Omnimaga

Calculator Community => Completed => Major Community Projects => Portal X => Topic started by: Builderboy on March 09, 2010, 11:14:21 pm

Title: Portal Prelude
Post by: Builderboy on March 09, 2010, 11:14:21 pm
You guys know i never halt progress on one project without creating another!  ;D  I have 2 anouncments to make.  

1) I have been working on a Portal Gold edition!
The engine is being completely remodeled for faster speed and better portal handling
More levels will be added, for even more Portal Madness
More levels means more GlaDOS! So get ready for a deeper storyline and interesting twists
All the original puzzles will be included, plus some new ones!

2) I have recently started working on PortalX.  An Axe version of the portal game.
PortalX will serve as the prequel to Portal, with a whole new storyline, and full Portal Physics!  Get ready to use new portal concepts like momentum and velocity to solve puzzles like never before!  New obstacles will be added as well, so you will need to be extra careful >:D Are you thinking with Portals yet??

Here are some screenshots of the engine i have set up right now.  Full portal physics are already supported, as well as a crude portal gun.

Demonstrating the portal physics
(http://i199.photobucket.com/albums/aa72/builderboy2005/SCREEN2.gif)

Demonstrating how the new engine is (completely) different than the old.
(http://i199.photobucket.com/albums/aa72/builderboy2005/SCREEN1-2.gif)

About the Engine:
I am using Axe 0.0.06 to do my compiling (i didn't upgrade to 0.1.0 yet :P) and the source is about 2000 bytes, and it compiles to about double that.  I'm sure there are many many places i could optimize however.  All collision detection is done via memory access, not pixel testing.  I wrote a pointTest sub to test whether or not a point in the world is solid or not.  Portals can warp this data :D Warping through portals actually takes up about 1/2 of the engine code right now, as i have to account for momentum change as well as the multiple sprites needed to complete the warping effect.
Title: Re: Portal X
Post by: meishe91 on March 09, 2010, 11:22:28 pm
Wow, that looks amazing. Can't wait :D
Title: Re: Portal X
Post by: Radical Pi on March 09, 2010, 11:25:04 pm
Note to self: learn Axe while it's still young

This is simply stunning. I've never played the real Portal, but I'll be sure to give this a go when you finish it!
Title: Re: Portal X
Post by: Builderboy on March 09, 2010, 11:33:25 pm
Yeah, i must say that a lot of credit needs to go to Quigibo for writing such an epic compiler.  Axe is simply amazing.  ^^
Title: Re: Portal X
Post by: meishe91 on March 09, 2010, 11:39:02 pm
*Give big round of applause to Quigibo* O0
Title: Re: Portal X
Post by: DJ Omnimaga on March 09, 2010, 11:53:23 pm
WOW! Now I know what was that collision detection thing you worked on the other week! Awesome stuff Buildeboy, and look at the speed it runs!

Do you think I should add a sub-forum for this or do you think it's close to done? It's friggin awesome! That Axe parser is sure gonna trigger a lot of releases in the TI community, yet it' still only 10% complete, according to version number. Just one thing: backup backup backup backup! In case, and if you're on a Nspire, backup your archive too.

btw does this supports multi keypresses? I haven't messed with Axe Getkey yet
Title: Re: Portal X
Post by: Builderboy on March 09, 2010, 11:59:45 pm
Well the engine still has a lot to add to it, including lasers, buttons, doors, and plasma balls.  (I'm trying to make it a lot more like the original portal) so its not *that* close to being done.  The portal gun isnt even bug free yet :P.  I think you can add PortalX and remove Castle Storm (its not calc, and i'm kinda stuck anyway, if i get unstuck i'll let you know ;) )

Yep it supports multiple keypresses, and the traditional numpad portal shooting.  It also runs in 8Mgz right now, and it getting awesome speed so i am very happy :)  And don't worry, i have many backups already.  Whenever you see a screenshot, you can be content that i had to backup to my comp to make the shot ;)

* Builderboy wonders if TiCalc will create an Axe section in the archives when Axe is released officially *
Title: Re: Portal X
Post by: meishe91 on March 10, 2010, 12:30:10 am
I don't think they will until there is a wider variety. Which won't take to long though (especially with people like you lol)
Title: Re: Portal X
Post by: DJ Omnimaga on March 10, 2010, 12:44:38 am
I'll add PortalX and keep Castle Storm, since we allow calc, PC and rom hack projects anyway :P, Project M is inactive atm and I left the forum anyway since I know it's not really dead unlike for example Nyaar.

I doubt they will add an axe section on ticalc.org for the following reason: programs are compiled in ASM. All Axe games will be released in TI-83/84 Plus Assembly Games, either no-stub, mirage or ion, depending what you compile for. If you notice, all TI-89 C, GFA BASIC and  ETP Studio stuff is released under ASM section, anyway. For 83+, the EZAsm games are loaded in ASM section too. If it was interpreted language, then it would be a different story, but as for now, these games are compiled into ASM code.

I think Quigibo should release a build on Ticalc, though. Even if he doesn't update frequently there, it might interest many people, because it alerady does in #ti and United-TI :P

If you guys make games and release them on ticalc, I would recommend putting Axe in the title (like "Portal X (Axe Parser)") or the description and readme with link to download, so it might make it more known.
Title: Re: Portal X
Post by: Builderboy on March 10, 2010, 12:59:56 am
Alright, although the projects section is getting kinda crowded! ;D

And yeah thats a very good point.  Some people might even choose to release their Axe games under the guise of asm without even revealing that it wasn't written in asm originally O.O.  I'll be sure to give tons of credit when i release any Axe game though ^^
Title: Re: Portal X
Post by: DJ Omnimaga on March 10, 2010, 01:14:44 am
oh this is nothing, you haven't seen the old forum one (http://web.archive.org/web/20071021212220/omnimaga.org/index.php?showforum=3). :P

Most were not very active, though :P

Also, Idk how Quigibo will handle credits when he releases the program on ticalc. Will he requires us to post the source code? I think it should be a requirement to mention his name and Axe in the readme, though. As for source, my only issue with this would be games where you open doors with passwords, then it would become too easy for players to beat the game as they would just look for the password in the source x.x. Just in BASIC it is a major issue. Posting the source may encourage people to give Axe a try, though.
Title: Re: Portal X
Post by: {AP} on March 10, 2010, 03:46:41 am
Holy crap, mate.
Well, if there was ever a program that could make me want to learn Axe, this is it.

I would LOVE a look at that engine sometime. I've been staring at these screenshots dreaming up code in my head for how to do this but I just can't come up with a way for it to be THAT good. Damn, I need to just sit down and talk with you about coding one day. xP
Title: Re: Portal X
Post by: DJ Omnimaga on March 10, 2010, 03:51:13 am
I would like to see a new game from you in Axe ^^

Maybe first port that avalanche type game you made a year ago?
Title: Re: Portal X
Post by: {AP} on March 10, 2010, 03:56:31 am
Hm... might be a good idea. Especially for a first project.

I still need to learn Axe though. The best way for me would be documentation and example source code. That's how I learned basic and xLIB/CIII in no time.

Though, maybe I could talk with someone and have them tutor me. Of course, everyone's far too busy with their projects so I'll just go with the first option. =P
Title: Re: Portal X
Post by: DJ Omnimaga on March 10, 2010, 04:02:28 am
Altough simple, that Avalanche game was kinda cool, and because of the way it was coded, I am certain it could have been even faster. All that would have needed to be done is code the falling balls the same way I coded arrows in xLIB xLIB Revolution. Now imagine with Axe :O (altough it would use your own method, though, yet would run 10x-30x faster).

You should check out some source code and the doc included with the downloads. It also includes example programs. Then feel free to ask question in the exploding Axe sub-forum (I say exploding because I don't recall any project ever hitting 700 posts in one single month before on Omnimaga  :o).
Title: Re: Portal X
Post by: {AP} on March 10, 2010, 04:22:32 am
Oh wow, I downloaded from the wrong topic the first time. There really is examples and more information. xP

I'll be playing with this soon. =)
Title: Re: Portal X
Post by: DJ Omnimaga on March 10, 2010, 04:30:03 am
There are examples included with Axe, but there is also another topic containing routines and another one containing games by people. Calc84 even made a Falldown clone.

I wouldn't be surprised if there were others in another topic, but it grew so fast I forgot x.x

Not to mention Omnimaga activity has been quite high compared to a few months ago sometimes, so I tend to forget some stuff fast *reminds himself he still needs to play AOC II 0.89 and Connect 4 :P
Title: Re: Portal X
Post by: Quigibo on March 10, 2010, 02:26:47 pm
Wow I just noticed this thread.  This is amazing!  I'm definitely going to have to try this when it comes out!

To answer some questions, no, Axe programs do not need a separate category on TiCalc since they're assembly.  However, it might be reasonable to have a section for Axe source code and routines the same way they have assembly routines, but I don't know if that's necessary.  When you upload an assembly program, there is a check box for "Source code included?" in which you can add the source if you choose to.  One advantage of this is that when newer versions of Axe Parser come out, you can always recompile with the new optimizations to make smaller executable.

I don't care too much about credits.  I prefer you mention it was made with Axe Parser, especially if you include the source, but its not absolutely necessary.  The main reason is that if any assembly programmer actually looked at the hex code, its VERY obvious if a program was made with Axe Parser by the nature of program flow and the routines I use.

I don't want to release it yet on TiCalc because it really isn't that safe yet without the archive features and also there is going to be a lot that will change once I finish the user interface.  By change, I mean in a compatible way.  Old code will still work and all that, but arrays are going to be automated and things like interrupts are going to really change the way you program.
Title: Re: Portal X
Post by: DJ Omnimaga on March 10, 2010, 03:00:53 pm
Aaah ok I see, It's up to you really.
Title: Re: Portal X
Post by: ztrumpet on March 10, 2010, 03:56:13 pm
WOW!  Builderboy, this is why you're one of the best programmers out there! (IMO)  This is awesome!  I can't wait for Portal Gold, Portal II: Time Portal, and now Portal X.  Since Portal Gold will be using the same levels as before, can I make levels for you?  (Speaking of which, what happened to Shift?)  I can't wait for Portal Gold! ;D

Portal X is just plain amazing.  I'm surprised with how great it looks, and how much it is like the original.  Great job!  Is there any chance that we could see the source for those screenies?

Great job! :D
Title: Re: Portal X
Post by: DJ Omnimaga on March 10, 2010, 04:00:24 pm
Portal Gold and Portal II?? Did I miss something? :O

Also I would like a LV editor if Axe ever supports external data
Title: Re: Portal X
Post by: ztrumpet on March 10, 2010, 04:06:12 pm
Portal Gold is mentioned in the first post in this topic. ;D

Portal 2: http://ourl.ca/3295
Builderboy, which takes place first, Portal 2, or Portal X?

I forgot to mention: Not only did I play through all of the original and beat it today, but I also got someone hooked on it.  Then I check Omnimaga and I see this...

 *ZTrumpet thanks Builderboy for being awesome! ;D
Title: Re: Portal X
Post by: Builderboy on March 10, 2010, 10:37:35 pm
Portal 2 and Portal X take place at the same time, and are both preludes to Portal.  Portal 2 is actually kind of a spin off because it doesn't use traditional portals, it uses a different device that causes time travel.
Title: Re: Portal X
Post by: DJ Omnimaga on March 11, 2010, 01:14:14 am
Oh right I remember now. My memory is playing me tricks x.x
Title: Re: Portal X
Post by: Builderboy on March 11, 2010, 05:36:08 pm
Ok so i've been working on Level saving, because i wanted to make a Basic level editor to test out many different types of levels, and i didn't want to have to waste memory in level data like i am doing now.  I will be using Run-Length encoding to compress the levels (same as in Portal 1 ;D), and I predict an average size of around 50-80 bytes :D and even smaller for some of the early small and simple levels.  It will also help that levels will not be as complex (have as many floating platforms) as Portal 1 as the gameplay in general would not permit it.  As it is a portal needs at least 2 tiles next to each other in order to latch, and you have inertia, so small gaps would not be as much as a threat as they would be in Portal 1. 

As for engine development, I am working on Portal bumping currently, and moving the gun code from PxlTesting to tile testing so that tiles that do not support Portals can be implemented.  Portal bumping just means that when you  fire a Portal near a wall, it might try to stick inside the wall, but the code needs to know how to 'bump' it so that it lies fully outside the wall, or totaly on the wall.  It also need to determine when there is no room for a portal.
Title: Re: Portal X
Post by: meishe91 on March 11, 2010, 05:57:08 pm
Cool. This project really sounds interesting :) What is Run-Length encoding?
Title: Re: Portal X
Post by: Builderboy on March 11, 2010, 06:00:42 pm
Basically you draw the level out in one big line, right to left, top to bottom.  And for level data you usually have some sections that stay the same for a bit, so you replace them with the tile type and the length of the section.  This is very very efficient for data that has large repeating sections, which levels usually do because of floors and platforms and such :)
Title: Re: Portal X
Post by: ztrumpet on March 11, 2010, 06:51:07 pm
That's really cool!  I'm glad that you're working on this! ;D

Awesome job so far!  I can't wait until I can play with this engine! :D
Title: Re: Portal X
Post by: meishe91 on March 11, 2010, 06:59:19 pm
Hmm, that's cool. I'm not sure I really understand though :P Probably because I'm so sleep deprived (stupid highschool haha).
Title: Re: Portal X
Post by: Builderboy on March 11, 2010, 07:05:26 pm
Thanks :)  I can't wait to finish it!


Hehe i know what you mean.  ;D  I could go more in depth if you wanted O.o
Title: Re: Portal X
Post by: Raylin on March 11, 2010, 07:40:00 pm
Sir.
You and me are going to have a serious discussing about this physics engine you are flaunting in our faces.

>:C

Prophet is not amused.
Title: Re: Portal X
Post by: Builderboy on March 11, 2010, 07:58:08 pm
Lol, ok then, here is the physics engine :P The portal engine will be released with the game ;)


(I had to remove about 1700 bytes of code to remove the portal support ;D)
Title: Re: Portal X
Post by: meishe91 on March 11, 2010, 09:01:21 pm
If you wouldn't mind going into more details that would be great, you definitely don't have to though :)
Title: Re: Portal X
Post by: ztrumpet on March 11, 2010, 10:19:30 pm
That is pure awesome!  It's kinda mean that you took the portal section out, but it's something to look forward to. ;D

That's an awesome engine!  I really need to study this code and learn how you made it sooooo awesome. :D

I can't wait for Portal X! :)
Title: Re: Portal X
Post by: DJ Omnimaga on March 11, 2010, 11:56:32 pm
What I have always been amazed the most in this Portal 2D clone, and I stated this many times so far on IRC: the fact when you enter a portal, you won't immediately warp to the other one. You stand there and see the other part of you from outside the other portal, and can even jump and stuff! Just that makes the game look even more professional and advanced. Nice job on this.
Title: Re: Portal X
Post by: Builderboy on March 12, 2010, 12:24:15 am
Hmmmmm I'll consider making this an open source project as it is developed, especially since Axe is a developing language and im sure we all could learn by sharing of code.  Portal could be a learning experience for us all!

And Dj, thats the very first thing i knew i needed when i decided to make a Portal game :) I actually originally had this idea a looong while back directly after the original Portal came out.  I was going to try to make it using Omnicalc, but then i realized that there just wasn't enough speed or control to make an effective game with it.  Once i realized that i could do it with Axe, i jumped at the chance!  The code to find the position of the alternate sprite, so that your character can be in two places at one, was one of the most difficult coding challenges i have faced in a long while.  That coupled with momentum transfer left me exhausted after a whole day of coding :D  I am really happy with the way it is turning out though, already I'm flying around with Portals!

(And did anybody notice I am still using 5x5 sprites, just like in the original? ;D)
Title: Re: Portal X
Post by: DJ Omnimaga on March 12, 2010, 02:10:28 am
Yeah I saw, nice

Btw for open source always wait until final release, though, in case someone would steal the code, release game modified as their own then you have no more power when uploading to ticalc, as ppl would think they're the real author, since he uploaded first.
Title: Re: Portal X
Post by: AaroneusTheGreat on March 12, 2010, 02:26:29 am
If that happens we will all stand behind you because we know the real story. :D Good thinking though Kev.
Title: Re: Portal X
Post by: DJ Omnimaga on March 12, 2010, 02:43:43 am
(btw you might want to refer to me as DJ or DJ Omnimaga now because I think there are some other forum members who has Kevin as first name now :P)
Title: Re: Portal X
Post by: Quigibo on March 12, 2010, 02:53:50 pm
I looked at the code for the physics engine and there are A LOT of optimizations you can do.  Most of them you can find in the "Optimization Tips" file and some of them are just program flow stuff.  Let me know if you want me to point some out for you :)  This is a very cool project so far.
Title: Re: Portal X
Post by: Builderboy on March 12, 2010, 03:55:00 pm
Yeah i'm not surprised.  I haven't done any optimizing, and i have been putting a lot of things in subs when they are not needed to preserve readability right now.  That and i havnt been using Axe for very long :P This is one of the reasons i am thinking releasing code would be a good idea, I don't think i have anything to worry about, and we could always give it to select members only if we thought there might be a problem.
Title: Re: Portal X
Post by: ztrumpet on March 12, 2010, 06:19:31 pm
Quigibo, can you compare the code side by side so we can see how to optimize with Axe?  Thanks! :D
(The Optimization Tricks file is nice, but it can help to see it more. :) )
Title: Re: Portal X
Post by: DJ Omnimaga on March 12, 2010, 06:40:44 pm
I looked at the code for the physics engine and there are A LOT of optimizations you can do.  Most of them you can find in the "Optimization Tips" file and some of them are just program flow stuff.  Let me know if you want me to point some out for you :)  This is a very cool project so far.
When I release my first game or demo of game, could you take a look at my code for some optimizing? Unfortunately, I am so used to BASIC syntax that it will take me a while to get used to some of the funky Axe optimizations and I tend to learn better to optimize if I look at my very own code, then look at the changes I could have made. :P
Title: Re: Portal X
Post by: Builderboy on March 15, 2010, 11:14:33 pm
Alrighty, I have finished the first version of my tilemapper.  It fully supports RLEncoding, and also 16 different types of tiles (which should be plenty, i might even lower the number to increase compression rates).  Here is a demo screenie that shows a Beta of a possible game level.  The funky looking walls are walls the don't support Portals ;)

(http://i199.photobucket.com/albums/aa72/builderboy2005/MAPBETA.jpg)

For those of you curious I will attach the source so you can take a look at it in a bit.  It basicaly runs in 2 parts.  Durring the first part it uncompresses the data into SaveScreen RAM.  This is where the tilemap 'matrix' is stored.  After that it moves onto display, where it renders all the tiles.  Note that it needs to be done in 2 parts because some tiles (like the non portal-able tiles) need to know what the tiles around it are before it can be rendered correctly.  The screenshot above only uses 3 tiles, blank, solid, and non-portal-able.

Title: Re: Portal X
Post by: SirCmpwn on March 15, 2010, 11:16:25 pm
Very nice!  [SirCmpwn claps]
When I looked at the source code for your physics engine, I saw you used this syntax for your map:
[11111111
[10000001
And so on.  If data is in hex, how on earth did this work?
Title: Re: Portal X
Post by: trevmeister66 on March 15, 2010, 11:25:21 pm
Very nice Builderboy.
Title: Re: Portal X
Post by: Builderboy on March 15, 2010, 11:43:05 pm
Heh its a bit tricky because ever 2 tiles take 1 byte of memory.  Basicaly to extract each 'half' of the byte, you either mod it by 16 or divide it by 16 to get either the right or left half.  After that you can use them just like regular numbers :)
Title: Re: Portal X
Post by: DJ Omnimaga on March 15, 2010, 11:50:48 pm
Darn awesome!

Builderboy I don't understand what you mean by
Quote
Basicaly to extract each 'half' of the byte, you either mod it by 16 or divide it by 16 to get either the right or left half.
though...

It seems Axe new stuff is getting harder and harder now :/ which rather discourages me
Title: Re: Portal X
Post by: Builderboy on March 15, 2010, 11:54:46 pm
Nah that wasn't new stuff, and it wasn't asm stuff either, it was just me being tricky with modular arithmetic so that the map data was actually readable on calc.  This isn't a very efficient way of storing data, nor is it happy to uncompress, but it works for readability and thats why i made it that complicated and hard to understand ;D.  It also doesn't help that we can't store data as Base 10 :P That would probably help a lot in readability and code-ability.
Title: Re: Portal X
Post by: Quigibo on March 15, 2010, 11:57:39 pm
@Omnimaga

You don't have to use the new commands.  They are just optimizations to what you could have already done with the old ones, but now in less code and faster speed.  Did you see the routine builderboy made for multiplying negative numbers?  If you look at that code, it is almost unreadable and bizarre looking to someone who doesn't know unsigned arithmetic.  Now, if I had made a separate command to do that for you (even if the logic behind the command is hard to understand) it makes the code much easier to read and to program.  Try making your own routines to do the same functions and you will see how convenient these new shortcuts are.
Title: Re: Portal X
Post by: Builderboy on March 16, 2010, 12:05:32 am
True, the commands are very useful, I think its just hard when the documentation contains a bit less description than might be needed for certain very asm-like commands
Title: Re: Portal X
Post by: ztrumpet on March 16, 2010, 07:47:51 am
That looks awesome! Great job! ;D

Builderboy I don't understand what you mean by
Quote
Basicaly to extract each 'half' of the byte, you either mod it by 16 or divide it by 16 to get either the right or left half.
though...

This:
[0123456789ABCDEF]->Pic1
For(A,0,7
Disp {Pic1+A}/16,i
Disp {Pic1+A}^16,i
End

Is the same as:
[000102030405060708090A0B0C0D0E0F]->Pic1
For(A,0,15
Disp {Pic1+A},i
End

Builderboy is just using compression.  :D  Does that make any sense?
Oh, and Axe is complex, but just like basic, you don't need the most complex commands to still make incredible games. ;D
Title: Re: Portal X
Post by: SirCmpwn on March 16, 2010, 08:27:35 am
Heh its a bit tricky because ever 2 tiles take 1 byte of memory.  Basicaly to extract each 'half' of the byte, you either mod it by 16 or divide it by 16 to get either the right or left half.  After that you can use them just like regular numbers :)

OH!  I gets it now.  That is some pretty 1337 logic.
Title: Re: Portal X
Post by: DJ Omnimaga on March 16, 2010, 02:19:58 pm
mhmm I think I see it now, I hope to not forget it all within a few days tho x.x

Thanks for the tips guys, but yeah, what I think is that when I make Axe games, it will probably have to be some sort of team projects: I will write the entire game, then once done, somebody else will optimize the entire code using more complex commands that I can't manage to use, then I will have to repeat the process for every Axe game I use.

Actually, I have started to have the same issues in BASIC. In Illusiat 13, two parts of the code were not written completly by me. They are pretty much modified TI-BASIC Developer Wiki routines, used for list compression. I just can't understand how they work. I understand just enough to be able to modify them in about 30 minutes, and I can't understand the faster alternative Galandros suggested a year ago.
Title: Re: Portal X
Post by: Galandros on March 20, 2010, 08:20:36 am
Wow. Being away from a while, I lost some cool new projects and progress.

Good use for the Axe Parser, completely cool portal fun and is nice to "old" projects get a good rewrite.

Keep up.
Title: Re: Portal X
Post by: Hot_Dog on March 22, 2010, 09:36:54 pm
I just saw this and am totally excited about it!  I don't know if it's been asked, but will it have those robots, blocks and such?
Title: Re: Portal X
Post by: Builderboy on March 22, 2010, 11:27:22 pm
Mmm i suppose i haven't talked about what i am going to be implementing.  So here is what i am definitely planning:

Lasers (just like in the original)
Fields (areas that ossilate between charged and uncharged, and kill you if you are in them when they are charged)
Plasma ball things (just like in the real Portal ^^)
Buttons
Doors

Things i might but probably wont implement are cubes and turrets, as for that i would have to generalize my Portal code entirely to support multiple objects, as well as collision between all objects, even through Portals D: it would be a nightmare.

I'm thinking that there might be cubes, but in a different form, where they are passive (cannot be pushed around) and have no collisions between eachother, as the cube/button puzzles are a great part of the original Portal
Title: Re: Portal X
Post by: SirCmpwn on March 22, 2010, 11:28:57 pm
Could you have those little field things that delete your portals?
Title: Re: Portal X
Post by: Builderboy on March 22, 2010, 11:40:39 pm
Sure no problem :) Static things are pretty easy because all they require is some collision code.  In fact, most of the things i've mentioned are a ton more easy to do than finishing the portal engine (in theory of course :P) I have up to 16 tiles i can use, and so far they are these:

0) Empty space
1) Solid wall*
2) Solid wall
3) Laser
4) Electric Field
5) Spikes
6) Unauthorized material emaciation grid (blocks portals and crates :P)
7) Force Field (portals can go through but not you)

So if i don't add any more, i can double my length encoding and get better compression.
Title: Re: Portal X
Post by: DJ Omnimaga on March 23, 2010, 01:36:08 am
nice, I can't wait to see these new features in action once implemented :)
Title: Re: Portal X
Post by: Builderboy on April 06, 2010, 12:22:31 am
Okay, so this is being worked on, slowly but surely.  Portal bumping is halfway done being implemented, functions would have been very useful, but i can see how difficult they would be to implement in axe, so i'm dealing :P The Portal gun has also been shifted successfully to tile based instead of pixel based, so support for multiple tiles is underway ^^  Overall, progress is going good, no bad ram clears have occured, and backups are safe and sound :)  Once i get bumping fully supported i'll post a small screenie to show it off :P
Title: Re: Portal X
Post by: DJ Omnimaga on April 06, 2010, 01:00:46 am
Nice to hear :)

You should do a 10 fps and 30 fps screenie ^^ (using latest wabbit build)

I really need to get a $10 copy of Portal at Staples soon to get familiar with the game cuz I never really played it. Do you need to install Half Life 2/Orange Box to be able to play Portal?
Title: Re: Portal X
Post by: Builderboy on April 06, 2010, 01:02:39 am
Nah, all you need is the Portal game, which you can buy on Steam for cheap if you want to, and if you have it installed.
Title: Re: Portal X
Post by: DJ Omnimaga on April 06, 2010, 01:03:41 am
Oh really? :o wow why didn't I think about that? I bought Audiosurf there and downloaded America Army 3 there too x.x
Title: Re: Portal X
Post by: Builderboy on April 06, 2010, 01:06:33 am
Mmm it seems Portal is on Steam for 20$, i don't know if you can get it for cheaper at a store tho, or what the price is in Canada.
Title: Re: Portal X
Post by: DJ Omnimaga on April 06, 2010, 01:17:04 am
Oh, maybe price rose due to popularity, idk. I guess I'll wait and see if I can still get it for cheaper at Staples.
Title: Re: Portal X
Post by: Builderboy on April 06, 2010, 11:58:40 pm
Ok so i spent most of photo and a bit of comp-sci getting portal bumping up to speed.  Its supported in both directions, and supports bumping off edges, walls, other portals, and tiles that dont support portals.  Remember, bumping is just when the portal is created and is overlapping an edge or another portal, it will be 'bumped' up to a certain ammount (right now 8 ) to the left or right until it is on a viable spot.

(http://i199.photobucket.com/albums/aa72/builderboy2005/BUMPING.gif)

On a separate note, i was also thinking about portal gun control.  In the original game, the portal that you shot was the least recently used one.  This was puzzling in the old version, but is a hassle in the new version.  There are times when you will want to shoot either a specific portal and leave the other where it is.  Well since there is only one numpad, i was debating on how to get this to work, and here is the solution i am thinking of implementing.  You can 'lock' either portal (which changes the animation as well) with the 2nd or alpha/mode keys, and the other portal will be the only one that you can change with he gun.  To unlock it you would just press the key again.  What do you guys think, any other suggestions?
Title: Re: Portal X
Post by: DJ Omnimaga on April 06, 2010, 11:59:51 pm
Unfortunately, havent played portal so I don't understand most of this, I would probably need to see it of my eyes to understand x.x. I was even confused at the old screenie x.x
Title: Re: Portal X
Post by: Builderboy on April 07, 2010, 12:01:26 am
Did you catch the screenie i just uploaded?  It was a bit after.  Is the bumping confusing you or the portal control?
Title: Re: Portal X
Post by: meishe91 on April 07, 2010, 12:07:33 am
To me I don't understand the bumping then entirely. But awesome screenshot! Looks awesome!
Title: Re: Portal X
Post by: DJ Omnimaga on April 07, 2010, 12:08:08 am
Oh the screenie was not here when I posted x.x

It was the entire game concept in overall that confused me x.x. I was kinda intrigued by how you aimed to shoot portals at a specific area and how did you maange to make the game make portals appear at a place in particular.

I also don't get what bumping means, even after seeing the screenshot.

I would probably need to play it and read the instructions to understand x.x

I never got into portal before because my old computer couldn't run it. Tomorrow I am off from work so I may go at Staples nearby and check if they still have it for $10, else I'll buy it on Steam.

This screenie is friggin awesome tho!

Btw could you tell me why you are still using CalcCapture? Wabbitemu screenshooting was fixed over a month ago and download has been avaliable ever since, even in our own downloads section.
Title: Re: Portal X
Post by: Builderboy on April 07, 2010, 12:17:54 am
Ah, got it.  Yeah bumping is a bit weird, let me see if i can explain it a bit better with some pictures:

(http://i199.photobucket.com/albums/aa72/builderboy2005/PortalBumping.png)

In the first image, we fire a beam at the ceiling above us.  Nothing weird happens, and the portal apears directly in the center of the beam.  BUT in the second picture the beam is centered over an edge!  As the 3rd picture shows, if we placed the portal in the middle of the beam, it would fall of the edge of the wall.  The 4th picture shows the Portal that has been bumped to the right, into an acceptable position :)
Title: Re: Portal X
Post by: meishe91 on April 07, 2010, 12:19:22 am
Oh ok, so basically just moving it so it doesn't appear in open space?
Title: Re: Portal X
Post by: Builderboy on April 07, 2010, 12:24:06 am
Right.  Moving it so that it doesn't appear in open space, or in a wall, or inside another portal, exc...  Lol that sounded a lot simpler than i have been making it ;D

Title: Re: Portal X
Post by: meishe91 on April 07, 2010, 12:25:56 am
That's how things tend to happen, after you elaborate more you realize you could have just said something from the beginning, but cool :)
Title: Re: Portal X
Post by: Builderboy on April 07, 2010, 12:27:14 am
Yep, haha i  was over thinking it.  I tend to do that a lot :P

Also note that the bumper will only move the portal so far before it just decides that the location you are trying to place it is invalid.
Title: Re: Portal X
Post by: meishe91 on April 07, 2010, 12:29:38 am
Ya, I saw that. So are you still mostly working on the engines to power the game then?

(Side note: 400th post! W00t! Sorry, just needed to get that out since I missed 100, 200, and 300 :P)
Title: Re: Portal X
Post by: Builderboy on April 07, 2010, 12:31:34 am
Oh yes, i always work on engines first.  Until i get all of the engines/items/enemies up and running, its just test levels.  Only after the engine is up and running will i start designing levels, writing dialog, and planning the menu and stuff.  Of course there are exceptions to this rule (most notably Serenity) but i stick to that formula for the most part.
Title: Re: Portal X
Post by: meishe91 on April 07, 2010, 12:33:07 am
That's cool. That's how I plan to work to since it's a lot more organized and such. How many more engines you need to get worked out?
Title: Re: Portal X
Post by: Builderboy on April 07, 2010, 12:37:35 am
Well, Portals are just about finished! Wow that was hard!  Now its off to start work on all the other features like lasers fields and all the  other stuff i was going to put it.  Compared to the portals though, it shouldn't be that hard at all.  I might need to work on some optimizations tho, as the current engine with only portals compiles to about 5000 bytes all by itself :O

(and subprograms would be a joy to my brain, as the code is getting large ;) )
Title: Re: Portal X
Post by: meishe91 on April 07, 2010, 12:42:47 am
Well perhaps Quigibo will be implementing that soon after the math functions (How's that trig tutorial coming by the way?) just for you :P

But that's good the other things shouldn't be as hard. Is this Portal going to have enemies?
Title: Re: Portal X
Post by: Builderboy on April 07, 2010, 12:46:26 am
There is a possibility that turrets are going to be implemented, but for now all that is planned is environmental hazards like lasers, electric fields, spikes, ect...
Title: Re: Portal X
Post by: meishe91 on April 07, 2010, 12:48:53 am
Very nice.
Title: Re: Portal X
Post by: Quigibo on April 07, 2010, 01:03:02 am
Wow this is getting more impressive every day!  On the subject of optimizations, also consider that I haven't been working on the hardcore optimizations on the parser either.  Things like evaluating constant expressions during compile time (for instance L1+8 should really only be a 3 byte command, but its currently 7), moving automated subroutines to the end of the program (saves 2 bytes per subroutine), new common commands that are more optimized themselves than native axe code, and also just general improvement of algorithms.  All these things combined can probably cut the product 15% smaller than now.  Then, optimizations in the Axe Syntax itself can usually make a difference of another 15% (Like always multiplying constants on the right side).
Title: Re: Portal X
Post by: DJ Omnimaga on April 07, 2010, 01:48:55 am
Ah, got it.  Yeah bumping is a bit weird, let me see if i can explain it a bit better with some pictures:

(http://i199.photobucket.com/albums/aa72/builderboy2005/PortalBumping.png)

In the first image, we fire a beam at the ceiling above us.  Nothing weird happens, and the portal apears directly in the center of the beam.  BUT in the second picture the beam is centered over an edge!  As the 3rd picture shows, if we placed the portal in the middle of the beam, it would fall of the edge of the wall.  The 4th picture shows the Portal that has been bumped to the right, into an acceptable position :)
OOoh I see now! Thanks for graphical explanation ^^. As visual person this always help a lot.

Wow this is getting more impressive every day!  On the subject of optimizations, also consider that I haven't been working on the hardcore optimizations on the parser either.  Things like evaluating constant expressions during compile time (for instance L1+8 should really only be a 3 byte command, but its currently 7), moving automated subroutines to the end of the program (saves 2 bytes per subroutine), new common commands that are more optimized themselves than native axe code, and also just general improvement of algorithms.  All these things combined can probably cut the product 15% smaller than now.  Then, optimizations in the Axe Syntax itself can usually make a difference of another 15% (Like always multiplying constants on the right side).
Wow nice to hear, compiler games should have much more room in the future. This will probably help a lot too if the 8 KB code limit ever becomes an issue :)
Title: Re: Portal X
Post by: SirCmpwn on April 07, 2010, 10:03:52 am
(and subprograms would be a joy to my brain, as the code is getting large ;) )

You should see the code for Half-Life 2, seeing as I have 1 and a half images in the code >.<

Oh yes, i always work on engines first.  Until i get all of the engines/items/enemies up and running, its just test levels.

Same thing here.  I only ever work on test levels until I get the framework up and running.
Title: Re: Portal X
Post by: DJ Omnimaga on April 07, 2010, 10:29:53 am
(and subprograms would be a joy to my brain, as the code is getting large ;) )

You should see the code for Half-Life 2, seeing as I have 1 and a half images in the code >.<
One cool thing though is that in the end, unlike the rest of the code, data ends up smaller in compiled form ^^, but I understand it can be quite long to read at one point x.x
Oh yes, i always work on engines first.  Until i get all of the engines/items/enemies up and running, its just test levels.

Same thing here.  I only ever work on test levels until I get the framework up and running.
Good idea too, same as I do for all my games. You'll rarely see a test map being used later in one of my games unless it's really good and even then I end up modifying it. :P
Title: Re: Portal X
Post by: SirCmpwn on April 07, 2010, 10:32:12 am
Hold on, allow me to correct myself.  I said images, where I should have said *full-screen* images.  That is 747 bytes of data per-image to scroll through.
Title: Re: Portal X
Post by: DJ Omnimaga on April 07, 2010, 10:37:31 am
oh x.x, ouch. Don't you mean 768 in that case, though? (96x64)

I hope no one was planning to attempt at pulling a FFTOM with Axe...
Title: Re: Portal X
Post by: SirCmpwn on April 07, 2010, 11:30:01 am
96?!?  64?!?  Blashphemy!
I'm pretty sure it's 95x63, that's what I use.
Title: Re: Portal X
Post by: DJ Omnimaga on April 07, 2010, 11:56:33 am
Darn why does everyone think the calc LCD is 95x63 all of a suddent?
Title: Re: Portal X
Post by: SirCmpwn on April 07, 2010, 11:57:33 am
You know, I actually think you are right.
Oops.
Title: Re: Portal X
Post by: calc84maniac on April 07, 2010, 11:57:40 am
96?!?  64?!?  Blashphemy!
I'm pretty sure it's 95x63, that's what I use.
That's how much is accessible in pure Basic, but with Axe and ASM there are no such limits.

Edit:
Wow I was double ninja'd D:
Title: Re: Portal X
Post by: DJ Omnimaga on April 07, 2010, 12:11:35 pm
Well I posted a topic regarding this now, considering how almost every new member has tried to prove me (and others) wrong regarding this lately. I was almost tempted to take a pic of my 83+, zoom in, and number each row/column of pixels then save the pic.

Anyway glad it's understood now.
Title: Re: Portal X
Post by: Builderboy on April 07, 2010, 08:32:27 pm
Mmmm maybe because when you write to the 96th column, its column number 95? (since you start from 0)? Dunnoww....


Anyway, i have been working more on making the engine look a bit nicer, but i have a predicament.  The bounding box for the character MUST be square for the inter-portal collisions to work.  This is all fine and dandy until you try to fit a good looking person onto a 5x5 sprite D: Especialy because the feet MUST go to the corners for collision to look normal.  So I'm off to either make a good looking sprite (and walking animation) or try to come up with an alternative.
Title: Re: Portal X
Post by: DJ Omnimaga on April 07, 2010, 08:42:48 pm
Mmmm maybe because when you write to the 96th column, its column number 95? (since you start from 0)? Dunnoww....

mhmm it migth be why x.x People can get pretty confused when something starts at line 0 instead of 1, especially that some BASIC commands like Output( actually started at 1
Anyway, i have been working more on making the engine look a bit nicer, but i have a predicament.  The bounding box for the character MUST be square for the inter-portal collisions to work.  This is all fine and dandy until you try to fit a good looking person onto a 5x5 sprite D: Especialy because the feet MUST go to the corners for collision to look normal.  So I'm off to either make a good looking sprite (and walking animation) or try to come up with an alternative.
Good luck! Nice to see more progress, though :)
Title: Re: Portal X
Post by: mapar007 on April 09, 2010, 03:42:36 am
It's logical really. The graph buffer is 768 bytes. 8 px/byte. 768*8=96*64.
Title: Re: Portal X
Post by: SirCmpwn on April 09, 2010, 08:46:33 am
Anyway, i have been working more on making the engine look a bit nicer, but i have a predicament.  The bounding box for the character MUST be square for the inter-portal collisions to work.  This is all fine and dandy until you try to fit a good looking person onto a 5x5 sprite D: Especialy because the feet MUST go to the corners for collision to look normal.  So I'm off to either make a good looking sprite (and walking animation) or try to come up with an alternative.

