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SH James
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« Reply #315 on: April 23, 2010, 10:41:03 pm » |
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Maybe you could add Portal View? Or actually have them stick to the wall? (sometimes, they seem to stick BEFORE the wall or sticks to surface they shouldn't.)
portal view would be damn near impossible. and the wall collisions are caused by the noportal masks, and the size of the Portal Sprite. Well, ASCII Portal can have portal view, so I guessed this could.Otherwise... Create this: once you use a portal, a portion of the screen (upper corner, maybe?) shows where the portal leads to (a small area around it), by checking the portal farther from player. As for this "sprite size" issue, here goes an idea: Have it shoot a 1x1 sprite that will remain invisible and position the portal bullet sprite over the 1x1 sprite, constantly updating this bullet's position on the pixel. Easy to do even on TGF.
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Dusty
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« Reply #316 on: April 23, 2010, 10:44:01 pm » |
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Maybe you could add Portal View? Or actually have them stick to the wall? (sometimes, they seem to stick BEFORE the wall or sticks to surface they shouldn't.)
portal view would be damn near impossible. and the wall collisions are caused by the noportal masks, and the size of the Portal Sprite. Well, ASCII Portal can have portal view, so I guessed this could.Otherwise... Create this: once you use a portal, a portion of the screen (upper corner, maybe?) shows where the portal leads to (a small area around it), by checking the portal farther from player. As for this "sprite size" issue, here goes an idea: Have it shoot a 1x1 sprite that will remain invisible and position the portal bullet sprite over the 1x1 sprite, constantly updating this bullet's position on the pixel. Easy to do even on TGF. okay... the thing I do is that the bullet shoots, then creates the portal when it collides with the wall I toyed for a little bit on using hitline data to fire the portals, so i think i'll give that a shot again.
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M******c
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« Reply #317 on: April 23, 2010, 11:00:26 pm » |
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Ok, I finally dl'd this, and HOLY FUCK MY PC CAN HANDLE IT, compared to Gateway Classic, which my PC couldn't handle. But I did the right thing when I handed this over to you man. I'm kind of touched you left a part of me in it (Gateway theme). Anyway, keep it up, and hopefully in the future we'll see some great levels. Going through the test chambers one by one and exploring every nook and cranny will be great.
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SUP3R MAGN3TIC W0RLD-75% Complete   Mag, stop playing "Moses and Me" 24/7 it's doing things to your brain
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Dusty
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« Reply #318 on: April 23, 2010, 11:06:19 pm » |
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Ok, I finally dl'd this, and HOLY FUCK MY PC CAN HANDLE IT, compared to Gateway Classic, which my PC couldn't handle. But I did the right thing when I handed this over to you man. I'm kind of touched you left a part of me in it (Gateway theme). Anyway, keep it up, and hopefully in the future we'll see some great levels. Going through the test chambers one by one and exploring every nook and cranny will be great.
good luck finding the static mar-... wait. DAMNIT. you can just look in the source... FUCK.
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SH James
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« Reply #319 on: April 23, 2010, 11:12:20 pm » |
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Maybe you could add Portal View? Or actually have them stick to the wall? (sometimes, they seem to stick BEFORE the wall or sticks to surface they shouldn't.)
portal view would be damn near impossible. and the wall collisions are caused by the noportal masks, and the size of the Portal Sprite. Well, ASCII Portal can have portal view, so I guessed this could.Otherwise... Create this: once you use a portal, a portion of the screen (upper corner, maybe?) shows where the portal leads to (a small area around it), by checking the portal farther from player. As for this "sprite size" issue, here goes an idea: Have it shoot a 1x1 sprite that will remain invisible and position the portal bullet sprite over the 1x1 sprite, constantly updating this bullet's position on the pixel. Easy to do even on TGF. okay... the thing I do is that the bullet shoots, then creates the portal when it collides with the wall I toyed for a little bit on using hitline data to fire the portals, so i think i'll give that a shot again. Great! I hope for the best! Also, on other news, someone modified ASCII Portal's SC and made it into a J2ME game! It's stunning to play it! 
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Dusty
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« Reply #320 on: April 23, 2010, 11:13:13 pm » |
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Maybe you could add Portal View? Or actually have them stick to the wall? (sometimes, they seem to stick BEFORE the wall or sticks to surface they shouldn't.)
portal view would be damn near impossible. and the wall collisions are caused by the noportal masks, and the size of the Portal Sprite. Well, ASCII Portal can have portal view, so I guessed this could.Otherwise... Create this: once you use a portal, a portion of the screen (upper corner, maybe?) shows where the portal leads to (a small area around it), by checking the portal farther from player. As for this "sprite size" issue, here goes an idea: Have it shoot a 1x1 sprite that will remain invisible and position the portal bullet sprite over the 1x1 sprite, constantly updating this bullet's position on the pixel. Easy to do even on TGF. okay... the thing I do is that the bullet shoots, then creates the portal when it collides with the wall I toyed for a little bit on using hitline data to fire the portals, so i think i'll give that a shot again. Great! I hope for the best! Also, on other news, someone modified ASCII Portal's SC and made it into a J2ME game! It's stunning to play it!  2 things that are bugging me: is TGF 'The Game Factory'? and what the hell is J2ME?
