CKH4 wrote:
I'd like to learn the format for levels, I opened the appvar and experimented but all I got were problems when I loaded them into the emulator.
Sure, I'll PM you tonight with the format and how things are set up.
KermMartian wrote:
MateoConLechuga wrote:
EDIT: Also, if anyone reading this knows about the bcall _ChkFindSym, does it return a variable not found message now on the TI84+CSE? How odd...
I have not observed this behavior. You're checking the c flag before you do anything like trying to delete or use the variable in question?
Yes, I was, except when I exited, I assumed it existed and archived it... Whoops! So that is fixed now, and I also have some fun updates here:
MEGA UPDATE!!!!
So since death animation, level transitions, and text between levels is complete (Somewhat, I'll probably make it look even better with a new custom font later among other things), along with crates and crate physics, I thought that I would release another version. As always, post here if you want anything added, changed, or you found something that doesn't work the way it should! Thanks all, and enjoy!
EDIT: Key controls have changed a little!!
[MODE] - Quits in-game
[ALPHA] - Speeds up text
[CLEAR] - Quits in a text display or main menu
Screenshots:
(And just because I am happy that I actually got this far: )
This is looking really awesome, I wish I had a CSE!
MateoConLechuga wrote:
(And just because I am happy that I actually got this far: ...)
I hope I can get that far too eventually!
ldstudios wrote:
This is looking really awesome, I wish I had a CSE!
MateoConLechuga wrote:
(And just because I am happy that I actually got this far: ...)
I hope I can get that far too eventually!
Good luck! Remember, just keep chipping away at it; it will make itself eventually!
Also, update! I made a new snazy custom font to make it look a little better. Also, as of right now, I have 3/40 levels completed, compressed, and ready for action. I'll post my progress on the first page as I complete a level. Also, for CKH4, I kind of spaced last night and wasn't able to get to get you the level format; I'll do that today.
Also, I have decided to put down the actual game for now and make an on-calc level editor, as this will speed development by tenfold. Should be done in a couple days, as I already have most display things in the actual game.
How do you actually play this, like, beat the levels? I've never played Portal before. I'm stuck on the second level and have no idea what I'm supposed to do. Or am I supposed to figure it out?
If you're going to make a level editor I wouldn't bother trying to explain it to me, I'd focus on the level editor.
ralphworthington74 wrote:
How do you actually play this, like, beat the levels? I've never played Portal before. I'm stuck on the second level and have no idea what I'm supposed to do. Or am I supposed to figure it out?
You're supposed to figure it out.
The screenshots look awesome and the game looks like it plays very smoothly. I hope to see this project finish soon.
Now... if only I had actual hardware...
ralphworthington74 wrote:
How do you actually play this, like, beat the levels? I've never played Portal before. I'm stuck on the second level and have no idea what I'm supposed to do. Or am I supposed to figure it out?
Portal is an action puzzle game. As with all puzzle games, the purpose of the game is to figure it out.
IIRC, the original Portal game baked its tutorial right into the level design. I don't think he's gotten around to doing that yet.
I'm just really confused on what the different blocks are. I didn't really understand the read me about this.
White square block inside piece: Energy ball button toggle switch.
That made no sense to me at all.
ralphworthington74 wrote:
How do you actually play this, like, beat the levels? I've never played Portal before. I'm stuck on the second level and have no idea what I'm supposed to do. Or am I supposed to figure it out?
No, figuring it out can be quite difficult!
I am going to make a story line that explains everything in the final game, but here are some main ideas:
You want to reach the right side of the map, and go through the door which is in the bottom right hand corner.
The orange moving thing is an energy ball, which can go through portals. The two blocks that have the white space in them are energy ball switches, which can be toggled and open doors when an energy ball hits them.
Example: (It's somewhere in here...) Note: old screenshot
You can pick up the crate if it is near you by pressing [2ND], and fire portals by pressing the numpad.
The [5] key switches which portal you are shooting.
Buttons can open doors when you are standing on them, or a crate is on top of them. You can throw crates by pressing [2ND].
EDIT:
Iambian wrote:
IIRC, the original Portal game baked its tutorial right into the level design. I don't think he's gotten around to doing that yet.
Yes, I actually have the text routines set up so all I have to do is add the text that I want to display for each level! I just have to write the story line...
CKH4 wrote:
If you're going to make a level editor I wouldn't bother trying to explain it to me, I'd focus on the level editor.
Sounds good!
Oooo... A level editor? I volunteer my services in making levels then!
Unicorn wrote:
Oooo... A level editor? I volunteer my services in making levels then!
Sounds great! For the level editor, to avoid many problems and issues with having to create and name and rename AppVars, which is not really worth all the trouble, I am going to make it so there are 3-5 AppVars that are dedicated to Custom Level packs, sort of like a save file. Then you can just choose the one you want to edit. It might take me a little bit to write the editor; but I already have everything done for putting tiles and displaying them, so it shouldn't be too hard. (That is why I made the game first, and then the level editor)
I would appreciate custom text between the levels and possibly custom level icons.
This game looks awesome from any point of vue, except for one thing that bugs me. It seems like you are not simulating gravity realistically. When I look at your screenshots, I feel like the character's Y-speed is constant piecewise, instead of having a constant derivative.
The transition between levels is pretty nifty. I was wondering how you would achieve the same as in Portal Prelude due to lack of vertical smooth scrolling, but in your case, just with horizontal scrolling it still looks fine
Hayleia wrote:
This game looks awesome from any point of vue, except for one thing that bugs me. It seems like you are not simulating gravity realistically. When I look at your screenshots, I feel like the character's Y-speed is constant piecewise, instead of having a constant derivative.
Those may be some of the older screenshots; I hadn't added the gravity thing in a little bit. There is a velocity cap, which moves a maximum of 3 steps each time. But the movement amount is still preserved. For example, if you fall at speed 10 for example, it will only move 3 steps, but still maintain the 10. That is to prevent super-fast falling in which shooting a portal would not be reasonable. I am not quite sure where this is occurring; could you point it out a little more so that I can fix it?
DJ_O wrote:
The transition between levels is pretty nifty. I was wondering how you would achieve the same as in Portal Prelude due to lack of vertical smooth scrolling, but in your case, just with horizontal scrolling it still looks fine
Yeah, there is one thing that kind of bugs me though. Since it is in full-screen mode, I have to change the display offset and then output the updated map sprites, so there is a little overlap if you look closely at the right side of the scrolling screen. Oh well.
I'm fine with the overlap. After all, almost every NES game does this.
I downloaded the "Mega update" last night and whenever I ran portal it messed up my screen like the tv snow. Am I running it incorrectly?
This happens when you try to write pixels outside of the LCD's hardware clipping window, for what it's worth.
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