Source TI (the engine I'm using for HL2: OC) has support for variable sized sprites that still look good with collisions, you could try to work with that?  (While working with this feature, I learned to intimately know the number 448 (7*64) because my sprites are 7x7)
Title: Re: Portal X
Post by: Builderboy on April 09, 2010, 10:30:07 am
Well its not a matter of resizing the sprite to a manageable size, its a matter of getting a good looking square character sprite.
Title: Re: Portal X
Post by: DJ Omnimaga on April 09, 2010, 04:08:14 pm
/me wonders if there will be screenshots soon
Title: Re: Portal X
Post by: Builderboy on April 09, 2010, 08:50:49 pm
There will be :) I got the animated character working, and am very pleased as to how it turned out, despite being a tad bit small, but its 5x5, what are you going to do :P  I also made a test level to demonstrate the gun some more, and various portal techniques.
Title: Re: Portal X
Post by: SirCmpwn on April 09, 2010, 08:52:21 pm
You are god.
Title: Re: Portal X
Post by: {AP} on April 09, 2010, 08:59:40 pm
I hate you.
Skill of this level should be a crime.
Title: Re: Portal X
Post by: DJ Omnimaga on April 09, 2010, 09:09:07 pm
wow, just wow. This sure makes it to ticalc front page when it comes out :O

Btw I played Portal for a bit today and yesterday and it's friggin awesome. I normally am not a fan of puzzle games, but this one is so innovative and the way it works makes it enjoyable for ppl who don't like puzzle games.

It also runs friggin fast on my computer. I had everything maxed out and resolution at 1920x1080 and still got 29 FPS when recording with Fraps:
(you can switch to 720p 1080p HD)

Without recording I got between 45 and 55 fps, except when looking through endless portal loops, where I got like 12-13, but that's expected.


Anyway I can,t wait to try the calc version it looks so great now and so true to the real game :)
Title: Re: Portal X
Post by: meishe91 on April 09, 2010, 09:09:18 pm
Very cool. It looks really amazing.
Title: Re: Portal X
Post by: Builderboy on April 09, 2010, 10:29:31 pm
You are god.
I hate you.
Skill of this level should be a crime.
Very cool. It looks really amazing.

Heh, thank you guys :) And remember to direct at least half of you applause towards Quigibo for writing such an epic parser ^^


wow, just wow. This sure makes it to ticalc front page when it comes out :O

Btw I played Portal for a bit today and yesterday and it's friggin awesome. I normally am not a fan of puzzle games, but this one is so innovative and the way it works makes it enjoyable for ppl who don't like puzzle games.

It also runs friggin fast on my computer. I had everything maxed out and resolution at 1920x1080 and still got 29 FPS when recording with Fraps:
(you can switch to 720p 1080p HD)

Without recording I got between 45 and 55 fps, except when looking through endless portal loops, where I got like 12-13, but that's expected.

Anyway I can,t wait to try the calc version it looks so great now and so true to the real game :)

* Tackles Calc84 and wresles POTY out of his hands *   ::)

Heheh, glad you like Portal!  It really is an awesome game, and wow that your computer can support all that stress :O nice!
Title: Re: Portal X
Post by: meishe91 on April 09, 2010, 11:31:57 pm
Edit:
@Builderboy
It looks really amazing.

@Quigibo
Very cool.

:P
Title: Re: Portal X
Post by: DJ Omnimaga on April 09, 2010, 11:54:11 pm
2010 POTY will sure be a big competition if all the current projects comes out. :D
Title: Re: Portal X
Post by: meishe91 on April 10, 2010, 12:15:13 am
Who knows, if I ever get my Digimon project in the works maybe I'll have a chance at it too :P Not likely though :P
Title: Re: Portal X
Post by: DJ Omnimaga on April 10, 2010, 12:21:48 am
We never know ^^

But you would prbly have to make sure it's pretty innovative or very complex and finish it before Dec 1st 2010 :P
Title: Re: Portal X
Post by: meishe91 on April 10, 2010, 12:31:21 am
Well for the innovative part, I'm fairly sure this would be the first successful ported virtual pet with original graphics and such. Complex...I'm sure it'll get there :P The time factor...hopefully not an issue lol.
Title: Re: Portal X
Post by: DJ Omnimaga on April 10, 2010, 12:49:09 am
Well there is one from 2001 called Timigotchy, but I heard it wasn't that great. I guess a more complete one might get attention more
Title: Re: Portal X
Post by: meishe91 on April 10, 2010, 12:58:29 am
Huh, the only one I've ever seen is Bunny Gotchi (http://www.ticalc.org/archives/files/fileinfo/410/41049.html). But ya, should be interesting. But we should get back on topic now :P
Title: Re: Portal X
Post by: Builderboy on April 10, 2010, 01:06:30 am
Woo just fixed a particularly nasty bug without adding any code at all! ^^ heh, just had to move some things around, sometimes when you shot a portal when inside another portal your beam would go outside the screen, and keep going until it got into some very unsafe ram to be in :D All fixed now tho, but i discovered a collision bug that will need a tiny bit of recoding in the collision detection.
Title: Re: Portal X
Post by: DJ Omnimaga on April 10, 2010, 01:15:46 am
Huh, the only one I've ever seen is Bunny Gotchi (http://www.ticalc.org/archives/files/fileinfo/410/41049.html). But ya, should be interesting. But we should get back on topic now :P
er wrong topic? o.o

(or maybe SpyBot45 failed at notifying of the right post?)
Title: Re: Portal X
Post by: Builderboy on April 10, 2010, 02:04:53 am
DEMO!

:O

Use Arrow keys to move left and right, and the number pad to shoot portals.  Portals are shot relative to the 5 key, so you can shoot left, right, up, down, and diagonals.  Press 2nd to load an empty room so you can practice :)
Title: Re: Portal X
Post by: DJ Omnimaga on April 10, 2010, 02:06:25 am
YES! Downloading now!

EDIT: WOW awesome!

Nice job so far, the only thing that confuses me sometimes is I always forget which of the two portal I shooted last, so I end up shooting a portal while trying to go through the other and it'S the wrong one that dissapears x.x, but I guess this can't be helped much. Great job on this game so far!
Title: Re: Portal X
Post by: SirCmpwn on April 10, 2010, 02:07:05 am
1st download!  Looks amazing!

*EDIT*
Yes, I was before DJ.
Title: Re: Portal X
Post by: indubitably on April 10, 2010, 02:23:00 am
this is amazing
Title: Re: Portal X
Post by: Builderboy on April 10, 2010, 02:25:50 am
Thanks guys :) Yeah the portal problem is a common one, and it can get frustrating at times when you dont have anyplace to shoot your portals to just get them out of the way.  In the future tho there will be a feature where you can specify a certain portal to shoot, while keeping the other one locked.  And they will change graphically to reflect this ^^
Title: Re: Portal X
Post by: meishe91 on April 10, 2010, 02:29:53 am
Huh, the only one I've ever seen is Bunny Gotchi (http://www.ticalc.org/archives/files/fileinfo/410/41049.html). But ya, should be interesting. But we should get back on topic now :P
er wrong topic? o.o

(or maybe SpyBot45 failed at notifying of the right post?)

Not the wrong topic, we were talking about POTY and got to talking about the tomigotchi programs. You said something about a program called Timigotchy and I said the only graphical one that I knew about was Bunny Gotchi, then I said we should get back on the topic of Portal X

Also, awesome! It is amazing.
Title: Re: Portal X
Post by: DJ Omnimaga on April 10, 2010, 02:42:36 am
Oh wait I guess i must have got confused at which topic you posted it in then x.x
Title: Re: Portal X
Post by: meishe91 on April 10, 2010, 03:15:21 am
Ah ok.

By the way, very awesome demo! Can't wait for it.
Title: Re: Portal X
Post by: SirCmpwn on April 10, 2010, 10:12:02 am
In the future tho there will be a feature where you can specify a certain portal to shoot, while keeping the other one locked.  And they will change graphically to reflect this ^^

I have an idea for you:
Since you already keep them animated, you could differenciate between which one was selected and which one was locked by changing the speed of the animation so that the locked one moved slower.
Title: Re: Portal X
Post by: Eeems on April 10, 2010, 12:28:44 pm
wow this is epic!!!
Title: Re: Portal X
Post by: DJ Omnimaga on April 10, 2010, 01:35:06 pm
In the future tho there will be a feature where you can specify a certain portal to shoot, while keeping the other one locked.  And they will change graphically to reflect this ^^

I have an idea for you:
Since you already keep them animated, you could differenciate between which one was selected and which one was locked by changing the speed of the animation so that the locked one moved slower.
I like this idea :), it would make things much easier. IN the real Portal you use two different buttons to shoot portals. In the flash and calc versions it alternates between both portals, except on calc you shoot with numpad. I wonder if pressing 5 could change the selected portal to shoot?
Title: Re: Portal X
Post by: meishe91 on April 10, 2010, 01:38:22 pm
Or maybe the [2ND] or [ALPHA] key to do that?

@Builderboy
Did you implement a terminal velocity piece of code? It just looks like it.
Title: Re: Portal X
Post by: DJ Omnimaga on April 10, 2010, 01:40:27 pm
Mhmm, idk, because since the shooting keys are all the way at bottom of calc, wouldn't it be better to choose a key close to them?
Title: Re: Portal X
Post by: Builderboy on April 10, 2010, 01:54:19 pm
Mmm so like when you press 5, the most recent Portal that has been shot becomes the only one that you can shoot?  And then when you press 5 again it goes back to normal?
Title: Re: Portal X
Post by: SirCmpwn on April 10, 2010, 01:55:26 pm
That sounds good!
What do you think about the animation idea?
Title: Re: Portal X
Post by: Builderboy on April 10, 2010, 01:58:25 pm
Yep, sounds good to me, I will have the 'stuck' portal either stop animating altogether or just animate slower.  That way when you press 5 you know which one is stuck.  And then if its not the right one... Hmm press 5 again? 
Title: Re: Portal X
Post by: SirCmpwn on April 10, 2010, 01:59:24 pm
Yeah, I think 5 could just switch the "active" portal, or the one you are shooting.
Title: Re: Portal X
Post by: meishe91 on April 10, 2010, 02:05:51 pm
Well I think what DJ was talking about is that you only shoot one portal at a time and pressing 5 toggles between which one is shot. If that makes sense. I could be wrong.
Title: Re: Portal X
Post by: DJ Omnimaga on April 10, 2010, 02:06:45 pm
Well I think what DJ was talking about is that you only shoot one portal at a time and pressing 5 toggles between which one is shot. If that makes sense. I could be wrong.
This is what I meant
Title: Re: Portal X
Post by: Builderboy on April 10, 2010, 02:08:27 pm
Okay so i just made a small modification.  The two portals now always have different speeds, the most recent one is still fast, but the less recent one is slower.  That means that when you shoot a portal, the slow one will disappear and become the new one.  And you can press 5 to switch the fast and the slow one.

More like that?
Title: Re: Portal X
Post by: DJ Omnimaga on April 10, 2010, 02:12:24 pm
Mhmm seems like a good deal :) Make sure the slow one is signifiantly slower too, like, 3x slower or something like that, so we distinguish them easier
Title: Re: Portal X
Post by: Builderboy on April 10, 2010, 02:14:34 pm
I have it as 4 times slower, and it is looking good ^^
Title: Re: Portal X
Post by: SirCmpwn on April 10, 2010, 02:15:36 pm
Screen?
Title: Re: Portal X
Post by: Builderboy on April 10, 2010, 02:16:56 pm
Haha soon :P let me just get it up really quick...
Title: Re: Portal X
Post by: DJ Omnimaga on April 10, 2010, 02:17:20 pm
I have it as 4 times slower, and it is looking good ^^
Ok seems fine ^^

Title: Re: Portal X
Post by: Builderboy on April 12, 2010, 12:53:51 pm
Hmmmm divisions are very slow, and all these divisons by 5 are killing me for collision.  Any way to make them faster?  Or should i think about converting the map size into 4x4 of 8x8?
Title: Re: Portal X
Post by: DJ Omnimaga on April 12, 2010, 01:54:45 pm
That sucks x.x, is there a way to maybe adapt the engine for division by 4 or 8 so you can do /2/2/2? I assume this would probably require heavy modification, though x.x. Don't use 8x8 sprites, tho.
Title: Re: Portal X
Post by: Quigibo on April 12, 2010, 02:33:58 pm
When you do this:

{E/5*16+(D/5)+L4}

You can do half as many divisions by combining them first then dividing:

{E*16+D/5+L4}

Depends on how big E is already though, if its always less than 4096 then you can.

EDIT:hmm... I'm actually not sure now it will work, you might have to add a constant somewhere since it needs to be an exact number.
Title: Re: Portal X
Post by: calc84maniac on April 12, 2010, 02:36:41 pm
When you do this:

{E/5*16+(D/5)+L4}

You can do half as many divisions by combining them first then dividing:

{E*16+D/5+L4}

Depends on how big E is already though, if its always less than 4096 then you can.
Mmm, I don't think that would work, since E/5*16 and E*16/5 will give different results due to truncation
Title: Re: Portal X
Post by: Builderboy on April 12, 2010, 02:59:56 pm
Yeah i tried that a while back and it doesnt work :( for reasons calc84 understands.  Do you think there is any way around dividing directly by 5?  Maybe involving multiplication and bit shifts?  Or should i try to convert everything to 4x4?
Title: Re: Portal X
Post by: calc84maniac on April 12, 2010, 03:13:37 pm
Hmm, if you are doing D/5 and E/5 a lot, you could calculate each of them once and store to temporary vars, perhaps?
Title: Re: Portal X
Post by: Quigibo on April 12, 2010, 03:16:21 pm
What are you doing exactly that requires so much speed?  Maybe its the method you're using that can be optimized.
Title: Re: Portal X
Post by: Builderboy on April 12, 2010, 03:28:21 pm
Well, that piece of code that Quigibo posted is the heart of my tilemap detection.  It takes a coordinate on screen and finds the tile that it resides in.  Since its used in collision code, that means its called many times each frame, and all with unique values.
Title: Re: Portal X
Post by: calc84maniac on April 12, 2010, 03:38:02 pm
Maybe, then, it would be possible to use a power of 2 as your internal coordinate factor (such as 8), and then multiply by 5/8 to get the onscreen coordinates
Title: Re: Portal X
Post by: Builderboy on April 12, 2010, 05:53:38 pm
Hmmmm but then it becomes tricky to move any object by a single pixel, since your coordinate plane is not evenly divided.  I think i have a way to make it work however by storing the tile data in a different way.  It will take up a tiny bit more memory, but it should not be too bad.

EDIT: Okay 4x4 tiles is officialy not going to work.  After a quick conversion i realized that while the tiles are smaller, it actually leaves me less room to make maps, since corridor would need to be 2 tiles wide (since the character is 5 pixels wide, and it will not be changed).  SO that means that i will try to use Calc84's option, but i will have to write a separate collision sub for the portal gun, which needs to be able to move pixel by pixel.  With so many more objects being added, such as boxes, plasma balls, and other collision things, there is going to be a lot of collision, and therefore it needs to be as fast as possible.
Title: Re: Portal X
Post by: Quigibo on April 12, 2010, 10:25:59 pm
Wouldn't you only need to detect 4 directions each frame for each object?  If you're detecting more than once per frame, then you can save those cycles with a compensation by detecting how far past the collision the object is when it collides.  Then just snap it to where the collision was supposed to happen.
Title: Re: Portal X
Post by: Builderboy on April 12, 2010, 10:30:16 pm
By directions do you mean collision calls?  There needs to be 10 collision calls per frame for the main character (5 pixels per side across 2 sides) and probably 2 or 4 for boxes, a single for plasma balls.  What do you mean by saving the cycles?
Title: Re: Portal X
Post by: Quigibo on April 12, 2010, 11:18:45 pm
I sent you an email with optimizations using some math tricks for your collision detection.  Should be a little faster.

The other thing I was talking about, I'm still not sure exactly what method you're using for collision detection.  Why does the character need more points checked than the boxes?
Title: Re: Portal X
Post by: Builderboy on April 13, 2010, 01:36:31 am
Because boxes will only be 2x2 and the character is 5x5.  For boxes i also might be able to get away with some little cheats, since it is so small, and only do 1 collision per side.  Thanks for the optimizations!  Even though the division is still there, the boolean logic was a bit help, i think i see what you did so i will try to extend this to different portions  :)
Title: Re: Portal X
Post by: DJ Omnimaga on April 13, 2010, 03:29:39 am
On a side note, for those who didn't download/try it yet, I am attaching a screenie of Portal X demo in action (tool-assisted), captured at 9 fps.
Title: Re: Portal X
Post by: DJ Omnimaga on April 14, 2010, 03:50:08 am
And here's an ad video of the game in action on Youtube! :D



For some reasons, even if I played the game at 5% speed (capture set back to max speed) without listening to music, from time to time it somehow ended up in sync with the song I added to the vid afterward. :P
Title: Re: Portal X
Post by: SirCmpwn on April 14, 2010, 10:24:11 am
Nice video!
Title: Re: Portal X
Post by: willrandship on April 14, 2010, 11:35:58 am
Yeah. That looks really sweet.
Title: Re: Portal X
Post by: DJ Omnimaga on April 14, 2010, 12:56:32 pm
Thanks ^^

Btw that song has nothing to do with Super Mario
Title: Re: Portal X
Post by: ztrumpet on April 15, 2010, 09:30:17 pm
Wow, Portal X is looking Amazing!  I can't wait to see more levels! ;D

[sarcasm]
Oh, and Builderboy, I wish you luck making 2^int(X) = 5. :P
[/sarcasm]

Builderboy, as always, you're programs are Awesome! :D
Title: Re: Portal X
Post by: Builderboy on April 16, 2010, 06:28:52 pm
Whew, that was tough!  The greatest issue that i had to deal with was the fact that there is no definite value to move the position by to make it move 1 pixel (since the ratio is 51.2:1) So even something like checking 1 pixel ahead of you was really tricky to get right.  The Portal Gun code i couldn't touch at all, it just wasn't working, i added a flag to change the collision sub back to global screen coordinates, and the portal gun code uses the regular slow division :P It doesn't matter that much, since it is only being run once in a single frame.

On to implementing the map decompresser!
Title: Re: Portal X
Post by: DJ Omnimaga on April 16, 2010, 07:30:56 pm
glad you found solutions :D, how is the speed now btw?
Title: Re: Portal X
Post by: Builderboy on April 16, 2010, 07:42:13 pm
Its a bit faster, but the potential is much higher :) The LCD update is the only thing limiting the speed now, and i can add a lottt more collisions and still maintain the same frame rate.
Title: Re: Portal X
Post by: DJ Omnimaga on April 16, 2010, 07:45:11 pm
wow nice to hear :)

In future versions will we be able to push/grab objects and have them fall on the ground below like in SirCmpwn HL2D clone?
Title: Re: Portal X
Post by: Builderboy on April 16, 2010, 07:49:09 pm
Yeah, im looking into implementing crates that you can pick up and move.  However, it will not support full physics, as trying to get physics and forces to work through Portals would be a nightmare.  Whats going to end up happening is there will be little 2x2 black crates that you will be able to pick up with 2nd, and then carry around and place onto buttons and things.  However, they will not stack, collide with other boxes, and you will not be able to stand on them.  They will have velocity and momentum however, so you will be able to drop them through portals and watch them fly ;)
Title: Re: Portal X
Post by: DJ Omnimaga on April 16, 2010, 07:55:00 pm
aaah ok nice :D. I don't mind if they can,t stack, since in Portal there weren't over 9000 objects to manipulate in one level after all, IIRC :P
Title: Re: Portal X
Post by: Builderboy on April 16, 2010, 08:00:37 pm
Yeah, the puzzles were never really based upon stacking them, more about getting the boxes from here to there, which was such a big part of the original that i knew i had to include it one way or the other ^_^
Title: Re: Portal X
Post by: ztrumpet on April 16, 2010, 08:11:02 pm
That's awesome!  good luck! ;D
Title: Re: Portal X
Post by: meishe91 on April 16, 2010, 08:37:17 pm
Sounds awesome! I still need to finish the first one >.> haha. Hope the progress turns out to be relatively easy for ya :)
Title: Re: Portal X
Post by: Builderboy on April 24, 2010, 01:55:36 am
Alrighty i have been working hard on implementing the map decompresser into the Portal code, however it meant that i needed a change of screen size so that took a while changing all the numbers.  I also am working on adding new tiles such as lasers and fields, which is proving to be tricky because of there conditional display nature.  I did find a weird bug in the physics code tho, so i am currently working on getting that fixed.
Title: Re: Portal X
Post by: Hot_Dog on April 24, 2010, 01:58:29 am
Keep up the good work!
Title: Re: Portal X
Post by: DJ Omnimaga on April 24, 2010, 03:03:12 am
I see, I wish you luck in fixing it. WIll there be a new screenshot soon? I am curious how it looks like now. Does it still runs at a similar speed?
Title: Re: Portal X
Post by: Builderboy on May 04, 2010, 11:36:10 pm
Woot, so i have a break in my busy schedual to bring you guys a new screenshot of what i have been working on :) I have successfully implemented the new map decompresser into my Portal code, so along with support for more tiles, it also has dynamic tile rendering.  What this means basically is that you can have simple map design, but the map displayer will make it look a lot better.  For example the tiles that you cant shoot portals onto would normal take up over 10 different types of tiles, but with the dynamic map display routine it only needs one :)

I also did some rewrite with the physics code to give each tile some different attributes:

Solid:Whether or not you can walk through it
Portal Solid: Whether or not you can shoot portals throught it
Portal Support: Whether or not you can make portals on it
Deadly: Whether or not touching a tile kills you >:D

So with this new system i have added some kewl new tiles.  Lasers, which are filed like tiles that kill you, but you can shoot portals through them.  Fields, which you can pass through but you cant shoot portals through.  And spikes, which just kill you :P Fields will also clear any portals you have set out when you pass through them, although this isnt in the screenshot below
Title: Re: Portal X
Post by: DJ Omnimaga on May 04, 2010, 11:56:45 pm
O.O

Now there is something better than pr0n

but seriously you always impress me every day! It's amazing what you can do with axe alerady and how complex are your game engines and stuff. It looks so much closer to the real game now in terms of features.

Keep it up!
/me adds this screenshot to the Axe tribute video screenshot folder
Title: Re: Portal X
Post by: meishe91 on May 05, 2010, 01:10:13 am
Wow! That looks awesome! Great to see progress on this (and a lot as it would seem :)) Only thing I notice in that screenshot that seems off is when you hit the spikes and the remains seem to pass all the way through that block. But still very cool :) Can't wait for more updates O0
Title: Re: Portal X
Post by: Builderboy on May 05, 2010, 02:20:03 am
Thanks guys :) I've been workin on trying to get it as close to the real portal as possible, and I honk it's getting there.  As of now there is 4500 byes of source which compiles to about 8000 bytes, which is 75% larger, but it does contain a lot of sprite data.  I'm going to need to switch to mirage soon once I start implementing an object system for plasma and boxes.

And yeah, right now death is very simple, there might even be different death animations for differen deaths in the future :D but for now I'm sticking with the basic guts death :P
Title: Re: Portal X
Post by: Quigibo on May 05, 2010, 02:20:42 am
Cool!  Also, I noticed that you got the portals to animate at different speeds, very nice.
Title: Re: Portal X
Post by: Builderboy on May 05, 2010, 02:29:42 am
Yeah, that was actualy ridiculously simple.  When I went into do that, I literaly added a /2 to a single part of the code and it worked ;D it was a real easy fix.  Do you know why the TiOS doesn't let ask program greater than 8126 bytes excecuted tho? It's Little annoying x.x
Title: Re: Portal X
Post by: DJ Omnimaga on May 05, 2010, 03:17:20 am
Thanks guys :) I've been workin on trying to get it as close to the real portal as possible, and I honk it's getting there.  As of now there is 4500 byes of source which compiles to about 8000 bytes, which is 75% larger, but it does contain a lot of sprite data.  I'm going to need to switch to mirage soon once I start implementing an object system for plasma and boxes.

And yeah, right now death is very simple, there might even be different death animations for differen deaths in the future :D but for now I'm sticking with the basic guts death :P
I personally loved the death animation :D
Title: Re: Portal X
Post by: Galandros on May 05, 2010, 03:42:56 pm
Yeah, that was actualy ridiculously simple.  When I went into do that, I literaly added a /2 to a single part of the code and it worked ;D it was a real easy fix.  Do you know why the TiOS doesn't let ask program greater than 8126 bytes excecuted tho? It's Little annoying x.x
That is an old issue.
Can be overcome in assembly by relocating some code to some safe to execute ram area. Unfortunately there is no fix because is done in hardware.

Some think it was TI not wanting to let people have APPS in RAM. There are some comments of Michael Vincent notes but I am not really sure if was him giving the theory.
Title: Re: Portal X
Post by: calc84maniac on May 05, 2010, 03:45:46 pm
Yeah, that was actualy ridiculously simple.  When I went into do that, I literaly added a /2 to a single part of the code and it worked ;D it was a real easy fix.  Do you know why the TiOS doesn't let ask program greater than 8126 bytes excecuted tho? It's Little annoying x.x
That is an old issue.
Can be overcome in assembly by relocating some code to some safe to execute ram area. Unfortunately there is no fix because is done in hardware.

Some think it was TI not wanting to let people have APPS in RAM. There are some comments of Michael Vincent notes but I am not really sure if was him giving the theory.
That's just the code execution limit, data can go as far as you want. BB was wondering why TI-OS won't load programs that large at all.
Title: Re: Portal X
Post by: DJ Omnimaga on May 05, 2010, 03:50:40 pm
What's the exact limit in Mirage for executable code?
Title: Re: Portal X
Post by: calc84maniac on May 05, 2010, 05:21:30 pm
The executable code limit in Mirage (imposed by the hardware limitations) is 8811 bytes. After that you can have as much data as free RAM will allow.
Title: Re: Portal X
Post by: _player1537 on May 05, 2010, 05:24:18 pm
I don't understand how the calculator limits executable code.  Can someone explain that please?

Btw, awesome screen shot, can't wait for the full version :D
Title: Re: Portal X
Post by: calc84maniac on May 05, 2010, 05:30:55 pm
If you try to execute code after address $c000 in RAM, the calculator will reboot. Programs are loaded at $9d95, so $c000 - $9d95 = 8811
Title: Re: Portal X
Post by: _player1537 on May 05, 2010, 05:35:01 pm
would you be able to swap the code between everything.  I.E. if you have 7500 bytes of code already executed, could you copy some from after the program and switch it with the code at the beggining?
Title: Re: Portal X
Post by: Builderboy on May 05, 2010, 05:35:27 pm
Yikes.  So there is a limit of 8816 bytes of actual game code?  With all the rest of RAM being data?  Then I am going to figure out some serious optimizations because i currently have like 7000 bytes of game code, and if i only have 2000 bytes left to go, then i have about only 1000 bytes left of source to write, and i havent even started on my object system.  So there is absolutely no way around this? D: What about Apps?  I know that axe does not currently support writing to Apps, but is there any method on the comp that can turn Asm programs into Apps?
Title: Re: Portal X
Post by: Quigibo on May 05, 2010, 05:59:05 pm
In apps, the limit is 16kB for executable code, but you have to do page swapping for anything after that.  I'm pretty sure you can still do page swapping in regular programs though, but its really hard.

Builderboy, there is a way to reduce the code by about 30-40% using "byte mode" which is something I plan to add later on.  It will allow you to switch into and out of a mode where the parser will read instructions as single byte instructions instead of 2 byte instructions.  This makes these commands about twice as small and twice as fast.  Also, in the next version, I will be adding a new "and" "or" and "xor" for a size reduction when you have Boolean conditions in your expressions (arguments always evaluate to 1 or 0)
Title: Re: Portal X
Post by: Builderboy on May 05, 2010, 06:19:13 pm
Wow that would be excellent!!  Then i definetaly would be able to finish the engine in the right amount of code :) Or at least continue developing until App support is added ;) Heh dont work too hard on that tho, its not terrible important.

Out of curiosity, what is this byte mode anyway?  And why do expressions take 2 bytes to begin with?
Title: Re: Portal X
Post by: _player1537 on May 05, 2010, 06:41:50 pm
I assume by two bytes, he means how numbers are always two bytes, so that it can reach somewhere close to 65000ish.  in single byte mode, it will only be able to go up to 255 (am I right?)
Title: Re: Portal X
Post by: Builderboy on May 05, 2010, 06:45:26 pm
Actualy i think he was talking more about the new conditional byte testing maybe?  Not sure.  Either way i always need to have my numbers above 255 since i am doing some high precision math for the physics.  The optimized collision routine also uses 2 byte numbers
Title: Re: Portal X
Post by: DJ Omnimaga on May 05, 2010, 11:25:26 pm
Is there any solution to work around the 8811 code issue? Like, does the game need to be split into multiple programs to be useable?

Otherwise, the only thing I can think about is that you need to split your game in separate sub programs (archived) and do a TI-BASIC program that launches them with the help of XCOPY or Resource
Title: Re: Portal X
Post by: Builderboy on May 06, 2010, 01:00:47 am
I dont think so, you would have to do some fancy code swapping, involving self modifying code or something.  Luckily, its only *code* that has the limit.  Stuff like map/sprite/pic data doesn't count, it can get as large as RAM allows apparently.

My program has such a large number of If statements right now though, that the code should be reduced significantly once the new version is out.  I also did some optimizing and managed to cut off 200 bytes of fat :O and more is still coming!  Mayhaps me and Quigibo will have an optimizing party ;D
Title: Re: Portal X
Post by: mapar007 on May 06, 2010, 12:22:36 pm
You can make some stuff use only relative jumps, copy it to some system ram area, and execute there.
Title: Re: Portal X
Post by: ztrumpet on May 06, 2010, 05:03:37 pm
This looks incredible!  Awesome work Builderboy! ;D
Title: Re: Portal X
Post by: Builderboy on May 07, 2010, 12:52:20 am
Alright i was experimenting with self modifying code and actually got it to work a little! :D I managed to change a 123->A into a 255->A ;D So theoretically if i needed to i could do some code swapping for different sections of the game, like game vs main menu.  I want to automate it though, so i dont have to count byes.  Maybe like 12345->A and then have the sub search for 12345 in the program.  I need to do some more experimentation though...  this stuff is weird ;D Is there any way to find the current location of program  execution?
Title: Re: Portal X
Post by: DJ Omnimaga on May 07, 2010, 12:54:51 am
Did you use inline assembly for this? I think SirCmpwn wrote a routine for SMC IIRC.
Title: Re: Portal X
Post by: Builderboy on May 07, 2010, 12:55:53 am
Nope, you can write to memory using the brackets {} so its all still in Axe :) You just have to figure out where your program is ;)
Title: Re: Portal X
Post by: DJ Omnimaga on May 07, 2010, 01:28:43 am
OOOH I see! yay for memory addresses

I guess you really need to figure out the exact thing to modify in the code, though. You should post a tutorial on how to do this (especially figuring out where's located the program) at one point. It might be nice for people who don't want external save files

Also, is everything going OK about fitting the game in 8.1 KB?
Title: Re: Portal X
Post by: Builderboy on May 07, 2010, 01:35:59 am
Yeah, i did some mad optimizing, and got all the executable code down to 7400 bytes right now, so that leaves me about 1400 bytes for all the other features i am planning.  I just finished a major code reworking, where i moved things into subs and moved pieces of code around, and i optimized the heck out of everything ;D so i am hopeful.  Also this new version of Axe should hopefully cut down on a lot of the size  *crosses fingers*

This self modifying code is weird though, because at some point you have to say "switch these two places of code" and you have to make sure you arn't in either of those places, or else bad things happen :P and you also have to make sure you know how to get back... I definetaly will post a tutorial once i figure it out :)
Title: Re: Portal X
Post by: DJ Omnimaga on May 07, 2010, 02:06:10 am
cool to hear ^^
Title: Re: Portal X
Post by: Builderboy on May 13, 2010, 10:42:36 pm
So i have reworked a lot of the code to make the portal code general, so that other objects will be able to travel through Portals as well.  Once i finished that, i was able to put together a basic plasma ball screenie! Enjoy! :)

I am also running our of memory fast D: I need to move the map code into another page, as soon as i figure out how to fix the page switching, and i have about 1000 bytes left to code in boxes, plasma, and other things D: I will probably email some of my code to Quigibo too and we can optimize together maybe.
Title: Re: Portal X
Post by: ztrumpet on May 13, 2010, 10:48:08 pm
That's awesome Builderboy!  Great job!  I can't wait to see more. :D
Title: Re: Portal X
Post by: DJ Omnimaga on May 14, 2010, 12:31:00 am
wow awesome to see projectiles moving! Nice job again!

Good luck on the memory issue
Title: Re: Portal X
Post by: Quigibo on May 14, 2010, 12:40:03 am
I'd definitely like to help you optimize.  I haven't been programming in Axe as much as I should, I really should see what repeated actions programmers do the most and try to make optimized assembly routines for both those due to readability in the source as well as smaller faster execution.
Title: Re: Portal X
Post by: meishe91 on May 14, 2010, 12:58:13 am
That looks really awesome, Builder. I hope things go well with the optimizations and page switching!
Title: Re: Portal X
Post by: Galandros on May 14, 2010, 08:54:49 am
Interesting SMC in Axe Parser... Quigibo, you could give documentation on how to do SMC in Axe Parser. For example in this case:
:Lbl AA
:255->A
:123->{AA+0}
Is it 0 or other offset? I also I don't know if AA is usable in indirection but you get the point.

The SMC writeback that SirCmpwn did is if you want to store save data permanently in the original program. When you run an assembly program, you are actually executing a copy of it into a fixed address.
Title: Re: Portal X
Post by: calcdude84se on May 14, 2010, 09:07:05 pm
Depending on how the program is compiled, that might not work. For example, if the compiled code is: (var_a is the pointer to A)
Code: [Select]
AA:
ld hl,255
ld (var_a),hl
ld a,123
ld (AA),a
That doesn't work, and changes the ld hl part of the instruction, not the 255.
123->{AA} should be 123->{AA+1}r for the above to work correctly, making the ASM
Code: [Select]
AA:
ld hl,255
ld (var_a),hl
ld hl,123
ld (AA+1),hl
To do SMC would require anticipating the resulting ASM, a rather difficult task. I don't even know if that's how the program would compile. :)
Title: Re: Portal X
Post by: Quigibo on May 14, 2010, 09:22:14 pm
Ya, smc would most likely not be supported.  There is very little gain in terms of size or speed that you get with smc.  I'm also not supporting using labels as numbers, becasue you have no idea how the code is going to compile and it can always change in the future when I start doing more optimizations.  It would be too version specific becasue I anticipate changes in how the executables are made (not the syntax itself).
Title: Re: Portal X
Post by: DJ Omnimaga on May 14, 2010, 09:23:27 pm
Yeah I agree. Personally I would rather rely on external data for save file storage
Title: Re: Portal X
Post by: Builderboy on May 15, 2010, 01:41:02 am
Yeah im not using SMC for data storage, but more as a way to get past the memory limitation imposed by hardware.  And im having the program itself count bytes so that i dont have to anticipate byte numbers myself :)
Title: Re: Portal X
Post by: Galandros on May 15, 2010, 05:19:25 am
Smart as always BuilderBoy.

