Author Topic: Portal Prelude  (Read 253430 times)

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Offline {AP}

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Re: Portal X
« Reply #15 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. =)

Offline DJ Omnimaga

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Re: Portal X
« Reply #16 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

Offline Quigibo

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Re: Portal X
« Reply #17 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.
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Offline DJ Omnimaga

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Re: Portal X
« Reply #18 on: March 10, 2010, 03:00:53 pm »
Aaah ok I see, It's up to you really.

Offline ztrumpet

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Re: Portal X
« Reply #19 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

Offline DJ Omnimaga

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Re: Portal X
« Reply #20 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

Offline ztrumpet

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Re: Portal X
« Reply #21 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
« Last Edit: March 10, 2010, 04:06:48 pm by ztrumpet »

Offline Builderboy

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Re: Portal X
« Reply #22 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.

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Re: Portal X
« Reply #23 on: March 11, 2010, 01:14:14 am »
Oh right I remember now. My memory is playing me tricks x.x

Offline Builderboy

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Re: Portal X
« Reply #24 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.

Offline meishe91

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Re: Portal X
« Reply #25 on: March 11, 2010, 05:57:08 pm »
Cool. This project really sounds interesting :) What is Run-Length encoding?
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Offline Builderboy

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Re: Portal X
« Reply #26 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 :)

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Re: Portal X
« Reply #27 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

Offline meishe91

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Re: Portal X
« Reply #28 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).
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Offline Builderboy

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Re: Portal X
« Reply #29 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