awesome! Great job! ;D

Builderboy I don't understand what you mean by
Quote
Basicaly to extract each 'half' of the byte, you either mod it by 16 or divide it by 16 to get either the right or left half.
though...

This:
[0123456789ABCDEF]->Pic1
For(A,0,7
Disp {Pic1+A}/16,i
Disp {Pic1+A}^16,i
End

Is the same as:
[000102030405060708090A0B0C0D0E0F]->Pic1
For(A,0,15
Disp {Pic1+A},i
End

Builderboy is just using compression.  :D  Does that make any sense?
Oh, and Axe is complex, but just like basic, you don't need the most complex commands to still make incredible games. ;D
« Last Edit: March 16, 2010, 07:48:12 am by ztrumpet »

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Re: Portal X
« Reply #52 on: March 16, 2010, 08:27:35 am »
Heh its a bit tricky because ever 2 tiles take 1 byte of memory.  Basicaly to extract each 'half' of the byte, you either mod it by 16 or divide it by 16 to get either the right or left half.  After that you can use them just like regular numbers :)

OH!  I gets it now.  That is some pretty 1337 logic.

Offline DJ Omnimaga

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Re: Portal X
« Reply #53 on: March 16, 2010, 02:19:58 pm »
mhmm I think I see it now, I hope to not forget it all within a few days tho x.x

Thanks for the tips guys, but yeah, what I think is that when I make Axe games, it will probably have to be some sort of team projects: I will write the entire game, then once done, somebody else will optimize the entire code using more complex commands that I can't manage to use, then I will have to repeat the process for every Axe game I use.

Actually, I have started to have the same issues in BASIC. In Illusiat 13, two parts of the code were not written completly by me. They are pretty much modified TI-BASIC Developer Wiki routines, used for list compression. I just can't understand how they work. I understand just enough to be able to modify them in about 30 minutes, and I can't understand the faster alternative Galandros suggested a year ago.
« Last Edit: March 16, 2010, 02:23:42 pm by DJ Omnimaga »
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Offline Galandros

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Re: Portal X
« Reply #54 on: March 20, 2010, 08:20:36 am »
Wow. Being away from a while, I lost some cool new projects and progress.

Good use for the Axe Parser, completely cool portal fun and is nice to "old" projects get a good rewrite.

Keep up.
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Offline Hot_Dog

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Re: Portal X
« Reply #55 on: March 22, 2010, 09:36:54 pm »
I just saw this and am totally excited about it!  I don't know if it's been asked, but will it have those robots, blocks and such?

Offline Builderboy

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Re: Portal X
« Reply #56 on: March 22, 2010, 11:27:22 pm »
Mmm i suppose i haven't talked about what i am going to be implementing.  So here is what i am definitely planning:

Lasers (just like in the original)
Fields (areas that ossilate between charged and uncharged, and kill you if you are in them when they are charged)
Plasma ball things (just like in the real Portal ^^)
Buttons
Doors

Things i might but probably wont implement are cubes and turrets, as for that i would have to generalize my Portal code entirely to support multiple objects, as well as collision between all objects, even through Portals D: it would be a nightmare.

I'm thinking that there might be cubes, but in a different form, where they are passive (cannot be pushed around) and have no collisions between eachother, as the cube/button puzzles are a great part of the original Portal

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Re: Portal X
« Reply #57 on: March 22, 2010, 11:28:57 pm »
Could you have those little field things that delete your portals?

Offline Builderboy

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Re: Portal X
« Reply #58 on: March 22, 2010, 11:40:39 pm »
Sure no problem :) Static things are pretty easy because all they require is some collision code.  In fact, most of the things i've mentioned are a ton more easy to do than finishing the portal engine (in theory of course :P) I have up to 16 tiles i can use, and so far they are these:

0) Empty space
1) Solid wall*
2) Solid wall
3) Laser
4) Electric Field
5) Spikes
6) Unauthorized material emaciation grid (blocks portals and crates :P)
7) Force Field (portals can go through but not you)

So if i don't add any more, i can double my length encoding and get better compression.

Offline DJ Omnimaga

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Re: Portal X
« Reply #59 on: March 23, 2010, 01:36:08 am »
nice, I can't wait to see these new features in action once implemented :)
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