Save data on the program itself is not that bad idea because it is self contained in the program. But external variables are more practical to do backups of save files.
Title: Re: Portal X
Post by: calc84maniac on May 15, 2010, 07:27:13 pm
Yeah im not using SMC for data storage, but more as a way to get past the memory limitation imposed by hardware.  And im having the program itself count bytes so that i dont have to anticipate byte numbers myself :)
Well, data does not count for the execution limit because the data is not executed. If you program for ION or Mirage, you can have programs as big as you want as long as the code itself does not exceed 8KB or so.
Title: Re: Portal X
Post by: DJ Omnimaga on May 15, 2010, 07:30:39 pm
Does storing stuff to vars count as data too?
Title: Re: Portal X
Post by: calc84maniac on May 15, 2010, 07:32:33 pm
Does storing stuff to vars count as data too?
The actual act of storing is code. The data that was stored is data.
Title: Re: Portal X
Post by: DJ Omnimaga on May 15, 2010, 07:39:51 pm
ok thanks
Title: Re: Portal X
Post by: Ti-newb on May 18, 2010, 06:51:55 pm
Builderboy, im currently working on a Lunar Lander prgm, but since i cant get decimals, my acceleration (gravity or moving up) is always 1 or more (accelerating downwards). 1 meaning 1 pixel per frame.. How did u get ur Acceleration to be so smooth.. is there a way to make the graph screen 1000x1000 or something? if theres another way u see, plz share it with me =D
Title: Re: Portal X
Post by: Quigibo on May 18, 2010, 06:56:49 pm
You use 256 times more than the regular values for the points.  Only when you go to display them do you divide again by 256.  That gives you a precision of 1/256th of a pixel which is more than 2 decimal places.  I'm pretty sure this is what builderboy uses, its a common strategy.
Title: Re: Portal X
Post by: Ti-newb on May 18, 2010, 07:22:29 pm
uhh.. im not quite sure i understand..  for example instead of Pt-On(X,Y,Pic1 do.. Pt-On(256X,256Y,Pic1 ?

if that doesnt make sense, il give u more detail about my prgm (idk how everyone else does their gravity and such but..)

basically my prgm subtracts 1 from acceleration every single time it repeats, and then i add acceleration onto my Y coordinate (so up and downs) ect.

so with that strategy, do i do .. idk.. lol if u can, id like some examples =D. Btw ty for making AXE.

luuuuuvvvvvv itttt
Title: Re: Portal X
Post by: meishe91 on May 18, 2010, 09:13:46 pm
Well what I think Quigibo is saying is that during the calculations and such to determine the point you are multiplying something by 256. Then when you go to display it's something like Pt-On(X/256,Y/256,Pic1. I'm not sure but that is what it sounded like to me.
Title: Re: Portal X
Post by: ztrumpet on May 18, 2010, 09:40:46 pm
Well what I think Quigibo is saying is that during the calculations and such to determine the point you are multiplying something by 256. Then when you go to display it's something like Pt-On(X/256,Y/256,Pic1. I'm not sure but that is what it sounded like to me.
That's basically what it is.  If I were to explain, I'd say it's stored as a big number, 256 times what you've got it at now. (ex: (0,0) is (0,0) but (1,2) is stored as (256, 512) ) You calculate on it with those large numbers to give you 256 times the precision.  When you display it, you divide be 256 just as Meishe showed.  Did this make sense?
Title: Re: Portal X
Post by: _player1537 on May 18, 2010, 09:43:46 pm
meishe, yes that sounds right.  Basicly, what you need to do is, have the upper 8 bits be your real X or Y, then have the lower 8 bits be your x and y decimals.  So to add 100/256 to your Y, you would do:
Y+100-->Y
Then when you go to display it, do as Meishe said and:
Pt-On(X/256,Y/256,Pic1
and that will give you the "whole numbers" of your X and Y.  Does that make sense?
Title: Re: Portal X
Post by: Ti-newb on May 18, 2010, 11:20:43 pm
im not sure why it works, but thank youuuuu.   cause wouldnt say.. 100/90 = 1.111? which is decimal? hmmmmm uh actually, idk if it works OO" it doesnt seem to be working atm. oh well
Title: Re: Portal X
Post by: Builderboy on May 18, 2010, 11:27:19 pm
Well Axe works in integers, so the decimal is not calculated and you are left with 1.  The concept is basically this:  You store the coordinates to a screen that is 256 times bigger than the calculator one, and when you display your character you zoom out by dividing by 256.  This means you have 65536x the positions of a normal screen, so you have much more precision.
Title: Re: Portal X
Post by: Ti-newb on May 18, 2010, 11:31:58 pm
Nvm=D I divided the wrong waylol. It works

EDIT: wow thanks, my ship is running very smoothly =D
Title: Re: Portal X
Post by: Builderboy on May 18, 2010, 11:34:50 pm
Yay :)

Alright so i spent today trying to increase the terminal velocity from 1 pixel per frame, up to 2 pixels per frame, but i gave up.  Lol the fact that the pixels are not of a consistent width is destroying my brain, so i think i am going to leave it where it is and focus on getting the doors to work :P
Title: Re: Portal X
Post by: meishe91 on May 18, 2010, 11:51:56 pm
Well Axe works in integers, so the decimal is not calculated and you are left with 1.  The concept is basically this:  You store the coordinates to a screen that is 256 times bigger than the calculator one, and when you display your character you zoom out by dividing by 256.  This means you have 65536x the positions of a normal screen, so you have much more precision.

I thought Axe always rounded up, so wouldn't it leave two? Not a big deal, I was just checking.

That sucks about the terminal velocity not going how you quite want it to go. What would going from one pixel to two do?
Title: Re: Portal X
Post by: Builderboy on May 18, 2010, 11:56:16 pm
It would mean basicaly that i could increase gravity by double and increase the maximum speed by double
Title: Re: Portal X
Post by: DJ Omnimaga on May 18, 2010, 11:57:30 pm
Mhmm, I'm not sure if I get anything x.x

Could you elaborate, possibly with screenshots, what you mean by pixels not being consistent width?
Title: Re: Portal X
Post by: Builderboy on May 19, 2010, 12:02:16 am
Yeah that part is really hard to explain, let me see if i can whip up a screenshot really quick...

gah paint is being stupid.  Well its kinda hard to explain, but let me try.  Other people have represented each pixel with 256 sub pixels, well in portal i represent each pixel with 51.2 sub pixels (its complicated) but since Axe doesn't support decimal, some of them round down to 51, and some of them round up to 52.
Title: Re: Portal X
Post by: meishe91 on May 19, 2010, 12:06:55 am
Oh ok, that'd be cool to see. Good luck on implementing that. And ya, that is a little confusing.
Title: Re: Portal X
Post by: DJ Omnimaga on May 19, 2010, 01:41:15 am
Yeah that part is really hard to explain, let me see if i can whip up a screenshot really quick...

gah paint is being stupid.  Well its kinda hard to explain, but let me try.  Other people have represented each pixel with 256 sub pixels, well in portal i represent each pixel with 51.2 sub pixels (its complicated) but since Axe doesn't support decimal, some of them round down to 51, and some of them round up to 52.
oooh I see now, thanks for explaining
Title: Re: Portal X
Post by: Builderboy on May 19, 2010, 01:43:50 am
Yeah, i had to do it that way because i use 5x5 tiles, which is not fun in binary, which likes powers of two.  But as a result i have to deal with all this pixel crap x.x
Title: Re: Portal X
Post by: meishe91 on May 19, 2010, 02:05:49 am
So if Axe had a consistent rounding routine type thing it would make it a lot easier?
Title: Re: Portal X
Post by: Builderboy on May 19, 2010, 02:13:31 am
Well no, its not because of rounding actualy.  Say it rounded down to 51 each time?  That would be 51 sub pixels per pixel, accros 5 pixels per tile, would be 255, not 256.  So there is one pixel in every tile that needs to have 52 sub pixels per frame in order for me to be able to do fast division with 256
Title: Re: Portal X
Post by: meishe91 on May 19, 2010, 02:17:46 am
Oh, that sucks.
Title: Re: Portal X
Post by: Builderboy on May 19, 2010, 02:18:57 am
Yeah, but the only way around it would be to change all the tiles to either 4x4 or 8x8.  4x4 is too small and 8x8 is too large so im sticking with 5x5.  I dont want to rewrite my entire engine anyway :P
Title: Re: Portal X
Post by: meishe91 on May 19, 2010, 02:56:44 am
Haha ya, engine rewriting doesn't sound like a very fun thing to do :P
Title: Re: Portal X
Post by: DJ Omnimaga on May 19, 2010, 03:01:36 am
Plus it looks pretty nice as it is now anyway :P
Title: Re: Portal X
Post by: ztrumpet on May 19, 2010, 06:50:19 pm
Ouch, I hope you can figure out how to make it work. :)
Ti-Newb: Yay, I'm glad it works! ;D
Title: Re: Portal X
Post by: mapar007 on June 05, 2010, 04:56:14 am
On a semi-related note:
I was playing Builderboy's original BASIC portal game this morning, and I treated myself a 'Still Alive' when I beat it.
/me goes whistling the song

"This is a triumph." :P
Title: Re: Portal X
Post by: SirCmpwn on June 05, 2010, 08:49:27 am
"I'm making a note here, huge success."
Title: Re: Portal X
Post by: DJ Omnimaga on June 05, 2010, 12:14:54 pm
I liked the basic version a lot

And lol Coding Knight you got 666 posts
Title: Re: Portal X
Post by: mapar007 on June 05, 2010, 02:59:26 pm
And lol Coding Knight you got 666 posts

"It's hard to overstate my satisfaction"
Title: Re: Portal X
Post by: DJ Omnimaga on June 05, 2010, 05:35:20 pm
Let't try to not turn the topic into spam, though :P
Title: Re: Portal X
Post by: SirCmpwn on June 22, 2010, 05:19:48 pm
Builderboy, tonight I will try and make Still Alive for you to roll with your credits.  It will be a triumph for us all.
Title: Re: Portal X
Post by: Builderboy on June 22, 2010, 05:22:01 pm
Builderboy, tonight I will try and make Still Alive for you to roll with your credits.  It will be a triumph for us all.

That would be awesome!  How much memory do you think it would take?
Title: Re: Portal X
Post by: SirCmpwn on June 22, 2010, 05:23:23 pm
Not too much.  Two bytes for each note, plus the player code.
Title: Re: Portal X
Post by: calcdude84se on June 22, 2010, 09:20:52 pm
That'd be cool. Too bad most people don't have the adapter necessary to listen to sound, though. :(
If you do this successfully (most likely), I'll look into getting an adapter. (And, offtopic, a silver-link cable, which I want for other purposes)
Any progress lately, Builderboy?
Title: Re: Portal X
Post by: FinaleTI on June 22, 2010, 09:36:45 pm
Yay! Finally I have a reason to use my adapter! (for once, having a Juke isn't a curse!)
Title: Re: Portal X
Post by: DJ Omnimaga on June 23, 2010, 12:43:30 am
it would be nice to have that :)

Btw Builderboy any progress on this? Or are you working on a contest entry or something?
Title: Re: Portal X
Post by: Builderboy on June 23, 2010, 12:56:06 am
I am actually very close to getting button support finished :D I shall post a screenshot once Im done ^^

As for the contest, i will not be submitting an entry, as i have quite a bit of active and inactive projects right now and i cant bring myself to add another to the plate :P I was actualy also thinking of helping to judge for the contest, since i wont be submitting an entry.
Title: Re: Portal X
Post by: DJ Omnimaga on June 23, 2010, 02:27:55 am
Aaaah ok it's up to you. I guess we need some judges at least anyway plus I can understand that it can be hard to keep up when you have too many projects at once :P.

I hope to see the screenshot soon for Portal ^^
Title: Re: Portal X
Post by: ztrumpet on June 23, 2010, 10:32:12 am
I hope so too.  This will be an awesome screenie! ;D
Title: Re: Portal X
Post by: Builderboy on June 24, 2010, 12:31:43 am
Woohoo I got the buttons working!  I lost my progress from yesterday due to a silly RAM clear, and in my haste to get buttons working i neglected to archive or backup :P Oh well, i rewrote it today, better than ever!  The buttons activate when you step on them, and trigger doors elsewhere in the level to open.  Buttons are a part of the object system actually, and not part of the tilemap, and so it was a little tricky to get the map loader to automatically remove the button from the tilemap and convert the data into object format. It probably would have been a lot easier if i wasn't such an idiot ;D I was using L5 for my Object stack, and then drawing to the screen to debug.  Well silly me forgot drawing text to the screen messes with L5 :P Ouch that took a while to find.  Well i got it working finally :) Here is a tasty screenie for you!

Some things i still need to work on:
Automatic horizontal doors
Formatting issues with button terrain
Add BOXES!  Hells yes this will be bomb


Title: Re: Portal X
Post by: DJ Omnimaga on June 24, 2010, 01:00:45 am
Wow awesome! And nice to see another update! Sorry to hear about the RAM clear though x.x

I like how it still runs quite fast and the complexity of this. So true to the original portal. If ticalc doesn't feature this when this comes out, it will be a real shame!
Title: Re: Portal X
Post by: Builderboy on June 24, 2010, 01:02:32 am
Im also happy to say that im also still running in 6Mgz :) Portal for the 83 here I come!
Title: Re: Portal X
Post by: DJ Omnimaga on June 24, 2010, 01:28:26 am
really? Awesome! I assume you don't redraw the entire tilemap every frame, right?
Title: Re: Portal X
Post by: Builderboy on June 24, 2010, 01:30:12 am
yeah, it doesnt change at all except for when the doors open and close, so there really is no need to :) I just have it stored in the backbuffer.  The buttons modify the backbuffer when needed
Title: Re: Portal X
Post by: DJ Omnimaga on June 24, 2010, 01:33:49 am
Aaah ok. Seems like a good idea :)

I can't wait to see boxes in action. How do you think they will be controlled?
Title: Re: Portal X
Post by: Builderboy on June 24, 2010, 01:54:07 am
So they will have basic physics when you are not holding onto them, but when you press Alpha and are near a box, you pick it up and it moves with you, then you press alpha to drop it again.  Simple as that :)
Title: Re: Portal X
Post by: DJ Omnimaga on June 24, 2010, 02:00:16 am
Aaah ok ^^ Sounds like a good deal :)

What about collision detection in walls when moving them around? Will it be possible to push them too? (like SirCmpwn HL2D game)
Title: Re: Portal X
Post by: Builderboy on June 24, 2010, 02:02:19 am
No, there will be no pushing of boxes for speed reasons unfortunately.  This is because with portals, the physics becomes infinitely more difficult, so i am forced to make everything a lot simpler
Title: Re: Portal X
Post by: DJ Omnimaga on June 24, 2010, 02:18:51 am
Aaaah ok, just curious. Regardless, it is still an EPIC game already :)
Title: Re: Portal X
Post by: ztrumpet on June 24, 2010, 10:15:58 am
AWESOME!

Wow.  That is incredible.  Wow. :)
Title: Re: Portal X
Post by: calcdude84se on June 24, 2010, 04:31:50 pm
You can push boxes (or rather cubes :P) around in the original game? I don't think so... Picking them up is truer to the original game, and if it is indeed simpler, than definitely go with it.
Great screenie, too. Keep up the good awesome EPIC work! :)
Title: Re: Portal X
Post by: DJ Omnimaga on June 24, 2010, 04:33:39 pm
Mhmm I think if you moved pretty fast into them, they moved. I could be wrong, though. That said, it may be better to not allow this, else it may make things too hard to code, given all the physics and stuff.
Title: Re: Portal X
Post by: nemo on June 24, 2010, 04:36:19 pm
yeah, you could push boxes around in the original portal, but it's more logical and convenient to pick them up. ahh.. the good days of the companion cube being used as a shield (:
Title: Re: Portal X
Post by: DJ Omnimaga on June 24, 2010, 04:39:59 pm
Oh wow, don't talk to me about LV 16 (I think it is? Maybe 17...). Tried to beat it last evening, and even using the two blocks as shields, I still couldn't figure out how to get past all the lasers things
Title: Re: Portal X
Post by: nemo on June 24, 2010, 04:44:22 pm
that's my favorite level. i remember doing it in "advanced" mode, where all the bots are in cages so you can't kill them... but if you're trying to figure out how to, DJ, if you looked above the bots there was usually a place you could shoot a portal. then you'd make a different portal elsewhere and drop a cube through it, onto the bot.

builderboy: if a player picks up a cube, then walks to the edge so that the cube is over the edge, will the cube fall down? especially if the player is positioned like so, with just 1 pixel of his leg on the edge of a cliff:
                     PLAYER| CUBE
                        |_   ____
                      _|_   |     |
_____________|     | |___|
  Cliff              |
                     |
Title: Re: Portal X
Post by: DJ Omnimaga on June 24, 2010, 04:57:32 pm
Oh that could always work. Thanks for the tip.
Title: Re: Portal X
Post by: Builderboy on June 26, 2010, 02:26:26 pm
if a player picks up a cube, then walks to the edge so that the cube is over the edge, will the cube fall down? especially if the player is positioned like so, with just 1 pixel of his leg on the edge of a cliff:

nope, you are still grabbing onto it so it won't ever escape you.  Also note that the crate is only 2 pixels by 2 pixels ^-^
Title: Re: Portal X
Post by: Quigibo on June 26, 2010, 02:58:06 pm
You mentioned that you're not pushing the block becasue of the physics involved, but won't you still need those physics anyway for releasing the cube in mid-air or dropping it though portals?
Title: Re: Portal X
Post by: Builderboy on June 26, 2010, 03:16:37 pm
The physics im talking about is because then every block would both have to continually check its position against the players position, and all other blocks.  If you pushed a block into a portal, and it was halfway on one side, you would still have to push the side thats on your side.  If you are pushing two blocks in a row, and you push them into a Portal, then weird things can happen.  Like if you push blocks horrozontaly into a portal, and they come out vertically from another.  They would have to start stacking upwards, while delivering the force of their weight back down through the portal to you.

And im not even considering the fact that when you move into a portal, you orientation doesn't change (as it should) you always remain vertical.  The physics of pushing blocks is not tooo bad, although too slow for my liking.  The physics of pushing blocks through portals?  A nightmare.  The way i have it right now, blocks dont collide with each other, and they dont collide with the player.  They do through Portals normally :]

I had to generalize the portal code though, so it would work for not just the player but for all objects :P
Title: Re: Portal X
Post by: SirCmpwn on June 26, 2010, 06:13:58 pm
Woah.
That is all I can say.  That, and, demo please?
Title: Re: Portal X
Post by: Builderboy on June 26, 2010, 07:12:46 pm
No demo just yet :P I need to get boxes fully up to speed.  I have them working basically but there are still issues when grabbing and dropping.  I added a feature, however, where when the box is merely sitting on the ground, it goes into a 'power saving' mode where it only waits for either being grabbed or the ground to change.  It doesnt even update the position or velocity variables.  So the box can have 3 states:

1) Projectile Motion
 when has a non zero velocity and when it is not resting on the ground
2) Still
 when the box is just sitting on the ground
3) Grabbed
 when the box is tethered to the players movements

This prevents slowdowns when many boxes are on the screen at the same time
Title: Re: Portal X
Post by: Hot_Dog on June 26, 2010, 07:14:46 pm
Good good good good ;)
Title: Re: Portal X
Post by: SirCmpwn on June 26, 2010, 07:15:12 pm
Can you still hit it with other boxes, or have some sort of interaction with it without grabbing it?
Title: Re: Portal X
Post by: Builderboy on June 26, 2010, 07:17:12 pm
Nope, for reasons stated before.  Having collisions between boxes through portals would be a nightmare with all the converting of forces and such.
Title: Re: Portal X
Post by: SirCmpwn on June 26, 2010, 07:18:29 pm
Perhaps have this in a 6 MHz version, and have full physics at 15 MHz?
Title: Re: Portal X
Post by: Builderboy on June 26, 2010, 07:32:58 pm
Its not speed im worried about, its getting the physics to work.  I think you might be underestimating how difficult this would be to get this to work.  Not only would i have to implement something like Zedd, but it would have to be able to transfer an arbitrary amount of force through portals.  Which means i would have to rewrite so much stuff, including the player movement.  Crazy situations would arise like the ones i detailed in my screenshot:


Green Portals:
Boxes stacked and going through 2 horizontal portals
Forces have to travel through portals, and the boxes would have to eventually find the balance point, with boxes colliding with ghost boxes and gravity acting different ways on a single box.

Red Portals:
Player pushing boxes through a portal into a vertical stack.  Eventualy the force from the stack makes it impossible for the player to push.  And what happens when the player goes through the portal?

Blue Portals:
Portals in a corner, so that a box that is going through a portal collides with itself.  To crazy to even try

In short: Its not happening
Title: Re: Portal X
Post by: SirCmpwn on June 26, 2010, 07:34:50 pm
Aww
Okay.  You may want to look into how Valve does it, they mention it in the developer commentary.
Title: Re: Portal X
Post by: Builderboy on June 26, 2010, 07:38:34 pm
Yeah if i remember correctly they said they created a small virtual physics engine around each Portal because it would be too time consuming to do it for the whole map.
Title: Re: Portal X
Post by: DJ Omnimaga on June 26, 2010, 11:56:17 pm
That seems like it would be a lot of work x.x

I think it's fine as it is planned now. It's already revolutionary for a calc anyway.
Title: Re: Portal X
Post by: shmibs on June 27, 2010, 10:28:48 pm
this whole thing is pretty incrediculous...

yeah, it doesnt change at all except for when the doors open and close, so there really is no need to :) I just have it stored in the backbuffer.  The buttons modify the backbuffer when needed

do you use copy(L6+n,L3+n,"portion of the backbuffer to be sent to the buffer here", or simply copy the whole thing?
Title: Re: Portal X
Post by: calc84maniac on June 27, 2010, 10:45:39 pm
You can draw sprites to the backbuffer these days.
Title: Re: Portal X
Post by: shmibs on June 27, 2010, 10:48:01 pm
whoops, i misread :P
carry on gents
Title: Re: Portal X
Post by: DJ Omnimaga on June 27, 2010, 10:51:54 pm
Specifically the RecallPic command (to store the back buffer on the buffer) and StorePic (to do the opposite). It's possible to draw sprites and dots directly on the back buffer now, too.
Title: Re: Portal X
Post by: shmibs on June 27, 2010, 10:55:29 pm
i'm aware of the r commands. like i said, i just misread(and looking back now im not even entirely sure what i was thinking he meant)
sorry to cause a needless commotion
Title: Re: Portal X
Post by: DJ Omnimaga on June 27, 2010, 11:07:25 pm
Don't worry about it ^^
Title: Re: Portal X
Post by: Builderboy on June 28, 2010, 01:13:29 am
Yeah the buttons just draw to the backbuffer ^^ It works quite well.

On a sidenote, here is a screenshot of the boxes as i get them to work :)

EDIT: Im also planning to release a fun demo using all the features supported so far once i fix all the bugs involving crates :)
Title: Re: Portal X
Post by: DJ Omnimaga on June 28, 2010, 04:04:31 am
WOW just great! I do hope other people who are not away notice this update asap. It's too awesome! I love how the boxes have physics too and can go through portals

Only suggestion I have would be to maybe make the boxes 3x3 instead of 2x2. They seems a bit small

Regardless, nice job again!
Title: Re: Portal X
Post by: Builderboy on June 28, 2010, 04:09:45 am
Actualy I just figured out that my portal bugs involving the crates had to do with the fact that it's 2x2 and not 3x3 XD so I'm definetaly going to change them to 3x3 :) do you think the crates should be solid or with a white pixel in the center?
Title: Re: Portal X
Post by: SirCmpwn on June 28, 2010, 10:24:35 am
White pixel, definately.  Except for one with a black pixel you are told to fall in love with.
Title: Re: Portal X
Post by: DJ Omnimaga on June 28, 2010, 11:16:08 am
Actualy I just figured out that my portal bugs involving the crates had to do with the fact that it's 2x2 and not 3x3 XD so I'm definetaly going to change them to 3x3 :)
lol nice XD, and for the crates, you could try with a white pixel at the center so as 3x3 they're easier to distinguish from the rest if close to a wall. If it doesn't look very good, then go with plain black.
Title: Re: Portal X
Post by: Quigibo on June 28, 2010, 11:16:57 am
LOL!  That would be awesome if you could have the companion cube ;D
Title: Re: Portal X
Post by: DJ Omnimaga on June 28, 2010, 11:26:30 am
Indeed, I didn't thought about that one XD

It would be nice to see other easter eggs too, either from the original game or maybe Omnimaga-related ;D
Title: Re: Portal X
Post by: nemo on June 28, 2010, 03:38:29 pm
builderboy, how much of portal are you planning to implement? would bots be feasible? one more question. when will i get to play it?  ;)
Title: Re: Portal X
Post by: Builderboy on June 28, 2010, 04:05:33 pm
Hmmm 3x3 boxes didnt solve the Portal problem, i was mistaken...  Hmmmm and the 3x3 is harder to simulate than i thought.  Requires 2x the pixel testing to simulate accurately without error...  Hmmm i hope i can make it work

And I dont think bots are going to be added, the physics and concept behind them is just too complicated for an object, it would steal a lot of the computation time.  I do not think i will be adding them, unless i get a brainwave in their implementation.  I hope i can implement the companion cube, but we shall see if i can get 3x3 boxes working well.

And as soon as I get all this Box Mess sorted out I will release a demo puzzle room that uses all the features implemented so far :) (which is all the features i was planning, then its onto all the other stuff :O)
Title: Re: Portal X
Post by: nemo on June 28, 2010, 05:58:52 pm
hmm i figured, i had to check though. maybe you could make some kind of immovable turret? good luck with 3x3 boxes though (:
Title: Re: Portal X
Post by: DJ Omnimaga on June 28, 2010, 10:57:58 pm
Hmmm 3x3 boxes didnt solve the Portal problem, i was mistaken...  Hmmmm and the 3x3 is harder to simulate than i thought.  Requires 2x the pixel testing to simulate accurately without error...  Hmmm i hope i can make it work
ouch, sorry to hear x.x, I hope you can get it figured out soon.

One thing I wonder: I forgot if you were planning to make a level editor once the game is finished?
Title: Re: Portal X
Post by: Builderboy on June 29, 2010, 12:49:05 am
Immovable turrets kinda defeats the original purpose of turrets though, which is to find some way to either get behind them or knock them over with boxes.  Oh well, i think the game will be fine without them :P

As for Level Editor, definetaly.  I will probably just modify the current level creator i have to be a bit more user friendly and bug free.
Title: Re: Portal X
Post by: DJ Omnimaga on June 29, 2010, 01:27:43 am
yay! ;D
Title: Re: Portal X
Post by: Galandros on June 29, 2010, 10:39:02 am
This keeps getting better and better.
How did you deal with the 8kb limit? Did you rewrite the engine?
Title: Re: Portal X
Post by: Builderboy on June 29, 2010, 02:31:15 pm
I have a version of Axe that compiles the App, so memory isnt a problem anymore.  I have just been using MirageOS because it has a faster compile time, and as of now my program is still small enough to be run.

On a different note, i discovered that my game engine spent roughly 18% of its time multiplying by 18 o.O Since i was multiplying by 18 in my collision code, things were slowing down.  Soooo i changed

Code: [Select]
A*18
to

Code: [Select]
A*2*2*2*2+A+A
And almost 18% of the computational time has been removed :D.  Also, Quigibo, correct me if im wrong, but boolean expressions in Axe are actualy slower than their corospondinf If Statements right?  So

Code: [Select]
X-51->D
If A>30000
D+307->D
End

is faster than

Code: [Select]
A>30000*307-51+D->E
Right?  Since one multiplies by 307 and the other does not.
Title: Re: Portal X
Post by: DJ Omnimaga on June 29, 2010, 02:32:57 pm
I have a version of Axe that compiles the App, so memory isnt a problem anymore.  I have just been using MirageOS
Your program doesn't run No-stub?

And nice optimization. Sometimes, speed can be a bit more important than size
Title: Re: Portal X
Post by: Builderboy on June 29, 2010, 02:39:31 pm
Nope, it compiles to about 9100 bytes so noStub isnt possible right now.  Lucky for me the 9100 contains enough data so that it still works in MirageOS. 
Title: Re: Portal X
Post by: DJ Omnimaga on June 29, 2010, 02:42:36 pm
aaah ok. So for Nostub it needs to be 8 ish KB including the data? Something I need to keep in mind when compiling stuff...
Title: Re: Portal X
Post by: Builderboy on June 29, 2010, 02:48:50 pm
Yeah for Nostub the limit I think is 8100 bytes about including data.  Silly TI x.x
Title: Re: Portal X
Post by: DJ Omnimaga on June 29, 2010, 03:10:19 pm
Ouch x.x

Good thing I learned this before attempting abusing det() too much. This doesn't happen with  appvars, fortunately, though.
Title: Re: Portal X
Post by: mapar007 on June 29, 2010, 03:29:24 pm
Yeah for Nostub the limit I think is 8100 bytes about including data.  Silly TI x.x

Actually that's not entirely correct. You can have approx. 8100 bytes of executed code, but your data can extend beyond that limit. As long as you don't execute across the 8100 line ($C000), you're fine, so reorganizing data sometimes pays off. (i.e. putting it all at the end of the program binary)

EDIT for the nitpickers: This holds in the standard memory mapping. If you swap in an uneven-numbered RAM page in the $C000 bank, you'll be safe to execute code, but that's not really the best way to deal with the problem :) (cue OS freakout on every interrupt => CRASSHHHH)

Offtopic edit: this semi-useful post is my #400. I'm still the staff member with the lowest postcount, though.
Title: Re: Portal X
Post by: Quigibo on June 29, 2010, 03:39:34 pm
An even faster way to do this:
Code: [Select]
A*18
Is this:
Code: [Select]
A*6*3
Since both *6 and *3 are auto optimized.

Quote
Also, Quigibo, correct me if im wrong, but boolean expressions in Axe are actualy slower than their corospondinf If Statements right?

Not sure about that, I would say it would only be slower if you had to do extra math like a multiplication or a division.  But I do know that
Code: [Select]
A<<0
Is faster and smaller than
Code: [Select]
A>30000
Title: Re: Portal X
Post by: nemo on June 29, 2010, 03:43:28 pm
quigibo, is there a list of auto-optimized mulitiplication/division/signed division etc. numbers?
Title: Re: Portal X
Post by: DJ Omnimaga on June 29, 2010, 03:47:55 pm
It is included in the Axe downloads. The file is called Auto Opts.txt or something like that.

@Mapar not really, the staff with lowest post count is Miotatsu :P
Title: Re: Portal X
Post by: Builderboy on June 29, 2010, 03:54:03 pm

Actually that's not entirely correct. You can have approx. 8100 bytes of executed code, but your data can extend beyond that limit. As long as you don't execute across the 8100 line ($C000), you're fine, so reorganizing data sometimes pays off. (i.e. putting it all at the end of the program binary)



Thats true for MirageOS or other Shells, but for asm program run from the home screen, data counts.  try this in Axe:

Code: [Select]
.Axe
Zeros(9001)->Str1
Output(0,0,"OHAI

you get an Asm program thats mostly data, and yet the TiOS throws an Error Invalid upon execution.  The limit on the home screen is about 8100 of program size.  The limit for shells is about 8800 of executable.

And thanks Quigibo ;D I need to check the auto optimizations list more often, and stop being a silly programer :P thanks!
Title: Re: Portal X
Post by: Eeems on June 29, 2010, 08:03:13 pm
Wow! Just noticed this! Wow! good job Builderboy!
Title: Re: Portal X
Post by: Builderboy on June 29, 2010, 11:18:25 pm
Thanks :)

SO i am debating over the physics for the 3x3 boxes (i fixed all the bugs) and i currently still have the physics for the 2x2 boxes implemented, even though i have switched to the 3x3 sprites.  As a result, although no actual glitching can occur (like it cant go through walls entirely) the box will go into walls 1 pixel before stopping.  I would have to more than double the collision calls to impart accurate physics collisions, so i am asking you guys what do you think?
Title: Re: Portal X
Post by: DJ Omnimaga on June 29, 2010, 11:22:14 pm
I guess you could stick to 3x3. Is it any slower?
Title: Re: Portal X
Post by: Builderboy on June 29, 2010, 11:26:02 pm
Im for sure sticking to 3x3 sprites.  And right now its exactly the same speed as 2x2 because i changed nothing but the sprites.  My question is whether or not i should also update the physics, which would make boxes take more processing power, which would mean less of them possible in one room.
Title: Re: Portal X
Post by: Michael.3545 on June 29, 2010, 11:29:29 pm
You could do 1 pixel tests, so the box takes 1/4th of the current power and goes into walls 1 pixel on all sides.
Title: Re: Portal X
Post by: Builderboy on June 29, 2010, 11:47:32 pm
Actually it only uses 2 pixel tests currently, so it would be 1/2  the power.  And im not sure i can get bug free collision working with only 1 pixel test.  The method i usually use and that i know from experience is very strong needs to be in power of 2.
Title: Re: Portal X
Post by: Eeems on June 30, 2010, 02:51:20 pm
I would stick with 2x2 then if it would be better for the processing power.
Title: Re: Portal X
Post by: Builderboy on June 30, 2010, 08:35:51 pm
I have decided to stick with 2x2 for 2 reasons.  1) It *is* less processor intensive, which means you can have puzzles with that many more crates in them.  2) 3x3 boxes look awkwardly big ;D They are more than half the players size and look kinda weird when carried around.  Either way, im sticking to 2x2, and i have upgraded to (hopefully) bug free physics ^^

So that demo will be released hopefully very very soon :) I would like to make it an App, but until we can figure out the Signing issue it seems thats not happening.  It will just have to be a MirageOS program for now, but that wont work for the final version.
Title: Re: Portal X
Post by: Quigibo on June 30, 2010, 08:55:32 pm
I've fixed the signing issue by the way.  Apparently, I had to add a dummy signature and update the size field of the app so you can now transfer from the calc to the computer and sign it there, its worked great for me so far.  Version 0.3.2 should be out either late tonight or tomorrow afternoon.
Title: Re: Portal X
Post by: FinaleTI on June 30, 2010, 08:58:56 pm
Sounds awesome!
@Builderboy: Can't wait for the demo! I loved your first Portal game!
@Quigibo: What did you use to sign the app?
Title: Re: Portal X
Post by: Builderboy on June 30, 2010, 10:09:57 pm
Thats excellent!  I cant wait for 0.3.2 :)
Title: Re: Portal X
Post by: SirCmpwn on June 30, 2010, 10:39:20 pm
Will the official version include the app signing?  Closed beta is over?
Title: Re: Portal X
Post by: Quigibo on June 30, 2010, 10:46:45 pm
Yes, the closed betas are over after 0.3.2. since I am confident that the feature is now completely safe for wider use.  I had BrandonW look at the code just to be sure.  You can use Rabbitsign to sign the app once its on the computer.
Title: Re: Portal X
Post by: DJ Omnimaga on June 30, 2010, 11:04:26 pm
I've fixed the signing issue by the way.  Apparently, I had to add a dummy signature and update the size field of the app so you can now transfer from the calc to the computer and sign it there, its worked great for me so far.  Version 0.3.2 should be out either late tonight or tomorrow afternoon.
Cool to hear!

I have decided to stick with 2x2 for 2 reasons.  1) It *is* less processor intensive, which means you can have puzzles with that many more crates in them.  2) 3x3 boxes look awkwardly big ;D They are more than half the players size and look kinda weird when carried around.  Either way, im sticking to 2x2, and i have upgraded to (hopefully) bug free physics ^^

So that demo will be released hopefully very very soon :) I would like to make it an App, but until we can figure out the Signing issue it seems thats not happening.  It will just have to be a MirageOS program for now, but that wont work for the final version.
I see, well then it's better to stick with 2x2 then. Can't wait for demo. I'm so happy this progressed again :)
Title: Re: Portal X
Post by: ztrumpet on July 01, 2010, 02:19:06 pm
This sounds awesome!  I can't wait for the demo!  the screenie on the other page blew me away.  This is one of the coolest programs I've ever seen.  Thanks Builderboy! ;D
Title: Re: Portal X
Post by: Builderboy on July 02, 2010, 04:34:08 pm
The new demo is OUT!  Its a single test chamber that is going to be in the game.  It utilizes boxes, portal techniques, lazer walls, buttons, and doors.  Use the arrow keys to move, up to jump, and 2nd to grab and release a box when you are near it.  Get through the door to escape the test chamber!  (Although there is no win detection yet) press clear to quit.

Fun Fact: I was able to complete the test chamber in 8 seconds ^-^ see if you can beat my score :P Ill post a screenie in the TAS thread soon.

Funner Fact:  This is version 0.2.3, i just started the 23'd page, and 23 is my favorite number :O

Title: Re: Portal X
Post by: DJ Omnimaga on July 02, 2010, 05:01:55 pm
what do you mean by 23'd page? Is it some sort of book?

ANyway glad to see a new demo out :D, I'll play it asap!
Title: Re: Portal X
Post by: Builderboy on July 02, 2010, 05:16:20 pm
That post started the 23rd page of this thread, and excelent :)
Title: Re: Portal X
Post by: DJ Omnimaga on July 02, 2010, 05:35:48 pm
Oh ok lol XD

This subforum also has a lot of posts already. I wonder what's the ratio of general calc/non-calc discussion vs projects on Omni, now...
Title: Re: Portal X
Post by: Raylin on July 02, 2010, 05:42:39 pm
Flash application has a bad signature.
Wabbitsign can't seem to fix this. :(
Title: Re: Portal X
Post by: DJ Omnimaga on July 02, 2010, 06:19:30 pm
I could get it to work in Wabbitemu. Did you get errors on real hardware?

