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Dusty
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« on: March 07, 2010, 05:30:49 am » |
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DevBlog: bludragon.blog.comChange Log: O --- [] Ov1.0 -Blu Dragon's Gateway started v1.1 -Cursor enlarged and enhanced -Room 00 and a modified Room 06 added -Chell's gun added -Halved the pickup area -Radio is added in Room 00 v2 -Rooms 09 and 12 are added, you have both portals in 12 -Functioning doors are added -Particle effects are removed -Temporarily removed Erinac voices -Made Room 06 more like Portal's Room 06 -You can't get stuck in Room 05 anymore -Menu added -You can die by being hit by a fast Box or by getting hit by an Energy Ball v2.6 http://www.mediafire.com/?ztw5jjoydtq
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« Last Edit: April 12, 2010, 06:18:23 pm by (Ω)Blu Dragon[iri] »
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BassieEnAdriaan
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« Reply #1 on: March 07, 2010, 07:44:34 am » |
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Wow very smooth stuff you got going here.
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If you find any offensive posts in strategy and tactics or the new projects section, don't use the report post button, but PM me instead. That way I can respond faster since I don't frequently check my email. 
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Dusty
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« Reply #2 on: March 07, 2010, 08:05:28 am » |
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Wow very smooth stuff you got going here.
it's kinda interesting, that if you look back at all my old projects, you can see that i'm getting better at tearing code from ganggarrison
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BassieEnAdriaan
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« Reply #3 on: March 07, 2010, 08:18:17 am » |
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Wow very smooth stuff you got going here.
it's kinda interesting, that if you look back at all my old projects, you can see that i'm getting better at tearing code from ganggarrisonYeah definitely , also why don't you show the portal gun on the character? Just make the portalgun object and put this in the draw event: Mouse=point_direction(x,y,mouse_x,mouse_y); image_angle=Mouse draw_sprite_ext(WeaponS,0,Character.x,Character.y,1,1,Mouse,0,1)
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If you find any offensive posts in strategy and tactics or the new projects section, don't use the report post button, but PM me instead. That way I can respond faster since I don't frequently check my email. 
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Dusty
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« Reply #4 on: March 07, 2010, 08:34:13 am » |
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Wow very smooth stuff you got going here.
it's kinda interesting, that if you look back at all my old projects, you can see that i'm getting better at tearing code from ganggarrisonYeah definitely , also why don't you show the portal gun on the character? Just make the portalgun object and put this in the draw event: Mouse=point_direction(x,y,mouse_x,mouse_y); image_angle=Mouse draw_sprite_ext(WeaponS,0,Character.x,Character.y,1,1,Mouse,0,1) oh. i added that right after i released the first build
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Drone
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« Reply #5 on: March 07, 2010, 10:41:58 am » |
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I got a video processing on the test chambers
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« Last Edit: March 07, 2010, 10:56:20 am by Ace Of Spades »
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Dusty
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« Reply #6 on: March 07, 2010, 11:04:54 am » |
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you tried too hard on room 05. you could've just picked it up and warped.
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Drone
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« Reply #7 on: March 07, 2010, 11:24:42 am » |
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you tried too hard on room 05. you could've just picked it up and warped.
yea that was my second run i was a bit careless on that
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Dusty
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« Reply #8 on: March 07, 2010, 11:34:06 am » |
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V1.1 http://www.mediafire.com/?nhmongdhnyoChange Log: O --- [] Ov1.1 -Cursor enlarged and enhanced -Room 00 and a modified Room 06 added -Chell's gun added -Halved the pickup area -Radio is added in Room 00 honsetly so far 04 and 06 are the hardest rooms so far.
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« Last Edit: March 07, 2010, 11:39:33 am by (Ω)Blu Dragon[iri] »
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NAGN
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« Reply #9 on: March 07, 2010, 12:30:42 pm » |
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Well then good job,  This reminds me of two months ago when we had about a billion different versions floating around.
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  [im
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Dusty
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« Reply #10 on: March 07, 2010, 01:37:55 pm » |
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i upped chell's max vspeed to 25, so that room 12 is possible
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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 #11 on: March 07, 2010, 02:13:16 pm » |
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That's actually really nice, more then Gateway has done  Custom map support? PLEASE.
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[22:07] tank: aptanors jew fro is godlike
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NAGN
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« Reply #12 on: March 07, 2010, 02:20:49 pm » |
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Hey so blue dragon I was wondering how you got the momentum and stuff working correctly,
I figured out a way to make it so that it would detect if the portal were free from the left, right, up, and down, however, I could not figure out how to make it so that the portals go into the wall so that only one side is exposed.
Unless you did four different kinds of wallmasks
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  [im
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Renya!
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« Reply #13 on: March 07, 2010, 02:23:34 pm » |
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Great so far! I think you should add more funny anecdotes for GLaDoS though lol
Oh, and there's a glitch in Room 01. If you destroy the box via the particle feild, the cube dispenser doesn't drop any more boxes.
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« Last Edit: March 07, 2010, 02:36:26 pm by Ryo »
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Ex-[SOS] member. 
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Dusty
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« Reply #14 on: March 07, 2010, 02:25:48 pm » |
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Hey so blue dragon I was wondering how you got the momentum and stuff working correctly,
I figured out a way to make it so that it would detect if the portal were free from the left, right, up, and down, however, I could not figure out how to make it so that the portals go into the wall so that only one side is exposed.
Unless you did four different kinds of wallmasks
i used some code i dug out of the Original Gateway move_contact_solid(direction, speed); a=0; b=0; if !place_free(x+6,y) a+=1; if !place_free(x-6,y) a-=1; if !place_free(x,y+6) b+=1; if !place_free(x,y-6) b-=1;
instance_destroy() { direct = point_direction(x,y,x+a,y+b); if(instance_exists(BPortal)){ with(BPortal){ instance_destroy() } } portal=instance_create(x-(32*a),y-(32*b),BPortal); portal.direction=direct portal.image_angle=portal.direction; }
this sets the direction of the portal, and i use if(instance_exists(OPortal) && portalsafe = 1){ x = OPortal.x y= OPortal.y direction = OPortal.direction+180 alarm[0] = portaltimer portalsafe = 0 sound_play(PortalWarp) }
for chell.
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