Author Topic: Portal Prelude  (Read 258092 times)

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Offline Builderboy

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Re: Portal X
« Reply #450 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.

Offline calcdude84se

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Re: Portal X
« Reply #451 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?
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Re: Portal X
« Reply #452 on: August 17, 2010, 05:17:34 pm »
Nice!

Offline FinaleTI

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Re: Portal X
« Reply #453 on: August 17, 2010, 05:20:06 pm »
Yayz! I can't wait for this to be finished!


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Offline Builderboy

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Re: Portal X
« Reply #454 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.

Offline meishe91

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Re: Portal X
« Reply #455 on: August 17, 2010, 05:24:58 pm »
Very nice! That looks awesome :)
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Offline TIfanx1999

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Re: Portal X
« Reply #456 on: August 17, 2010, 08:18:34 pm »
Looking good as always! :)

Offline DJ Omnimaga

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Re: Portal X
« Reply #457 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.

Offline Builderboy

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Re: Portal X
« Reply #458 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.

Offline meishe91

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Re: Portal X
« Reply #459 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 :)
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Offline Hot_Dog

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Re: Portal X
« Reply #460 on: August 20, 2010, 07:02:52 pm »
Interesting method...But I can see why it needs to be done by hand

Offline Builderboy

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Re: Portal X
« Reply #461 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.

Offline meishe91

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Re: Portal X
« Reply #462 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.
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Offline Builderboy

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Re: Portal X
« Reply #463 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.

Offline meishe91

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Re: Portal X
« Reply #464 on: August 20, 2010, 07:56:47 pm »
Oh, ok. Gotcha. Thanks.
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