Btw I was bored and made another screenshot :P
Title: Re: Portal X
Post by: Builderboy on July 02, 2010, 08:16:45 pm
Whoops i forgot to sign the App, now i need to figure out how to do that...  You tried wabbitsign you say?
Title: Re: Portal X
Post by: DJ Omnimaga on July 02, 2010, 08:56:07 pm
I heard people suggesting RabbitSign over WabbitSign. I wonder which one is the best?
Title: Re: Portal X
Post by: Builderboy on July 02, 2010, 09:07:41 pm
I wonder, and I'll see if I can figure ou how to use them.  Has anybody encountered any bugs yet?  You get a blue lobster trophy if you do ^^
Title: Re: Portal X
Post by: DJ Omnimaga on July 02, 2010, 09:14:15 pm
Not so far, except I seemed to have an hard time grabbing the boxes and shooting. It seemed like key detection was not as reponsive as the last demo :(

Again I was playing 5% speed, but in the other demo there was a considerable difference
Title: Re: Portal X
Post by: Builderboy on July 02, 2010, 09:20:32 pm
Hmmm for the boxes you have to be fairly close to them to grab, so that may be he issue.  For the shooting, I am still using the reular OS getkey routine, which means that you can't shoot a portal if you are pressing any other keys.  I have to get this working with the getkey(#) code to fully fix it.
Title: Re: Portal X
Post by: DJ Omnimaga on July 02, 2010, 09:30:27 pm
Yeah maybe it's that. It is not too bad when playing at normal speed, though. I guess it could maybe cause issues for extremly hard levels requiring very precise timing and fast reflexes, though
Title: Re: Portal X
Post by: Quigibo on July 03, 2010, 12:50:21 am
Kinda funny bug.  I'm not even pressing any keys.
Title: Re: Portal X
Post by: Builderboy on July 03, 2010, 12:59:35 am
Oh Damn not that bug again!  I thought i had fixed that a long time ago >:| Oh well time to bring out the kinetic energy equations again.  Thanks for reporting that!  The problem originated because when you teleport the character through a Portal, they are moved 1 pixel up, but their velocity stays the same, which means that they have gained a small amount of total energy.  I forgot how i fixed this the first time....  Thanks again though!  Lol fail bug.
Title: Re: Portal X
Post by: DJ Omnimaga on July 03, 2010, 01:54:50 am
Lol good thing in Portal the char won't bounce on walls like in my ball game, else it would become an insane bouncing fest as soon as you would start changing direction while going extremly fast XD

I hope you find a solution!
Title: Re: Portal X
Post by: yunhua98 on July 03, 2010, 08:03:06 pm
I don't know whether this is a bug or not, but it disappears into a portal and wont come out unless you move, and there is no other portal, it just appears.
Title: Re: Portal X
Post by: calcdude84se on July 03, 2010, 09:02:23 pm
I guess the doors threw things off... or can you do that firing anywhere not portal-receptive?
Title: Re: Portal X
Post by: Builderboy on July 03, 2010, 09:08:52 pm
Huh that's weird.  I'm thinking it might be a side effect of another bug I discovered where if you shoot a non portal-supporting wall, the portals will switch.  Since the door is represented the same way as a non portal-supporting wall I think the same thing should happen, as well as if you try to press 5 (unless I added the check)

thanks for the bug report!  This shouldn't be very hard to fix actualy.
Title: Re: Portal X
Post by: calcdude84se on July 03, 2010, 09:14:11 pm
Builderboy: unless we can choose whether to shoot an "orange" or "blue" portal (we can't as of now), it may be useful to have a button to switch the portal to be removed upon firing another, and 5 seems perfect, being in the center of the area used for shooting portals.
Just a suggestion :)
Title: Re: Portal X
Post by: DJ Omnimaga on July 03, 2010, 09:28:40 pm
yeah true, else it gets kinda annoying when you shoot a portal in the floor while falling in the floor one, and it's the floor one that dissapears x.x
Title: Re: Portal X
Post by: calcdude84se on July 03, 2010, 09:31:19 pm
Just switching, now that I think about it, would probably be better than distinguishing the portals because you need fewer keys and don't have to find a way to visually distinguish them (especially since no grey is being used). This is IMO, of course :P
Edit: 400th post!
Title: Re: Portal X
Post by: Builderboy on July 03, 2010, 09:51:35 pm
Lol it's already been implemented on the 5 key :) forgot to mention.
Title: Re: Portal X
Post by: calcdude84se on July 03, 2010, 09:52:29 pm
Stop confusing us! :P Nice to know, though.
Keep up the good work!
Title: Re: Portal X
Post by: DJ Omnimaga on July 03, 2010, 10:49:24 pm
Aaah nice ^^
Title: Re: Portal X
Post by: ztrumpet on July 04, 2010, 09:20:00 pm
Lol it's already been implemented on the 5 key :) forgot to mention.
Good to know. :)

The demo is awesome. :D
Title: Re: Portal X
Post by: Quigibo on July 09, 2010, 02:19:12 am
Builderboy, have you decided on an entrance/exit between each level?  Is it always going to be a 'suddenly appear' entrance and a 'walk off the screen' exit or do you plan to do something more elaborate kind of like what you did in shift?
Title: Re: Portal X
Post by: DJ Omnimaga on July 09, 2010, 02:35:44 am
By elaborate do you mean he had different entrance/exit style every level? I only played the first 3 levels (got stuck at 3) so Idk :(

Or do you just mean like how he entered the door with the animation and stuff?
Title: Re: Portal X
Post by: Builderboy on July 09, 2010, 02:42:29 am
I think he just means the door animation, since there was nothing else.  I haven't decided fully on a transition, but I want to make it smooth and clean :) that's what I need to work on once the engine is all finished

edit: on a related note, I have successfully fixed both the bugs found :) the falling through the floor and dying one was a simple fix, but the gradual momentum change was a bit more difficult.  But now you always retain the same ammount of momentum ^^ on to plasma balls!
Title: Re: Portal X
Post by: calcdude84se on July 09, 2010, 01:43:48 pm
yay! ;D The physics is correct :P
Plasma balls, those will be interesting...
Keep up the good work!
(Btw, can cubes kill you, like in the pc game?)
Title: Re: Portal X
Post by: Builderboy on July 09, 2010, 02:16:13 pm
Nah they can't (I thought they could only hurt you in the pc game, not kill you?) it would be too much of a hassle since its allready doing so much physics.  The plasma balls will kill you tho, since they are really easy to simulate XD

Also, I was playing around and I created a speed run program that pauses every frame and waits for a keypress, and stores all of your keypresses in an appvar.  Then you can play the appvar back at full speed and it looks really awesome :D I know one thing for sure, I will definetaly have to speed run this game once it is finished!
Title: Re: Portal X
Post by: calcdude84se on July 09, 2010, 02:29:34 pm
Maybe I'm mistaken and you're right, I'm unsure.
The speed run program sounds cool, btw. :)
Title: Re: Portal X
Post by: _player1537 on July 09, 2010, 05:40:01 pm
In the pc version, yes cubes can kill you, check some YouTube videos, the showyou dying from fast moving cubes.  The speed run program sounds cool, I was going to make something similar for one of my games a while back.
Title: Re: Portal X
Post by: DJ Omnimaga on July 09, 2010, 08:42:10 pm
Speedrun would be awesome, but to not ruin the game fun of challenging each levels, I think it would be nice if that featured required to be unlocked, for example once you beaten the game.
Title: Re: Portal X
Post by: Builderboy on July 10, 2010, 12:14:56 am
It's not a feature im planning to actualy implement in the game, just something fun so that when I release the game I can say *I beat this game in 1:32 min foo', here's the gif!* and it will be a minute and a half of epic portal pwnage ^-^
Title: Re: Portal X
Post by: DJ Omnimaga on July 10, 2010, 12:28:23 am
Oh lol ok :P

This gif will look EPIC, though. :P
Title: Re: Portal X
Post by: Builderboy on July 10, 2010, 02:25:44 am
I figured out from very early on that q speedrun would be neccessary ^^ even in the first post you can see some portal trickery by myself :]
Title: Re: Portal X
Post by: DJ Omnimaga on July 10, 2010, 02:40:02 pm
yeah I wondered that, since in the screenshots your reflexes seemed quite fast :P
Title: Re: Portal X
Post by: TIfanx1999 on July 11, 2010, 02:17:04 am
Also, I was playing around and I created a speed run program that pauses every frame and waits for a keypress, and stores all of your keypresses in an appvar.  Then you can play the appvar back at full speed and it looks really awesome :D I know one thing for sure, I will definetaly have to speed run this game once it is finished!
O_o that's pretty cool. Keeping it to yourself and for testing purposes I assume?
Title: Re: Portal X
Post by: Builderboy on July 24, 2010, 03:01:40 am
So just an update, i have been working on the Map loading, getting the map code smaller, faster, and more efficient.  Les 'interpreting' is done by the map builder, and more is stored in the tilemap, since i went over 8 sprites per byte and now i have to put in 16 tiles per byte, which lowers compression in the other half of the byte.

I am also working on implementing object in the Map data, instead of just hardcoded into the program :P Here is how many bytes each object will take up in the map memory:

Box: 1 byte for location
Button: 2 bytes for location and for door
Plasma switch: 3 bytes for location, door and plasma ball direction

There will most likely never be more than one Plasma switch in each puzzle, so i dont think that will be a large impact on level size.  As of now, after compiling a few of the levels i have planned out, the average level size is about 60 bytes, which i am very happy with :] i wanted to include a lot of levels in PortalX, so this means that i can!
Title: Re: Portal X
Post by: bwang on July 24, 2010, 03:06:40 am
Have you solved the out-of-memory issues? Last time I asked you, you had something like 800 bytes left.
Sorry if you posted this already, but I haven't been following this thread and I don't feel like browsing through 25 pages to find out :(
Title: Re: Portal X
Post by: Builderboy on July 24, 2010, 03:07:39 am
Luckily Axe now has App compiling ;)
Title: Re: Portal X
Post by: bwang on July 24, 2010, 03:09:03 am
Oh darn, Axe really has changed since I last checked. I should probably pick up Z80 coding again :)
Curse you OS 1.1 power bug!
Title: Re: Portal X
Post by: Builderboy on July 24, 2010, 03:15:40 am
Yeah Axe is getting more and more impressive every time it upgrades :) Some of the other more impressive feats are Custom interrupts, Token display, a slew of new graphics commands like rectangle/circle, and Mirage/Ion/Doors/App/Noshell compiling :)

We love our Axe!!
Title: Re: Portal X
Post by: Hot_Dog on July 24, 2010, 11:38:54 am
Do you know roughly how many levels the game will have?  It would be sweet to have 10 hours of gameplay if Quigibo is able to implement multi-page applications :)

All the same, keep up the great work!
Title: Re: Portal X
Post by: Builderboy on July 24, 2010, 02:44:53 pm
Currently i have...  22 Levels built.  So thats an average of about 1300 bytes.  I really hope to include a number more levels, i have quite a bit of space left already so i think for now fitting everything on one page shouldn't be that hard.
Title: Re: Portal X
Post by: meishe91 on July 24, 2010, 07:14:30 pm
Nice, that is awesome. Is there a story going along with this Portal?
Title: Re: Portal X
Post by: TIfanx1999 on July 24, 2010, 09:13:57 pm
Currently i have...  22 Levels built.  So thats an average of about 1300 bytes.  I really hope to include a number more levels, i have quite a bit of space left already so i think for now fitting everything on one page shouldn't be that hard.
That's great! I'm surprised that data is so small for this.
Title: Re: Portal X
Post by: Hot_Dog on July 25, 2010, 12:00:40 am
Currently i have...  22 Levels built.  So thats an average of about 1300 bytes.  I really hope to include a number more levels, i have quite a bit of space left already so i think for now fitting everything on one page shouldn't be that hard.
That's great! I'm surprised that data is so small for this.

I'm not, but I'm glad you're taking care to keep the data as compressed as possible :D  Thanks, Builderboy!
Title: Re: Portal X
Post by: Builderboy on July 25, 2010, 01:05:33 am
Yeah the compression is only half as small as using half byte compression, so its not * super maniac* compression, but when your trying to include as many levels as possible it sure helps a lot :)
Title: Re: Portal X
Post by: DJ Omnimaga on July 29, 2010, 04:38:03 am
Wow small indeed for that many levels. Nice job Builderboy and nice to see this updated :)
Title: Re: Portal X
Post by: Builderboy on August 01, 2010, 09:50:46 pm
Happy to announce with that some more code reworking i have managed to decrease the size of levels once again :) Even though the data for buttons took up 2 bytes, the tile for the button added around 2-4 bytes of data to be inserted, since its such a small tile, it interrupts lots of flow with the run-length--encoding.  Plasma balls are even worse, with 3 bytes of object data, and an additional 4-8 bytes of tile data. 

However, now all tile data is discretely inserted into the tilemap by the generator after the decompression but before the display.  So now the workings of the tilemap displayer works like this:

0) Load tilemap data
1) Decompress Data into Tilemap
2) Initialize objects
3) Insert object tile data
4) Display map dynamically
Title: Re: Portal X
Post by: SirCmpwn on August 01, 2010, 09:56:10 pm
Nice!
Title: Re: Portal X
Post by: Hot_Dog on August 01, 2010, 09:56:19 pm
Builderboy, keep up the good work!
Title: Re: Portal X
Post by: Builderboy on August 01, 2010, 10:25:53 pm
Oh also forgot to mention i added a new tile :] Im not quite sure what to call it, but its a small hole that goes through a wall and you can shoot portals through it but you cant move through it.  Its very handy dandy :]
Title: Re: Portal X
Post by: _player1537 on August 01, 2010, 10:52:27 pm
Oh, I remember those tiles ^^  Sweet, when is the next public beta :D
Title: Re: Portal X
Post by: Builderboy on August 02, 2010, 01:09:23 am
Probably not another beta for a while, i dont want to give out too many :P There *might* not be another beta until the final release actually.
Title: Re: Portal X
Post by: meishe91 on August 02, 2010, 02:56:05 am
Very cool! Glad to see more progress :D Is the new tile sort of like a force field/shield type thing then?
Title: Re: Portal X
Post by: Builderboy on August 02, 2010, 03:02:59 am
More just like a hole in the wall :P
Title: Re: Portal X
Post by: meishe91 on August 02, 2010, 03:22:58 am
Right, ok haha. Just sounded force fieldish since you said you can shoot through it but not go through :P
Title: Re: Portal X
Post by: Hot_Dog on August 02, 2010, 10:07:53 am
Oh, so it's kind of like a means of being able to get into another room where a wall is blocking the way, right?
Title: Re: Portal X
Post by: ztrumpet on August 02, 2010, 10:11:28 am
Sounds neat.  Nice work Builderboy! ;D
Title: Re: Portal X
Post by: meishe91 on August 02, 2010, 10:28:59 am
Oh, so it's kind of like a means of being able to get into another room where a wall is blocking the way, right?

That's what it sounds like, but I could be wrong.
Title: Re: Portal X
Post by: Happybobjr on August 02, 2010, 12:16:52 pm
about what % are you at in finishing this?

eta?


edit: I am posting your last beta of portal here that i have resigned with rabbitsign.  It can be transfered to the actual calculator now.  message me if you want this taken down. just trying to help :D
no problem ztrumpit.. It helped me learn loads about dealing with command prompt :D
Title: Re: Portal X
Post by: ztrumpet on August 02, 2010, 03:38:56 pm
Thanks Happy Bob Jr! ;D

Um, bug:
Title: Re: Portal X
Post by: meishe91 on August 02, 2010, 03:51:48 pm
Ya, I found that one too.
Title: Re: Portal X
Post by: Builderboy on August 02, 2010, 04:41:15 pm
Yeah its been found and fixed :) It actually took zero code to fix it as well ;D Just some moving around of code!
Title: Re: Portal X
Post by: Happybobjr on August 02, 2010, 04:53:00 pm
how exactly do you beat that level?
Title: Re: Portal X
Post by: meishe91 on August 02, 2010, 04:57:15 pm
I don't think you actually can. It is just there for testing so you are just stuck in it. I could be wrong though.
Title: Re: Portal X
Post by: Happybobjr on August 02, 2010, 05:01:52 pm
oh because i teleported the box to the door :P
Title: Re: Portal X
Post by: Builderboy on August 02, 2010, 05:02:22 pm
Heh, you can beat it, and this is how >:D

Title: Re: Portal X
Post by: ztrumpet on August 02, 2010, 05:04:11 pm
lol, silly TAS. :P
Title: Re: Portal X
Post by: meishe91 on August 02, 2010, 05:17:09 pm
Heh, you can beat it, and this is how >:D

(http://www.omnimaga.org/index.php?action=dlattach;topic=1935.0;attach=2034;image)

Well I meant more something like you can't beat it and continue in the game :P
Title: Re: Portal X
Post by: Builderboy on August 02, 2010, 05:19:45 pm
Haaha i see, because i really haven't coded anything else :P including levels or transitions.
Title: Re: Portal X
Post by: meishe91 on August 02, 2010, 05:20:33 pm
Haha ya, I know. I thought that was what happybobjr was talking about though :P
Title: Re: Portal X
Post by: Happybobjr on August 02, 2010, 05:23:19 pm
Haha ya, I know. I thought that was what happybobjr was talking about though :P

how do u pick the box up?
Title: Re: Portal X
Post by: Builderboy on August 02, 2010, 05:24:31 pm
Press 2nd
Title: Re: Portal X
Post by: Raylin on August 02, 2010, 08:01:48 pm
Should I expect a level editor? :D
Title: Re: Portal X
Post by: Builderboy on August 02, 2010, 08:07:57 pm
Most definetaly :) I already have on in Basic, but its a bit hack y and no good.  There will be an official one released with the game :)
Title: Re: Portal X
Post by: Raylin on August 02, 2010, 08:09:17 pm
Excellent! :O
Title: Re: Portal X
Post by: Hot_Dog on August 02, 2010, 08:11:27 pm
Is the level editor pure basic, or with some kind of library?
Title: Re: Portal X
Post by: Builderboy on August 02, 2010, 08:13:16 pm
Right now its in pure Basic but i plan to write the final one in Axe, since it will need to have some sort of Appvar writing abilities.
Title: Re: Portal X
Post by: Hot_Dog on August 02, 2010, 08:14:11 pm
So the pure basic is just to have everything "spick-and-span," ready to port to Axe?
Title: Re: Portal X
Post by: Builderboy on August 02, 2010, 08:19:21 pm
Its more like so i have a way to create levels for my engine without figuring out the RLE compression and converting all the hex and the coordinates by hand :P
Title: Re: Portal X
Post by: nemo on August 02, 2010, 08:30:01 pm
builderboy, if you need help for an RLE compression routine in axe i believe you already saw the one i wrote in the routines page. if it needs some modification i'd be glad to help tweak it to Portal's needs.
Title: Re: Portal X
Post by: shmibs on August 02, 2010, 08:34:55 pm
Its more like so i have a way to create levels for my engine without figuring out the RLE compression and converting all the hex and the coordinates by hand :P
...which sounds like a lot of fun actually!

are you going to release an annotated source for this ever?(that dynamic generation of tiles you mentioned has piqued my interest[or have you already and am i just proving that im lazy and dont bother to read through whole topics])
Title: Re: Portal X
Post by: Builderboy on August 02, 2010, 09:50:31 pm
I think i can handle it nemo :) thanks for the offer tho!  As for the source, it will be released when Portal is released :P Before then its allll closed sorry to say.  In another note, i have a beta version of a transition between rooms!  You can also see what the holes in the walls look like :)
Title: Re: Portal X
Post by: _player1537 on August 02, 2010, 09:57:04 pm
<3  I love it.  Very epic haha.  I also like the wholes in the walls :D.  Btw, in the upper right corner, what is in the lower left section of that box?  The one under the checkerboarded section, it looks kinda like an M
Title: Re: Portal X
Post by: Raylin on August 02, 2010, 09:58:14 pm
NICE!

It would be even more awesome if the level name appear on the bottom right as you approached your destination.
Title: Re: Portal X
Post by: Quigibo on August 02, 2010, 10:13:42 pm
Quite epic indeed, I LOVE it!

Raylin's idea would be cool, but its really hard to read scrolling text.  You could make the period when neither level is on the screen longer to have the text scrolling, slowdown and pause in the center, and then continue to accelerate downwards as the next level comes into view, but that's really complicating things.  I don't even know if Builderboy is planning to name the levels.  It looks great already.  I'm curious how a story could be working into this.  Would it be like the shift flash game with little messages every so often and then some special levels?
Title: Re: Portal X
Post by: shmibs on August 02, 2010, 10:15:33 pm
/\this(to raylin)

wonderful to see progress, and i am very look forward to that source
Title: Re: Portal X
Post by: Raylin on August 02, 2010, 10:19:43 pm
@Quigibo: I meant a stationary level name that follows the player's camera. Like an overlay. :P
Title: Re: Portal X
Post by: Hot_Dog on August 02, 2010, 10:20:47 pm
Builderboy, that's an awesome screenie!  I love the transitions!
Title: Re: Portal X
Post by: SirCmpwn on August 02, 2010, 10:35:40 pm
E...P...I...C...
This is so freakin awesome I don't know what to say.
Title: Re: Portal X
Post by: Eeems on August 02, 2010, 10:40:22 pm
Quite intense Builderboy :)
Title: Re: Portal X
Post by: Hot_Dog on August 02, 2010, 10:55:34 pm
Is there going to be a storyline?  If so, are you making up a fresh one, or using an idea similar to the one that the original Portal game conveys?
Title: Re: Portal X
Post by: Builderboy on August 03, 2010, 12:58:47 am
Thanks guys :) It took a while to get all the crazy screenshifting working properly.  As for storyline, there will be a fairly detailed on,e although the details will be left out until release >:D Needless to say, it will be a *big* surprise ^-^
Title: Re: Portal X
Post by: DJ Omnimaga on August 03, 2010, 04:40:17 am
Wow that's epic, that feels even more like Portal than it already did now. Nice job on the transition. I also like the new features additions as well as the editor idea.

As for source I would maybe recommend waiting until the contest is over, though.
Title: Re: Portal X
Post by: ztrumpet on August 03, 2010, 04:51:56 pm
W. O. W.  (No, not World of Warcraft)

That's amazing!  Each time I look at this thread I'm stunned.  Builderboy, you can get more out of a game than anyone.  Awesome job! ;D
Title: Re: Portal X
Post by: meishe91 on August 03, 2010, 05:01:21 pm
Wow that is amazing. Great job! Can't wait!
Title: Re: Portal X
Post by: Raylin on August 03, 2010, 07:55:51 pm
/me prepares his calc
Title: Re: Portal X
Post by: Builderboy on August 04, 2010, 02:05:16 am
Thanks guys :) The engine is coming close to completion ^^ then i can start working on secret things having to do with storyline! heh, and working on title screen and getting level editor up to par, and all sorts of good things :)

But im getting ahead of myself ;D Need to finish the engine first...
Title: Re: Portal X
Post by: DJ Omnimaga on August 04, 2010, 08:43:31 pm
Good luck!
Title: Re: Portal X
Post by: shmibs on August 04, 2010, 09:16:37 pm
The engine is coming close to completion ^^ then i can start working on secret things having to do with storyline! heh, and working on title screen and getting level editor up to par, and all sorts of good things :)
huzzah!

although i guess this means we wont be getting any new screenies for a while :P
Title: Re: Portal X
Post by: Eeems on August 05, 2010, 12:44:51 am
unless he drops a few cryptic and short screenshots :P
Title: Re: Portal X
Post by: Builderboy on August 10, 2010, 01:02:04 am
Alright had some more free time so i worked on splitting all the code into subprograms (took forever :P) , improved the object scripts, and cut 200 bytes of the level loading code :)
Title: Re: Portal X
Post by: SirCmpwn on August 10, 2010, 09:05:59 am
Nice!
Title: Re: Portal X
Post by: meishe91 on August 10, 2010, 01:34:32 pm
Sweet, glad to see some progress :)
Title: Re: Portal X
Post by: Happybobjr on August 10, 2010, 01:37:26 pm
my calculator shudders in excitement,
I myself, am shuddering with super excitement.
Title: Re: Portal X
Post by: Broseph Radson on August 11, 2010, 11:23:20 am
Im trying to send the demo app to my ti84+ with ti connect, and i get this error:

USB Connection error: Flash application has a bad signature.
(8C08002D)

Should i be using a different linking program? Or is this 83+ only?

EDIT: I tried to upload a screencap of the error, but i cant find an upload form in the post screen  ???
Title: Re: Portal X
Post by: Hot_Dog on August 11, 2010, 11:28:48 am
Nice progress!
Title: Re: Portal X
Post by: Happybobjr on August 11, 2010, 12:41:19 pm
i have fixed this problem wait i'll get the link..

here is the link :D   
http://www.omnimaga.org/index.php?action=dlattach;topic=1653.0;attach=2620

from page 27
Title: Re: Portal X
Post by: Quigibo on August 11, 2010, 02:30:29 pm
Axe comes with a re-signer in the tools folder by the way since it can only compile to unsigned apps on-calc, but I'm not sure if it was included at the time he uploaded the demo.
Title: Re: Portal X
Post by: Broseph Radson on August 11, 2010, 02:48:05 pm
Well, now im getting an error that says it cant connect to my calculator, even though it is clearly connected to it.
Title: Re: Portal X
Post by: Happybobjr on August 11, 2010, 02:55:36 pm
with my link?
Title: Re: Portal X
Post by: Broseph Radson on August 12, 2010, 12:26:16 pm
No i fixed it. TI Connect was being annoying like usual lol
Title: Re: Portal X
Post by: bwang on August 14, 2010, 01:52:17 am
Does the game support exits in the levels yet?
Title: Re: Portal X
Post by: Builderboy on August 15, 2010, 02:23:37 am
Do you mean does the game support multiple levels?  If so, that is no :P right now there is only one level and no code for multiple levels, or transitions.
Title: Re: Portal X
Post by: DJ Omnimaga on August 17, 2010, 08:49:01 am
Im trying to send the demo app to my ti84+ with ti connect, and i get this error:

USB Connection error: Flash application has a bad signature.
(8C08002D)

Should i be using a different linking program? Or is this 83+ only?

EDIT: I tried to upload a screencap of the error, but i cant find an upload form in the post screen  ???
I think you need 5 or 6 posts to upload stuff (spam protection).
Title: Re: Portal X
Post by: Builderboy on August 17, 2010, 04:52:47 pm
Woot!  finally got Plasma balls working :D Its complex, but it still takes up less code than the boxes o.O Physics really takes its toll on size.  Right now boxes are the largest amount of code, followed by Plasma balls, followed by buttons.  The plasma balls aren't completely finished, there is still some code to get it to work for every general case, and to add functionality for creating them into my level editor.  But for now you can enjoy the lovely screenshot i have put together :)
Title: Re: Portal X
Post by: ztrumpet on August 17, 2010, 04:55:39 pm
Wow!  Wonderful job!  When it disappears, is that because it has been out for too long?  Nice work! ;D
Title: Re: Portal X
Post by: Builderboy on August 17, 2010, 04:58:32 pm
Yeah after a certain amount of time (512 frames to be exact ;D) the plasma ball explodes, to give the puzzles a certain time critical feel, and also to provide a mechanism to restart.
Title: Re: Portal X
Post by: calcdude84se on August 17, 2010, 05:16:08 pm
Nothing like in the PC version where a plasma ball is re-released until it is used?
Or am I misunderstanding? Also, will there be multiple plasma balls, or is the screen too small?
Title: Re: Portal X
Post by: SirCmpwn on August 17, 2010, 05:17:34 pm
Nice!
Title: Re: Portal X
Post by: FinaleTI on August 17, 2010, 05:20:06 pm
Yayz! I can't wait for this to be finished!
Title: Re: Portal X
Post by: Builderboy on August 17, 2010, 05:22:54 pm
Nothing like in the PC version where a plasma ball is re-released until it is used?
Or am I misunderstanding? Also, will there be multiple plasma balls, or is the screen too small?

Its exactly like the PC version :P When it explodes, its re-released until its used.
Title: Re: Portal X
Post by: meishe91 on August 17, 2010, 05:24:58 pm
Very nice! That looks awesome :)
Title: Re: Portal X
Post by: TIfanx1999 on August 17, 2010, 08:18:34 pm
Looking good as always! :)
Title: Re: Portal X
Post by: DJ Omnimaga on August 18, 2010, 12:33:22 pm
Darn this is awesome. I like how the balls are so true to the original and lets you open stuff like the original.
Title: Re: Portal X
Post by: Builderboy on August 20, 2010, 06:53:54 pm
Alright, in a small lapse while i have had my computer taken away, i decided to try a visualization of a compression method i have been thinking about.  It uses 2 layers, one that is overlayed  over the first to make the complete level.  Each individual layer is able to be compressed in opposite directions using RLE, and so its much more efficient than using a single direction RLE for a single level.  So there is a vertical layer and a horizontal layer, and they overlay to create the final level.  This has yielded a compression of over 20 bytes off a previously 60 byte map, so it has great potential.  And at the worse, i can put all the data into one layer and have it be regular 1 layer RLE.

The *downside* to all this, is that the levels have to be hand compressed, and it takes about 20 min to do a single level and get good compression.  It was very difficult to get the screenshot below to have good compression, but it ended up cutting over 20 bytes off.  This means that for a level editor, it would not be able to fulfill the full compression of levels, and would have to default to regular RLE.

Here is an example Basic program decoding some of this new data.  Also there is a picture showing the two layers of the level.  Red is transparency.
Title: Re: Portal X
Post by: meishe91 on August 20, 2010, 06:59:11 pm
That's pretty cool. But why use two layers like that if you're just deleting parts of the map anyways or going over the same part? I'm a bit confused on that part I guess. Also, why does it have to be compressed by hand?

Either way though, it looks really cool and glad you found another way to cut bytes off :)
Title: Re: Portal X
Post by: Hot_Dog on August 20, 2010, 07:02:52 pm
Interesting method...But I can see why it needs to be done by hand
Title: Re: Portal X
Post by: Builderboy on August 20, 2010, 07:05:33 pm
Its complicated, but basically both maps are too simple to be full levels, but when parts of one level cut across parts of the other level, it makes it more complicated in *just the right way*.  which is why they need to be hand compressed, because seeing how the lines can interact and wrap around.

And im not sure if i want to implement it actually, since it requires so much work to compress each level, if i make an error in level design i have to go through the whole process again.  And im not sure the bytes would even overset all the extra code to decompress.
Title: Re: Portal X
Post by: meishe91 on August 20, 2010, 07:43:46 pm
Huh...I'm not sure I quite get it really but I'm also not an expert on compression and such so that doesn't help. But is there no algorithm that can be used to do the compression? Because even if it is done by hand wouldn't you use basically the same process for each tile?

Thanks for explaining by the way.
Title: Re: Portal X
Post by: Builderboy on August 20, 2010, 07:49:57 pm
the reason its difficult is because its not done tile by tile.  The compression used for a single tile might be affected by the entire map.  And the compression for the entire map can be affected by a single tile.
Title: Re: Portal X
Post by: meishe91 on August 20, 2010, 07:56:47 pm
Oh, ok. Gotcha. Thanks.
Title: Re: Portal X
Post by: Runer112 on August 20, 2010, 09:23:07 pm
I have an idea: as you design levels, post the uncompressed tilemap data and pose a challenge to see who can compress them the best. :P I'd love to try that.

And while I'm here, I was wondering: isn't 4 tiles (as you showed in your demonstration) a little too few? Don't you need things like doors and switches and emitters?
Title: Re: Portal X
Post by: DJ Omnimaga on August 20, 2010, 11:32:37 pm
Interesting stuff. How long would it take to decompress in Axe, though?
Title: Re: Portal X
Post by: shmibs on August 21, 2010, 12:17:06 am
from the way it looks, about the same amount of time as it would take to draw his normal map twice, which is very little(it's slow in the screenie because he's updating the screen after every single tile is drawn instead of once after they all are). i can see how, if not done properly or if the map is really complicated, this could actually lead to an increase in size, so if you're still doing custom levels for this(i dont remember if you said you were ore werent and am too lazy to check, so sorry if im being redundant) make them one level rle and the included levels two. oh, and then just skip over the second drawing for custom levels. i also like runer's idea and would definitely be willing to give a level a go. however, this might end up being a bit of a spoiler...
Title: Re: Portal X
Post by: Builderboy on August 21, 2010, 01:04:09 am
Yeah Shmibs your right, it would take 2 times as slow to decompress, but its the displaying that takes a lot of time.  And as for tiles, the version only supports 1 less tile bringing it to a total of 15 tiles. BUT this does not include button tiles, door tiles, or either of plasma tiles, as those are added to the tilemap after decompression.  This is for 2 reasons:

1) Makes it so that less tiles need to be in the tilemap data
2) Tiles that are only 1 in the entire map make the compression about 3 bytes less, so its no good.

And so i must point out that there is another possible optimization.  Right now, 1 byte is used to represent a tile type and tile length, with 4 bits for each.  Buut i might be able to have 3 bits for type and 5 bits for length if i find out that i have few enough tiles, and that could also lower compression.  We shall see, this is all very experimental, and im not even sure im going to make any changes at all
Title: Re: Portal X
Post by: Runer112 on August 21, 2010, 02:35:15 am
Well if you do start releasing uncompressed level data and challenging us to compress it as best as we can, I'll be waiting to take on (and win) that challenge. ;-)
Title: Re: Portal X
Post by: bwang on August 21, 2010, 04:43:31 am
What is the current level format?
Title: Re: Portal X
Post by: ztrumpet on August 22, 2010, 10:09:08 pm
You guys sound like you'd like compression-competition. :)  I wonder how small it could go, though. ;D
Title: Re: Portal X
Post by: Builderboy on August 23, 2010, 01:03:48 am
Actually ive decided to leave compression where it is for now and finish working on the game
Title: Re: Portal X
Post by: DJ Omnimaga on August 23, 2010, 02:55:50 am
I lost the game :(

Anyway I guess it isn't really that necessary if the game is already not too small. If levels were like 400 bytes each, then it would probably require compression, to not require too much archive, but otherwise it might be fine I think.
Title: Re: Portal X
Post by: Builderboy on August 24, 2010, 02:37:29 pm
So progress on everything is going slowly recently.  But i managed to track down and eradicate a particularly tricky bug, took me all of last night to figure out what was going wrong x.x

I also discovered another bug involving the boxes and terminal velocity, and im considering running the box physics at the same rate to fix this problem.  I will have to run some tests to see if it will make it run too slowly though...
Title: Re: Portal X
Post by: DJ Omnimaga on August 24, 2010, 05:24:10 pm
I see, what was the bug you managed to fix?

Good luck on keeping the game fast enough and fixing the other bug. What exactly does the bug causes?
Title: Re: Portal X
Post by: Builderboy on August 24, 2010, 11:22:41 pm
The bug that i managed to fix was a bug where shooting a Portal into the top left hand corner would not work under very very specific conditions.  Finally i figured out what the issue was, added 2 lines of code and fixed it.

The new bug is where you grab a box, get in an infinite loop to bring your speed up, then let go of the box.  What happens is the box is released at a speed that is faster than it is allowed to go, so the code for the box doesn't work and the speed for the box increases infinitely. D:
Title: Re: Portal X
Post by: DJ Omnimaga on August 24, 2010, 11:46:14 pm
Aah ok. I remember in the first demo, on startup, a portal always appeared automatically in that corner. Is it related?

And lol at the other bug it seems weird. You should have made a screenshot :P
Title: Re: Portal X
Post by: shmibs on August 25, 2010, 12:13:01 am
cant you just check if the box is moving at a faster rate than is allowed and adjust its speed accordingly? would that slow things down too much, or what
Title: Re: Portal X
Post by: Builderboy on August 25, 2010, 01:31:45 am
Yeah, that is one of the options.  The other is to run the box physics at twice the speed so there is no difference, but im still testing to see if there is a significant speed loss.
Title: Re: Portal X
Post by: Builderboy on September 13, 2010, 05:59:04 pm
Alright, taking a break from the actual game to design the main menu ^^ Here is the current menu design i have thought out.  Tell me what you think!

EDIT: Whoops wrong size...
Title: Re: Portal X
Post by: Hot_Dog on September 13, 2010, 06:01:24 pm
WOW
Title: Re: Portal X
Post by: willrandship on September 13, 2010, 06:09:26 pm
Love the menu :) I wish I could draw like that.
Title: Re: Portal X
Post by: Builderboy on September 13, 2010, 06:11:09 pm
Thanks guys :) I was mostly inspired by this little piece of art right here ^^

http://www.themarriedgamers.net/wp/wp-content/uploads/2008/10/portal2.jpg
Title: Re: Portal X
Post by: DJ Omnimaga on September 13, 2010, 06:55:43 pm
WOW! Awesome! I like the layout. What will be the cursor?

Also, you will have to crop some pixel rows at the top since the image isn't calc dimensions
Title: Re: Portal X
Post by: meishe91 on September 13, 2010, 07:07:39 pm
That looks great! Very cool. Only couple things I see is that the cake could be a little bigger so you can add more detail. I didn't know it was cake until I saw that original picture. Also, the "flying" man looks a bit off but its fine. Good job :)
Title: Re: Portal X
Post by: nemo on September 13, 2010, 07:16:11 pm
builderboy, is it ok if i make a modified version, just so you have some options? and if i do, can it be grayscale?
Title: Re: Portal X
Post by: Builderboy on September 13, 2010, 07:21:05 pm
Im not sure what the cursor is going to be, but it will be big enough to justify all the empty space around the selections ^-^ As for the cake, good idea, i will make it a bit bigger.  The cake box is the only box that is a bit bigger than the rest ;D The dimensions of the screen didn't allow me to make them all the same size.

Speaking of dimensions, silly me XD Yeah i will have to resize the program :P

EDIT: Go ahead and mod your heart out :) but the final version wont be greyscale (unless you can convince me otherwise ;) )
Title: Re: Portal X
Post by: nemo on September 13, 2010, 07:22:03 pm
EDIT: Go ahead and mod your heart out :) but the final version wont be greyscale (unless you can convince me otherwise ;) )

i'll do my best (:

edit: Portal Two. 2.9.11.   yessss (http://www.wired.com/geekdad/2010/08/portal-2-release-date-confirmed/)
Title: Re: Portal X
Post by: ztrumpet on September 13, 2010, 07:24:29 pm
I love it!  I saw the cake right away and thought back to the first Portal.  Speaking of which, how's Portal Gold coming? :)
I agree with DJ, it think it's 66 or 67 pixels high.  Still, it's an easy fix. :)  That's the best looking monochrome title screen I've ever seen.  Very nice. ;D

Nemo, I'd say go for it.  I'm sure he's open to ideas. :)

Edit: Double ninja'd... :P
Title: Re: Portal X
Post by: Builderboy on September 13, 2010, 07:26:17 pm
edit: Portal Two. 2.9.11.   yessss (http://www.wired.com/geekdad/2010/08/portal-2-release-date-confirmed/)

I know im so excited :D

EDIT: lol ninja's all around.  Portal Gold is on the back burner way wayyy over there *points*.  Its not very high on my priority list since there is already a full game of it out.
Title: Re: Portal X
Post by: FinaleTI on September 13, 2010, 07:28:19 pm
Awesome! It reminds me of how much I want to start playing Portal, but I have to finish my contest entry first...
Title: Re: Portal X
Post by: DJ Omnimaga on September 13, 2010, 07:29:11 pm
I can't wait for Portal 2 as well. I may wait until price drops, though, since I am still hooked to Starcraft II :P

I also can't wait for your Portal X game :P
Title: Re: Portal X
Post by: ztrumpet on September 13, 2010, 07:30:27 pm
I just looked at the first post, and, well, this project's come a long ways.  The wildest thing is it was originally compiled with 0.0.6! ;D

edit: Portal Two. 2.9.11.   yessss (http://www.wired.com/geekdad/2010/08/portal-2-release-date-confirmed/)
I know im so excited :D
Hmm, I guess that's your opinion.  I'm much more excited for Portal X! O0

Edit: Speaking of ninjas... :P
Title: Re: Portal X
Post by: DJ Omnimaga on September 13, 2010, 07:35:52 pm
Wow I totally forgot about that o.o. It's insane to think about. Did 0.0.6 even have sprite support?
Title: Re: Portal X
Post by: meishe91 on September 13, 2010, 07:36:39 pm
Another idea would be to move the options on the sides in a bit that way you might be able to have a cursor that surrounds the word or something, Might be a little tricky with it so far to the edge if you wanted to do that.

