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
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...
Builderboy I don't understand what you mean byQuoteBasicaly 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...
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 :)
Ah, got it. Yeah bumping is a bit weird, let me see if i can explain it a bit better with some pictures:OOoh I see now! Thanks for graphical explanation ^^. As visual person this always help a lot.
(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 :)
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 :)
(and subprograms would be a joy to my brain, as the code is getting large ;) )
Oh yes, i always work on engines first. Until i get all of the engines/items/enemies up and running, its just test levels.
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(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 >.<
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. :POh 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.
96?!? 64?!? Blashphemy!That's how much is accessible in pure Basic, but with Axe and ASM there are no such limits.
I'm pretty sure it's 95x63, that's what I use.
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 :)
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.
You are god.
I hate you.
Skill of this level should be a crime.
Very cool. It looks really amazing.
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 :)
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 :Per wrong topic? o.o
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 :Per wrong topic? o.o
(or maybe SpyBot45 failed at notifying of the right post?)
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 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?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.
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
I have it as 4 times slower, and it is looking good ^^Ok seems fine ^^
When you do this:Mmm, I don't think that would work, since E/5*16 and E*16/5 will give different results due to truncation
{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.
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.I personally loved the death animation :D
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
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.xThat is an old issue.
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.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.xThat 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.
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.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. :)
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.
Does storing stuff to vars count as data too?The actual act of storing is code. The data that was stored is data.
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?
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.
Yeah that part is really hard to explain, let me see if i can whip up a screenshot really quick...oooh I see now, thanks for explaining
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.
And lol Coding Knight you got 666 posts
Builderboy, tonight I will try and make Still Alive for you to roll with your credits. It will be a triumph for us all.
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:
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
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.
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 workouch, sorry to hear x.x, I hope you can get it figured out soon.
A*18
A*2*2*2*2+A+A
X-51->D
If A>30000
D+307->D
End
A>30000*307-51+D->E
I have a version of Axe that compiles the App, so memory isnt a problem anymore. I have just been using MirageOSYour program doesn't run No-stub?
Yeah for Nostub the limit I think is 8100 bytes about including data. Silly TI x.x
A*18
A*6*3
Also, Quigibo, correct me if im wrong, but boolean expressions in Axe are actualy slower than their corospondinf If Statements right?
A<<0
A>30000
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)
.Axe
Zeros(9001)->Str1
Output(0,0,"OHAI
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 ^^I see, well then it's better to stick with 2x2 then. Can't wait for demo. I'm so happy this progressed again :)
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.
Lol it's already been implemented on the 5 key :) forgot to mention.Good to know. :)
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?
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.
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.
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?
Heh, you can beat it, and this is how >:D
(http://www.omnimaga.org/index.php?action=dlattach;topic=1935.0;attach=2034;image)
Haha ya, I know. I thought that was what happybobjr was talking about though :P
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!
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!
Im trying to send the demo app to my ti84+ with ti connect, and i get this error:I think you need 5 or 6 posts to upload stuff (spam protection).
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 ???
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?
EDIT: Go ahead and mod your heart out :) but the final version wont be greyscale (unless you can convince me otherwise ;) )
edit: Portal Two. 2.9.11. yessss (http://www.wired.com/geekdad/2010/08/portal-2-release-date-confirmed/)
Hmm, I guess that's your opinion. I'm much more excited for Portal X! O0edit: Portal Two. 2.9.11. yessss (http://www.wired.com/geekdad/2010/08/portal-2-release-date-confirmed/)I know im so excited :D
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
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".
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.xi 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.
O.O if i could do Portal3D on the 84 i think i would be hero of the world
O.O if i could do Portal3D on the 84 i think i would be hero of the worldMaybe for the TI-Nspire ;D
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: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...
And i dont think even Axe is that powerful :P
I think he means the sub-title.yeah... pretty much!
It may sound more like they are dissecting calcs :Plol... fine XD
(poor calcs...)
lol :PIt may sound more like they are dissecting calcs :Plol... fine XD
(poor calcs...)
"Now your thinking with Axe!"
i personally dont think portalX is suitable..lol :PIt may sound more like they are dissecting calcs :Plol... fine XD
(poor calcs...)
"Now your thinking with Axe!"
