Omnimaga
Calculator Community => Completed => Major Community Projects => Portal X => Topic started by: LincolnB on October 20, 2011, 02:11:45 pm
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I made this thread so that I could ask Builderboy specific questions pertaining to the completion of Portal X.
First question:
Would you happen to know off the top of your head what {L1+700} does? It's not labeled in the variable list. Also, what's the state if the level exit transition code?
(I guess that's two questions)
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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?
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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?
It says something like:
If {L1+700}
prgmTRANS
Else
RecallPic
End
And what I meant was like, does the engine switch from level to level yet at all?
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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.
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Yeah, L1 is 714 bytes large. If you have nore flags, you could do bit checking for 8 flags per byte. The e symbol is useful for this.
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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.
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Alright, good to know. I just didnt know how much of it you were using is all.
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Oh, and Butts, just tested out 4.5, and it has some serious physics bugs D: 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
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You should finish it :P
Why'd you stop anyways?
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Mainly because of being really busy, and having so many uncompleted projects that were not getting worked on.
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I just made a kick-butt tilemapper (if I do say so myself - I actually used a bunch of your code for it ;)) but yeah, I did notice that it has a coupla probs. Is all you're doing touching up the physics?
EDIT: Please don't break compatibility file-format wise, I've already made like ten-ish levels..it would be a serious pain to have to redo them.
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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
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Yeah, sometimes I get shot right into walls and can't get out.It's quite humorous actually :) Also, pressing the + button activates some sort of a jetpack. And good to hear the file format's not being changed.
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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
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Yeah, give me one sec...
EDIT: Okay, here are the first four levels.
.LEVEL 1
Data(47,34,15,33,15,33,15,33,15,33,15,33,15,33,15,33,15,32,15,15,3,47,33)->GDB1
[010100]
.LEVEL 2
Data(47,34,15,33,15,33,15,33,15,33,15,33,15,33,4,37,4,33,4,37,4,32,5,37,11,37,5,47,33)
[010100]
.LEVEL 3
Data(36,60,32,15,33,15,33,15,36,13,35,13,35,9,39,9,35,13,35,13,35,13,35,62,34)
[010100]
.LEVEL 4
Data(63,49,35,12,48,35,12,51,32,12,52,13,51,13,51,13,51,6,38,51,6,38,10,38,10,38,54,33,50,37)
[010100]
The [010100] thing just makes a crate object in the top left corner cause for whatever reason I couldn't get it to work with no objects.
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wow, those are small levels! Maybe you could release the level editor alone right now so we could start making levels. we dont even need the game to do that, although it would be nice :)
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Ok butts I uploaded an updated version in the original post, although I am tempted to remove the source from public access because it is in a very workable state, close to completion, and I don't want to spoil the initial release :P
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Ok, I downloaded it. You can go ahead and remove it now if you want.
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NO! Please dont do that. I would love to see the source code of it. I just need a few more posts...
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I removed it because there is going to be a closed beta out in 2 weeks or so anyway, so its a bit too close to a release to have such a functional source code release imo :P
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Dang it! And i JUST got access to the board too. You think you could send it to me? i PROMISE i wont release it, ill just look at it and see if i can mess around with it.
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You will be part of the closed beta in a week or so, just be patient
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i know, i was looking forward to seeing the source of such an awesome game is all.
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Hey Builderboy,
I haven't been on this forum for about 8 months, and I recently got an email about Portal X's thread being updated. Finally, you've come back to work on it haha
How much time do you estimate for a releasable (non closed) beta?
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It will be released before the year is over :) I'm hoping for a very soon release so I can possibly get it featured and get into the contest for POTY! *Crosses Fingers*
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Builderboy, remember: "before the year is over" != "before hell freezes over" (unless hell freezes over on Dec 21st), so I assume you are really releasing it before Jan 1st? :P
Also for POTY you have to release it before they announce POTY 2012 in December. :P