Edit: Ya, v0.0.6 did have sprite support.
Title: Re: Portal X
Post by: Builderboy on September 13, 2010, 07:38:56 pm
Wow PortalX has been developed over 24 different versions of Axe!  And it now relies heavily on features that didnt even exist when it came out!  I think it still might :P

EDIT: Ninja again :P Yeah, it was the version right after sprite support.  Although i believe i *started* writing it on 0.0.5, and then it got upgraded before i released my first screenies.  So it started work as soon as sprite support was added :D

EDIT: meishe what do you mean?
Title: Re: Portal X
Post by: meishe91 on September 13, 2010, 08:13:46 pm
About the cursor thing? Like if you wanted a box, or something, that just surrounds the option you're choosing. It might look odd if you leave them so close to the edge because the box will clash or something. I'm probably not explaining this to well :P
Title: Re: Portal X
Post by: nemo on September 13, 2010, 08:39:19 pm
Eh, builderboy? i decided to let you modify the icons to your liking, but i added a few things to it.

edit: picture not showing up?

edit2: nevermind, re-attached as a .png
Title: Re: Portal X
Post by: meishe91 on September 13, 2010, 08:46:19 pm
Looks really cool, nemo :)
Title: Re: Portal X
Post by: DJ Omnimaga on September 13, 2010, 08:53:26 pm
Lol I like the cake part, but awesome in general. Only thing is that it seems a bit blurry though (poor compression?)
Title: Re: Portal X
Post by: nemo on September 13, 2010, 08:55:45 pm
it might be blurry because the size is 192 x 128, meaning each pixel is technically 4 pixels on that picture... i'm going to upload a 96x64 one. might be compression though. thanks DJ (:
Title: Re: Portal X
Post by: Builderboy on September 13, 2010, 08:58:33 pm
It's because you are using a png methinks.  And it looks great :D I probably won't use it though, as PortalX is only a working title :(
Title: Re: Portal X
Post by: nemo on September 13, 2010, 09:00:05 pm
aww it is? :( are you just titling it portal again? or something else, but you don't know what yet?
Title: Re: Portal X
Post by: Builderboy on September 13, 2010, 09:02:32 pm
Something else that nobody knows yet >:D
Title: Re: Portal X
Post by: nemo on September 13, 2010, 09:04:25 pm
grr... tell me lol. i pinky swear not to tell anyone; and i'll just show a title screen mockup to you via PM.
Title: Re: Portal X
Post by: ztrumpet on September 13, 2010, 09:09:34 pm
That looks wonderful, Nemo.  I like the cake line. :)
Title: Re: Portal X
Post by: DJ Omnimaga on September 13, 2010, 09:11:31 pm
it might be blurry because the size is 192 x 128, meaning each pixel is technically 4 pixels on that picture... i'm going to upload a 96x64 one. might be compression though. thanks DJ (:
In the image software when resizing you have to make sure resizing is using the nearest method instead of linear/bilinear/bicubic or the like. However, not all software has that
Title: Re: Portal X
Post by: Builderboy on September 13, 2010, 10:10:00 pm
Well the cake line is going to have to be replaced by the actual subtitle unfortunately :( And thanks for the offer nemo, but i think i got it covered.  No hard feelings! You know i admire your work :)
Title: Re: Portal X
Post by: Jonius7 on September 13, 2010, 11:44:35 pm
nice main menu and the cake line... hope screenshots of the game mechanics itself will come soon...
Title: Re: Portal X
Post by: DJ Omnimaga on September 13, 2010, 11:50:50 pm
There are some already, some which were included on Youtube in 3 videos. You need to search through previous forum pages for the animated gifs, though.
Title: Re: Portal X
Post by: Builderboy on September 14, 2010, 12:45:41 am
Or you could visit the screenshot thread :D http://ourl.ca/6315
Title: Re: Portal X
Post by: whitevalkery on September 14, 2010, 04:35:12 pm
i love the design of the title screen!
to my personal opinion, i think calling it Portal is better then Portal X, since X is way over used in kid based things...

so i think simply calling it portal will keep it authentic and not cause any confusion for people with the "X".
Title: Re: Portal X
Post by: meishe91 on September 14, 2010, 05:36:05 pm
i love the design of the title screen!
to my personal opinion, i think calling it Portal is better then Portal X, since X is way over used in kid based things...

so i think simply calling it portal will keep it authentic and not cause any confusion for people with the "X".

The only problem with calling it just "Portal" is that Builder already has a game in TI-BASIC called Portal and this, I believe, isn't supposed to be a remake/improved version of that.
Title: Re: Portal X
Post by: Builderboy on September 14, 2010, 07:13:11 pm
Well no matter what, its not going to be Portal X, like i said before, thats just a working title :) And it also is not going to be *just* Portal either.  It has an actual subtitle that separates it from my other Portal games ^^
Title: Re: Portal X
Post by: DJ Omnimaga on September 14, 2010, 10:55:35 pm
i love the design of the title screen!
to my personal opinion, i think calling it Portal is better then Portal X, since X is way over used in kid based things...

so i think simply calling it portal will keep it authentic and not cause any confusion for people with the "X".

The only problem with calling it just "Portal" is that Builder already has a game in TI-BASIC called Portal and this, I believe, isn't supposed to be a remake/improved version of that.
Yeah, there are some fanboys that will bash the game for not being 3D and the like if he calls it portal I am sure x.x. I saw some people do it with Super Mario 1.2 x.x

I can,t wait to see the new title :)
Title: Re: Portal X
Post by: Builderboy on September 15, 2010, 01:31:45 am
O.O if i could do Portal3D on the 84 i think i would be hero of the world
Title: Re: Portal X
Post by: meishe91 on September 15, 2010, 01:39:37 am
O.O if i could do Portal3D on the 84 i think i would be hero of the world

Or at least the hero of our world ;)
Title: Re: Portal X
Post by: DJ Omnimaga on September 15, 2010, 02:38:37 am
O.O if i could do Portal3D on the 84 i think i would be hero of the world
Maybe for the TI-Nspire ;D

Or maybe Bwang could do that part :P
Title: Re: Portal X
Post by: meishe91 on September 15, 2010, 02:40:17 am
Or maybe once Quigibo implements 3D support :P
Title: Re: Portal X
Post by: Builderboy on September 15, 2010, 02:41:36 am
I think the controls for a 3D portal would be a nightmare x.x 3D games without a mouse are already questionable enough.  Especially if its not raycasted, if its full 3D then key controls get even harder.  Then adding in portal shooting and its a disaster... D:

And i dont think even Axe is that powerful :P
Title: Re: Portal X
Post by: meishe91 on September 15, 2010, 02:45:36 am
Well if anyone can do it with Axe it would be you :P

And for controls, it'd just be a knack you'd have to get used to ;)
Title: Re: Portal X
Post by: DJ Omnimaga on September 15, 2010, 02:53:19 am
I think the controls for a 3D portal would be a nightmare x.x 3D games without a mouse are already questionable enough.  Especially if its not raycasted, if its full 3D then key controls get even harder.  Then adding in portal shooting and its a disaster... D:

And i dont think even Axe is that powerful :P
Well it depends, What I think is that camera would be like Up=MODE, Down=APPS, Left=ALPHA and Right=Stats, and to shoot you would press XTON or the like. Otherwise, it could be just like Nintendo 64 and very early PS1 shooters before dual joystick controllers were invented, where the camera could only be moved up/down and left/right arrow rotated camera instead of straffing. It wasn't as convenient, but back in the days it did the job it seems. I'm not sure about the Nspire, though... since the dpad is completly centered...
Title: Re: Portal X
Post by: whitevalkery on September 15, 2010, 01:04:44 pm
hmm...
how about Aperture Science 8x facility?
Title: Re: Portal X
Post by: Builderboy on September 15, 2010, 01:59:15 pm
What do you mean?
Title: Re: Portal X
Post by: DJ Omnimaga on September 15, 2010, 03:12:04 pm
I think he means the sub-title.
Title: Re: Portal X
Post by: whitevalkery on September 15, 2010, 04:01:28 pm
I think he means the sub-title.
yeah... pretty much!
or perhaps something like "aperture science TI department"
Title: Re: Portal X
Post by: DJ Omnimaga on September 15, 2010, 04:02:24 pm
It may sound more like they are dissecting calcs :P

(poor calcs...)
Title: Re: Portal X
Post by: whitevalkery on September 15, 2010, 04:09:27 pm
It may sound more like they are dissecting calcs :P

(poor calcs...)
lol... fine XD
"Now your thinking with Axe!"
Title: Re: Portal X
Post by: ztrumpet on September 15, 2010, 04:44:11 pm
It may sound more like they are dissecting calcs :P

(poor calcs...)
lol... fine XD
"Now your thinking with Axe!"
lol :P

Builderboy, what will you title the actual program?  prgmPORTALX would work, so what'll that be? :)
Title: Re: Portal X
Post by: whitevalkery on September 15, 2010, 05:04:16 pm
It may sound more like they are dissecting calcs :P

(poor calcs...)
lol... fine XD
"Now your thinking with Axe!"
lol :P

Builderboy, what will you title the actual program?  prgmPORTALX would work, so what'll that be? :)
i personally dont think portalX is suitable..
since the X doesn't really simbolize anything...

if the X is just for the purpose of adding a letter there... then why not make it look like this?

"P0rtal"

that way it makes the o look bigger with the number 0 and making it look like an actual portal!
thus fixing both problems!!!

now you wont have a basic version of portal with the same name conflict...
AND now the edition is actually relevant!!!

I AM A GENIOUS!!! WOOT! XD

P0rtal!!! P0rtal!!! P0rtal!!! P0rtal!!! P0rtal!!! P0rtal!!! P0rtal!!! P0rtal!!! P0rtal!!!
Title: Re: Portal X
Post by: Builderboy on September 15, 2010, 05:13:41 pm
Lol well its going to be an app, so that title *could* be possible, but i think not :P Its going to have Portal in the title, but im not sure how i am going to distinguish it from just regular Portal.  Maybe it will just be Portal2, since it is the sequel to Portal, even though it has its own name. 
Title: Re: Portal X
Post by: ztrumpet on September 15, 2010, 05:21:16 pm
* ZTrumpet feeds himself to the lobster

Oops, that's right.  This is an App, not a program.  Portal or PORTAL would work fine. :)
Title: Re: Portal X
Post by: meishe91 on September 15, 2010, 05:25:06 pm
On the app page I think Portal2 or PORTAL2 should be used so people don't confuse the two. But for the actual title I think it should just be Portal: (subtitle here).
Title: Re: Portal X
Post by: Builderboy on September 15, 2010, 05:41:53 pm
On the app page I think Portal2 or PORTAL2 should be used so people don't confuse the two. But for the actual title I think it should just be Portal: (subtitle here).
Precisely ^^
Title: Re: Portal X
Post by: yunhua98 on September 15, 2010, 05:45:54 pm
Maybe PortalAX?
 
Title: Re: Portal X
Post by: meishe91 on September 15, 2010, 05:47:28 pm
Do you already have the subtitle chosen?
Title: Re: Portal X
Post by: Builderboy on September 15, 2010, 05:48:30 pm
Yes i do ^^
Title: Re: Portal X
Post by: meishe91 on September 15, 2010, 05:50:26 pm
Ah ok. Well then I feel like people should cease to throw out suggestions :P
Title: Re: Portal X
Post by: Builderboy on September 15, 2010, 05:53:50 pm
Maybe :P I pretty much have a set title and subtitle already :P
Title: Re: Portal X
Post by: DJ Omnimaga on September 16, 2010, 04:21:31 am
It may sound more like they are dissecting calcs :P

(poor calcs...)
lol... fine XD
"Now your thinking with Axe!"
I lol'd ;D

As for Portal 2, isn't there an official Portal 2 game coming out eventually?
Title: Re: Portal X
Post by: calcdude84se on September 16, 2010, 05:13:39 pm
Yep, there'll be a Portal 2 ;D
Maybe we can name Builderboy's game Portal b10? :P
Title: Re: Portal X
Post by: DJ Omnimaga on September 16, 2010, 05:15:41 pm
Maybe Porntal Zero? But again idk if that would screw with the original game story...
Title: Re: Portal X
Post by: Raylin on September 16, 2010, 05:16:36 pm
Maybe Porntal Zero? But again idk if that would screw with the original game story...

Is that a joke? o.o You never joke about porn.
Title: Re: Portal X
Post by: calc84maniac on September 16, 2010, 05:31:12 pm
Maybe Porntal Zero? But again idk if that would screw with the original game story...

Is that a joke? o.o You never joke about porn.
Haha, since when? See http://www.ticalc.org/archives/files/fileinfo/428/42883.html (http://www.ticalc.org/archives/files/fileinfo/428/42883.html)
Title: Re: Portal X
Post by: DJ Omnimaga on September 16, 2010, 06:01:34 pm
Wow my bad, I meant Portal x.x. Darn... that was one bad typo from my part. And yeah Calc84maniac the title was intentional on that game :P
Title: Re: Portal X
Post by: Builderboy on September 17, 2010, 03:49:33 am
Maybe Portal Zero? But again idk if that would screw with the original game story...

You know thats not a bad idea actually, ill have to consider it :)

In other news i did some optimizing tonight and crushed a few map reading bugs.
Title: Re: Portal X
Post by: DJ Omnimaga on September 17, 2010, 03:52:57 am
Cool to see new optimizations and bugfixes :D
Title: Re: Portal X
Post by: Builderboy on September 17, 2010, 03:54:29 am
Yeah right now im just kinda cleaning up the engine, making it nice, smooth, small, and ironing out small bugs.  Im also designing more levels too ^^ Right now i have 28, and more are coming :)
Title: Re: Portal X
Post by: DJ Omnimaga on September 17, 2010, 03:55:07 am
How large is the executable code btw?
Title: Re: Portal X
Post by: Builderboy on September 17, 2010, 03:56:55 am
Right now its compiling into 9200 bytes in its App form
Title: Re: Portal X
Post by: DJ Omnimaga on September 17, 2010, 03:58:24 am
Aah ok. However since it's an app, does that 9200 includes data too?
Title: Re: Portal X
Post by: Builderboy on September 17, 2010, 04:01:09 am
Yeah it does, and also the header for the app, which is about 200 bytes i believe
Title: Re: Portal X
Post by: DJ Omnimaga on September 17, 2010, 04:02:13 am
Ah ok
/me hopes you can fit everything in the 16 KB page, but again, there are appvars
Title: Re: Portal X
Post by: Builderboy on September 17, 2010, 04:05:51 am
Yeaah, i am nervous about fitting everything into like 7K more D: Say each level is 40 bytes with 100 bytes of intro text, thats already over 4K of data right there.  Not to mention the menu code, transition code, death code, not to mention all the things having to do with the storyline.  Right now i am hoping for multi-page apps, or else i might be forced to use Appvars for data :(
Title: Re: Portal X
Post by: meishe91 on September 17, 2010, 04:07:19 am
Cool, glad to hear about some progress :) Good luck on more!

How many levels do you plan to have in total now? I think I remember you saying a number before but forgot it and just wondering if it's changed.

Also, side question, how do you know how much code is executable and how much is data?

Edit:
Is there a disadvantage or something to using Appvars?
Title: Re: Portal X
Post by: Builderboy on September 17, 2010, 04:11:16 am
Right now im planning for 30 Test Chamber levels plus secret fun things.  As for data, im not sure, i don't really know of a good way to tell.  Right now i would estimate around 350 bytes. 

As for Appvars, i want to try not to use them, just because it makes installation and transfer that much harder.  I really have nothing against them, id just rather keep it simple if i can.  And a single App is about as simple as it gets, no shell, no level data, just a simple App you can run right from your App screen.
Title: Re: Portal X
Post by: DJ Omnimaga on September 17, 2010, 04:17:27 am
Darn 350 bytes of data? That's small o.o

And yeah I understand, although personally I'm not one to judge games based on the amount of files.
Title: Re: Portal X
Post by: Builderboy on September 17, 2010, 04:18:39 am
Yeah, thats not really what im worried about. Im more worried about people playing it in school, and when they give it to their friends, they dont transfer the appvar and then they get mad :(
Title: Re: Portal X
Post by: DJ Omnimaga on September 17, 2010, 04:20:50 am
Yeah true, that could be a problem. With a BASIC game, the files are usually named with a prefix and all listed in prgm menu at the same place. With an appvar, it's easier to forget
Title: Re: Portal X
Post by: meishe91 on September 17, 2010, 04:23:42 am
Ah ok. I gotcha. Thanks.

So you are almost done with the levels then?

Also what about executable code? I've never understood how some people can tell when there code is reaching that 8000 byte limit.
Title: Re: Portal X
Post by: DJ Omnimaga on September 17, 2010, 04:29:21 am
I personally am wondering that too x.x. When compiling a program, it doesn't tell the executable code size, so you don't know when you'll reach it.
Title: Re: Portal X
Post by: SirCmpwn on September 17, 2010, 08:46:33 am
After it gets too big, it will say "Invalid" when you run it.  I think.  That's what started happening with AWTI.
Title: Re: Portal X
Post by: Builderboy on September 17, 2010, 01:40:41 pm
Yeah, although i rarely run it on the homescreen anymore.  Usually i just run it in wabbit, and if it freezes before even displaying the level i assume its to big and i go to app.  (if it still freezes im in trouble :P)
Title: Re: Portal X
Post by: DJ Omnimaga on September 17, 2010, 05:45:50 pm
After it gets too big, it will say "Invalid" when you run it.  I think.  That's what started happening with AWTI.
Yeah but I wondered how to know when it is almost too big ;D
Title: Re: Portal X
Post by: Runer112 on September 18, 2010, 10:09:46 pm
By the way, if you want to release the level data ahead of time, I can try to see how well I can compress it.
Title: Re: Portal X
Post by: Builderboy on September 19, 2010, 03:31:41 pm
Well i have decided to ditch the duel layer cross compressing RLE compression, so there really is no more need to hand compress levels, but thanks for the offer :)
Title: Re: Portal X
Post by: meishe91 on September 19, 2010, 04:09:49 pm
What kind of compression are you ending up using?
Title: Re: Portal X
Post by: Builderboy on September 19, 2010, 04:25:52 pm
Regular RLE
Title: Re: Portal X
Post by: meishe91 on September 19, 2010, 05:02:23 pm
Ah ok. Do you compress level by level or the whole thing as a whole?
Title: Re: Portal X
Post by: Builderboy on September 19, 2010, 05:25:38 pm
Each level is compressed on its own, since each level has unique non tilemap data that constitutes buttons, boxes, plasma ect....

Also i am getting an idea for some more unique objects that should make for some surprise gameplay >:D i think i am going to wait to implement them though
Title: Re: Portal X
Post by: meishe91 on September 19, 2010, 05:31:28 pm
Ah ok. So basically each set of tilemap data is compressed level by level then, for example, separated by something so you can find the correct level, decompress the correct level, then add the non-tilemap stuff?

Like what? Or is it all a secret? ;)
Title: Re: Portal X
Post by: Builderboy on September 19, 2010, 05:37:02 pm
well i only have one level right now, and no support for multiple levels, so thats not really an issue right now :P
Title: Re: Portal X
Post by: meishe91 on September 19, 2010, 05:50:28 pm
You only have one level? Are the others just planned out then?
Title: Re: Portal X
Post by: DJ Omnimaga on September 19, 2010, 11:57:21 pm
Each level is compressed on its own, since each level has unique non tilemap data that constitutes buttons, boxes, plasma ect....

Also i am getting an idea for some more unique objects that should make for some surprise gameplay >:D i think i am going to wait to implement them though
Easter eggs?

Anyway keep up the good work on this :)

I wonder if you plan to add multiple LV support soon, though? :P
Title: Re: Portal X
Post by: Builderboy on September 20, 2010, 12:08:59 am
One the engine is 100% self sustainable and the editor can handle the new additions i will definetaly add in multiple level code and transition code to transition between them ^^

Lol i hope all this compiling to App wont kill my calc
Title: Re: Portal X
Post by: DJ Omnimaga on September 20, 2010, 01:06:10 am
Lol yeah, it would suck if the Flash chip weared out or if you could no longer compile to APPs (like my 83+) x.x
Title: Re: Portal X
Post by: Runer112 on September 20, 2010, 03:30:31 pm
Well if the App ever starts getting too big, just send me a message and I'll help crunch your levels ;)
Title: Re: Portal X
Post by: Builderboy on September 20, 2010, 06:10:33 pm
Lol they are already super small don't worry about that. And if i were to implement a more advanced compression algorithem, i think that the extra size added by the decompresser would make it so that there wasnt even that much of a difference.
Title: Re: Portal X
Post by: SirCmpwn on September 20, 2010, 06:13:46 pm
7zip?  ;)
Title: Re: Portal X
Post by: Builderboy on September 20, 2010, 06:14:56 pm
Lol nooo
Title: Re: Portal X
Post by: Builderboy on November 17, 2010, 05:00:54 pm
So i just wanted to post about this, to say i have not forgotten it.  The main reason that there hasn't been any progress is that i currently can't see where this game is going.  At this point in time i have over 9000 bytes in code alone.  With the rest of the app i could probably make a nice title screen and fit in the good number of levels i wanted.  But that isn't what i wanted this game to be, i wanted it to have commentary as you proceed through the test chambers, and even more so, i wanted an interlude at the end where the rudimentary task of the test chamber is broken and you have a boss fight or something.  I just wanted to have something that set it apart from a simple puzzle game with a set of levels, but i see no way to do that within a the limits of the app.  I am even questioning whether or not i could do this with all the data in appvars, since i still only have 7000 bytes of code left for coding *everything* i need to do, and i'm not sure that is enough.  What are my other options?  Break it up into multiple programs that call eachother and copy data around?  Use self modifying code to bypass the code limit?  Have it be a Basic program with Xcopy and at least 4 other assembly programs? I just don't know right now and its really demotivational :(
Title: Re: Portal X
Post by: Runer112 on November 17, 2010, 06:05:15 pm
The engine alone is over 9000 bytes? :o
Title: Re: Portal X
Post by: Builderboy on November 17, 2010, 06:05:59 pm
yeeep
Title: Re: Portal X
Post by: DJ Omnimaga on November 18, 2010, 08:28:22 pm
Sorry to hear, but I think this should remain alive. I don't think it should matter that much if the game is in multiple programs. People who hate that will just miss a lot. I would suggest that if it's impossible to use an APP to simply split your game in multiple programs, ran with a BASIC launcher and if you need to keep them in archive, XCOPY. Good luck! I hope this gets finished at one point. I was really looking forward for this game. :)
Title: Re: Portal X
Post by: Builderboy on November 18, 2010, 08:32:54 pm
I would probably end up using the basic launch idea (although having 7+ split assembly programs seems kinda excess) but with my new program combination routine i can now exceed the code limit and have as much code as ram will allow ^^ Also, i removed all the map and initialization code, and my engine is 7300 bytes as a standalone engine, so thats wonderful.  After some optimizing im hoping for about 7000-75000 bytes a page, with 3 pages, for a total file size of 22500 bytes.  The pages will be for:

Page1: Main menu and special game control code
Page2: All level data, map loading, transition, and dialogue
Page3: Engine
Title: Re: Portal X
Post by: DJ Omnimaga on November 18, 2010, 08:34:30 pm
Yeah but still, I don't know what's with all the hate about multiple files? Why limit ourselves this much just because of that? Back in 2004 people played ROL3, which had 90 programs and they didn't complain...

I guess if you want to kill the project just because you want less than 7 sub-programs then go ahead... but a lot of people would be willing to sacrify VAT to play this. I guess it'S good if you found a different solution, though.
Title: Re: Portal X
Post by: Builderboy on November 18, 2010, 08:45:07 pm
Wait what?  I said i would be going with the multiple files if i had no other way, not that i would kill the project. o.O

i have nothing against programs with multiple files, and often times with Basic it can make them even better, and i know they don't make a game any worse. i'd just rather not if i have a way to combine them all
Title: Re: Portal X
Post by: FinaleTI on November 18, 2010, 08:47:18 pm
7000-75000 bytes a page
Those are some big pages....

You could always use an app as a launcher and have that hold the tutorial data or whatever, then copy the program data from archived appvars to a program, then execute it from the app.
Title: Re: Portal X
Post by: Builderboy on November 18, 2010, 08:52:21 pm
Thats true, and thats another option.  My concern with mixing Apps and Programs and Appvars though, is that while Basic games with multiple files are easily transfered from calc to calc (since they are usually all named similar and in groups) by mixing program types someone might get Portal from a friend, not even know some of the data is in an appvar, try to transfer it to a friend, and then they get an error.  By combining everything into one large file, its not because im hating on games with multiple files, im just trying to make my program as user friendly as i can.  Obviously there are times when this is impossible like large RPG's, and its totaly fine when programs do have multiple programs, the important thing is that we just try to make our program as user friendly as possible without sacrificing our features.
Title: Re: Portal X
Post by: DJ Omnimaga on November 18, 2010, 08:54:43 pm
Wait what?  I said i would be going with the multiple files if i had no other way, not that i would kill the project. o.O

i have nothing against programs with multiple files, and often times with Basic it can make them even better, and i know they don't make a game any worse. i'd just rather not if i have a way to combine them all
Oh ok because it seemed like from your previous post that you absolutely imposed yourself a limit of sub-programs to include. I felt it was kinda bad to limit yourself when the goal is not to make the game in as less programs as possible, but to make a 2D Portal game. I see, now. I hope you can manage to fit it in one, but if you have no other way, then I guess you might have no choice.

By the way does Basicbuilder works with ASM programs?
Title: Re: Portal X
Post by: FinaleTI on November 18, 2010, 08:59:36 pm
Thats true, and thats another option.  My concern with mixing Apps and Programs and Appvars though, is that while Basic games with multiple files are easily transfered from calc to calc (since they are usually all named similar and in groups) by mixing program types someone might get Portal from a friend, not even know some of the data is in an appvar, try to transfer it to a friend, and then they get an error.  By combining everything into one large file, its not because im hating on games with multiple files, im just trying to make my program as user friendly as i can.  Obviously there are times when this is impossible like large RPG's, and its totaly fine when programs do have multiple programs, the important thing is that we just try to make our program as user friendly as possible without sacrificing our features.
That makes sense. Of course, if the app is only used for launching programs, you might also be able to use it to set up all your data files.

Wait what?  I said i would be going with the multiple files if i had no other way, not that i would kill the project. o.O

i have nothing against programs with multiple files, and often times with Basic it can make them even better, and i know they don't make a game any worse. i'd just rather not if i have a way to combine them all
Oh ok because it seemed like from your previous post that you absolutely imposed yourself a limit of sub-programs to include. I felt it was kinda bad to limit yourself when the goal is not to make the game in as less programs as possible, but to make a 2D Portal game. I see, now. I hope you can manage to fit it in one, but if you have no other way, then I guess you might have no choice.

By the way does Basicbuilder works with ASM programs?
Nostub ASM programs work in Basicbuilder if launched from a BASIC program.
Title: Re: Portal X
Post by: DJ Omnimaga on November 18, 2010, 10:58:24 pm
Ah ok thanks for the info.
Title: Re: Portal X
Post by: Builderboy on December 07, 2010, 01:10:31 am
I now have a 15013 byte program sitting in my archive filled with executable code, and all of it excecutable via wabbit  ^-^ I now have the entire space of free RAM to develop PortalX into!  Now i can work on beefing up those transitions, content, graphics, and effects without fear!  And progress shall be swift and speedy!  (hopefully)  Prepare for the first update in a long while, as the epicness of multiple rooms and levels is unleashed >:D
Title: Re: Portal X
Post by: meishe91 on December 07, 2010, 01:47:12 am
Sweet! Can't wait! :D
Title: Re: Portal X
Post by: DJ Omnimaga on December 07, 2010, 02:13:21 am
AWESOME! Can't wait! ;D
Title: Re: Portal X
Post by: TIfanx1999 on December 07, 2010, 03:06:44 am
Huzzah! Can't wait to see more progress Bb! ;D
Title: Re: Portal X
Post by: SirCmpwn on December 07, 2010, 08:45:41 am
\o/
Title: Re: Portal X
Post by: Eeems on December 07, 2010, 10:58:24 am
W00T!
Title: Re: Portal X
Post by: AngelFish on December 07, 2010, 12:44:29 pm
 :w00t:

Is it first person?
Title: Re: Portal X
Post by: yunhua98 on December 07, 2010, 12:46:45 pm
I think its a platformer, but neverthe less, yay!  :w00t:
Title: Re: Portal X
Post by: Builderboy on December 07, 2010, 02:47:49 pm
Haha yes it is a platformer :P

http://ourl.ca/6315
Title: Re: Portal X
Post by: AngelFish on December 07, 2010, 02:51:42 pm
I have to ask this just once more: is this cake a lie? ;D
Title: Re: Portal X
Post by: Builderboy on December 07, 2010, 03:16:27 pm
always my friend
Title: Re: Portal X
Post by: Eeems on December 07, 2010, 11:09:09 pm
But is it really a lie, or is that in itself a lie?  O.O
 :w00t: can't wait :)
Title: Re: Portal X
Post by: Builderboy on December 08, 2010, 12:02:48 am
Alright update!  :w00t: I have here a screenie of two yes countem two levels connected with a transition animation, all running from a single program in MirageOS ^^.  Now that i have all my page swapping code down, a lot of progress can be made fairly quickly.  Adding levels is trivial and easy, so i am probably going to work on the menu next and all its fancy animation stuffs.  Whats nice about this way i am working, is that each page has about 10 sub programs, but after you compile the page and finalize it, you don't need any of the subprograms anymore and you can group them or whatever, and keep the compiled page archived and out of the way :)  Makes for a very clean Programing menu ^^

EDIT: Lowered the framerate of the screenie for chrome
Title: Re: Portal X
Post by: Ranman on December 08, 2010, 12:06:07 am
That looks awesome!
Title: Re: Portal X
Post by: TIfanx1999 on December 08, 2010, 12:19:36 am
That's great Builderboy! ;D
Title: Re: Portal X
Post by: Builderboy on December 08, 2010, 12:25:23 am
Thanks guys :D I am also in the process of re uploading all my old screenshots in lower frame rates so they can all be viewed better :)
Title: Re: Portal X
Post by: Eeems on December 08, 2010, 12:26:46 am
 :w00t: :crazy: :hyper: :thumbsup:
Smilie spam :P
Can't wait! I've been waiting for so long for this game :)
Title: Re: Portal X
Post by: DJ Omnimaga on December 08, 2010, 12:35:54 am
Alright update!  :w00t: I have here a screenie of two yes countem two levels connected with a transition animation, all running from a single program in MirageOS ^^.  Now that i have all my page swapping code down, a lot of progress can be made fairly quickly.  Adding levels is trivial and easy, so i am probably going to work on the menu next and all its fancy animation stuffs.  Whats nice about this way i am working, is that each page has about 10 sub programs, but after you compile the page and finalize it, you don't need any of the subprograms anymore and you can group them or whatever, and keep the compiled page archived and out of the way :)  Makes for a very clean Programing menu ^^

EDIT: Lowered the framerate of the screenie for chrome

(http://www.omnimaga.org/index.php?action=dlattach;topic=1653.0;attach=4853;image)
O.O O.O O.O
/me faints

J/k but this is so great! I'm glad this is updated again! Great job! :thumbsup:

By page swapping, do you mean you managed to allow Axe to compile apps that are more than 1 page, though? I'm confused about that part ???
Title: Re: Portal X
Post by: Builderboy on December 08, 2010, 12:39:26 am
Thanks guys :) And by page swapping i mean virtual pages (they aren't really pages, i just named them that).  Basically they are chunks of code.  Chunk 1 is the level loading and transition, and Chunk 2 is the main engine.  Both chunks are smooshed together using this http://ourl.ca/7950 program, and its run as a single program from Mirage OS :)
Title: Re: Portal X
Post by: DJ Omnimaga on December 08, 2010, 12:43:56 am
Oh right I see now. :)

I guess it definitively has its uses and is not that bad. I didn't understand why Runer112 was bashing that program, hence why I rated one of his posts down there. I'M not sure why he was trying to discourage you from working on that program...
Title: Re: Portal X
Post by: Builderboy on December 08, 2010, 12:46:05 am
Well i don't think he was bashing it as much as pointing out its disadvantages (which were correct incidentally, this method is not perfect by any means) either way i wasn't offended ^^
Title: Re: Portal X
Post by: Runer112 on December 08, 2010, 12:46:21 am
Oh right I see now. :)

I guess it definitively has its uses and is not that bad. I didn't understand why Runer112 was bashing that program, hence why I rated one of his posts down there. I'M not sure why he was trying to discourage you from working on that program...

I wasn't bashing it, I just didn't understand how it would work :-\
Title: Re: Portal X
Post by: DJ Omnimaga on December 08, 2010, 12:56:15 am
Ok, because from your posts it seemed like you were putting down his idea and insisted in a way to make him stop bothering on the idea...
Title: Re: Portal X
Post by: ztrumpet on December 08, 2010, 05:11:53 pm
Wonderful! :w00t:  Great job Builderboy!  Yea! O.O
Title: Re: Portal X
Post by: SirCmpwn on December 08, 2010, 05:15:18 pm
So... Awesome...
Title: Re: Portal X
Post by: willrandship on December 08, 2010, 06:15:34 pm
I really like the smooth transitions. I would have given up and said "Loading..." maybe with some animated periods at the most.

Well, I couldn't make portal either :P
Title: Re: Portal X
Post by: ztrumpet on December 09, 2010, 05:18:29 pm
hmm, What happens if you touch a Plasma Ball?
Title: Re: Portal X
Post by: DJ Omnimaga on December 09, 2010, 07:48:20 pm
I think you die, if I remember the original Portal correctly.
Title: Re: Portal X
Post by: Builderboy on December 09, 2010, 07:59:38 pm
Yep :) Instant death :D
Title: Re: Portal X
Post by: feerik on December 20, 2010, 12:56:28 pm
i cant wait to play it:)
Title: Re: Portal X
Post by: DJ Omnimaga on December 21, 2010, 12:20:24 am
Seeing this bumped, I am wondering if there will be more updates soon?
Title: Re: Portal X
Post by: Builderboy on December 22, 2010, 03:35:12 pm
Progress is chugging along and i don't know if i might regret saying this, but PortalX might be released sometime in the near future O.O
Title: Re: Portal X
Post by: Eeems on December 22, 2010, 03:35:48 pm
YAY!
Title: Re: Portal X
Post by: ztrumpet on December 22, 2010, 03:36:52 pm
:w00t:  Wonderful!
Title: Re: Portal X
Post by: feerik on December 22, 2010, 04:28:01 pm
happyness...
Title: Re: Portal X
Post by: yunhua98 on December 22, 2010, 04:33:09 pm
:w00t: :w00t:

I've played Portal on Emu a lot, because it doesn't work on my calc.  (2.53MP)  I can't wait for a version that does and faster.  :D
Title: Re: Portal X
Post by: DJ Omnimaga on December 22, 2010, 11:39:09 pm
Progress is chugging along and i don't know if i might regret saying this, but PortalX might be released sometime in the near future O.O
O.O

Christmas gift? :D
Title: Re: Portal X
Post by: Builderboy on December 23, 2010, 01:08:31 am
Haha it won't be done *that* soon, but i can now see the light at the end of the tunnel.  Meaning i see everything i need to implement, how it is all going to fit, and i can see that it shouldn't take months and months to finish (hopefully :P)
Title: Re: Portal X
Post by: DJ Omnimaga on December 23, 2010, 01:30:49 am
Oh ok D:

Still cool, though. I assume that this means that soon, only some levels will need to be done, right?
Title: Re: Portal X
Post by: Builderboy on December 23, 2010, 01:31:54 am
Hmmm what do you mean only some of the levels?
Title: Re: Portal X
Post by: DJ Omnimaga on December 23, 2010, 01:32:47 am
You already made some levels, right? ??? *points to screenshots*
Title: Re: Portal X
Post by: Builderboy on December 23, 2010, 01:34:25 am
Ah, well i did but im most likely going to recode all of the Hex for the levels, as i am finalizing the design and i don't wanna have to go through and pull the hex out of all those programs i made a while ago.  I have a handy dandy level editor so it will be no problem to remake them ^^
Title: Re: Portal X
Post by: DJ Omnimaga on December 23, 2010, 01:40:10 am
Ah ok, I hope you remake some. Some seemed cool to play, like the first one you TAS'ed. :P
Title: Re: Portal X
Post by: Builderboy on December 23, 2010, 01:41:54 am
yeah im going to include that one for sure, as well as much of the others, although they might have small changes
Title: Re: Portal X
Post by: SirCmpwn on February 13, 2011, 06:28:54 pm
Bump
Title: Re: Portal X
Post by: Geekboy1011 on February 13, 2011, 06:32:01 pm
Progress is chugging along and i don't know if i might regret saying this, but PortalX might be released sometime in the near future O.O

Will be regretted also i agree with sirs bump ;)
Title: Re: Portal X
Post by: NinjaKnight on February 13, 2011, 09:56:56 pm
*gasp*
Could this possibly be a port of the best platformer EVER?
/me faints from the thought of this

I do hope this does get finished.
Title: Re: Portal X
Post by: leafy on February 13, 2011, 10:15:16 pm
This is like Black Mesa Source/Duke Nukem Forever/Valve Time.
Title: Re: Portal X
Post by: Builderboy on February 14, 2011, 12:56:01 am
I need to start working on this again x.x school has really been taking it out of me, but I will try to find all the time I can ^^
Title: Re: Portal X
Post by: Geekboy1011 on February 14, 2011, 12:57:44 am
lol you will get there school is tough (taking alot of my time as well :/)
Title: Re: Portal X
Post by: SirCmpwn on February 14, 2011, 09:54:56 pm
I would be happy to help :D ecstatic, in fact!
Title: Re: Portal X
Post by: leafy on February 14, 2011, 10:17:59 pm
If you ever need a beta tester *cough cough* :D
Title: Re: Portal X
Post by: meishe91 on February 14, 2011, 11:44:48 pm
Don't you already have enough projects on your plate already, Sir? ;) Just kidding. But good luck to you Builder with finding time.
Title: Re: Portal X
Post by: SirCmpwn on February 15, 2011, 12:53:36 am
I have no active on-calc projects, save for secret-super-awesome-project-that's-waiting-on-a-new-Axe-feature.
Title: Re: Portal X
Post by: Builderboy on February 15, 2011, 01:34:32 am
Thanks for the offer, but I'm okay :) I will be needing beta testers once I finish, but let's cross that bridge when we come to it
Title: Re: Portal X
Post by: DJ Omnimaga on February 15, 2011, 04:38:32 am
I really can't wait for new updates, but I understand school can be hectic. X.x

Good luck Builderboy.
Title: Re: Portal X
Post by: Builderboy on February 16, 2011, 01:11:59 am
In other news, I was recently encouraged when I found out that the Axe bug which caused my inter-compiler to not work was fixed recently, and hence progress would be a lot easier than without it.  I have spent the last couple hours fixing bugs and optimizing.  Speed is even faster than before, and I have ironed out at least 300 bytes, with more coming.
Title: Re: Portal X
Post by: TIfanx1999 on February 16, 2011, 01:21:08 am
Awesome! :D
Title: Re: Portal X
Post by: DJ Omnimaga on February 16, 2011, 02:02:00 am
Nice, but what is the inter-compiler? Do you mean that Axe optimizer program you worked on for a while?
Title: Re: Portal X
Post by: Builderboy on February 16, 2011, 02:03:30 am
Its the program I wrote to allow me to combine my pages into a single program and bypass the 8800 byte memory limit.
Title: Re: Portal X
Post by: leafy on February 16, 2011, 02:15:19 am
Woah, multiple pages? You have to release this someday :D
Title: Re: Portal X
Post by: Builderboy on February 16, 2011, 02:19:26 am
I have released it :)

http://ourl.ca/7950/142758

Note that this is *virtual* pages though, and that the whole program still needs to fit into Ram
Title: Re: Portal X
Post by: DJ Omnimaga on February 16, 2011, 02:55:50 am
Oh right I remember now. You should maybe put it in the downloads section so people can find it easier.
Title: Re: Portal X
Post by: Builderboy on February 19, 2011, 11:58:11 am
Just giving you guys an update, I have been continually working on this since the bump, and me and Runer112 have been joining forces in a great power of optimization, chopping off hundreds of bytes and making the engine faster and more efficient.  As an example to its new speed, I designed a level with 5 buttons and 3 boxes and it still ran at full speed :] Full speed being a nice smooth 30 frames per second that is ^-^ .  I hope we can work together some more and crush out the excess code, and that i can learn a bit more about optimization :D
Title: Re: Portal X
Post by: Deep Toaster on February 19, 2011, 11:59:24 am
Yay, updates! Can't wait to try one :D
Title: Re: Portal X
Post by: Builderboy on February 19, 2011, 12:12:58 pm
And as my 4000th post, I would like to reveal that PortalX will no longer be contained within 1 program :) Instead the experience will have to be felt with TWO programs in your archive.  Ah, but this will not be your ordinary double program relationship, but will actually be a highly advanced modifiable experience.

