Author Topic: Portal Prelude  (Read 253919 times)

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Offline Builderboy

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Re: Portal Prelude
« Reply #915 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?

Offline C0deH4cker

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Re: Portal Prelude
« Reply #916 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!
« Last Edit: November 18, 2011, 06:53:40 pm by C0deH4cker »

Offline aeTIos

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Re: Portal Prelude
« Reply #917 on: November 12, 2011, 08:21:33 am »
I'm creating some levels now, with some new concepts I thought up :D
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Offline C0deH4cker

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Re: Portal Prelude
« Reply #918 on: November 15, 2011, 05:18:53 pm »
Did you find/fix the block at start bug?

Offline LincolnB

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Re: Portal Prelude
« Reply #919 on: November 15, 2011, 05:23:21 pm »
Loadable levels will be appvars.
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Offline aeTIos

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Re: Portal Prelude
« Reply #920 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)
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Offline LincolnB

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Re: Portal Prelude
« Reply #921 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.
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Offline InternetCliche

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Re: Portal Prelude
« Reply #922 on: November 15, 2011, 06:28:40 pm »
Ooh, level packs sound shiny.
Sometimes, things happen. With explosions.

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Offline annoyingcalc

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Re: Portal Prelude
« Reply #923 on: November 15, 2011, 07:14:01 pm »
Is the release on november 19?
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Offline Deep Toaster

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Re: Portal Prelude
« Reply #924 on: November 15, 2011, 07:15:15 pm »
Importing levels? Sounds really useful. I want to make some :D




Offline aeTIos

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Re: Portal Prelude
« Reply #925 on: November 15, 2011, 09:59:37 pm »
I already made some :D
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Offline LincolnB

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Re: Portal Prelude
« Reply #926 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)
« Last Edit: November 16, 2011, 10:12:32 am by buttsfredkin »
Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler For Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)



Offline C0deH4cker

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Re: Portal Prelude
« Reply #927 on: November 18, 2011, 06:52:05 pm »
We should test the editor :P

Offline aeTIos

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Re: Portal Prelude
« Reply #928 on: November 18, 2011, 06:55:51 pm »
Thumbs up for maybe sunday.
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Offline C0deH4cker

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Re: Portal Prelude
« Reply #929 on: November 18, 2011, 07:20:10 pm »
I like the idea of maybe sunday. :)