Omnimaga

Calculator Community => Completed => Major Community Projects => Portal X => Topic started by: Builderboy on July 08, 2010, 02:53:01 pm

Title: PortalX Screenshots
Post by: Builderboy on July 08, 2010, 02:53:01 pm
Every good project needs a good screenshot thread!

Original project screenshots, and a mockup of map design.
(http://i199.photobucket.com/albums/aa72/builderboy2005/SCREEN2.gif)(http://i199.photobucket.com/albums/aa72/builderboy2005/SCREEN1-2.gif)(http://i199.photobucket.com/albums/aa72/builderboy2005/MAPBETA.jpg)

Portal bumping, new player animation, and new tile effects.
(http://i199.photobucket.com/albums/aa72/builderboy2005/BUMPING.gif)(http://www.omnimaga.org/index.php?action=dlattach;topic=1653.0;attach=4854;image)(http://www.omnimaga.org/index.php?action=dlattach;topic=1653.0;attach=4855;image)

Plasma balls, buttons, and crates
(http://www.omnimaga.org/index.php?action=dlattach;topic=1653.0;attach=6388;image)(http://www.omnimaga.org/index.php?action=dlattach;topic=1653.0;attach=6389;image)(http://www.omnimaga.org/index.php?action=dlattach;topic=1653.0;attach=6390;image)

Speed runnn!!!! Plus a transition and moar plasma balls!
(http://www.omnimaga.org/index.php?action=dlattach;topic=1653.0;attach=6391;image)(http://www.omnimaga.org/index.php?action=dlattach;topic=1653.0;attach=6392;image)(http://www.omnimaga.org/index.php?action=dlattach;topic=1653.0;attach=6393;image)

Some menu art, a large combination screenshot, and an animated menu screenshot
(http://www.omnimaga.org/index.php?action=dlattach;topic=1653.0;attach=3232;image)(http://www.omnimaga.org/index.php?action=dlattach;topic=1653.0;attach=4853;image)(http://www.omnimaga.org/index.php?action=dlattach;topic=1653.0;attach=6358;image)

NOTE: All of these screenshots are made at low frame rate, if you want high frame rate screenshots sent me a PM and i can provide :)
Title: Re: PortalX Screenshots
Post by: DJ Omnimaga on July 08, 2010, 11:42:26 pm
You spelled screenshit wrong.

That said that last level looks hard if not TAS'ed o.o
Title: Re: PortalX Screenshots
Post by: Builderboy on July 09, 2010, 12:53:48 am
Haha i see that i did ;D And yeah thats one of the more difficult levels ive designed.  I have about 20 right now, but im hoping for 30 or more for the final game, although details are still being worked out.
Title: Re: PortalX Screenshots
Post by: DJ Omnimaga on July 09, 2010, 01:37:10 am
Cool. Do you think the next demo (if any) will let us select which level to play, or maybe play each of them one after another?
Title: Re: PortalX Screenshots
Post by: Madskillz on July 09, 2010, 02:09:47 am
That is pretty impressive...I cant wait to try this out
Title: Re: PortalX Screenshots
Post by: Builderboy on July 09, 2010, 02:13:54 am
If there is another demo, most likely it will be another proof of concept demo, not an actual puzzle, and definetaly not a demo with multiple levels.  In the final game you will be able to play select levels once you have beeten them tho
Title: Re: PortalX Screenshots
Post by: DJ Omnimaga on July 09, 2010, 02:53:43 am
Aaah ok I see. I can't wait for final version ^^

It will sure be featured on ticalc when it comes out there, altough I suspect it will take a month or two like usual x.x
Title: Re: PortalX Screenshots
Post by: Galandros on July 23, 2010, 09:43:12 am
Nice set of screenshots you have done so far. ;)

I love the physics puzzles you have done.