The FIRST program will be the basic experience, with 30 levels with dialogue to go along side of them, it will have characters and some minor development, and will end when the levels end.  It will be a standalone program, being able to run on its own! 

The SECOND program will the the enhanced experience, it will not be executable, but rather the first program will detect if the second program is on the calculator, and will use the information from the second program to enhance the experience, adding content like extra rooms, extra dialogue, and a whole bunch more fun things that will make PortalX the game it needs to be.

For a while, i considered making PortalX merely a Level pack with some dialogue between them, but then I realized that I could in no way break from the amazingness that is Portals story.  But still I was worried, because I know how programs get around, by being transfered from calc to calc, and I knew that people without proper experience would forget to transfer the second program and risk breaking the whole thing, leading to disappointment.  Thats why i decided to make the main program independant of the second program, with the second program acting as more of an expansion pack if you will.  The main program will also maybe be smart, figuring out when it has been transfered to another calc and warning if it lost a subprogram (maybe doing this, it would require witeback)

Either way, I will be working on the first program right now and once that is finished and I have a way to call another archived program, will begin on the enhancement pack :)
Title: Re: Portal X
Post by: Deep Toaster on February 19, 2011, 12:14:27 pm
Whoa, a program extension? :crazy: I can tell this is gonna be awesome! Good luck!

And that sounds like a lot to do...
Title: Re: Portal X
Post by: SirCmpwn on February 19, 2011, 01:33:48 pm
Hmm, I'm not sure how easy it would be to call an archived Axe program.  Is it possible to make program two data only, and largely unexecutable?  In that case, it wouldn't be too difficult.
Title: Re: Portal X
Post by: meishe91 on February 19, 2011, 01:43:44 pm
Good luck on this! Hopefully none of it gets to hard. That sounds like an awesome idea though, can't wait.
Title: Re: Portal X
Post by: Builderboy on February 19, 2011, 05:50:14 pm
I am thinking that I will make program two data, like Sir suggested, maybe even an appvar.  The main program would be a very simple, 30 levels with a menu.  It would also have  some custom code to use the extension however, which would add dialogu to all of the levels, add a few more levels, and enhance the story :)
Title: Re: Portal X
Post by: TIfanx1999 on February 19, 2011, 07:35:43 pm
This thread is always full of awesome news. I'm glad to see all creativity and innovation going into how this game is designed. I'm even more excited now than ever to see the final product. =)
Title: Re: Portal X
Post by: Builderboy on February 19, 2011, 07:43:42 pm
Thanks Art_ofcamelot :D thats really nice to hear :) I'm excited to get this out as well ^^ Also, i've been using a site called TypeWithMe for optimizing my code.  Its really useful for seeing what I have changed, and also useful when I have more than one person helping me with the code.  The link is http://typewith.me/y73ZR3P3N7 and you can check in every now and then and I'll have a different section of code I am working on.  You can even suggest optimizations or changes too :) If I'm not there please don't make changes tho, although it constantly saves versions so there won't be lasting damage anyway
Title: Re: Portal X
Post by: DJ Omnimaga on February 23, 2011, 01:09:57 am
This is awesome Builderboy. Glad to hear other people are helping too. :D
Title: Re: Portal X
Post by: Builderboy on February 23, 2011, 01:15:31 am
I've been working on the title screen some more, and I also have a really neat mini title transformation intro thingy underway :D The engine has also been super optimized, so I am starting to add in the extra tidbits such as death animations and such.  I also modified the code slightly so that the engine now only uses getKey(#) instead of the regular getKey command.  I have been meaning to do that for a while, and finally got around to it :) Now you can shoot portals while moving your character at the same time ;D which was impossible before.

Oh and the engine runs at 34 FPS with 5 buttons and 3 crates onscreen ^-^
Title: Re: Portal X
Post by: DJ Omnimaga on February 23, 2011, 02:17:45 am
/me wonders if he'll implement his fire effect in it. :P
/me can't wait for a screenshot regardless, though.

And wow, 34 fps O.O
Title: Re: Portal X
Post by: Darl181 on February 23, 2011, 02:20:06 am
^++, can't wait for a screenie ;D

Maybe upon death, it could explode graviter style and the parts are flaming...wheee
Title: Re: Portal X
Post by: z80man on February 23, 2011, 02:22:03 am
Wow with 34fps do you think grayscale could be added.
Title: Re: Portal X
Post by: Builderboy on February 23, 2011, 02:32:02 am
Probably, but I'm already using the backbuffer for a backup of my map so that I don't have to redraw it every frame.
Title: Re: Portal X
Post by: squidgetx on February 23, 2011, 07:20:44 am
Remember that DispGraphr is faster than DispGraph. Too bad you're already using the backbuffer though :P
Title: Re: Portal X
Post by: SirCmpwn on February 23, 2011, 09:05:42 am
Perhaps the fire effect could be cool for the final level? ;)
Title: Re: Portal X
Post by: Builderboy on February 23, 2011, 06:25:48 pm
Haha perhaps, if I chose to include that type of level :P I have been doing a lot of brainstorming on that front.

EDIT: I was browsing the Graviter thread, and I got the idea of lasers with Portals O.O It would probably be too much for the engine to handle, and require tons of extra code, but it would look soooo coooool
Title: Re: Portal X
Post by: Darl181 on February 23, 2011, 07:59:24 pm
Do you mean like the line the laser draws is a portal?  And you could reflect the laser, and the reflected part is the other portal?

I'm guessing I'm way off, but that would be cool ;D
Title: Re: Portal X
Post by: Builderboy on February 23, 2011, 08:05:30 pm
No, more like there is a beam laser in the level, and it can be reflected by boxes and go through portals, and have to get to a transmitter to open a door.

but aside from the reflector, its pretty much the same concept as the plasma ball, just with slightly different mechanics, so im probably definitely not going to implement it
Title: Re: Portal X
Post by: SirCmpwn on February 23, 2011, 08:13:18 pm
That sounds pretty cool :) you should look into it, it adds and extra layer of depth (plasma balls are only in one place at once, and you can cross their path)
Title: Re: Portal X
Post by: leafy on February 23, 2011, 10:09:44 pm
The reason I wanted to do lasers is because BuilderBoy already used energy balls, and I didn't want to copy more than I had to :P I think the reasons SirCmpwn listed are also the ones why Portal 2 replaced energy balls with lasers.
Title: Re: Portal X
Post by: ztrumpet on February 23, 2011, 10:39:55 pm
Probably, but I'm already using the backbuffer for a backup of my map so that I don't have to redraw it every frame.
May I suggest L1 and reallocating the variables? ;D
Title: Re: Portal X
Post by: Builderboy on February 24, 2011, 01:39:07 am
That sounds pretty cool :) you should look into it, it adds and extra layer of depth (plasma balls are only in one place at once, and you can cross their path)
Hmm, I am very reluctant to introduce lasers.  I already have all of my maps made, the base engine finished, and the level format finalized.  In order to implement lasers, I would have to add probably around 3000 more bytes of code, maybe even more, to get it to work with the portal engine, and work fast.  Thats not even mentioning the reflective boxes, which would require even more code on their part.  Overall, I have no doubt that I could do it, nor do I have doubt that it would be undeniably epic.  But I just can't see it in this game.  Maybe in a challenge pack that could be released later with only extra challenging levels and lots of new concepts.

May I suggest L1 and reallocating the variables? ;D

Hmmm it could be possible, but wouldn't I need a backup of both the buffer *and* the backbuffer if i had a greyscale map?
Title: Re: Portal X
Post by: ztrumpet on February 24, 2011, 05:19:25 pm
Hmmm it could be possible, but wouldn't I need a backup of both the buffer *and* the backbuffer if i had a greyscale map?
Not if you code smart. ;)  You should be able to do three level, as long as the character sprites were not greyscale. :D
Title: Re: Portal X
Post by: Builderboy on February 25, 2011, 04:10:15 am
oooh i see now, I guess I could get that to work actually, maybe I will play around with it a bit ^^
Title: Re: Portal X
Post by: Compynerd255 on February 25, 2011, 10:38:46 am
Hmmm it could be possible, but wouldn't I need a backup of both the buffer *and* the backbuffer if i had a greyscale map?
Not if you code smart. ;)  You should be able to do three level, as long as the character sprites were not greyscale. :D

Steal 768 bytes of user RAM in the form of an Appvar. All Basic games do it, and so does my game EITRIX. I wouldn't mind having it for Portal X as well.

EDIT: Look at my source code for Eitrix for an explanation of how to do it.
Title: Re: Portal X
Post by: Builderboy on February 25, 2011, 01:12:04 pm
I fear that if i wanted a 3rd buffer, appvar might be the only way :/ I already use L5 and L4 for level data and object data, so those can't be touched, and I don't know what the deal is with L2 when it comes to MirageOS

That being said, although I do know how to do an appvar, I am reluctant to do so, just because of how large the program is already.  That and I don't know if im even going to be adding greyscale
Title: Re: Portal X
Post by: ztrumpet on February 25, 2011, 04:21:27 pm
and I don't know what the deal is with L2 when it comes to MirageOS
Portal X is an App, so as long as you do not use custom Axe interrupts in Portal X, you'll be fine. ;D
(If you have external programs, as long as they are never launched directly by Mirage or by a program launched by Mirage, etc, you'll be fine.)

Edit (for stupidity): As long as this is never launched from MirageOS or uses custom Axe interrupts, you can use L2. ;)
Title: Re: Portal X
Post by: Builderboy on February 25, 2011, 04:22:28 pm
Portal X is a program my friend :)
Title: Re: Portal X
Post by: DJ Omnimaga on February 25, 2011, 04:26:06 pm
Remember that DispGraphr is faster than DispGraph. Too bad you're already using the backbuffer though :P
How is it faster? Doesn't it need to display extra stuff that DispGraph doesn't? ???
Haha perhaps, if I chose to include that type of level :P I have been doing a lot of brainstorming on that front.

EDIT: I was browsing the Graviter thread, and I got the idea of lasers with Portals O.O It would probably be too much for the engine to handle, and require tons of extra code, but it would look soooo coooool
Yeah it would be nice. But it's OK if you don't add them if it's too hard.

Portal X is a program my friend :)
You used the trick you posted a while ago to circumvent the exec code limit, right?
Title: Re: Portal X
Post by: Builderboy on February 25, 2011, 04:27:32 pm
How is it faster? Doesn't it need to display extra stuff that DispGraph doesn't? ???
I don't remember the specifics, but it has something to do with LCD delays or something.. its not faster on every calc.

And yeah, I'm currently using the trick i posted about to circumvent the limit :)  Although I will make it an app if I have enough space
Title: Re: Portal X
Post by: squidgetx on February 25, 2011, 04:29:03 pm
Idk how easy this would be, but if you changed PortalX *to* an app it would free up L2 as well as replace that whole page-swapping business with a few simple hex b_calls (not to mention give you an extra 8k to work with in the app itself) :P

Also DispGraph^r is faster because the regular DispGraph has a delay built into it that needs to run because of TI's amazing LCDs. This is why grayscale does not work in full speed mode. :)

EDIT Builderboy, ReAlloc() the variables to $8000. It's a 256 piece of saferam. Valid as long as you don't archive/unarchive stuff.
Title: Re: Portal X
Post by: Builderboy on February 25, 2011, 04:33:10 pm
Ooh thats interesting.  Ok so this is what I will do:

If the program ends up being larger than 16.3 KB, I will make it a program and reallocate variables into $8000.

If the program can fit into an app, I will make it an app and reallocate variables into L2
Title: Re: Portal X
Post by: Builderboy on February 27, 2011, 04:50:51 am
So small update, I have the main menu completely finished.  The menu has 3 option, Play, Load, and Exit.  Play gives you the option to start at any level you have completed so far, or starts a new game if its your first time playing.  Load brings up a menu where you can choose a custom level pack to play (must be an archived appvar).  And Exit exits :P The small menu intro is also completely skipable

It also only takes up 2800 bytes right now :D And I know there is some uber optimizations to be had

Title: Re: Portal X
Post by: ztrumpet on February 27, 2011, 09:37:35 am
That looks great!  Excellent job, Builderboy. :D
Title: Re: Portal X
Post by: SirCmpwn on February 27, 2011, 01:05:27 pm
Very, very cool :)
Title: Re: Portal X
Post by: meishe91 on February 27, 2011, 02:11:08 pm
That looks really awesome :)
Title: Re: Portal X
Post by: jnesselr on February 27, 2011, 02:15:35 pm
That looks amazing.  I almost wanted to downrate so you would stay at 256 respect, but alas, I couldn't do it.

/me notices that Builderboy has 4097 posts, and goes to delete one...
Title: Re: Portal X
Post by: Builderboy on February 27, 2011, 02:36:28 pm
Thanks guys :) And now I need to focus on building an Axe level editor that supports the new format, because I've been typing in a lot of hex to make these levels, and its getting cumbersome :P I also am in the process of adding a death animation and fixing lots of bugs that were introduced when I switched the variables around.  The physics for the player are also bugged now as well :/
Title: Re: Portal X
Post by: andrepd on February 27, 2011, 02:56:37 pm
intro and menu look awesome, can't wait  ;D

planning on relesing a demo anytime soon?  ::)
Title: Re: Portal X
Post by: Builderboy on February 27, 2011, 03:03:37 pm
Thanks :D And no, its getting to the point where a demo would basically be like a release, so I'm going to finish the game first :P There are some demo's in the pages back however if you want to play one of those.  I'll have to see if i can find them...

http://ourl.ca/4250/106623

^this post has a link to the most recent demo if i remember correctly
Title: Re: Portal X
Post by: leafy on February 27, 2011, 04:00:17 pm
That menu. Is. Freaking. Awesome.
Title: Re: Portal X
Post by: TIfanx1999 on February 27, 2011, 05:41:40 pm
It looks beautiful Builderboy! =)
Title: Re: Portal X
Post by: PeonHero on February 27, 2011, 05:46:16 pm
That menu is so nice, you are a genius!
Title: Re: Portal X
Post by: Eeems on February 27, 2011, 06:01:03 pm
Simply beautiful as always builderboy :)
Title: Re: Portal X
Post by: Darl181 on February 27, 2011, 08:58:29 pm
This is great, goes well with the game ;D
What are the graphics?  I see something falling out of a tube, a cake, and a guy running.  What are the other things?

edit: 800 posts!
Title: Re: Portal X
Post by: willrandship on February 27, 2011, 09:35:11 pm
Companion cube from tube, plasma ball into a collector, cake, the last two demonstrating "speedy thing in speedy thing out"
Title: Re: Portal X
Post by: Builderboy on February 28, 2011, 01:26:00 am
Thanks guys :) And yeah willrandship thats what they are ^^
Title: Re: Portal X
Post by: Compynerd255 on February 28, 2011, 10:27:09 am
Okay, that menu looks freakin' sweet. I believe it will be a robust framework for whatever you decide to do with it. When you post this to ticalc.org, remember to ask the staff to feature you.
Title: Re: Portal X
Post by: squidgetx on February 28, 2011, 04:33:32 pm
Hey, Buillderboy, nice menu ;)

One question; how do you cycle through the appvars? Do you copy the whole VAT to RAM, or is it more of a sliding-window type of thing? If it's the latter, could you tell me a rough outline on how to do it?

Edit: code in pastebin (http://pastebin.com/k96c1JAD)

Downwards scrolling works fine, but upwards scrolling is glitching really badly.

I need a way to do this without using any user RAM...
Title: Re: Portal X
Post by: Builderboy on February 28, 2011, 05:19:37 pm
Yeah I copy the names of the appvars into savescreen before displaying, although theoretically i guess, you could write routine to read them directly from the VAT
Title: Re: Portal X
Post by: sodium.777 on February 28, 2011, 06:12:54 pm
can i play this on tinspire?
Title: Re: Portal X
Post by: SirCmpwn on February 28, 2011, 06:23:40 pm
You should have a header for custom levels, and only display those with the appropriate header.
Title: Re: Portal X
Post by: willrandship on February 28, 2011, 06:26:20 pm
@sodium yes, if you have the 84+ keypad. It's written in axe, after all.
Title: Re: Portal X
Post by: sodium.777 on February 28, 2011, 06:29:41 pm
are there any programs besides ndoom written for tinspire cas?
Title: Re: Portal X
Post by: willrandship on February 28, 2011, 06:38:57 pm
yes, the GBC emulator, Block dude Nspire, Trapped Nspire, and a few others.
Title: Re: Portal X
Post by: Builderboy on February 28, 2011, 07:12:47 pm
You should have a header for custom levels, and only display those with the appropriate header.

Yes I do have this in place, but for the purposes of demonstration I disabled it so you guys would have something to see :)
Title: Re: Portal X
Post by: DJ Omnimaga on February 28, 2011, 07:18:02 pm
I love the intro Builderboy, especially the spinning thing and the scrolling menu bottom. I always liked those, I even implemented them in XXR. :D
Title: Re: Portal X
Post by: Builderboy on February 28, 2011, 07:19:54 pm
Yay :D Glad you liked it :) Also, did anybody notice that the 5 panels flicker on as the screen is raised?  It wasn't captured very well in Wabbit, so its hard to see D:
Title: Re: Portal X
Post by: FinaleTI on February 28, 2011, 07:23:21 pm
Yay :D Glad you liked it :) Also, did anybody notice that the 5 panels flicker on as the screen is raised?  It wasn't captured very well in Wabbit, so its hard to see D:
I noticed.
Title: Re: Portal X
Post by: SirCmpwn on February 28, 2011, 08:19:55 pm
I noticed as well, very cool.
Title: Re: Portal X
Post by: DJ Omnimaga on February 28, 2011, 08:32:46 pm
Oh right I see it now. Nice.
Title: Re: Portal X
Post by: Builderboy on March 01, 2011, 09:58:30 pm
Woot, I am working on the Axe based level editor right now, and it's coming along rather nicely :D I have a dynamic tilemap display working, and it alters the display as you edit.  It uses the exact same map rendering code, so it gives you an exact preview of what your level is going to look like.  It also gives you a very simple way to edit objects as well, as is detailed in the screenshot.  When your cursor is placed over a button or a plasma ball emiter, you can press Alpha to edit the door that the tile opens when activated.  From then on, whenever you place your cursor over the tile, it will highlight the door that it opens :D

I am definitely going to keep polishing this up for the final release, and there will be a lot more options.  You will be able to load levels, save them to appvars, pack multiple levels into a single appvar, and even reorder the levels inside the appvar!  Here is a screenie of what I have so far.

Title: Re: Portal X
Post by: Darl181 on March 01, 2011, 10:00:11 pm
Yesss, level editors are the thing that makes a game really awesome ;D
When's the planned final release?
Title: Re: Portal X
Post by: Builderboy on March 01, 2011, 10:00:47 pm
Right now I'm going with a when-its-done approach :P
Title: Re: Portal X
Post by: Darl181 on March 01, 2011, 10:01:45 pm
Cool, that's my favorite one ;) *cough* Tio *cough*
Can't wait to see this when it's done.
Title: Re: Portal X
Post by: Builderboy on March 01, 2011, 10:04:42 pm
Hahaha yeah i find that deadlines are only good if you are getting paid, or if its hw :P
Title: Re: Portal X
Post by: Eeems on March 01, 2011, 10:21:40 pm
Wow, looks great as always builderboy :D
Title: Re: Portal X
Post by: willrandship on March 01, 2011, 11:09:19 pm
Nice! I love the speed and such. Much easier than trying to type it out in hex X( Very nice.
Title: Re: Portal X
Post by: Builderboy on March 01, 2011, 11:18:36 pm
Thats for sure XD I still need to get it to compile the map and object data into a single readable file though, and thats going to be a bit harder, especially when it comes to the plasma balls, they are such a pain to compile x.x
Title: Re: Portal X
Post by: Deep Toaster on March 01, 2011, 11:39:23 pm
Late. The menu is amazing.
Title: Re: Portal X
Post by: SirCmpwn on March 02, 2011, 01:03:36 am
Very nice!  However, may I suggest that you, instead of highlighting doors, open them when the cursor is over their button.
Title: Re: Portal X
Post by: DJ Omnimaga on March 02, 2011, 01:33:36 am
I love the editor look so far. It will definitively help you work on the levels for your game. I hope the final release comes with it too :D
Title: Re: Portal X
Post by: andrepd on March 09, 2011, 08:09:19 am
shiny editor! even more shiny when you think it's written in pure axe.!
Title: Re: Portal X
Post by: Darl181 on March 09, 2011, 07:12:32 pm
Random idea.  Is it possible to have one switch open more than one door and/or any of multiple switches opening the same door?
Title: Re: Portal X
Post by: willrandship on March 09, 2011, 07:41:42 pm
you could just have nested doors for multiple switches per door.

Edit: To clarify, I meant like this
Code: [Select]
########
  H H H
########
m  m  m
########
Title: Re: Portal X
Post by: Builderboy on March 09, 2011, 07:45:42 pm
Its not possible for one switch to open more than one door, nor is it possible for 2 or more switches to open a single door in any combination of logic (open the door if any switches are pressed/open the door if all switches are pressed) so yeah what I do if i need an AND gate is just have 2 doors right after eachother, although I don't think this comes up in any of the levels I have created
Title: Re: Portal X
Post by: willrandship on March 09, 2011, 07:48:28 pm
Yep, that's what I meant. Can't really see a use for two doors from one switch myself. (not that there isn't one)
Title: Re: Portal X
Post by: phenomist on March 09, 2011, 08:12:01 pm
leafiness0 came up with a good idea for one button on two doors (not sure if it's compatible with your code though): stack the two buttons together.
Title: Re: Portal X
Post by: willrandship on March 09, 2011, 08:14:24 pm
If it's tile based, which it prob is, that won't work. If switches are objects it would, but they prob. aren't
Title: Re: Portal X
Post by: Builderboy on March 09, 2011, 08:17:01 pm
Thats crazy though.  So crazy it just might work O.O

And yes, switches are object based :) They need to be so that the engine knows which switch is connected to which door.  It also helps with the compression :)
Title: Re: Portal X
Post by: willrandship on March 09, 2011, 08:18:52 pm
ah, ok then :P both problems solved?
Title: Re: Portal X
Post by: Builderboy on March 09, 2011, 08:20:03 pm
well I don't need a button that opens two doors so there really wasn't a problem to begin with :P
Title: Re: Portal X
Post by: leafy on March 25, 2011, 11:50:38 pm
Eh I just use it mainly to save mapping space. It looks funky if multiple switches are linked to stacked doors because the door animation looks weird.
Title: Re: Portal X
Post by: turiqwalrus on March 26, 2011, 08:17:07 am
BUG: if you shoot a portal, and then shoot a failed portal(e.g.,it goes into a wall that doesn't allow portals) and then step into the first portal you made, you disappear and die
Title: Re: Portal X
Post by: Builderboy on March 26, 2011, 10:46:11 am
Yeah, that demo was released a long time ago and that bug has been fixed :)
Title: Re: Portal X
Post by: leafy on March 26, 2011, 12:27:15 pm
Did you fix the one where if you put down two portals on the floor and you jump into one of them and let it keep running, you get infinite y velocity eventually?
Title: Re: Portal X
Post by: Darl181 on March 26, 2011, 01:08:36 pm
You mean one on the ceiling and one on the floor just beneath it?
Title: Re: Portal X
Post by: SirCmpwn on March 26, 2011, 01:15:36 pm
A quick feature request - have some sort of graphical difference between portals, and display which one is currently set to fire, then allow the user to change which one is about to fire.
Title: Re: Portal X
Post by: leafy on March 26, 2011, 01:55:55 pm
Eh no here's the glitch - watch through it and you'll see what I mean. I think it has to do with the way Axe rounds numbers because it happens to me too:

(http://img.removedfromgame.com/imgs/glitch.gif)
Title: Re: Portal X
Post by: Broseph Radson on March 26, 2011, 04:04:27 pm
A quick feature request - have some sort of graphical difference between portals, and display which one is currently set to fire, then allow the user to change which one is about to fire.

The last one you put down has a faster animation. The slower one is the next one to fire. Switch by pressing 5 ;D
Title: Re: Portal X
Post by: DJ Omnimaga on March 26, 2011, 04:06:03 pm
Hmm strange, I guess that should probably be fixed since people might abuse it for exploits. :P
Title: Re: Portal X
Post by: Builderboy on March 26, 2011, 08:56:53 pm
that has been fixed too :P both of these bugs have been reported before ^^
Title: Re: Portal X
Post by: meishe91 on March 26, 2011, 09:04:49 pm
Is there a reason that sometimes the box is sometimes one pixel away from him and other times it is right next to him? Just thought I'd point that out in case it becomes an issue for some reason.
Title: Re: Portal X
Post by: SirCmpwn on April 18, 2011, 01:59:23 pm
Bump.
You'd best be working on this V.V
Title: Re: Portal X
Post by: leafy on April 19, 2011, 03:17:40 am
Especially since Portal 2 just came out. ^^
Title: Re: Portal X
Post by: Deep Toaster on April 20, 2011, 08:22:42 pm
That ^^
Title: Re: Portal X
Post by: ZippyDee on April 28, 2011, 01:32:30 pm
Does this mean you're working on it? :D
Title: Re: Portal X
Post by: Builderboy on April 28, 2011, 03:37:34 pm
Unfortunately progress is exceedingly slow right now due to school and stuff :/ Plus its in a stage where I need longer-ish chunks of time to get progress done, since there really isnt anything I can do in quick stretches right now, and that really hurts progress when I'm really busy unfortunately :(

Don't worry tho, this *will* be finished, its just a question of when :P
Title: Re: Portal X
Post by: ZippyDee on April 28, 2011, 03:58:30 pm
Well, I'm certainly glad to hear it's not dead. :) The engine is fantastic. How are you doing your intersection calculations for when you shoot a portal? I mean, it's tile-based so wouldn't you have to iterate through all 4 walls of each tile until you found the nearest intersecting wall? I'd think that would be pretty slow to calculate, but it seems you possibly found a better way to do it?
Title: Re: Portal X
Post by: Builderboy on April 28, 2011, 04:03:58 pm
Thanks :D What I do is that when you shoot a portal, it casts a ray in the direction you shoot, incrementing it a little bit each time it checks to see if its in a wall.  Once it hits a wall, it does a quick check to see what the angle of the wall it hit is, and then it places a portal there that corresponds to the angle.  There is some more tricky stuff involving bumping and the like, and what happens if you have a portal on edges and stuff, and it can get really complicated, and can get really slow, but luckily this is axe, so its not tooooo slow, and its only once per frame, so its barely even noticed anyway :)
Title: Re: Portal X
Post by: ZippyDee on April 28, 2011, 04:09:42 pm
Awesome, well it seems to work really well! I'm working on writing a portal game for Android, which will allow for some heavier calculations without too big of a slow down, but I'm still trying to keep it light, so I'm just looking for good ways to ease up on the large calculations.
Title: Re: Portal X
Post by: Builderboy on April 28, 2011, 04:10:35 pm
Ooh sounds awesome :D Just give me a hollar if you want me to detail the physics of what I do in more detail, I'd be happy to :)
Title: Re: Portal X
Post by: Yeong on April 28, 2011, 04:10:47 pm
I always had a question, but which language do u program android prgm with?
Title: Re: Portal X
Post by: ZippyDee on April 28, 2011, 04:25:10 pm
I always had a question, but which language do u program android prgm with?
Android apps are all done with Java. They have a lot of documentation on their development website: http://developer.android.com
Title: Re: Portal X
Post by: leafy on April 30, 2011, 03:58:27 pm
It would be cool if you could have portals on angled walls(45 degrees) but I guess that's a bit out of the scope of Axe :P
Title: Re: Portal X
Post by: willrandship on April 30, 2011, 04:52:39 pm
Well, you can code on droid with python, along with other scripting langs, if you can get a command line.
Title: Re: Portal X
Post by: Builderboy on April 30, 2011, 06:54:39 pm
It would be cool if you could have portals on angled walls(45 degrees) but I guess that's a bit out of the scope of Axe :P

That would require a rewrite of the way portals are handled unfortunately, plus it would be crazy hard to get working D:
Title: Re: Portal X
Post by: SirCmpwn on May 01, 2011, 04:58:09 pm
Every time I give you a kick about this, you post here ;)
Keep up the good work, and try not to let school get in the way of Portal X :P
Title: Re: Portal X
Post by: leafy on May 01, 2011, 05:10:16 pm
Yeah, don't let school interfere with your education xD
Title: Re: Portal X
Post by: SirCmpwn on May 01, 2011, 05:12:16 pm
Yeah, don't let school interfere with your education xD
It's been months since I've actually learned anything in school.
Title: Re: Portal X
Post by: DJ Omnimaga on May 03, 2011, 12:57:33 am
/me hopes this gets finished
Title: Re: Portal X
Post by: leafy on May 03, 2011, 01:30:04 am
^Doesn't everyone? :P
Title: Re: Portal X
Post by: DJ Omnimaga on May 03, 2011, 01:46:59 am
Those who wants the entire real game ported in grayscale instead. :P
Title: Re: Portal X
Post by: leafy on May 03, 2011, 02:11:51 am
Yes, with high resolution textures and multiple portal render depth. Also, a physics system.
Title: Re: Portal X
Post by: JosJuice on May 03, 2011, 08:33:58 am
Yes, with high resolution textures and multiple portal render depth. Also, a physics system.
Not even my computer can handle multiple portal render depth without lagging D:
Title: Re: Portal X
Post by: ZippyDee on May 03, 2011, 11:40:25 am
Yes, with high resolution textures and multiple portal render depth. Also, a physics system.
Not even my computer can handle multiple portal render depth without lagging D:
Looks like you're gonna need a slightly faster calculator to run that port then :P
Title: Re: Portal X
Post by: leafy on May 04, 2011, 12:17:34 am
Nah, it'll just render a frame every other hour or so.
Title: Re: Portal X
Post by: ztrumpet on May 07, 2011, 10:49:59 pm
This discussion reminds me of that pure TI Basic raycaster calc84 made long ago.  I believe it was slower than 1 frame per minute.
Title: Re: Portal X
Post by: aeTIos on May 09, 2011, 02:35:18 pm
ROFL. A raycaster in basic?;D
Title: Re: Portal X
Post by: SirCmpwn on May 09, 2011, 05:17:58 pm
ROFL. A raycaster in basic?;D
Yeah, it was just about the most awesome thing I'd ever seen.
Title: Re: Portal X
Post by: Builderboy on May 11, 2011, 12:23:56 am
Eye candy bump!

(http://img.removedfromgame.com/imgs/SpeedPortal2.gif)
(http://img.removedfromgame.com/imgs/SpeedPortal1.gif)

And progress is moving slowly, but it is moving at a definite greater than zero finite rate!
Title: Re: Portal X
Post by: leafy on May 11, 2011, 12:27:11 am
/watches again
and again
and again
and again
eyegasm.
Title: Re: Portal X
Post by: DJ Omnimaga on May 11, 2011, 12:27:29 am
But... but I was sure it would look like that :'(

(http://img.removedfromgame.com/imgs/portaloncalcs.gif)









J/k This is absolutely amazing! Also is it me or does it run faster? No matter what, it's gonna be a great classic.

Title: Re: Portal X
Post by: leafy on May 11, 2011, 12:28:59 am
haha how do you convert a vid to a ti-looking screenie?
Also it can't get much faster than 60 FPS ^^
Title: Re: Portal X
Post by: DJ Omnimaga on May 11, 2011, 12:32:19 am
Record a video from the actual computer game  using fraps, create a green-ish bitmap in paint that is about the size of a calc screen, open the vid in virtual dub, the apply some filters (resize to 96x64, HSV adjust to get rid of colors, logo (using the green bitmap at 50% opacity), two motion blurs, resize back to 192x128, interpolate (27 fps), export as animated GIF, re-open GIF in another virtual dub window, reduce framerate to 9 then save again.
Title: Re: Portal X
Post by: leafy on May 11, 2011, 12:32:42 am
Ah I see. I was trying to use color remapping in after effects ^^
Title: Re: Portal X
Post by: Builderboy on May 11, 2011, 12:34:46 am
Lol thats what comes after the story patch Dj :P  It probably looks faster because of all the optimizing me and runer (read: runer) did to the code, and because the character never stops moving :P
Title: Re: Portal X
Post by: leafy on May 11, 2011, 12:35:36 am
(read: It's always runer ^^)
Title: Re: Portal X
Post by: DJ Omnimaga on May 11, 2011, 12:35:43 am
Cool, yeah I figured it might be the optimizing. I'm glad to see improvements. By the way do you still have any issues due to size and stuff?
Title: Re: Portal X
Post by: Builderboy on May 11, 2011, 12:36:49 am
Nope everything is definitely going to fit nicely into a single App page :D I have to give major props to Runer for all the optimizing he did, without it this project would be very different right now
Title: Re: Portal X
Post by: DJ Omnimaga on May 11, 2011, 12:39:31 am
Nice, I'M glad to hear and yeah he's a great optimizer too, although you are too ^^
Title: Re: Portal X
Post by: Ikkerens on May 11, 2011, 02:57:48 am
(http://img.removedfromgame.com/imgs/portaloncalcs.gif)

//Offtopic
Can any1 convert this to an 8xp/8xa? Would absolutely LOVE to show off with this to come ppl :P (Wanna see their faces)
Title: Re: Portal X
Post by: shmibs on May 11, 2011, 03:18:08 am
you could use thepenguin's video maker to make one of your own, ikkerens.

builder, i am impressed. did you run those levels on partial speed in wabbit, or have you just practised that much?
Title: Re: Portal X
Post by: z80man on May 11, 2011, 03:34:38 am
you could use thepenguin's video maker to make one of your own, ikkerens.

builder, i am impressed. did you run those levels on partial speed in wabbit, or have you just practised that much?
Now I thought will thepenguin77's video player you could not upload your own videos yet. He said the process was something like 10 steps and as too complex for most people, but you could ask him to do so.
Title: Re: Portal X
Post by: SirCmpwn on May 11, 2011, 05:21:25 pm
Wow, very nice!  Would you consider changing the sprite on the ball receptacle after a ball has been received?
Title: Re: Portal X
Post by: leafy on May 11, 2011, 08:14:17 pm
Wow, very nice!  Would you consider changing the sprite on the ball receptacle after a ball has been received?
Yeah I think this would be a nice touch too ^^
Title: Re: Portal X
Post by: ztrumpet on May 11, 2011, 08:21:37 pm
Wow.  I had to watch that a few times to catch all of the epicness.  Great job. ;D
Also, superb optimizing, Runer (and Builderboy). :)
Title: Re: Portal X
Post by: Deep Toaster on May 12, 2011, 09:38:43 am
Eye candy bump!

Ack! Too awesome!
/me starts prodding Builderboy with the blunt end again

/watches again
and again
and again
and again
eyegasm.

Needs to be censored D:
Title: Re: Portal X
Post by: SirCmpwn on May 21, 2011, 02:11:14 pm
*bamp*
Title: Re: Portal X
Post by: ztrumpet on May 21, 2011, 07:15:22 pm
I think this (http://ourl.ca/11047) is keeping him occupied right now.  Personally, I can't wait for both of them! ;D
Title: Re: Portal X
Post by: DJ Omnimaga on May 25, 2011, 04:49:57 pm
True, plus he's probably into a rush because the contest deadline is short and school is probably not done for him yet.
Title: Re: Portal X
Post by: SirCmpwn on July 11, 2011, 11:30:53 am
If this project dies, you will never hear the end of my wrath.
Title: Re: Portal X
Post by: calcdude84se on July 11, 2011, 12:32:46 pm
If this project dies, you will never hear the end of my wrath.
I noticed unread posts in this thread, and was hopeful for a moment <_<
Title: Re: Portal X
Post by: leafy on July 11, 2011, 12:44:31 pm
If this project dies, you will never hear the end of my wrath.
Agreed ^^
Title: Re: Portal X
Post by: Deep Toaster on July 11, 2011, 12:50:26 pm
WHOO BUILDER UPDA Aww.

Hope he comes back sometime soon.
Title: Re: Portal X
Post by: Ashbad on July 11, 2011, 12:58:19 pm
If this project dies, you will never hear the end of my wrath.

I think he's gonna have to feel your wrath then, unfortunately I think this is dead.
Title: Re: Portal X
Post by: sqrt(Time) on September 10, 2011, 04:54:45 pm
This... is dead I take it?
Can we at least get the most recent demo?  :-[
Title: Re: Portal X
Post by: LincolnB on September 10, 2011, 04:57:04 pm
Builderboy released the source code, so sometime, when someone gets around to it, this game will be picked up and finished.

Also, welcome to Omnimaga, sqrt(Time). You may want to go introduce yourself here:http://www.omnimaga.org/index.php?board=10.0
Title: Re: Portal X
Post by: annoyingcalc on September 10, 2011, 05:17:31 pm
http://ourl.ca/4250/106623 is the latest
Title: Re: Portal X
Post by: LincolnB on September 13, 2011, 10:33:57 pm
Also, I've mentioned this a bit here and there to a few people but may as well say here that I'm finishing this project (if at all possible :P).
Title: Re: Portal X
Post by: C0deH4cker on October 18, 2011, 05:20:07 pm
Builderboy released the source code, so sometime, when someone gets around to it, this game will be picked up and finished.

