Author Topic: Portal Prelude  (Read 226949 times)

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Offline Builderboy

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Re: Portal X
« Reply #405 on: August 02, 2010, 05:24:31 pm »
Press 2nd

Offline Raylin

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Re: Portal X
« Reply #406 on: August 02, 2010, 08:01:48 pm »
Should I expect a level editor? :D
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Offline Builderboy

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Re: Portal X
« Reply #407 on: August 02, 2010, 08:07:57 pm »
Most definetaly :) I already have on in Basic, but its a bit hack y and no good.  There will be an official one released with the game :)

Offline Raylin

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Re: Portal X
« Reply #408 on: August 02, 2010, 08:09:17 pm »
Excellent! :O
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Offline Hot_Dog

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Re: Portal X
« Reply #409 on: August 02, 2010, 08:11:27 pm »
Is the level editor pure basic, or with some kind of library?

Offline Builderboy

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Re: Portal X
« Reply #410 on: August 02, 2010, 08:13:16 pm »
Right now its in pure Basic but i plan to write the final one in Axe, since it will need to have some sort of Appvar writing abilities.

Offline Hot_Dog

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Re: Portal X
« Reply #411 on: August 02, 2010, 08:14:11 pm »
So the pure basic is just to have everything "spick-and-span," ready to port to Axe?

Offline Builderboy

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Re: Portal X
« Reply #412 on: August 02, 2010, 08:19:21 pm »
Its more like so i have a way to create levels for my engine without figuring out the RLE compression and converting all the hex and the coordinates by hand :P

Offline nemo

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Re: Portal X
« Reply #413 on: August 02, 2010, 08:30:01 pm »
builderboy, if you need help for an RLE compression routine in axe i believe you already saw the one i wrote in the routines page. if it needs some modification i'd be glad to help tweak it to Portal's needs.


Offline shmibs

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Re: Portal X
« Reply #414 on: August 02, 2010, 08:34:55 pm »
Its more like so i have a way to create levels for my engine without figuring out the RLE compression and converting all the hex and the coordinates by hand :P
...which sounds like a lot of fun actually!

are you going to release an annotated source for this ever?(that dynamic generation of tiles you mentioned has piqued my interest[or have you already and am i just proving that im lazy and dont bother to read through whole topics])

Offline Builderboy

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Re: Portal X
« Reply #415 on: August 02, 2010, 09:50:31 pm »
I think i can handle it nemo :) thanks for the offer tho!  As for the source, it will be released when Portal is released :P Before then its allll closed sorry to say.  In another note, i have a beta version of a transition between rooms!  You can also see what the holes in the walls look like :)
« Last Edit: March 01, 2011, 09:19:18 pm by Builderboy »

_player1537

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Re: Portal X
« Reply #416 on: August 02, 2010, 09:57:04 pm »
<3  I love it.  Very epic haha.  I also like the wholes in the walls :D.  Btw, in the upper right corner, what is in the lower left section of that box?  The one under the checkerboarded section, it looks kinda like an M

Offline Raylin

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Re: Portal X
« Reply #417 on: August 02, 2010, 09:58:14 pm »
NICE!

It would be even more awesome if the level name appear on the bottom right as you approached your destination.
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Offline Quigibo

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Re: Portal X
« Reply #418 on: August 02, 2010, 10:13:42 pm »
Quite epic indeed, I LOVE it!

Raylin's idea would be cool, but its really hard to read scrolling text.  You could make the period when neither level is on the screen longer to have the text scrolling, slowdown and pause in the center, and then continue to accelerate downwards as the next level comes into view, but that's really complicating things.  I don't even know if Builderboy is planning to name the levels.  It looks great already.  I'm curious how a story could be working into this.  Would it be like the shift flash game with little messages every so often and then some special levels?
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Offline shmibs

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Re: Portal X
« Reply #419 on: August 02, 2010, 10:15:33 pm »
/\this(to raylin)

wonderful to see progress, and i am very look forward to that source
« Last Edit: August 02, 2010, 10:27:28 pm by shmibs »