Snowball portals

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Snowball portals

Postby Kilinich » Tue Jan 05, 2010 2:10 am

Ok, I've done with portals :crazy:
At this point only simple small geometries can pass through it.

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Rating: rated 9.2
Filesize: 2.14 MB
Comments: 44
Ratings: 38
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p.s. I'll try to explain how everything works here, if someone ask...
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Re: Snowball portals

Postby kilebantick » Tue Jan 05, 2010 4:54 am

I"m asking. How
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Re: Snowball portals

Postby Kilinich » Tue Jan 05, 2010 12:41 pm

kilebantick wrote:I"m asking. How


Did you pass this level? How did you solve each puzzle? 8-)
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Re: Snowball portals

Postby RicH » Tue Jan 05, 2010 1:02 pm

The last part was hard. :|

Very good game though, very creative. ;)
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Re: Snowball portals

Postby Kilinich » Tue Jan 05, 2010 1:39 pm

RicH wrote:The last part was hard. :|

Very good game though, very creative. ;)


Yea, it should be hard, I've kill few hours of testing... :lol:
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Re: Snowball portals

Postby MblK1 » Thu Jan 07, 2010 12:52 pm

Нескромный вопрос а на какой стадии сча продолжение, и где это будет? фабрика грушек санты? :thumbup:
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Re: Snowball portals

Postby Kilinich » Thu Jan 07, 2010 2:15 pm

MblK1 wrote:Нескромный вопрос а на какой стадии сча продолжение, и где это будет? фабрика грушек санты? :thumbup:


(He ask about second episode and details)
I don't really think of location, I'm consider on interesting, more complex puzzles and new stuff that can teleports...
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Re: Snowball portals

Postby Chronos » Fri Jan 08, 2010 6:45 am

Kilinich wrote:
kilebantick wrote:I"m asking. How


Did you pass this level? How did you solve each puzzle? 8-)

I think he was asking how everything works. ;)
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Re: Snowball portals

Postby Kilinich » Fri Jan 08, 2010 1:46 pm

Chronos wrote:
Kilinich wrote:
kilebantick wrote:I"m asking. How

Did you pass this level? How did you solve each puzzle? 8-)

I think he was asking how everything works. ;)


ok here we go:

1) Portals itself is only graphics (small circle with attached laser), no math in there. Just coordinates of blue/orange portal and that's all. Portals sets by two functions: scene.my.newBP(pos,angle) and scene.my.newBP(pos,angle). Previous portal will be killed automatically. Coordinates stored in scene.my.BPpos/scene.my.OPpos variables.

2) All job do snowball itself. First - its a geometry with small hole in the middle where laser is hitting and calculating velocity/pos. Snowballs can be spawned by scene.my.newSB(pos,vel,ttl) function where ttl is max teleportation count. When snowball collides with something it check if object is portal-capable wall and is some portal within range. If portal is near it kills itself (call scene.my.newSplash function) and spawn new snowball with transformed pos/vel and ttl-1. If no portal - just splash.
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Re: Snowball portals

Postby blahblah200 » Wed Jan 13, 2010 11:09 am

I've got an idea for the next episode - you could have 2 portals!! :o so that the snowball going in would be cloned and that would give a lot of different scenarios that you could do with it!!

btw - 10/10 - best scene EVER!! :thumbup: :thumbup:
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Re: Snowball portals

Postby RA2lover » Wed Jan 13, 2010 12:15 pm

it's impossible, and you can see it right off at the same portal level 2 you're talking about :lol: .


as you can see, as the portal gun spawns a new portal, it erases the other one. if that didn't happen, then he would just jump off that high platform and grab the portal gun faster.
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Re: Snowball portals

Postby Kilinich » Wed Jan 13, 2010 1:38 pm

RA2lover wrote:it's impossible, and you can see it right off at the same portal level 2 you're talking about :lol: as you can see, as the portal gun spawns a new portal, it erases the other one. if that didn't happen, then he would just jump off that high platform and grab the portal gun faster.

Well, nothing is impossible ;-) it can be easy programmed but with minimum code change but I don't think it's good suggestion...
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Re: Snowball portals

Postby Dakta » Fri Jan 22, 2010 8:30 am

What if you've got dynamically generated objects passing through the portal? It sure as hell isn't going to work with them the way it is right now! :D

There are two apporaches: one being making the portals entirely independent from the objects passing through them, which is probably the best way to do it but the most difficult; and having a big of code on every object that sends it's data to the portal it just collided with and hen having the portal send that data to the other portal where the other portal recreates the object.


I propose the first because it's the best way to do things. You do it right that way and anybody can add the two portals and make it work, no Thyme knowledge required.

I would go about it by trying to figure out a method to get all the location/rotation/geom info from a group of connected objects. If that can't be done, then get all the data for objects within a certain space and have each portal be a door into a small box where the user hits a button and all the content of the box is flushed to the other box in the other portal. you COULD do this with a boxcollider of zero density that gets all the data for objects hitting it and that's the data you send, or: you could do something I have no idea of how to do and get all the data for objects within certain location limits. If ou can do this you ought to be able to get info for connected bodies.

I don't even think the connected bodies method will work at all, because how do you get it to send all the data correctly without a little jump when you teleport?

So, this might not work with existing stuff if you do it the right way. heck, it might not even work if you did it the bad way to achieve the same result!
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Re: Snowball portals

Postby Tang3rine » Sat Jan 30, 2010 1:24 am

WOW.
i wouldnt be surprised if valve tied to hire you...
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