Also, welcome to Omnimaga, sqrt(Time). You may want to go introduce yourself here:http://www.omnimaga.org/index.php?board=10.0

Where did he release it? Ive looked all over for it.
Title: Re: Portal X
Post by: parserp on October 18, 2011, 05:22:04 pm
Hey welcome C0deH4cker!!! you should introduce yourself (http://www.omnimaga.org/index.php?board=10.0)
Title: Re: Portal X
Post by: Builderboy on October 18, 2011, 05:38:09 pm
And to answer your question, I released it here: http://ourl.ca/12763
Title: Re: Portal X
Post by: ztrumpet on October 18, 2011, 05:38:32 pm
Builderboy released the source code, so sometime, when someone gets around to it, this game will be picked up and finished.

Also, welcome to Omnimaga, sqrt(Time). You may want to go introduce yourself here:http://www.omnimaga.org/index.php?board=10.0

Where did he release it? Ive looked all over for it.
It's released in a section of this forum that is restricted based on post count, as that's the way Builderboy wanted it done.
On a side note, welcome to Omnimaga! :D
Title: Re: Portal X
Post by: C0deH4cker on October 18, 2011, 05:52:04 pm
Gotcha. Time to up my post count (to how many posts?) by making an intro. Thanks!

Edit: Just realized that intros dont count towards post count, so time to look for more places to post.
Title: Re: Portal X
Post by: parserp on October 18, 2011, 06:52:16 pm
Just realized that intros dont count towards post count, so time to look for more places to post.
that you are right. posting is good. :)
Title: Re: Portal X
Post by: C0deH4cker on October 18, 2011, 10:59:37 pm
I played the app version today and found a bug that wasnt found yet (although wont matter anymore): once you open the door, if you keep jumping and trying to move to the right, youll float on the air. Then, keep running and jumping off the map to the right, pixels by the entrance will start to spaz out. Then, your character will appear on the left and will be floating through the wall. You can shoot a portal inside of the wall. And youre floating. But it wont matter because the level transitions take over.
Title: Re: Portal X
Post by: turiqwalrus on October 19, 2011, 07:54:10 am
Just realized that intros dont count towards post count, so time to look for more places to post.
that you are right. posting is good. :)
[off-topic]geez, I'm a slow poster: parser has been here 9 months less than me, and he nearly has as many posts O.O[/off-topic]
anyways, nice job finding the bug, C0deH4cker ;)
Title: Re: Portal X
Post by: C0deH4cker on October 19, 2011, 11:15:57 am
found another: you can make portals under doors. then, if you fall in another, you get trapped. i will try to make a screenshot later.
Title: Re: Portal X
Post by: elliotg on October 19, 2011, 12:33:01 pm
The link doesn't work
Title: Re: Portal X
Post by: Stefan Bauwens on October 19, 2011, 01:50:54 pm
The link doesn't work
Could you please specify which one?
Also if you plan on staying here you should Introduce yourself :)
Title: Re: Portal X
Post by: Builderboy on October 19, 2011, 01:51:17 pm
The link is only for members with 100 or more posts
Title: Re: Portal X
Post by: Broseph Radson on October 19, 2011, 01:51:25 pm
The link doesn't work

see

It's released in a section of this forum that is restricted based on post count, as that's the way Builderboy wanted it done.
Title: Re: Portal X
Post by: Stefan Bauwens on October 19, 2011, 01:55:16 pm
Oh, he meant that link.  XD
Well I guess the reason Builderboy did so was because he didn't want another nDoom invasion :P
Title: Re: Portal X
Post by: DJ Omnimaga on October 19, 2011, 03:16:35 pm
I still hope someone will continue this. Now that Graviter is pretty much Portal (with extra stuff), maybe Leafiness0 could include your Portal level designs in his game?
Title: Re: Portal X
Post by: C0deH4cker on October 19, 2011, 04:04:00 pm
id love to help, but i first need to get to 100 posts so i can view the link. right now, im trying to get wabbitemu set up by dumping my 84+SE's rom... slow...
Title: Re: Portal X
Post by: LincolnB on October 19, 2011, 04:49:03 pm
I still hope someone will continue this. Now that Graviter is pretty much Portal (with extra stuff), maybe Leafiness0 could include your Portal level designs in his game?

Eh, I wouldn't say that. Graviter has lots of stuff Portal X doesn't have, and Portal X has lots of stuff Graviter doesn't have. I really think they should just be two separate games, so we can all have two fantastic games instead of just one. BuilderBoy's put quite a lot of work into making the Portal X levels unique and very oriented towards the specific elements the Portal X engine supports, so I don't think leafiness0 should try and copy it into Graviter. I'm sure leafiness0 will be able to come up with lots of great levels that are completely different from the Portal X levels.

Also, if you read the last like page-ish, I said:

Also, I've mentioned this a bit here and there to a few people but may as well say here that I'm finishing this project

So I'll get around to it. There's really not a whole lot left to do.
Title: Re: Portal X
Post by: C0deH4cker on October 19, 2011, 04:52:32 pm
would you mind putting out another more recent demo? it doesnt have to be complete, but something more recent than the old app one would be nice.

Edit: That way, we could help you beta test it.
Title: Re: Portal X
Post by: LincolnB on October 19, 2011, 04:56:07 pm
Yeah. I'll try and put out a demo sometime this weekend, or the weekend after next (I'm gone next weekend)
Title: Re: Portal X
Post by: C0deH4cker on October 19, 2011, 04:58:23 pm
cool, thanks!!! Im very excited by the screenies.
Title: Re: Portal X
Post by: Builderboy on October 19, 2011, 05:55:27 pm
Yeah I agree with Butts, Graviter is an awesome game, but it is really different from what PortalX is.  (not to mention the physics is virtually incompatible)
Title: Re: Portal X
Post by: Yeong on October 19, 2011, 05:57:44 pm
is Portal X complete?
Title: Re: Portal X
Post by: Jonius7 on October 19, 2011, 06:06:44 pm
Demos are going to be released, so its in some sort of beta form.
http://ourl.ca/12763
Title: Re: Portal X
Post by: Builderboy on October 19, 2011, 06:35:37 pm
That link is to the source, not any sort of beta.  The source itself is not suitable for a demo, so I am not planning to release one, and until Butts gets it into a workable state, I imagine he won't be releasing a demo either.
Title: Re: Portal X
Post by: C0deH4cker on October 19, 2011, 07:30:30 pm
i can wait. paitiently...






















is it ready yet??!!
Title: Re: Portal X
Post by: C0deH4cker on October 20, 2011, 02:23:24 pm
Alright, here it is. sorry its so long, took me a while to get used to controlling a virtual calc. i used wabbit emu.

Title: Re: Portal X
Post by: Builderboy on October 20, 2011, 05:14:04 pm
Note that since that demo is old, the moving through walls when you get through the exit is a bug that is not present anymore because of the forced exit animation.  The portal-under-the-door bug would be difficult to fix, but I think as it works right now is a pretty accurate indication of what would happen in reality.  The only other option would be for closing doors to destroy nearby portals, but you'll have to ask if Butts is going to implement that
Title: Re: Portal X
Post by: boot2490 on October 20, 2011, 05:34:26 pm
I wish that you finished this before you retired :(
But that's cool
Title: Re: Portal X
Post by: LincolnB on October 20, 2011, 05:42:49 pm
idk if I'm going to be able to implement anything complicated like that^^ because the code is SO OPTIMIZED IT'S LIKE I'M SLOWLY LOSING MY MIND, trying to understand it...I too am beginning to wish you finished this before you retired. Whatever - progress is being made, albeit slowly.
Title: Re: Portal X
Post by: C0deH4cker on October 20, 2011, 06:54:47 pm
I am a very willing beta tester (and im pretty good at finding bugs too :P), so if youve got a beta copy, PM it my way. Thanks so much. Hopefully i will have 100 posts soon so i can grab a copy of the source. It would help me learn axe commands, optimization, and physics engines.
Title: Re: Portal X
Post by: Deep Toaster on October 20, 2011, 06:56:53 pm
I'm sure everyone would love to beta-test this O.O I will if you want.
Title: Re: Portal X
Post by: Scipi on October 20, 2011, 07:07:22 pm
I would also like to be a beta tester for this, when you are ready to release a closed-beta. I actually have experience as a beta tester actually :P
/me is currently under a NDA... Fun ^_^
Title: Re: Portal X
Post by: LincolnB on October 20, 2011, 07:53:36 pm
What I'm thinking is that since so many people are interested in beta testing, I might just release the beta in the Private Matters section for people with 100 or more posts...idk if that's a good idea tho.
Title: Re: Portal X
Post by: Deep Toaster on October 20, 2011, 11:55:13 pm
Methinks we'd all agree with that ^^
Title: Re: Portal X
Post by: C0deH4cker on October 21, 2011, 10:45:13 pm
NO!!! I cant access that yet! and ive been posting like crazy! maybe you could release it there and pm me a copy? PLEASE?
Title: Re: Portal X
Post by: Yeong on October 21, 2011, 11:00:06 pm
NO!!! I cant access that yet! and ive been posting like crazy! maybe you could release it there and pm me a copy? PLEASE?
You only have 43 posts left ;) Keep going!
Title: Re: Portal X
Post by: LincolnB on October 21, 2011, 11:12:17 pm
Yeah, I would say it's going to be another about two weeks before a beta release is out.
Title: Re: Portal X
Post by: C0deH4cker on October 22, 2011, 02:02:34 pm
Oh, i will definitely have enough posts by then. Alright, i will wait. Maybe once i can see the source, i can compile it for myself just to play with.
Title: Re: Portal X
Post by: LincolnB on October 22, 2011, 07:44:57 pm
Okay, Builderboy and I have reached a couple decisions. The beta build will be released two weeks from Saturday, and sent to six beta testers. You will know who you are a little while beforehand. Two weeks from the beta release (so four weeks from this Saturday) the preliminary release will be released in the Private Matters section. Some undefined length of time afterwards, the secondary release will be released, with a few extra features the preliminary release will not have.

Some points of interest:
Title: Re: Portal X
Post by: DJ Omnimaga on October 22, 2011, 08:01:10 pm
I still hope someone will continue this. Now that Graviter is pretty much Portal (with extra stuff), maybe Leafiness0 could include your Portal level designs in his game?

Eh, I wouldn't say that. Graviter has lots of stuff Portal X doesn't have, and Portal X has lots of stuff Graviter doesn't have. I really think they should just be two separate games, so we can all have two fantastic games instead of just one. BuilderBoy's put quite a lot of work into making the Portal X levels unique and very oriented towards the specific elements the Portal X engine supports, so I don't think leafiness0 should try and copy it into Graviter. I'm sure leafiness0 will be able to come up with lots of great levels that are completely different from the Portal X levels.

Also, if you read the last like page-ish, I said:

Also, I've mentioned this a bit here and there to a few people but may as well say here that I'm finishing this project

So I'll get around to it. There's really not a whole lot left to do.
Wow totally missed that. I hope you can finish it! O.O Good luck reading his code, though :crazy:
Title: Re: Portal X
Post by: LincolnB on October 22, 2011, 08:37:01 pm
Yeah, thanks. We're actually working together on it now, he's doing the engine related stuff (cause he understands that) and I'm doing stuff with the menu and external level support and whatnot.
Title: Re: Portal X
Post by: parserp on October 22, 2011, 08:39:35 pm
Good luck reading his code, though :crazy:
yeah, isn't he like a code ninja?
Title: Re: Portal X
Post by: LincolnB on October 22, 2011, 08:44:58 pm
Pretty much. That, and Runer112 went through and helped him optimize it, basically destroying any readability that might have once been there. ;)
Title: Re: Portal X
Post by: DJ Omnimaga on October 22, 2011, 08:49:15 pm
Ah that's cool to hear. This will definitively be a huge POTY contender when it comes out.
Title: Re: Portal X
Post by: parserp on October 22, 2011, 08:53:13 pm
Ah that's cool to hear. This will definitively be a huge POTY contender when it comes out.
what's POTY?
Title: Re: Portal X
Post by: Yeong on October 22, 2011, 08:59:35 pm
Program of the Year.
Title: Re: Portal X
Post by: DJ Omnimaga on October 22, 2011, 09:01:32 pm
Program of the year. It's an annual award Ticalc.org website holds. All programs there that made front page news between the date of the previous year POTY start and the next (usually November or Early December) are selected for polls at the end of the year, then each winner gets a special screenshot and are flagged as winner in the POTY pages. This year has less programs, though, because from Late 2010 to Early 2011 ticalc lost their news editor staff for a while and nothing would get featured despite the many releases. However they still appear to have a good selection for 2011 so far (at least 83+ and Nspire stuff).

There was the possibility that Omni has a similar award too, as it covers a wider range of games and programming tools (ie they do not need to be in Omnimaga nor ticalc.org archives to be eligible) and large categories would be split in half (games and utilies), but I was afraid that managing some of the polls would be a mess. X.x
Title: Re: Portal X
Post by: Stefan Bauwens on October 23, 2011, 07:17:06 am
...However they still appear to have a good selection for 2011 so far (at least 83+ and Nspire stuff).
So Myst 89 sn't good.  :'(
Spoiler For Spoiler:
:P
Title: Re: Portal X
Post by: TIfanx1999 on October 24, 2011, 08:05:35 am
Hey, it's cool to see that this has been revived. Good luck guys! =)
Title: Re: Portal X
Post by: C0deH4cker on November 02, 2011, 10:16:16 pm
Just a little TAS action:
Title: Re: Portal X
Post by: Builderboy on November 03, 2011, 02:42:43 am
That is a really old version :P That doesn't work anymore. 
Title: Re: Portal X
Post by: aeTIos on November 03, 2011, 05:13:55 am
Nice, are there any beta releases planned?
Title: Re: Portal X
Post by: LincolnB on November 03, 2011, 05:32:54 pm
A beta release is planned for being finished sometime this weekend, and it will be sent to six already determined testers.
Title: Re: Portal X
Post by: aeTIos on November 04, 2011, 06:46:12 am
Can I test too? pleeeeeeease?
(If not, I wont be angry or so. I just like this game)
Title: Re: Portal X
Post by: LincolnB on November 04, 2011, 09:48:47 am
Sorry, it's alreay been decided :P...
Title: Re: Portal X
Post by: aeTIos on November 04, 2011, 09:50:01 am
Aww. could you at least put screenshots?
Title: Re: Portal X
Post by: LincolnB on November 04, 2011, 10:10:32 am
Um, sure! most likely.
Title: Re: Portal X
Post by: aeTIos on November 04, 2011, 11:58:18 am
Also, what does TAS mean?
Title: Re: Portal X
Post by: FinaleTI on November 04, 2011, 12:13:14 pm
Also, what does TAS mean?
It means Tool-Assisted Speedrun. It involves the exploiting of glitches and luck manipulation to speed through a game much faster than normal.
Title: Re: Portal X
Post by: aeTIos on November 04, 2011, 12:13:52 pm
Aha. thanks for explaining.
Title: Re: Portal X
Post by: Builderboy on November 04, 2011, 03:09:10 pm
Also, what does TAS mean?
It means Tool-Assisted Speedrun. It involves the exploiting of glitches and luck manipulation to speed through a game much faster than normal.

With PortalX, there is no glitches or luck manipulation used, but what we are doing is playing the game at like 9000% slower, which gives us more time to react to stuff.  The result is a screenshot that is100% possible, but that requires a lot more control ^^
Title: Re: Portal X
Post by: aeTIos on November 04, 2011, 03:10:34 pm
Lol I thought so. you are shooting portals sooo fast after each other.... :D
Title: Re: Portal X
Post by: C0deH4cker on November 04, 2011, 04:46:04 pm
Playing at 1% speed. It took like 5+ minutes to make that.
Title: Re: Portal Prelude
Post by: LincolnB on November 05, 2011, 10:18:01 pm
Beta release was released on time, thanks to a great man we call Builderboy.
Basic screenie demonstrating one of the simpler levels:

(http://img.removedfromgame.com/imgs/portalpreludescreenie.gif)
Title: Re: Portal Prelude
Post by: mrmprog on November 05, 2011, 11:30:37 pm
Wow, that looks awesome! I can't wait for a public release!
Title: Re: Portal Prelude
Post by: annoyingcalc on November 06, 2011, 02:12:43 am
me too
Title: Re: Portal Prelude
Post by: renatose on November 06, 2011, 10:02:27 am
I wanted my TI-83 to be plus just because of this game :p
Title: Re: Portal Prelude
Post by: leafy on November 06, 2011, 12:24:31 pm
My speedrun :P

(http://img.removedfromgame.com/imgs/sr.gif)

It's not perfect but i'm fairly certain it would be faster than builder's method :D
Title: Re: Portal Prelude
Post by: Builderboy on November 06, 2011, 02:24:33 pm
Ah that is tricky!  That might be faster after all! :w00t:
Title: Re: Portal Prelude
Post by: Deep Toaster on November 06, 2011, 03:59:52 pm
I love it O.O

LOAD doesn't actually do anything yet, right? And personally I think level 11 is a bit simple compared to level 10, but amazing job all around.
Title: Re: Portal Prelude
Post by: aeTIos on November 07, 2011, 04:55:52 am
Just a question: could I help (and not because I want the game ;D)
Title: Re: Portal Prelude
Post by: Yeong on November 07, 2011, 07:08:22 am
wow I can't wait for public release :D
Title: Re: Portal Prelude
Post by: aeTIos on November 07, 2011, 08:28:48 am
you changed your name D:
Title: Re: Portal Prelude
Post by: Stefan Bauwens on November 07, 2011, 08:29:29 am
you changed your name D:
Yeah, it stands for The Bridged One/me runs
Title: Re: Portal Prelude
Post by: Yeong on November 07, 2011, 08:29:59 am
you changed your name D:
Yeah, it stands for The Blue One/me runs
:P
Title: Re: Portal Prelude
Post by: ztrumpet on November 07, 2011, 08:46:29 am
you changed your name D:
Yeah, it stands for The Bridged One/me runs
I thought it stood for "The Brother of Yeong" at first and thought Dual changed his nic.
Title: Re: Portal Prelude
Post by: Yeong on November 07, 2011, 08:50:05 am
lol :P
Title: Re: Portal Prelude
Post by: C0deH4cker on November 07, 2011, 02:37:36 pm
I have discovered a glitch or two, but I cant post a screenie now. I will post it later.

Btw, can you send us the level editor? That would be appreciated, as we could better test the engine, and we could also make more levels for you.
Title: Re: Portal Prelude
Post by: Builderboy on November 07, 2011, 02:53:22 pm
The level editor isn't finished yet, it will be released when the final game is released, as well as to a couple users to help make some more levels.
Title: Re: Portal Prelude
Post by: C0deH4cker on November 07, 2011, 07:12:44 pm
alright. ill try to post a screenie in a minute.
Title: Re: Portal Prelude
Post by: C0deH4cker on November 07, 2011, 08:10:59 pm
heres a screenie. same method as last one (old version).
Title: Re: Portal Prelude
Post by: Builderboy on November 07, 2011, 08:16:41 pm
Yeah that has been discovered already, although I am unsure if you achieved the portal under the door in the same way since you didn't include that part in the screenshot.  Really, it's only the method that you get the portal under the door that is a glitch, everything after that is working fine XD.  But yeah, I need to touch up the portal bumping code because this keeps happening x.x
Title: Re: Portal Prelude
Post by: DJ Omnimaga on November 07, 2011, 08:40:56 pm
Wow just saw the new screenshots and this is absolutely epic. I especially like the transition between levels. One thing I noticed, though, is that falling speed seems limited, right?

I can't wait for public release. :)
Title: Re: Portal Prelude
Post by: Builderboy on November 07, 2011, 08:46:35 pm
Falling speed is definitely limited XD If it wasn't you could just get in an infinite loop and build up over 9000 velocity D:
Title: Re: Portal Prelude
Post by: C0deH4cker on November 08, 2011, 03:40:15 pm
The portal under door glitch can occur like i did previously, or by having the door open then placing a portal there. It doesnt disappear when the door closes.

I found 3 more glitches, but cant post screenies now, so ill try to explain them.

1: On any level that has the block (27), if you pick it up and throw it against the entrance to the level so that it falls in the bottom-left corner, you cannot pick it up again.

2: On level 29, in the first room that you spawn in, if you jump and shoot a portal up-right, the portal will spawn in the wall.

3: If you have two portals that are basically touching each other on the left wall (not the right one) in the top-left corner, and you go left into the bottom one and hold down the jump button, you will go partially into the ceiling. Not a big glitch, but a glitch nonetheless.

Hope this helps!
Title: Re: Portal Prelude
Post by: aeTIos on November 09, 2011, 05:16:14 am
Where should I post levels I drew up?
Title: Re: Portal Prelude
Post by: Builderboy on November 09, 2011, 05:20:10 am
You can PM them to me ^^
Title: Re: Portal Prelude
Post by: aeTIos on November 09, 2011, 05:21:54 am
okay. Uh, spikes: are they in all 4 directions or just facing up?
(also maybe cool suggestion: rotate the sprite when he comes out a portal)
Title: Re: Portal Prelude
Post by: Deep Toaster on November 09, 2011, 11:50:53 pm
There are spikes? I didn't see any in the levels ???

By the way, is level 27 even possible? I've tried for several days and that's the one level I can't get past -- and qazwsx988, who's usually really good at that sort of puzzle stuff, can't figure it out either.
Title: Re: Portal Prelude
Post by: leafy on November 10, 2011, 12:40:14 am
Yes, it's very possible ^^ Requires a bit of hackish grabbing and jumping however :P
Title: Re: Portal Prelude
Post by: Builderboy on November 10, 2011, 01:25:06 am
It requires no hacking whatsoever!  There is no tricky skill shots involved, just out of the box thinking :)
Title: Re: Portal Prelude
Post by: aeTIos on November 10, 2011, 07:02:46 am
What do you think of my levels?
Title: Re: Portal Prelude
Post by: LincolnB on November 10, 2011, 09:39:02 am
There are spikes? I didn't see any in the levels ???

By the way, is level 27 even possible? I've tried for several days and that's the one level I can't get past -- and qazwsx988, who's usually really good at that sort of puzzle stuff, can't figure it out either.

Level 27 is freaking hard and I still couldn't figure it out after that hint you gave me Builder.
Title: Re: Portal Prelude
Post by: Scipi on November 10, 2011, 10:01:51 am
I got through it in about a minute 30 sec. Pretty tricky of a solution I must say. :D I love how deceiving the level is.
Title: Re: Portal Prelude
Post by: LincolnB on November 10, 2011, 10:03:35 am
can I have a hint?
Title: Re: Portal Prelude
Post by: aeTIos on November 10, 2011, 10:04:24 am
You know, I made a sequel to level 18 the last part
Title: Re: Portal Prelude
Post by: leafy on November 10, 2011, 10:05:18 am
can I have a hint?
Put one portal right next to the button and one portal on the right hand ceiling.
Title: Re: Portal Prelude
Post by: LincolnB on November 10, 2011, 10:07:07 am
can I have a hint?
Put one portal right next to the button and one portal on the right hand ceiling.

Which button, the left or the right?
Title: Re: Portal Prelude
Post by: leafy on November 10, 2011, 10:07:21 am
the lower button.
Title: Re: Portal Prelude
Post by: LincolnB on November 10, 2011, 10:19:42 am
YES! I figured it out! (after some IRC discussion with leafiness)
Title: Re: Portal Prelude
Post by: C0deH4cker on November 10, 2011, 08:00:12 pm
SPOILER ALERT for level 27.

Spoiler For Level 27:
Spoiler For Are you sure you want to do this?:
Spoiler For Seriously, I don't want to ruin this for you.:
Spoiler For Alright, you win. Only one more.:
(http://photoupload.org/uploads/13209731401.gif)

Was it really worth it?
Title: Re: Portal Prelude
Post by: aeTIos on November 11, 2011, 02:17:40 am
That didnt look too hard...
Title: Re: Portal Prelude
Post by: LincolnB on November 11, 2011, 05:00:28 pm
haha yeah I guess so.
Title: Re: Portal Prelude
Post by: aeTIos on November 11, 2011, 06:44:20 pm
Btw, what is the actual level size? I thought it was 19x12?
Title: Re: Portal Prelude
Post by: Builderboy on November 11, 2011, 06:45:52 pm
Level size is 18x12
Title: Re: Portal Prelude
Post by: aeTIos on November 11, 2011, 06:46:49 pm
Aah, okay. Nah, I guess its not too bad. Just have to remove 1 column from my levels. Btw, are they good enough? (and could you read them xD)
Title: Re: Portal Prelude
Post by: C0deH4cker on November 11, 2011, 10:10:34 pm
Even though the level editor isnt finished, you could release a beta of it as well. Just for fun to mess around with, ya know? Ive been playing this game since ive gotten it, and a level editor would make it all the better.
Title: Re: Portal Prelude
Post by: Builderboy on November 11, 2011, 10:48:59 pm
It will be released when it's workable :) And you seem to have played through the game multiple times, would you mind giving some feedback?  Like for instance which levels you found particularly difficult, fun, or frustrating?  Any ideas of what kind of concepts you would like added?
Title: Re: Portal Prelude
Post by: C0deH4cker on November 11, 2011, 10:50:27 pm
Alright, hang on. Im gonna go through it again to match the numbers with the levels.

Edit:

Well, I think that level 14 is harder than the ones around it (especially 15, which is very easy), as it requires precise portals, multiple stages of moving the plasma ball, and quick shooting.

Level 27 is harder than 28 and 29, as when I first played it, I couldn't figure it out, so I skipped it to move on to the next ones.

Level 30 requires quick, accurate, and well-timed portal shooting, as well as dodging a plasma ball. It also requires some tricky manuevering. All of this is expected for the final level, of course.

How many levels do you plan on releasing with the final game? The 30 already created? If so, do you plan on releasing expansion packs?

Only one more question for ya: will created levels be appvars or programs?

This is by far my favorite calculator game. Keep up the good work!
Title: Re: Portal Prelude
Post by: aeTIos on November 12, 2011, 08:21:33 am
I'm creating some levels now, with some new concepts I thought up :D
Title: Re: Portal Prelude
Post by: C0deH4cker on November 15, 2011, 05:18:53 pm
Did you find/fix the block at start bug?
Title: Re: Portal Prelude
Post by: LincolnB on November 15, 2011, 05:23:21 pm
Loadable levels will be appvars.
Title: Re: Portal Prelude
Post by: aeTIos on November 15, 2011, 05:24:56 pm
Aha
Do you need any more levels for the game itself? (I made a level that features like 4 puzzles :D)
Title: Re: Portal Prelude
Post by: LincolnB on November 15, 2011, 06:10:01 pm
Nah, all the levels are designed. We might make a thread for posting your own level packs, though...I think I'll do that.
Title: Re: Portal Prelude
Post by: InternetCliche on November 15, 2011, 06:28:40 pm
Ooh, level packs sound shiny.
Title: Re: Portal Prelude
Post by: annoyingcalc on November 15, 2011, 07:14:01 pm
Is the release on november 19?
Title: Re: Portal Prelude
Post by: Deep Toaster on November 15, 2011, 07:15:15 pm
Importing levels? Sounds really useful. I want to make some :D
Title: Re: Portal Prelude
Post by: aeTIos on November 15, 2011, 09:59:37 pm
I already made some :D
Title: Re: Portal Prelude
Post by: LincolnB on November 16, 2011, 10:12:16 am
The release may or not come this Sunday, because not as much feedback came from the beta testers as we would have hoped, and I'm not quite ready with the level editor. (hey, I've been busy)
Title: Re: Portal Prelude
Post by: C0deH4cker on November 18, 2011, 06:52:05 pm
We should test the editor :P
Title: Re: Portal Prelude
Post by: aeTIos on November 18, 2011, 06:55:51 pm
Thumbs up for maybe sunday.
Title: Re: Portal Prelude
Post by: C0deH4cker on November 18, 2011, 07:20:10 pm
I like the idea of maybe sunday. :)
Title: Re: Portal Prelude
Post by: LincolnB on November 19, 2011, 04:52:59 pm
I don't think we're going to do beta testing for the editor, but it will be publicly released as soon as it's workable, because it's the main thing bogging down the Portal Prelude release.
Title: Re: Portal Prelude
Post by: annoyingcalc on November 19, 2011, 11:30:06 pm
ok yeah so sunday?
Title: Re: Portal Prelude
Post by: DJ Omnimaga on November 20, 2011, 12:13:25 am
I really can't wait for a release. Make sure the first few levels are easy to beat, though. I kinda dislike when a game starts so hard that we can't even go through the first level, like Donut Quest.
Title: Re: Portal Prelude
Post by: annoyingcalc on November 20, 2011, 12:25:41 am
or wining THE GAME :P
Title: Re: Portal Prelude
Post by: Builderboy on November 20, 2011, 12:29:21 am
Don't worry, utmost care is being taken to ensure the levels are fun, challenging, and progress smoothly from easy to difficult :) Also care is being taken to ensure the driving force behind puzzles is not *get your character in the right pixel exactly uber hax0r FPS omg super precise* kind of puzzle, but trying to ensure that the difficulty in each puzzle is trying to figure out *what* to do, rather than how to do it.

Sunday release is not going to happen, because as of now the level editor has not been finished (to my knowledge at least) and there are still some more levels to be created.  As well as finishing up the writing of the text content and getting that ingame.  There might be 1 more beta (possibly not closed) before the final release to once more iron out bugs and ensure level progression is optimal.
Title: Re: Portal Prelude
Post by: DJ Omnimaga on November 20, 2011, 12:31:09 am
Ok good to hear lol, and yeah I hope it's not like Kaizo style Mario World hacks. :P
/me hopes you guys don't have serious issues getting the game released. X.x
Title: Re: Portal Prelude
Post by: annoyingcalc on November 20, 2011, 12:42:58 am
ok just as long as there is a demo
Title: Re: Portal Prelude
Post by: annoyingcalc on November 20, 2011, 11:43:57 am
When is  the demo going to be released  NOTE this is not a double post, it has been 6 hours sinse my last post
Title: Re: Portal Prelude
Post by: Deep Toaster on November 20, 2011, 12:33:44 pm
I really can't wait for a release. Make sure the first few levels are easy to beat, though. I kinda dislike when a game starts so hard that we can't even go through the first level, like Donut Quest.
I like the order it's in, except that level 27 takes a bit to solve. But then it's at the end, anyway :D
Title: Re: Portal Prelude
Post by: Builderboy on November 20, 2011, 01:25:00 pm
When is  the demo going to be released

The Beta has no set release date as of now
Title: Re: Portal Prelude
Post by: C0deH4cker on November 21, 2011, 10:39:58 pm
I must have had too much radiation for breakfast... Because the level editor is gonna be freaking AWESOME!!!

*.*
Title: Re: Portal Prelude
Post by: C0deH4cker on November 28, 2011, 03:31:00 pm
Any progress updates?
Title: Re: Portal Prelude
Post by: LincolnB on November 28, 2011, 07:43:53 pm
The level editor is coming along, and a reasonable estimate for the completion of the level editor is the end of this week, hopefully it's done by then. I'm not sure when the second beta will be released, because I don't know if the level editor really is the only thing holding it back.
Title: Re: Portal Prelude
Post by: Hayleia on November 29, 2011, 12:54:25 pm
I'm not sure when the second beta will be released.
Wait. Are you telling me that there is already a release and I missed it (O.O) or are you talking about the beta-tester release (:'()
Title: Re: Portal Prelude
Post by: aeTIos on November 29, 2011, 12:55:27 pm
There is a demo around, yeh.
Title: Re: Portal Prelude
Post by: Hayleia on November 29, 2011, 12:58:17 pm
There is a demo around, yeh.
But a demo of the "new" PortalPrelude by Buttsfredkin or the demo of PortalX by Builderboy ?
Title: Re: Portal Prelude
Post by: aeTIos on November 29, 2011, 12:59:57 pm
The Portal X demo. But Portal Prelude is also by builderboy ;)
(Q: Portal Prelude is just a name for the demo I hope?)
Title: Re: Portal Prelude
Post by: Builderboy on November 29, 2011, 01:29:22 pm
No, Portal Prelude is the official name of the game now.  PortalX was always just a working title XD And there was a closed beta release to a few select people for testing purposes, the next demo should be as soon as we get the level editor finish, along with a few more levels and features.
Title: Re: Portal Prelude
Post by: Hayleia on November 29, 2011, 01:32:03 pm
No, Portal Prelude is the official name of the game now.
/me lost Portal Prelude :P

the next demo should be as soon as we get the level editor finish, along with a few more levels and features.
:D Can't wait !
Title: Re: Portal Prelude
Post by: aeTIos on November 29, 2011, 01:34:19 pm
Sorry, I do not like the name.
(I do not know, but did you name this the same as the mod on purpose? )
By the way, when do you think the level editor gets finished? (Can't wait to create mah levels)
Also, (maybe this is a bit late-ish) feature request: Can you implement those timed buttons (ie, the effect lasts for x seconds). That would add a lot more puzzling.
Title: Re: Portal Prelude
Post by: Builderboy on November 29, 2011, 05:18:15 pm
Sorry, I do not like the name.
(I do not know, but did you name this the same as the mod on purpose? )
By the way, when do you think the level editor gets finished? (Can't wait to create mah levels)
Also, (maybe this is a bit late-ish) feature request: Can you implement those timed buttons (ie, the effect lasts for x seconds). That would add a lot more puzzling.

The name goes along with the story ^^, and the level editor is going to be finished when it gets done, no sooner or later :P And probably will not implement timed buttons.
Title: Re: Portal Prelude
Post by: C0deH4cker on November 29, 2011, 06:37:04 pm
Are you planning on releasing the source code ever, or do you wish to keep it closed-sourced?
Title: Re: Portal Prelude
Post by: LincolnB on November 29, 2011, 07:22:35 pm
I will probably release the source code for Portal Edit (the level editor) but it's a little bit of a mess anyways :P so I'm not sure quite who would benefit, but hey, maybe the compression/decompression stuff will be useful or some other technique.
Title: Re: Portal Prelude
Post by: annoyingcalc on November 29, 2011, 07:29:47 pm
Hope you release the demo soon :D
Title: Re: Portal Prelude
Post by: C0deH4cker on November 30, 2011, 10:16:02 pm
sounds good. cant wait :P
Title: Re: Portal Prelude
Post by: LincolnB on December 04, 2011, 09:45:45 pm
UPDATE on the level editor side: Level editor is complete! I will PM you, BuilderBoy, today or tommorrow with the exec, source, and a readme. I'm not sure exactly what else needs to be done, but I really think that levelpacks should always be in archive. Can you add functionality that lets Portal load level packs from archive?
Title: Re: Portal Prelude
Post by: Builderboy on December 04, 2011, 09:48:13 pm
Ah good idea I will see if I can get that working!
Title: Re: Portal Prelude
Post by: LincolnB on December 04, 2011, 09:51:30 pm
sweet! Tentative beta release is, say Wednesday or Thursday next week?
Title: Re: Portal Prelude
Post by: leafy on December 04, 2011, 10:04:19 pm
Sounds great ^^ Just saying, you guys have done an excellent work :D
Title: Re: Portal Prelude
Post by: LincolnB on December 04, 2011, 10:07:59 pm
Correction: Builderboy has done excellent work ;) He did like 90% of the work, it the level editor counts as 10%
Title: Re: Portal Prelude
Post by: Builderboy on December 04, 2011, 10:33:38 pm
sweet! Tentative beta release is, say Wednesday or Thursday next week?

Mmmm probably not, there is still a bit too much to do to give a definite release date right now.  There still needs to be a couple more levels designed, as well as the dialogue routines set up. 
Title: Re: Portal Prelude
Post by: annoyingcalc on December 05, 2011, 02:28:00 pm
WOW I cant wait!
Title: Re: Portal Prelude
Post by: LincolnB on December 05, 2011, 04:18:47 pm
sweet! Tentative beta release is, say Wednesday or Thursday next week?

Mmmm probably not, there is still a bit too much to do to give a definite release date right now.  There still needs to be a couple more levels designed, as well as the dialogue routines set up. 

Okay, anything I can help with?
Title: Re: Portal Prelude
Post by: annoyingcalc on December 08, 2011, 09:46:24 pm
*bump*? awesome I cant wait for teh beta and the level editior is done? AWESOME
Title: Re: Portal Prelude
Post by: parserp on December 08, 2011, 09:49:22 pm
Me too! Soooooooo exited!!! :D
Title: Re: Portal Prelude
Post by: annoyingcalc on December 22, 2011, 04:33:16 pm
Any progress?
Title: Re: Portal Prelude
Post by: C0deH4cker on December 23, 2011, 02:52:25 pm
Maybe this could be a Christmas present???
Title: Re: Portal Prelude
Post by: LincolnB on December 23, 2011, 04:23:14 pm
I haven't heard anything from Builder on this...?
Title: Re: Portal Prelude
Post by: Builderboy on December 23, 2011, 04:24:22 pm
Progress is pretty slow, I have been focusing on some other projects of mine recently, but PortalX is not forgotten!
Title: Re: Portal Prelude
Post by: C0deH4cker on December 23, 2011, 04:25:20 pm
Good to hear!  Which of your other projects is your main focus at the moment?
Title: Re: Portal Prelude
Post by: Builderboy on December 23, 2011, 04:43:39 pm
Mostly I've been working on Nightmare recently.
Title: Re: Portal Prelude
Post by: sqrt(Time) on January 24, 2012, 12:15:10 am
Is this still alive?
EDIT: Holy crap that was unintended. Bluh. XD
Title: Re: Portal Prelude
Post by: Spenceboy98 on February 16, 2012, 08:10:08 pm
You need to finish this so that we can all play it. It looks freaking amazing. I NEED THIS GAME!
Title: Re: Portal Prelude
Post by: DJ Omnimaga on February 16, 2012, 08:15:45 pm
It's still alive, but I'm unsure if it's currently progressing. I even forgot about the name change from Prelude to X x.x. Hopefully it is finished soon or this summer.

Also welcome here Spenceboy98 :D
Title: Re: Portal Prelude
Post by: saintrunner on February 16, 2012, 09:43:44 pm
Atleast Builder is allowing us to enjoy his awesome vame Nighmare as we await portal :) although a screenie would be nice simple to entice our interests further!
Title: Re: Portal Prelude
Post by: DJ Omnimaga on February 16, 2012, 10:01:32 pm
True, I need to try that one again and check updates soon when I have more time. :P It was rather scary lol.