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SH James
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« Reply #321 on: April 23, 2010, 11:16:39 pm » |
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Maybe you could add Portal View? Or actually have them stick to the wall? (sometimes, they seem to stick BEFORE the wall or sticks to surface they shouldn't.)
portal view would be damn near impossible. and the wall collisions are caused by the noportal masks, and the size of the Portal Sprite. Well, ASCII Portal can have portal view, so I guessed this could.Otherwise... Create this: once you use a portal, a portion of the screen (upper corner, maybe?) shows where the portal leads to (a small area around it), by checking the portal farther from player. As for this "sprite size" issue, here goes an idea: Have it shoot a 1x1 sprite that will remain invisible and position the portal bullet sprite over the 1x1 sprite, constantly updating this bullet's position on the pixel. Easy to do even on TGF. okay... the thing I do is that the bullet shoots, then creates the portal when it collides with the wall I toyed for a little bit on using hitline data to fire the portals, so i think i'll give that a shot again. Great! I hope for the best! Also, on other news, someone modified ASCII Portal's SC and made it into a J2ME game! It's stunning to play it!  2 things that are bugging me: is TGF 'The Game Factory'? and what the hell is J2ME? TGF is The Games Factory (Yes, I love it) and J2ME stands for "Java 2 Mobile Edition". a J2ME game is a game programed in Java, mostly (if not exclusively) for mobile devices that support them.
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Dusty
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« Reply #322 on: April 25, 2010, 04:09:06 pm » |
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whoops. i guess i shouldn't multi-task. when i posted a mediafire link, instead of linking to the gateway source, i posted an exe for a mod i was making. http://www.mediafire.com/?ilzxjnwligithis should be it.
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aptanananananator
White Knight
Veteran Beta Tester
   
Offline
Posts: 6506
Indie'll name his kid after me
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« Reply #323 on: April 25, 2010, 04:17:03 pm » |
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whoops. i guess i shouldn't multi-task. when i posted a mediafire link, instead of linking to the gateway source, i posted an exe for a mod i was making. http://www.mediafire.com/?ilzxjnwligithis should be it. Nice GMK you got there. GM7 or GM8? 
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[22:07] tank: aptanors jew fro is godlike
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Dusty
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« Reply #324 on: April 25, 2010, 04:17:17 pm » |
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whoops. i guess i shouldn't multi-task. when i posted a mediafire link, instead of linking to the gateway source, i posted an exe for a mod i was making. http://www.mediafire.com/?ilzxjnwligithis should be it. Nice GMK you got there. GM7 or GM8?  8.
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Rock
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« Reply #325 on: April 25, 2010, 07:15:37 pm » |
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whoops. i guess i shouldn't multi-task. when i posted a mediafire link, instead of linking to the gateway source, i posted an exe for a mod i was making. http://www.mediafire.com/?ilzxjnwligithis should be it. Nice GMK you got there. GM7 or GM8?  8. orly, the one i have is 7.
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New game much? 2D platforming stealth much?
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Dusty
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« Reply #326 on: April 26, 2010, 01:21:36 am » |
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whoops. i guess i shouldn't multi-task. when i posted a mediafire link, instead of linking to the gateway source, i posted an exe for a mod i was making. http://www.mediafire.com/?ilzxjnwligithis should be it. Nice GMK you got there. GM7 or GM8?  8. orly, the one i have is 7. i switched after the last exe. the gm8 that someone sent me gets past my schools anti-virus.
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Rock
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« Reply #327 on: April 26, 2010, 06:23:56 am » |
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whoops. i guess i shouldn't multi-task. when i posted a mediafire link, instead of linking to the gateway source, i posted an exe for a mod i was making. http://www.mediafire.com/?ilzxjnwligithis should be it. Nice GMK you got there. GM7 or GM8?  8. orly, the one i have is 7. i switched after the last exe. the gm8 that someone sent me gets past my schools anti-virus. k crap. I don't have GM8Pro
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New game much? 2D platforming stealth much?
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♫Sani Sani Disco♫
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« Reply #328 on: April 26, 2010, 12:15:48 pm » |
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There were errors with the console, and there ate some missing fonts, too.
I can try working on the ending scene for you.
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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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♫Sani Sani Disco♫
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« Reply #329 on: April 26, 2010, 04:01:30 pm » |
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Also, if you decided to use gigantic-ass background sprites-
You know what, I'll just do it when I get home. What I want to do is reduce the large file size for you guys.
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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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