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NAGN
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« Reply #840 on: January 16, 2010, 10:51:47 am » |
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I think I know how to fix the portals,
the only problem is that it would require you to change all the maps,
What you would need to do is create a "Create portal entity" and when a portal collides with it it is destroyed,
the problem that keep running into is that when you pick up too much speed, you eventually collide with the ground, stoping the entire thing from happening.
Also, it would be nice of someone to make a simple two frame cursor thing that tells you your portals because, well, it is kind of difficult to know whether or not you have one created
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  [im
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Leiche
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« Reply #843 on: January 16, 2010, 01:24:02 pm » |
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Steal the project, Magnetic didn't do anything good for it. Thats all. NAGN you're better than he is.
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 00:25 Neal • I tried shutting down my neighbor's computer and it worked haha 00:26 Calodine • Did you press the off button ------- chadde • hi leiche Ubermench.
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NAGN
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« Reply #844 on: January 16, 2010, 01:51:59 pm » |
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Well, thanks leich, but I still haven't done much,
I'm still adding on to the momentum
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♫Sani Sani Disco♫
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« Reply #845 on: January 16, 2010, 02:39:42 pm » |
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It makes me sad to look back on the shotty job I did with this game in the past.
Oh well.
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I don't like it.  Oh, well, you might as well pack up and stop now, because he doesn't like it Asdf64: "ultros turned me on" - sani 2013
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NAGN
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« Reply #846 on: January 16, 2010, 02:44:23 pm » |
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Oh jesus, how the fuck am I going to get horizontal speed working should gravity be constant? If it's constant though then how will infident loops go? 
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aptanananananator
White Knight
Veteran Beta Tester
   
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Indie'll name his kid after me
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« Reply #847 on: January 16, 2010, 02:47:33 pm » |
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Oh jesus, how the fuck am I going to get horizontal speed working should gravity be constant? If it's constant though then how will infident loops go?  You mean fall into a portal on the ground come out one on the wall? If you have momentum can't you have a seperate variable that records current momentum every time you collide with a gate, then transfer it to hspeed when you come out a wall gate?
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[22:07] tank: aptanors jew fro is godlike
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♫Sani Sani Disco♫
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« Reply #848 on: January 16, 2010, 02:49:15 pm » |
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One step at a time.
Put a cap on the maximum vspeed. Not too low, but not too high. A moderate speed.
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I don't like it.  Oh, well, you might as well pack up and stop now, because he doesn't like it Asdf64: "ultros turned me on" - sani 2013
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NAGN
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« Reply #849 on: January 16, 2010, 02:50:18 pm » |
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I can't even find how the game determines whether or not if it is a wall gate or not  All I have is that orange portals have a variable named imageInx or something, but blue doesn't therefore, not allowing it to work
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NAGN
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« Reply #850 on: January 16, 2010, 02:50:53 pm » |
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One step at a time.
Put a cap on the maximum vspeed. Not too low, but not too high. A moderate speed.
I did if vspeed >30 vspeed=30
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♫Sani Sani Disco♫
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« Reply #851 on: January 16, 2010, 02:53:53 pm » |
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Maybe I could take a crack at this later. I played a big role in the development of this game in the past, I don't see why I can't now.
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I don't like it.  Oh, well, you might as well pack up and stop now, because he doesn't like it Asdf64: "ultros turned me on" - sani 2013
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aptanananananator
White Knight
Veteran Beta Tester
   
Offline
Posts: 6502
Indie'll name his kid after me
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« Reply #853 on: January 16, 2010, 02:56:21 pm » |
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I can't even find how the game determines whether or not if it is a wall gate or not  All I have is that orange portals have a variable named imageInx or something, but blue doesn't therefore, not allowing it to work Wait, is it possible that it doesn't have anything to determine if it's on the wall or not, just uses a sprite_index or image_index for asthetics?
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[22:07] tank: aptanors jew fro is godlike
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NAGN
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« Reply #854 on: January 16, 2010, 02:58:05 pm » |
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I can't even find how the game determines whether or not if it is a wall gate or not  All I have is that orange portals have a variable named imageInx or something, but blue doesn't therefore, not allowing it to work Wait, is it possible that it doesn't have anything to determine if it's on the wall or not, just uses a sprite_index or image_index for asthetics? but how would the game know which sprite to use? 
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