I think most of Portal is now developed by Buttsfredkin, though.
Title: Re: Portal Prelude
Post by: nxtboy III on February 16, 2012, 10:02:51 pm
The physics with the portals are awesome for this game. Just like the real game Portal.
Title: Re: Portal Prelude
Post by: LincolnB on February 20, 2012, 11:37:59 am
True, I need to try that one again and check updates soon when I have more time. :P It was rather scary lol.

I think most of Portal is now developed by Buttsfredkin, though.

Well, actually all I did was get the project rolling again (although it seems now that not much progress is being made) and I wrote the level editor. It's in Builderboy's hands now, so I don't really know what's going on here.
Title: Re: Portal Prelude
Post by: saintrunner on February 20, 2012, 11:40:31 am
Well BBoy is probably spending most of his time with Nighmare right now :(
Title: Re: Portal Prelude
Post by: DJ Omnimaga on February 20, 2012, 02:39:47 pm
Oh ok I thought you took over completely due to BBoy dropping this project. I guess we won't see any new updates until Summer, then, since he usually no longer works on huge calc stuff in the middle of the school year during tests.
Title: Re: Portal Prelude
Post by: D4rkr4in on February 27, 2012, 09:44:23 pm
I got the demo since last year, and wished I had enough posts for the beta. I really hope BBoy comes back to finish this  :w00t:
Tried Nightmare Emergence, great job, and is really scary lol
Title: Re: Portal Prelude
Post by: DJ Omnimaga on February 27, 2012, 11:39:47 pm
We can no longer download attachments under a certain amount of posts? O.O

I thought even guests could download the beta...

Anyway welcome here :D
Title: Re: Portal Prelude
Post by: leafy on February 28, 2012, 12:36:00 am
The beta was closed, meaning that only a select few got PM'ed the link.
Title: Re: Portal Prelude
Post by: D4rkr4in on February 28, 2012, 10:56:13 am
Yea, ik, you needed 100 posts to see it. Is it still up?
I created my account last year, but I didn't use it much.
Title: Re: Portal Prelude
Post by: Builderboy on February 28, 2012, 12:15:07 pm
Even if you had 100 posts you still wouldn't be able to download it because it was only distributed to about 8 people privately.  There is a very old demo that was posted around a year ago though, do you mean that one?
Title: Re: Portal Prelude
Post by: aeTIos on February 28, 2012, 12:26:26 pm
How much is this actually done? could you post a public demo (with say, the first 5 levels)? PLEASE? ;)
Title: Re: Portal Prelude
Post by: Builderboy on February 28, 2012, 12:32:43 pm
A good amount is finished, but the next release will be a full one, i just haven't been working on this as much recently. 
Title: Re: Portal Prelude
Post by: aeTIos on February 28, 2012, 12:34:10 pm
Okay. G'luck.
Title: Re: Portal Prelude
Post by: DJ Omnimaga on February 29, 2012, 04:02:43 pm
Oh the file was in Private matters. That explains the postcount limit, then.
Title: Re: Portal Prelude
Post by: Spenceboy98 on February 29, 2012, 04:09:09 pm
How many levels will there be?
Title: Re: Portal Prelude
Post by: LincolnB on February 29, 2012, 05:24:09 pm
There's 30 levels, and they're all more or less planned out. ( By builder, not me )
Title: Re: Portal Prelude
Post by: D4rkr4in on March 01, 2012, 03:39:49 pm
I've played the really old demo level around 50 times already lol
Title: Re: Portal Prelude
Post by: aeTIos on March 10, 2012, 03:43:46 pm
I could recreate the demo level for mari0 out of my head. lol.
Title: Re: Portal Prelude
Post by: annoyingcalc on March 11, 2012, 12:44:29 am
Can I haz a demo?
Title: Re: Portal Prelude
Post by: Builderboy on March 11, 2012, 12:49:29 am
There was a demo posted a while back, I don't know where it is now.  Anyways there will be no more demo releases until the final release
Title: Re: Portal Prelude
Post by: aeTIos on March 11, 2012, 07:18:49 am
Aww the begging for demos (i am guilty to it too...)
Let's not do it again, I thought it was an update :'(
Title: Re: Portal Prelude
Post by: D4rkr4in on March 11, 2012, 04:47:18 pm
Hey, I revived the begging for demos a while back lol
Title: Re: Portal Prelude
Post by: Spenceboy98 on March 20, 2012, 01:41:15 am
Is there any progress on this from when I last asked? Or no?
Title: Re: Portal Prelude
Post by: D4rkr4in on March 20, 2012, 02:20:27 am
I don't think so lol, bboy is busy on nightmare
Title: Re: Portal Prelude
Post by: Spenceboy98 on March 20, 2012, 02:22:42 am
I figured that much. Hope he gets this going again.
Title: Re: Portal Prelude
Post by: D4rkr4in on March 20, 2012, 01:43:55 pm
1K POST YAY

Edit: sorry, to keep on topic, I'll say that I hope he returns to the project. I tried nightmare, it's a great game.
Title: Re: Portal Prelude
Post by: parserp on March 20, 2012, 05:43:41 pm
Is there any progress on this from when I last asked? Or no?
Please, don't ask for updates. When Builder is ready, he will post them.

1K POST YAY
Please, no spamming >.>
Title: Re: Portal Prelude
Post by: aeTIos on March 21, 2012, 09:20:12 am
Also please please dont post in this topic until builder posts updates.
SO DONT REPLY TO THIS POST.
Title: Re: Portal Prelude
Post by: Builderboy on November 09, 2012, 03:46:34 pm
So it has been a while!  I've actually resumed work on this recently in secret, but with all the talk of "Omnimaga saving" I thought this might be a good time to announce the progress and generate a little more interest!  The majority of the recently progress has been in designing and completing the level editor, which is finally in a workable state!  Me and leafy are working together to generate the final level-set, upgraded and improved since the closed alpha release several months back, while I am working to finish up the polish and other content to make this more than just a fun game engine with a built in levelpack.  All in all, you can expect frequent updates, screenshot teasers, and a release date set before the year is over!
Title: Re: Portal Prelude
Post by: aeTIos on November 09, 2012, 03:48:01 pm
:o :o :D :D

If you got screenshots, send them to me!

edit: so I can make a promotional vid
Title: Re: Portal Prelude
Post by: Eeems on November 09, 2012, 04:24:00 pm
Yay! When I noticed you were around a lot again I began to wonder how long it would take before you posted an update on something :P
Title: Re: Portal Prelude
Post by: DJ Omnimaga on November 09, 2012, 06:36:48 pm
Yay, nice to see this again! I thought it might have been dead due to you moving to Leap Motion (and you don't work on large projects when busy). I'M glad it is alive again.  I hope though that the game kinda remains the same as it was before it stalled, as in no complete rewrite or total graphical change (just saying because I noticed that seems to be the trend with projects since the past few years, eg Graviter), because it looked kinda nice as it was :D
Title: Re: Portal Prelude
Post by: annoyingcalc on November 09, 2012, 09:15:36 pm
Wait, this is an actual update, not someone asking for updates? NO WAY :D
Title: Re: Portal Prelude
Post by: TIfanx1999 on November 10, 2012, 07:38:56 am
Hey, an update! :D \o/
Title: Re: Portal Prelude
Post by: Builderboy on November 14, 2012, 12:15:09 am
Alright, I decided it would be nice to post a little list of all the things that have to be completed before the game is released, as well as how far allong each of these tasks are from being completed.

1) Transfer all built-in levels and speech text into an external appvar.  The main hurdle here is making the program to build the appvar, since it needs to be modular to allow changes to the text and whatnot, but still allow all the pointers to work such that the Portal App can access everything.  Originally I was going to hardcode all of the levels into this builder, but then I realized that was a bit silly, seeing as how I already have a level editor that will do everything I need in terms of ordering levels and making sure pointers are correct.  So the builder merely assimilates an appvar produced by the level editor, and adds in a seperate pointer table for all of the text strings. The builder is all finished now, all that needs to be done now is to build the actual levels to put in the pack.

2) Code the middle and ending min-cut-scenes.  These are super small and pretty much are just a small amount of animation with some text.  I already have the word wrapping routine written, so that is finished, and now I just need to code the animation.  Once I have a proper appvar to work with, getting output text should be relatively simple as well.  This includes the ending credits as well, I'm just considering that as a part of the ending cutscene.  I'm still thinking if I shouldn't add some sort of reward once you beat the game like the super-portal-gun in the original.

3) Finalize the levels that are going to be in the game, as well as what order they are going to be in.  Leafy is helping me out on the level creation front to bring in some new ideas, but most of the levels will remain the same from the closed-alpha a while back.  However, since all the level data is going to be in an external appvar, I can have much more than just 30 levels, so that should be lots of fun!  I also have a few more graphical effects I need to code, but that is just ascetics and shouldn't take long at all.

4) Allow creation and renaming of level packs for the editor.  Currently the level editor can only edit level packs, and not create them, and this is mostly due to the fact that I have been putting off writing a text input routine.  If anybody knows of a good text input routine that I could borrow, that would be great! All finished!  The level editor is 100% workable!

That's it!  Everything else is finished!
Title: Re: Portal Prelude
Post by: Yeong on November 14, 2012, 12:15:42 am
Almost done :o
Good luck till the end!
Title: Re: Portal Prelude
Post by: DJ Omnimaga on November 14, 2012, 01:48:03 am
Alright, I decided it would be nice to post a little list of all the things that have to be completed before the game is released, as well as how far allong each of these tasks are from being completed.

1) Transfer all built-in levels and speech text into an external appvar.  The main hurdle here is making the program to build the appvar, since it needs to be modular to allow changes to the text and whatnot, but still allow all the pointers to work such that the Portal App can access everything.  Originally I was going to hardcode all of the levels into this builder, but then I realized that was a bit silly, seeing as how I already have a level editor that will do everything I need in terms of ordering levels and making sure pointers are correct.  So the builder merely assimilates an appvar produced by the level editor, and adds in a seperate pointer table for all of the text strings.

2) Code the middle and ending min-cut-scenes.  These are super small and pretty much are just a small amount of animation with some text.  I already have the word wrapping routine written, so that is finished, and now I just need to code the animation.  Once I have a proper appvar to work with, getting output text should be relatively simple as well.  This includes the ending credits as well, I'm just considering that as a part of the ending cutscene.  I'm still thinking if I shouldn't add some sort of reward once you beat the game like the super-portal-gun in the original.

3) Finalize the levels that are going to be in the game, as well as what order they are going to be in.  Leafy is helping me out on the level creation front to bring in some new ideas, but most of the levels will remain the same from the closed-alpha a while back.  However, since all the level data is going to be in an external appvar, I can have much more than just 30 levels, so that should be lots of fun!  I also have a few more graphical effects I need to code, but that is just ascetics and shouldn't take long at all.

4) Allow creation and renaming of level packs for the editor.  Currently the level editor can only edit level packs, and not create them, and this is mostly due to the fact that I have been putting off writing a text input routine.  If anybody knows of a good text input routine that I could borrow, that would be great!

That's it!  Everything else is finished!

That's great news :D. That will definitively be a big hit when this is done. Often I had people asking me where they can download that Portal game in the Axe vid and I had to tell them it was still being worked on. :P Make sure to put it in Omni archives and Ticalc.org so that it can be easily found. :D

I lost

EDIT: Deleted other post (ended up in wrong topic)
Title: Re: Portal Prelude
Post by: shmibs on November 14, 2012, 10:44:30 am
/me knows of a good text input routine =D
it's tucked away, a bit obtusely, in the source for tileIt!, but i'll go grab it and try to organise things legibly.
EDIT: hopefully this will make sense (and i didn't mess anything up during copy-pasta). it sticks a string in L1. the concept for doing it this way is originally from z.

Code: [Select]
<input loop begin>
:getkey→D
:.TYPE
:!If D-55
<trigger loop quit here>
:End
:!If D-48
:If B
:-1→BElse
:+1→BEnd:End
:If U
:!If D-54
<trigger loop completion here>
:End:End
:.DELETE
:If U>0
:!If D-56
:U--
:0→{L1+U}
:End:End
:.ADD
:If U-<max length>
:If D>10 and (D<48) and (D≠33)
:If {D-11+GDB1}→T
:B*32+T→{U+L1}
:U++
:End:End
:End
<input loop end>


:"WRMH"→GDB1
:det(3)
:"VQLG"
:det(3)
:"ZUPKFC"
:det(1)
:" YTOJEB"
:det(2)
:"XSNIDA"
Title: Re: Portal Prelude
Post by: Builderboy on November 14, 2012, 09:33:41 pm
Thanks shmibs, but I actually remembered I had one from Firefall that also did lowercase and numbers, so I'm gonna grab that one.  Also, as a small update, I finished the build program to generate the Portal data-appvar, and modified Portal itself so that it reads from the appvar instead of internal data.  Moving the data out of the app freed up around 3000 bytes, so I'm super excited!  One more thing to check off the list!

EDIT: I actually went ahead and modified the list I made earlier with an update as well
Title: Re: Portal Prelude
Post by: shmibs on November 14, 2012, 09:40:51 pm
/me would be curious to see how that one works. i could use something that works with numbers.
also, hooray for updates!
Title: Re: Portal Prelude
Post by: Builderboy on November 14, 2012, 09:51:54 pm
Here (http://pastebin.com/6tPRGa5A) it is, taken directly from FireFall.
Title: Re: Portal Prelude
Post by: Builderboy on November 15, 2012, 04:13:14 am
Woot, so this night while I was busy building some new puzzles I decided that it was finally time to do something I have been thinking of since the very early stages of portal.  Haha nothing big actually, but doors for buttons can now be sideways :D It's done automatically just like all the other map features, and was pretty easy to get working, but I thought I might show it off a little anyway :] This should make for some nice puzzles where you can press a button to open a trapdoor underneath a cube and drop it into a portal or something.
Title: Re: Portal Prelude
Post by: Hot_Dog on November 15, 2012, 06:57:12 am
That's awesome, keep up the good work  :D
Title: Re: Portal Prelude
Post by: aeTIos on November 15, 2012, 07:46:24 am
I don't know if this is added already, but can you stack boxes? (and then, climb on them?)
Title: Re: Portal Prelude
Post by: Builderboy on November 15, 2012, 12:55:21 pm
No, box physics was never planned in that way.  It just causes too many problems due to the fact that boxes can go through portals.  Not only would I have to build something like Zedd, but it would also have to work through portals :P
Title: Re: Portal Prelude
Post by: Ki1o on November 15, 2012, 07:55:42 pm
I'm just curious as to how you got Axe to support the 5x5 sprite size?
Title: Re: Portal Prelude
Post by: Builderboy on November 15, 2012, 08:00:36 pm
I didn't!  I just use 8x8 sprites like normal.  For instance the sprite for the character is technically 8x8, but the only pixels in the sprite that are black are in the top-left 5x5 region.  When you display it with a Pt-On() command, you can't even tell the difference :)
Title: Re: Portal Prelude
Post by: Ki1o on November 15, 2012, 08:10:13 pm
Wow! ok... but how did you get it to be so seamless? (as in there is no white space?)
Title: Re: Portal Prelude
Post by: Builderboy on November 15, 2012, 08:16:29 pm
As long as you use Pt-On or Pt-Change, the extra white around your 5x5 tile won't interfere with any of your graphics, and will be just the same as if you had a 5x5 sprite routine.  If you end up needing Pt-Off, you have to get a little more creative with masking.
Title: Re: Portal Prelude
Post by: DJ Omnimaga on November 15, 2012, 11:22:05 pm
I like the new screenshot builderboy :D
Title: Re: Portal Prelude
Post by: aeTIos on November 16, 2012, 05:56:13 am
No, box physics was never planned in that way.  It just causes too many problems due to the fact that boxes can go through portals.  Not only would I have to build something like Zedd, but it would also have to work through portals :P
I see. woulda been cool though :D
Title: Re: Portal Prelude
Post by: Snake X on December 06, 2012, 09:27:21 am
http://www.engadget.com/2012/12/05/portal-ti-calculator/

Nice!
Title: Re: Portal Prelude
Post by: Xeda112358 on December 06, 2012, 03:50:19 pm
A friend of mine gave me this link this morning, knowing I like calculator programming. She thought I might be interested :3
http://www.buzzfeed.com/thesaccattack/you-can-now-play-portal-on-a-graphing-calculator-5o2x

I then proceeded to show off Portal and got a few friends quite engaged in the game :D
Title: Re: Portal Prelude
Post by: Spenceboy98 on December 06, 2012, 04:03:50 pm
Maybe somebody already noticed it, but today I found out that you can hold the Alpha button and you fly(I was just messing around with buttons). :P
Title: Re: Portal Prelude
Post by: stevon8ter on December 06, 2012, 04:15:27 pm
Hahaha lol i just tried it and it's true :o
So maybe this was for level testing and he forgot to change it...?
Title: Re: Portal Prelude
Post by: Builderboy on December 06, 2012, 04:20:10 pm
It's an Easter egg that is only unlocked if you have beaten the game :)
Title: Re: Portal Prelude
Post by: stevon8ter on December 06, 2012, 04:22:01 pm
Ooooh ok, cool :p
It's a pretty neat thingy ;) are tere any other cool stuff? ;D
Title: Re: Portal Prelude
Post by: dinosteven on December 06, 2012, 07:29:37 pm
What does "LOAD" do in the menu? I tried clicking on it, and all it does is send the cursor to play.
Title: Re: Portal Prelude
Post by: Sorunome on December 06, 2012, 07:30:13 pm
it loads a self-created map from the map editor
Title: Re: Portal Prelude
Post by: Spenceboy98 on December 06, 2012, 07:32:28 pm
What does "LOAD" do in the menu? I tried clicking on it, and all it does is send the cursor to play.

That's for if you make your own level.




It would have been cool if you could have implemented turrets, but I guess this takes place before the time of the turrets. :P My friend was asking me about why they weren't in it.

Edit: Ninja'd
Title: Re: Portal Prelude
Post by: Builderboy on December 06, 2012, 07:38:05 pm
I thought about turrets, but I think the elements I put in (cubes, buttons, and plasma balls) allowed for more and better puzzles than turrets would have.
Title: Re: Portal Prelude
Post by: Eeems on December 06, 2012, 09:50:38 pm
and here come the memes....
http://www.quickmeme.com/meme/3s2bqq/
Title: Re: Portal Prelude
Post by: Sorunome on December 06, 2012, 09:51:27 pm
haha, congrats builderboy :D
Title: Re: Portal Prelude
Post by: Netham45 on December 07, 2012, 02:51:07 am
http://arstechnica.com/gadgets/2012/12/portals-physics-engine-rebuilt-in-25kb-on-a-graphing-calculator/
https://twitter.com/arstechnica/status/276414423567040512

Congratulations.
Title: Re: Portal Prelude
Post by: Builderboy on December 07, 2012, 04:11:17 am
Thanks :D I worked with the writer of that article via email so they could get all the details ^^
Title: Re: Portal Prelude
Post by: Xeda112358 on December 07, 2012, 07:41:00 am
I like how the twitter one is titled "Portal's physics engine rebuilt in 50KB—on a graphing calculator" and then right below it: "Portal's physics engine rebuilt in 25KB—on a graphing calculator" and in reality it is under 16KB XD
Title: Re: Portal Prelude
Post by: Snake X on December 07, 2012, 10:07:32 am
I like how the twitter one is titled "Portal's physics engine rebuilt in 50KB—on a graphing calculator" and then right below it: "Portal's physics engine rebuilt in 25KB—on a graphing calculator" and in reality it is under 16KB XD

Lol wow
Title: Re: Portal Prelude
Post by: leafy on December 07, 2012, 10:11:03 am
I like how the twitter one is titled "Portal's physics engine rebuilt in 50KB—on a graphing calculator" and then right below it: "Portal's physics engine rebuilt in 25KB—on a graphing calculator" and in reality it is under 16KB XD

Lol wow

Actually IIRC there's the app, which is 16k, then there's the appvar, which hovers around 9k :P
Title: Re: Portal Prelude
Post by: Eeems on December 07, 2012, 10:52:22 am
What I find funny is how Omnimaga is called a gaming forum. We are nowhere near just a gaming forum anymore :P
Title: Re: Portal Prelude
Post by: Builderboy on December 07, 2012, 03:07:14 pm
Yeah they originally thought it was 50K because somebody on reddit said that, but then I corrected them that it was around 25K if you count the app and the appvar together
Title: Re: Portal Prelude
Post by: Keoni29 on December 07, 2012, 03:14:18 pm
I left my calc on for two days straight running portal :P Forgot to turn it off.
Title: Re: Portal Prelude
Post by: calc84maniac on December 07, 2012, 03:15:14 pm
Yeah they originally thought it was 50K because somebody on reddit said that, but then I corrected them that it was around 25K if you count the app and the appvar together
And that was probably due to those silly .8xk filesizes
Title: Re: Portal Prelude
Post by: stevon8ter on December 07, 2012, 04:06:32 pm
I left my calc on for two days straight running portal :P Forgot to turn it off.

Lol and how are your batteries now?xD
Title: Re: Portal Prelude
Post by: Keoni29 on December 07, 2012, 05:53:03 pm
Had to swap em.
Title: Re: Portal Prelude
Post by: Sorunome on December 08, 2012, 02:12:25 am
People in school first didn't believe me if I told 'em i had portal on my calculator..........
Title: Re: Portal Prelude
Post by: dinosteven on December 13, 2012, 11:06:58 pm
YES YES YES! Finally FINISHED!!! lol, leafy failed in #1...
Title: Re: Portal Prelude
Post by: XiiDraco on December 14, 2012, 02:31:32 am
Either I had a really bad crash apon exiting portal or my OS is skrewed to heck any one know were I can get a new OS?
If I do 2*300/50 it will crash. Its really messed up...
Title: Re: Portal Prelude
Post by: Builderboy on December 14, 2012, 03:45:34 am
Have you already tried clearing your RAM?  There should be nothing in Portal that even has the ability to change your OS, so if clearing your RAM does not fix anything, go to the Texas Instruments website and download an OS, and then send it to your calculator with TiConnect.
Title: Re: Portal Prelude
Post by: pimathbrainiac on December 14, 2012, 09:19:01 am
I finished the game in 1 hr of gameplay time! (yesterday!)
Title: Re: Portal Prelude
Post by: XiiDraco on December 14, 2012, 09:23:18 am
Have you already tried clearing your RAM?  There should be nothing in Portal that even has the ability to change your OS, so if clearing your RAM does not fix anything, go to the Texas Instruments website and download an OS, and then send it to your calculator with TiConnect.
It has nothing to do with portal prelude, Even my own programs crash randomly. I'm getting a new OS in school today.
Title: Re: Portal Prelude
Post by: Hayleia on December 14, 2012, 09:34:51 am
Have you already tried clearing your RAM?  There should be nothing in Portal that even has the ability to change your OS, so if clearing your RAM does not fix anything, go to the Texas Instruments website and download an OS, and then send it to your calculator with TiConnect.
It has nothing to do with portal prelude, Even my own programs crash randomly. I'm getting a new OS in school today.
Why do you need to have your OS given by the school ? There are a lot of chances that they give you the very unstable 2.55, which would only solve you problems for a short period :P
Here (http://tiplanet.org/forum/archives_list.php?id=OS+z80) is a link to every OS for 83+ and 84+ if you want a new OS :)
Title: Re: Portal Prelude
Post by: XiiDraco on December 14, 2012, 05:03:21 pm
I did have 2.55MP it sucks but now I can't get my friends 2.53 on it. It say ERROR every time I try.
Title: Re: Portal Prelude
Post by: Darl181 on December 14, 2012, 05:47:56 pm
Sounds like you have boot 1.03. Maybe try this (http://ourl.ca/16275)?
You'll need to have it on the computer to patch it and send it to the calc tho.  See link two posts above ;)
Title: Re: Portal Prelude
Post by: Ki1o on December 14, 2012, 08:15:18 pm
Yay! I beat THE GAME! It took a while but eventually I did it.  The 30's were the hardest but 38 was a gimme...
Title: Re: Portal Prelude
Post by: Builderboy on December 14, 2012, 08:21:12 pm
Level 38 is a tricky one to place, since some people find it extremely difficult to solve, but others might see it right away.  Glad you liked it though!
Title: Re: Portal Prelude
Post by: XiiDraco on December 14, 2012, 08:51:00 pm
Surprisingly once I got to the 30's I rushed through the rest.
Thanks Builderboy for an AMAZING game!
Round of applause?
Title: Re: Portal Prelude
Post by: Scipi on December 14, 2012, 09:16:22 pm
Round of applause?

(http://media.tumblr.com/tumblr_ma7widSnai1qzwelr.gif)

:P

I remember playing the closed Beta, but I still haven't tried out the finished game. I'll have to find time for that :P
Title: Re: Portal Prelude
Post by: XiiDraco on December 14, 2012, 09:27:13 pm
Round of applause?

(http://media.tumblr.com/tumblr_ma7widSnai1qzwelr.gif)

I remember playing the closed Beta, but I still haven't tried out the finished game. I'll have to find time for that :P

I played the closed beta too and then I got this and...MIND BLOWN! best game I have seen on a calc in months!
Title: Re: Portal Prelude
Post by: DJ Omnimaga on December 15, 2012, 12:43:58 am
It's funny how on some blogs and stuff, a bunch of people thought this was written in BASIC. I guess maybe they saw code and noticed the syntax was like TI-BASIC :P (especially that the game was started back when Axe syntax still almost completely looked like TI-BASIC) or they think that all ASM games have Crysis-esque graphical capabilities. :P
Title: Re: Portal Prelude
Post by: stevon8ter on December 16, 2012, 12:02:15 pm
If anyone needs ideas :p

http://spele.nl/portal-quest-spel/
Title: Re: Portal Prelude
Post by: Xeda112358 on December 16, 2012, 12:17:05 pm
Level 38 is a tricky one to place, since some people find it extremely difficult to solve, but others might see it right away.  Glad you liked it though!
Yes, 38 I figured out immediately, but it took a while to get my timing correct XD

Also, I cheated to get past that level with the glitch >.>/me is a bad person :[
Title: Re: Portal Prelude
Post by: leafy on December 16, 2012, 01:47:08 pm
Am I the only one that didn't see the solution to level 38 instantly :(
Title: Re: Portal Prelude
Post by: annoyingcalc on December 16, 2012, 03:32:36 pm
I saw it instantly it was easy
Title: Re: Portal Prelude
Post by: Builderboy on December 16, 2012, 09:20:24 pm
Okay I just found an exploit in Level 38 that neither me nor leafy found, which makes it super easy, so I will work on removing that for the next update.
Title: Re: Portal Prelude
Post by: nikitouzz on December 20, 2012, 04:55:01 pm
I finish the game ;) the level38 is very very hard....
Title: Re: Portal Prelude
Post by: stevon8ter on December 20, 2012, 05:01:01 pm
Lvl 38 isn't hard at all!!
Title: Re: Portal Prelude
Post by: Eeems on December 28, 2012, 07:25:15 pm
http://cheezburger.com/45371137?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+failblog+%28The+FAIL+Blog+-+Fail+Pictures+%26+Videos+at+Failblog.ORG%29&utm_content=Google+Reader
Now it's on failblog :)
Title: Re: Portal Prelude
Post by: epic7 on December 28, 2012, 07:35:02 pm
wat.
Failblog?
Failblog?
Title: Re: Portal Prelude
Post by: leafy on December 28, 2012, 07:37:54 pm
If you've been solving level 38 by firing a portal diagonally down right past the stairs, you're doing it wrong :3
Title: Re: Portal Prelude
Post by: dinosteven on December 28, 2012, 07:47:36 pm
WHAT??? That's how I solved it and I just spent an hour looking for another way... Only way I've found besides that is pressing [Alpha]...
Title: Re: Portal Prelude
Post by: leafy on December 28, 2012, 07:49:05 pm
I admit that I didn't see the diagonal down right method, partially because Builder told me the solution was really tricky :P I assure you that it's possible though. Imagine that there's a glass wall stretching horizontally across that vertical corridor near the entrance, and try solving it.

You really have to twist your brain to see the solution :)
Title: Re: Portal Prelude
Post by: Eeems on December 28, 2012, 09:06:16 pm
wat.
Failblog?
Failblog?
They do wins too ;P
Title: Re: Portal Prelude
Post by: DJ Omnimaga on December 28, 2012, 09:59:26 pm
I was worried at first when I saw this was on Failblog lol. Thought it meant making portal on a calc was fail <_<
Title: Re: Portal Prelude
Post by: Sorunome on December 29, 2012, 12:22:34 pm
In the first level with a box you can actually jump over the gap :P
Title: Re: Portal Prelude
Post by: pimathbrainiac on February 05, 2013, 01:46:13 pm
Has anyone made a third-party level pack for this yet?
/me wants to play one
Title: Re: Portal Prelude
Post by: despondantmusician on February 19, 2013, 10:20:30 pm
dude! this is AMAZING!!!
Title: Re: Portal Prelude
Post by: Builderboy on March 05, 2013, 10:13:31 pm
Alright, I took the time today to wrap up the changes I have been slowly working on.  The level 24 bug should now be fixed, and an oversight on Leafy's my part that caused level 38 to be super easy.  It should be much harder now :)  Omni archive has been updated, and TiCalc will be updated when they get around to it.
Title: Re: Portal Prelude
Post by: Sorunome on March 05, 2013, 10:15:38 pm
Nice, I'll try it out some time! :D
Title: Re: Portal Prelude
Post by: DJ Omnimaga on March 05, 2013, 11:19:03 pm
By the way, when do you plan to post your tool-assisted speedrun of it so it can be put on OmnimagaTV? :P
Title: Re: Portal Prelude
Post by: Builderboy on March 05, 2013, 11:24:45 pm
I'm slowly working on that as well, it is mostly done I just have a few more chambers to finish up.  I might try to work on that tonight since I seem to have some free time today
Title: Re: Portal Prelude
Post by: DJ Omnimaga on March 05, 2013, 11:43:32 pm
Cool to hear. :D You would just have to post the series of animated screenshots (preferably as less screenshots as possible, though :P) so that I can put one after each other easily in a vid.
Title: Re: Portal Prelude
Post by: Builderboy on March 05, 2013, 11:46:01 pm
I have editing software of my own, so it will all be compiled into a single video once I'm finished.
Title: Re: Portal Prelude
Post by: DJ Omnimaga on March 05, 2013, 11:53:43 pm
Oh OK, but will the video be resized to 480p or higher with no filtering? Because if it's 128 pixels height resized with Windows Movie Maker it adds filtering which causes pixels to be blurry >.<.
Title: Re: Portal Prelude
Post by: Builderboy on March 06, 2013, 12:53:14 am
Yeah don't worry, I'll make sure everything is right.  I can't send the screenshots themselves because each chamber is cut into lots of little pieces and need to be edited together.
Title: Re: Portal Prelude
Post by: DJ Omnimaga on March 06, 2013, 01:25:51 am
Another thing is that animated GIFs with variable frame rate aren't supported in VirtualDub, which makes WabbitEmu screenshots look screwy there (see the Axe Parser tribute video's beginning), so I would have to use Camstudio and record over each screenshot or open them in WMM.
Title: Re: Portal Prelude
Post by: annoyingcalc on March 09, 2013, 07:01:03 pm
Alright, I took the time today to wrap up the changes I have been slowly working on.  The level 24 bug should now be fixed, and an oversight on Leafy's my part that caused level 38 to be super easy.  It should be much harder now :)  Omni archive has been updated, and TiCalc will be updated when they get around to it.
About the level 38 glitch, I'm not sure if im doing it correctly and I can't make a screenshot because I don't have a number pad on my computer only the 1-9 key line, I'll see if I can borrow my dads keyboard.

Edit here it is.
Title: Re: Portal Prelude
Post by: Ozymandias97 on March 19, 2013, 10:21:57 pm
I'm sorry, but how do you do level 32? My entire group can't figure that level out! It seems like you need to have 3 portals in order for it to work, 3 portals which you don't have.
Title: Re: Portal Prelude
Post by: Spenceboy98 on March 19, 2013, 10:51:49 pm
Alright, I took the time today to wrap up the changes I have been slowly working on.  The level 24 bug should now be fixed, and an oversight on Leafy's my part that caused level 38 to be super easy.  It should be much harder now :)  Omni archive has been updated, and TiCalc will be updated when they get around to it.

You say it's updated, but it's still easy:
(http://img.removedfromgame.com/imgs/PortalLvl38.gif)
Can someone show me how it's done the hard way?

I'm sure someone has reported this bug in the bug topic, but I don't know if someone has taken a screenshot of it yet:
(http://img.removedfromgame.com/imgs/PortalBug1.gif)
Title: Re: Portal Prelude
Post by: Builderboy on March 19, 2013, 11:43:09 pm
Are you sure you sent the appvar in addition to the app?  Oh and yeah the portal glitch you showed is a lot harder to fix, since it's due to the portal bumping code failing, which is a nightmare and probably will be a while before it is dealt with.
Title: Re: Portal Prelude
Post by: Sorunome on March 19, 2013, 11:51:05 pm

You say it's updated, but it's still easy:
(http://img.removedfromgame.com/imgs/PortalLvl38.gif)
Can someone show me how it's done the hard way?

There is a /other/ way than that? O.o
Title: Re: Portal Prelude
Post by: TIfanx1999 on April 03, 2013, 07:28:00 pm
How in the world are you supposed to solve level 36???
Moved your question to <a href=http://ourl.ca/185775#quickreply>this topic.</a> Welcome to Omnimaga by the way! :)
Title: Re: Portal Prelude
Post by: Builderboy on December 25, 2013, 11:51:50 am
My awesome parents got me a Portal Prelude mousepad for Christmas!!

(http://i.imgur.com/1NDfE4O.jpg?1)
Title: Re: Portal Prelude
Post by: TIfanx1999 on December 25, 2013, 11:55:20 am
Wow, that is pretty awesome! ;D
Title: Re: Portal Prelude
Post by: Xeda112358 on December 25, 2013, 12:15:28 pm
That's actually pretty cool and turned out really well!
Title: Re: Portal Prelude
Post by: Sorunome on December 25, 2013, 06:18:18 pm
wow, that is epic :D
Title: Re: Portal Prelude
Post by: bb010g on December 25, 2013, 06:24:07 pm
You should sell them.
Title: Re: Portal Prelude
Post by: DJ Omnimaga on December 30, 2013, 01:54:20 pm
Wow that is great Builderboy! O.O

Quite a contrast with when you had to get your Omni contest prizes delivered to friends to avoid getting in troubles with your parents for calculator programming. :P
Title: Re: Portal Prelude
Post by: TheCoder1998 on December 30, 2013, 02:23:48 pm
omg that's soooo cool :D
Title: Re: Portal Prelude
Post by: Natanel Roizenman on March 08, 2014, 05:08:39 pm
How do u get it???
Title: Re: Portal Prelude
Post by: DJ Omnimaga on March 08, 2014, 05:11:06 pm
Ticalc.org search or Omnimaga downloads section (although I think it might be broken, so try ticalc.org)
Title: Re: Portal Prelude
Post by: ClrDraw on March 08, 2014, 06:31:15 pm
http://www.ticalc.org/pub/83plus/flash/games/portalprelude.zip (http://www.ticalc.org/pub/83plus/flash/games/portalprelude.zip)
Make sure you send both Portal.8Xk and PortalPK.8Xv to your calc
Title: Re: Portal Prelude
Post by: Hayleia on March 09, 2014, 04:53:03 am
You meant that for the link I guess http://www.ticalc.org/archives/files/fileinfo/451/45101.html ;)
And you meant "Make sure to read the readme" for the sentence I guess ;)
Title: Re: Portal Prelude
Post by: ClrDraw on March 09, 2014, 02:45:56 pm
Lol, thanks for the help ;)
Title: Re: Portal Prelude
Post by: Paul on September 28, 2014, 11:11:30 pm
I'm pretty new to this modding stuff, only discovered it tonight. Now I have a nspire, how would I go about installing axe on it? I understand that's not quite a "Portal Prelude" thing, but this is the first place I've heard about it. Any help here?
Title: Re: Portal Prelude
Post by: TIfanx1999 on September 28, 2014, 11:15:26 pm
Unless you have the old black and white display model with the ti-84 keypad you can't. Axe is not for the nspire series.
Title: Re: Portal Prelude
Post by: Paul on September 28, 2014, 11:16:28 pm
Alright thanks, good to know. If I have some time, I'll take a look into what it would take to port it over then.
Title: Re: Portal Prelude
Post by: TIfanx1999 on September 28, 2014, 11:19:41 pm
It would be more of a complete rewrite than a port. The 83+ series (that axe is on) has a Z80 processor whereas the nspire uses an ARM. Welcome to the forums by the way. :) You can head over to general discussion and introduce yourself if you like. :)
Title: Re: Portal Prelude
Post by: Paul on September 28, 2014, 11:29:21 pm
Yeah I figured, I already checked out a few of the specifications for it. Also, thanks! I was thinking that there had to be some calculator modding community, so I found this. Glad to be here.
Title: Re: Portal Prelude
Post by: TIfanx1999 on September 28, 2014, 11:31:22 pm
Yepp. There's an entire board dedicated to Axe here btw: http://www.omnimaga.org/the-axe-parser-project/
Title: Re: Portal Prelude
Post by: Paul on September 28, 2014, 11:33:28 pm
Already found that, but thanks!
Title: Re: Portal Prelude
Post by: DJ Omnimaga on September 30, 2014, 02:09:47 pm
What would probably not be too hard to do is a 84+CSE port of Portal prelude. Only the screen stuff would need to be rewritten and speed wouldn't be an issue, except the transition between levels and the title screen would have to be removed. Someone would need to disassemble the Axe executables, though, so that the resulting ASM code can be ported to it.
Title: Re: Portal Prelude
Post by: MateoConLechuga on January 23, 2015, 01:20:27 am
What would probably not be too hard to do is a 84+CSE port of Portal prelude. Only the screen stuff would need to be rewritten and speed wouldn't be an issue, except the transition between levels and the title screen would have to be removed. Someone would need to disassemble the Axe executables, though, so that the resulting ASM code can be ported to it.
Well, actually, that is a lot more difficult than it sounds. :P It might be easier to just rewrite the entire thing. :)

(Gotta love necroposting, sorry. :P)

Builderboy, I once again congratulate you on such a fantastic game! :)