Also nice TAS. It gives the best screenshot of Portal X and most good looking TAS on a calculator I have seen.
Title: Re: PortalX Screenshots
Post by: Builderboy on July 24, 2010, 02:50:23 am
Thanks :) And about the TAS, i have gotten even faster runs with my version that waits for a keypress, but as im working on upgrading the key system right now, i fear it may be more difficult to make that version in the future D:
Title: Re: PortalX Screenshots
Post by: Hot_Dog on July 24, 2010, 11:40:27 am
How'd you get the pure black and white screenshot?
Title: Re: PortalX Screenshots
Post by: Raylin on July 24, 2010, 11:42:27 am
I think WabbitEmu does that if you play with the settings a bit.
Title: Re: PortalX Screenshots
Post by: Builderboy on July 24, 2010, 03:12:00 pm
Are you talking about the top 3?  I used CalcCapture to take those old screenshots, thats why they are a different Color :)
Title: Re: PortalX Screenshots
Post by: DJ Omnimaga on July 29, 2010, 04:25:03 pm
CalcCapture also preserves the pixel squares delimitations. Also if you set everything to 0 and 256 level color, I think you can even preserve the Wabbitemu color, too. Contrast may look lower, though, so maybe setting contrast to 50 or 100 can fix it. I attached a screenshot below as example. You may need to slow down capture rate, too, if it goes too fast (like in my screenshot)

Thanks :) And about the TAS, i have gotten even faster runs with my version that waits for a keypress, but as im working on upgrading the key system right now, i fear it may be more difficult to make that version in the future D:
You should try to make a TAS using one of the latest Wabbitemu builds. It now supports 1% speed instead of 5% :P
Title: Re: PortalX Screenshots
Post by: Builderboy on December 08, 2010, 12:40:08 am
Alright all the screenshots are now much lower framerate so Chrome users and other slow computers should be able to handle them better :)
Title: Re: PortalX Screenshots
Post by: DJ Omnimaga on December 08, 2010, 12:46:55 am
THose are really great to watch again! Do you still plan to post ones at higher framerate elsewhere or in the topic as well in the future, in case a Youtube vid was made or something? :P
Title: Re: PortalX Screenshots
Post by: Builderboy on December 08, 2010, 12:47:56 am
Hmmm maybe in a separate topic, i still have all the high framerate ones on disk.  I think i'll just post a notice saying to contact me if you wanted high framerates :)
Title: Re: PortalX Screenshots
Post by: DJ Omnimaga on December 08, 2010, 12:54:27 am
Ah, right. Make sure to put a backup somewhere, though, in case. :P

If I made a video, I would most likely include all the ones that ran at fast framerate and were captured from WabbitEmu.

EDIT: 20000TH POST!!!  :hyper: :hyper: :hyper: :hyper:
Title: Re: PortalX Screenshots
Post by: Builderboy on December 08, 2010, 12:55:29 am
Yeah, the ones from CalcCapture are horrible Quality XD All the others have high framerate versions :)
Title: Re: PortalX Screenshots
Post by: Masinini on December 09, 2010, 08:10:18 pm
Looks really good.

Will it have a story mode to match? I recently played a portal game done in basic that was good. the story was okay, but was lackluster due to it only being text.
Title: Re: PortalX Screenshots
Post by: Deep Toaster on December 09, 2010, 08:11:53 pm
Great, they look a lot faster now ;D

Really glad you're still working on this. Portal was one of my favourite Flash games, and it'd be epic on a calc.
Title: Re: PortalX Screenshots
Post by: nemo on December 09, 2010, 08:12:03 pm
Looks really good.

Will it have a story mode to match? I recently played a portal game done in basic that was good. the story was okay, but was lackluster due to it only being text.

that portal game in basic was most likely builderboy's (:
Title: Re: PortalX Screenshots
Post by: Masinini on December 09, 2010, 08:31:02 pm
It was. Well, kudos then. But will this one have the same story, or will it be different?
Title: Re: PortalX Screenshots
Post by: DJ Omnimaga on December 09, 2010, 08:33:55 pm
Looks really good.

Will it have a story mode to match? I recently played a portal game done in basic that was good. the story was okay, but was lackluster due to it only being text.
I thought his old BASIC POrtal was graphical too? ???

http://tibasicdev.wikidot.com/archives:portal

Or was it a different game?
Title: Re: PortalX Screenshots
Post by: Masinini on December 09, 2010, 08:38:35 pm
It's the same. The game play and mechanics were amazing, and something I can't hope to replicate.

But transitions were just text popping up on screen. There really wasn't any other choice I imagine, but when I say text, that is what I meant. i did like the scrolling his text did though.
Title: Re: PortalX Screenshots
Post by: DJ Omnimaga on December 09, 2010, 08:45:50 pm
Oooh, I see now. I guess that was inevitable considering it was TI-BASIC.
Title: Re: PortalX Screenshots
Post by: Masinini on December 09, 2010, 08:50:35 pm
Pretty Much. That's one of the reasons I want to learn Axe. I once made an rpg that had a town that you could wander, with multiple shops. But due to limitations and to many bugs, I had to scrap it. i figure Axe will help with that.
Title: Re: PortalX Screenshots
Post by: Deep Toaster on December 09, 2010, 08:52:34 pm
Pretty Much. That's one of the reasons I want to learn Axe. I once made an rpg that had a town that you could wander, with multiple shops. But due to limitations and to many bugs, I had to scrap it. i figure Axe will help with that.

