Author Topic: Half Life 2: On-Calc  (Read 66116 times)

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SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #330 on: April 13, 2011, 10:34:05 pm »
Wow glad to hear! Will the graphics be similar or will they have textures and such stuff?

Personally I don't mind a framerate loss, because at high framerate it's hard to see stuff moving anyway, especially on the Nspire LCD.
*TI-84+
And I'll probably use completely new textures and such.

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Re: Half Life 2: On-Calc
« Reply #331 on: April 13, 2011, 10:35:26 pm »
No, I really meant Nspire, also I dislike when you correct people all the time like this. It's annoying. The 84+ LCD is kinda bad, but it's nowhere close to the Nspire one, just bad enough to cause some smooth games to be harder to play.

SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #332 on: April 13, 2011, 10:36:02 pm »
No, I really meant Nspire, also I dislike when you correct people all the time like this. It's annoying. The 84+ LCD is kinda bad, but it's nowhere close to the Nspire one, just bad enough to cause some smooth games to be harder to play.
Sorry, I misunderstood you, I thought you were under the impression the game itself was for Nspire.

Ashbad

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Re: Half Life 2: On-Calc
« Reply #333 on: April 13, 2011, 10:36:53 pm »
But, the Nspire LCD makes grayscale games look amazing :) however, I agree, a smoother game like this will suffer x.x

Offline Builderboy

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Re: Half Life 2: On-Calc
« Reply #334 on: April 13, 2011, 10:38:45 pm »
Wow I'm so glad you are picking this up! Are you rewriting the physics engine as well?

SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #335 on: April 13, 2011, 10:39:28 pm »
Wow I'm so glad you are picking this up! Are you rewriting the physics engine as well?
Yeah, I'm doing the whole thing from scratch.

Offline Builderboy

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Re: Half Life 2: On-Calc
« Reply #336 on: April 13, 2011, 10:40:57 pm »
Coolio :D What kind of features are you planning to have in your engine?

SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #337 on: April 13, 2011, 10:42:07 pm »
Well, hopefully it will be faster, but I was thinking of actually adding fire using that one effect, and water using cellular autonoma.  Remember in the original how you can burn zombies?  Yeah, that would be sick in this game.

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Re: Half Life 2: On-Calc
« Reply #338 on: April 13, 2011, 10:43:59 pm »
wow that would be crazy cool!  Water might be questionable tho, since it doesn't really do much for standing water, probably only as an effect then?  Or would it be actually physically interactive?  Like fill up the bucket to tip the teeter totter

SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #339 on: April 13, 2011, 10:44:54 pm »
wow that would be crazy cool!  Water might be questionable tho, since it doesn't really do much for standing water, probably only as an effect then?  Or would it be actually physically interactive?  Like fill up the bucket to tip the teeter totter
I mean physically interactive ;D jump in it and cause waves, and fill things with it... the applications are endless and awesome.
Also - combine liquid physics and fire to get burning oil?

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Re: Half Life 2: On-Calc
« Reply #340 on: April 13, 2011, 10:45:55 pm »
Wow! So, like powder game with awesome player physics!

SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #341 on: April 13, 2011, 10:47:15 pm »
Wow! So, like powder game with awesome player physics!
Just a little powder game - it will have collisions between multiple active bodies, and map collisions, plus interactive enemies and fire and guns and a crowbar and more!

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Re: Half Life 2: On-Calc
« Reply #342 on: April 13, 2011, 10:48:10 pm »
Wow that sounds a bit out of the scope of celular automata, I think you would be hard pressed to find some simple enough rules that would work well enough to cause waves when you jump into it :P.

Also, remember that the fire effect is a screen effect, so it might be difficult to get certain sprites or objects to be on fire

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Re: Half Life 2: On-Calc
« Reply #343 on: April 13, 2011, 10:49:16 pm »
Will fire spread?

SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #344 on: April 13, 2011, 10:50:00 pm »
Wow that sounds a bit out of the scope of celular automata, I think you would be hard pressed to find some simple enough rules that would work well enough to cause waves when you jump into it :P.

Also, remember that the fire effect is a screen effect, so it might be difficult to get certain sprites or objects to be on fire
I can easily restrict it to certain parts of the screen, and I could probably modify it to work with non-aligned parts of the screen, and if that works, then I can have moving fire.  Otherwise, I could just make sure things die before they reach the other side.