Builderboy, what will you title the actual program? prgmPORTALX would work, so what'll that be? :)
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 ^^
I lol'd ;DIt may sound more like they are dissecting calcs :Plol... fine XD
(poor calcs...)
"Now your thinking with Axe!"
Maybe Porntal Zero? But again idk if that would screw with the original game story...
Haha, since when? See http://www.ticalc.org/archives/files/fileinfo/428/42883.html (http://www.ticalc.org/archives/files/fileinfo/428/42883.html)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.
Maybe Portal Zero? But again idk if that would screw with the original game story...
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
Each level is compressed on its own, since each level has unique non tilemap data that constitutes buttons, boxes, plasma ect....Easter eggs?
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
7000-75000 bytes a pageThose are some big pages....
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.OOh 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.
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
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.
Nostub ASM programs work in Basicbuilder if launched from a BASIC program.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.OOh 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.
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
By the way does Basicbuilder works with ASM programs?
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 ^^O.O O.O O.O
EDIT: Lowered the framerate of the screenie for chrome
(http://www.omnimaga.org/index.php?action=dlattach;topic=1653.0;attach=4853;image)
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...
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.OO.O
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
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
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?Not if you code smart. ;) You should be able to do three level, as long as the character sprites were not greyscale. :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?Not if you code smart. ;) You should be able to do three level, as long as the character sprites were not greyscale. :D
and I don't know what the deal is with L2 when it comes to MirageOS
Remember that DispGraphr is faster than DispGraph. Too bad you're already using the backbuffer though :PHow 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.Yeah it would be nice. But it's OK if you don't add them if it's too hard.
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
Portal X is a program my friend :)You used the trick you posted a while ago to circumvent the exec code limit, right?
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.
You should have a header for custom levels, and only display those with the appropriate header.
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.
########
H H H
########
m m m
########
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.
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
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
Yeah, don't let school interfere with your education xDIt's been months since I've actually learned anything in school.
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 :PYes, 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:
ROFL. A raycaster in basic?;DYeah, it was just about the most awesome thing I'd ever seen.
(http://img.removedfromgame.com/imgs/portaloncalcs.gif)
you could use thepenguin's video maker to make one of your own, ikkerens.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.
builder, i am impressed. did you run those levels on partial speed in wabbit, or have you just practised that much?
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 ^^
Eye candy bump!
/watches again
and again
and again
and again
eyegasm.
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 <_<
If this project dies, you will never hear the end of my wrath.Agreed ^^
If this project dies, you will never hear the end of my wrath.
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
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.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.
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]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. :)
The link doesn't workCould you please specify which one?
The link doesn't work
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.
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?
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
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!
Wow totally missed that. I hope you can finish it! O.O Good luck reading his code, though :crazy: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.
Good luck reading his code, though :crazy:yeah, isn't he like a code ninja?
Ah that's cool to hear. This will definitively be a huge POTY contender when it comes out.what's POTY?
...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. :'(
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.
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.
you changed your name D:Yeah, it stands for The Bridged One/me runs
:Pyou changed your name D:Yeah, it stands for The Blue One/me runs
I thought it stood for "The Brother of Yeong" at first and thought Dual changed his nic.you changed your name D:Yeah, it stands for The Bridged One/me runs
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.
can I have a hint?Put one portal right next to the button and one portal on the right hand ceiling.
can I have a hint?Put one portal right next to the button and one portal on the right hand ceiling.
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
When is the demo going to be released
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 (:'()
There is a demo around, yeh.But a demo of the "new" PortalPrelude by Buttsfredkin or the demo of PortalX by Builderboy ?
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 !
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.
sweet! Tentative beta release is, say Wednesday or Thursday next week?
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.
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.
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 YAYPlease, no spamming >.>
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!
<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"
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 :PI see. woulda been cool though :D
What does "LOAD" do in the menu? I tried clicking on it, and all it does is send the cursor to play.
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
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
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 togetherAnd that was probably due to those silly .8xk filesizes
I left my calc on for two days straight running portal :P Forgot to turn it off.
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 :PHave 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.
Round of applause?
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
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
wat.They do wins too ;P
Failblog?
Failblog?
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 onAbout 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.Leafy'smy 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.
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 onLeafy'smy 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.
There is a /other/ way than that? O.o
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?
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! :)
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. :)