Nice, hope you didn't delete the project, though. You can always post it on the forums ;) But a warning: Axe has even more limitations on space (8811 bytes per program and 16384 bytes per app). You can store data in a much smaller format, though.
Title: Re: PortalX Screenshots
Post by: Ranman on December 09, 2010, 08:55:36 pm
How do you make your high frame rate screenshots?
Title: Re: PortalX Screenshots
Post by: Builderboy on December 09, 2010, 09:43:23 pm
Looks really good.

Will it have a story mode to match? I recently played a portal game done in basic that was good. the story was okay, but was lackluster due to it only being text.

This Portal will be similar to the first in that there will be a story to go along with the game.  Don't expect too involved of a plot though, as the base of the story is still you completing test chambers, and then comments between levels (which i hope to make a bit longer).

 
How do you make your high frame rate screenshots?

I use Wabbit with the settings upped to the max :) unfortunately chrome complains :(
Title: Re: PortalX Screenshots
Post by: willrandship on December 09, 2010, 11:19:08 pm
@DT
Remember though, BuilderBoy built that sweet "paging" method that lets him load and unload code from RAM, putting it into archive while running ;)

I hope you release how you did that btw (unless you have and I missed it) :P
Title: Re: PortalX Screenshots
Post by: AngelFish on December 09, 2010, 11:23:21 pm
Pretty Much. That's one of the reasons I want to learn Axe. I once made an rpg that had a town that you could wander, with multiple shops. But due to limitations and to many bugs, I had to scrap it. i figure Axe will help with that.

Unfortunately, Axe is even more prone to serious bugs than TI-BASIC, because bugs gain the magical abilities to crash your calc or mess up the OS.
Title: Re: PortalX Screenshots
Post by: Deep Toaster on December 09, 2010, 11:24:31 pm
@DT
Remember though, BuilderBoy built that sweet "paging" method that lets him load and unload code from RAM, putting it into archive while running ;)

Oh, I was replying to Masinini, edited :)

But I didn't hear about that either... How do you do that?
Title: Re: PortalX Screenshots
Post by: Builderboy on December 09, 2010, 11:43:56 pm
It doesn't put them into archive, the whole program still needs to fit in RAM.  But what it does is it splits it up into sections that are smaller than 8800 bytes, and you can only be in one section at a time.  But then you can goto a section, which swaps all the memory around, and then you start that section.  You can have as many sections as you like as long as they all fit into RAM.  And there is a thread somewhere, i'll have to find it tho... I need to release the new version, as it has a whole bunch of new features.

The issue with this is it makes the program a bit tricky to build, although i've automated most of the processes.
Title: Re: PortalX Screenshots
Post by: willrandship on December 10, 2010, 12:05:40 am
Still though, couldn't you make a sort of seed program that handles all the rest, sort of like xcopy? That way, you could (theoretically) have axe games that take up every last bit of ROM on the calc!
Title: Re: PortalX Screenshots
Post by: Builderboy on December 10, 2010, 12:14:36 am
Why yes you could :) I was just focusing on putting everything in one program for maximum user friendliness.  If the game proves to be too massive for even that, i will start splitting it up into more programs
Title: Re: PortalX Screenshots
Post by: DJ Omnimaga on December 10, 2010, 02:02:46 am
Pretty Much. That's one of the reasons I want to learn Axe. I once made an rpg that had a town that you could wander, with multiple shops. But due to limitations and to many bugs, I had to scrap it. i figure Axe will help with that.
It's actually possible to create a massive and complex RPG project in TI-BASIC with the help of a few libs, actually. I made many hybrid BASIC RPGs in the past (Reuben Quest, Reign of Legends, Mana Force and Illusiat series). It's a bit slow if you make an action RPG or use very outdated ASM libs, though. (like Zelda: Dark Link Quest and ROL3). That said in Axe and with hybrid BASIC you must backup often, though, because if you do one mistake, it's a RAM clear.