I've been working on a version of portal for nspire for about two weeks now, and here's what I have so far:
(http://img.ourl.ca/screen1.png) (http://img.ourl.ca/screen3.png)
Title Screen Main Menu
(https://img.ourl.ca/nportal-1.gif)
Gameplay- (showcasing turrets)
Here's my current Complete/To Do List:
Game Story:
Better name:
Basic story with Level Set:
Menus:
Home Screen: COMPLETE
Main Menu: COMPLETE
Pause Menu: COMPLETE
Level Selection Room: IN PROGRESS
Game Mechanics:
Storing/Loading Maps: COMPLETE
Collisions: COMPLETE
Portals: COMPLETE
Buttons/Sliding Doors: COMPLETE
Crates: COMPLETE
Companion Cubes: COMPLETE
Energy Balls/Toggle Switches: COMPLETE
Energy Beams: COMPLETE
Turrets: COMPLETE
Subtitles: COMPLETE
Room Heating: COMPLETE
Animations/Cutscenes
Death Animation: COMPLETE
Elevator and text between Levels: COMPLETE
Customization:
Customization of Colors: COMPLETE
Customization of Tilesets: IN PROGRESS
Level Editing:
Loading Custom Levels/Sharing Levels:
Custom Made Tile Sets:
Multiple Control Schemes: COMPLETE
Other
Achievements/Unlocks:
I'll post any updates here, stay tuned!
It looks pretty good :D
I should buy a Nspire ^^
Looks very nice and glad that you posted it here too. :) CKH4 sprites would definitively look very nice on this. Will the levels be based on Mateo's CSE game?
Quote from: DJ Omnimaga on January 03, 2015, 07:33:15 AM
Looks very nice and glad that you posted it here too. :) CKH4 sprites would definitively look very nice on this. Will the levels be based on Mateo's CSE game?
No, I'm going to make my own levels, but as I mentioned in the post on omnimaga, it will be possible to make shareable level packs [eventually], so if someone wants to remake all the CSE levels in the level editor, then it will exist as a separate level pack. (Although gravity and jump heights might not match up, so it might not translate perfectly)
Shareable level packs would rule! O.O Maybe someone could write an editor that compiles to both? (Assuming Mateo adds external lv support)
I'm glad to see this topic here, I hope more people start posting their projects here. Any progress lately?
Quote from: DJ Omnimaga on January 04, 2015, 02:56:00 PM
Shareable level packs would rule! O.O Maybe someone could write an editor that compiles to both? (Assuming Mateo adds external lv support)
Assuming? :D Nice work LD Studios, and good luck! :)
Quote from: MateoConLechuga on January 05, 2015, 06:56:46 PM
Quote from: DJ Omnimaga on January 04, 2015, 02:56:00 PM
Shareable level packs would rule! O.O Maybe someone could write an editor that compiles to both? (Assuming Mateo adds external lv support)
Assuming? :D Nice work LD Studios, and good luck! :)
Thanks, and I'm not sure if an editor that compiles to both would really work. I think we probably have very different level storing techniques, and also, like i said earlier, gravity and jump heights might not match up so maps might not be quite the same on both versions. (I think screen height/width will be the same though). Also, thanks Mateo, good luck with yours as well!
Quote from: CKH4 on January 05, 2015, 06:10:05 PM
I'm glad to see this topic here, I hope more people start posting their projects here. Any progress lately?
Right now I'm rewriting the portal/teleportation because the previous solution had some issues. After that I'll move on to buttons, lasers and other elements.
EDIT: Reworked portals and they work great now! Next on my list is improving the method of firing portals
Actually, now that you mention it, screen size might be an issue as well because Nspire Lua doesn't use the entire screen.
Here's the new portal/physics engine:
>>click<< (https://www.screenr.com/embed/UDqN)
Next I'm going to make some changes to portal shooting, and then I'll move on to other game play elements.
Oooh, pretty nifty. Does it work well if the other portal is at 90° angle too? Also what about portal loops? Did you put a speed limit at least? :P
Quote from: DJ Omnimaga on January 06, 2015, 10:27:18 PM
Oooh, pretty nifty. Does it work well if the other portal is at 90° angle too? Also what about portal loops? Did you put a speed limit at least? :P
All combination of portal directions work, and I think I put a portal loop in the video...
Yes, there is a speed limit of 10 (10pxls per screen refresh)
Oh I meant portal loop as in falling from the ceiling non-stop. :P
EDIT: Nevermind, for some reasons your video ended before the end the first time I checked it, which is why I didn't notice it at first.
Today I reworked the method of shooting portals, changed the gravity, jump height and velocity limits, and also fixed about 5 or 6 bugs. Now that I'm finally happy with the basic layout, I'm going to implement sprites and then start working on other game play elements. In a week or so, I'm going to take a quick break from this to work on a Sonic based game with Ivoah. It shouldn't take too long, especially since there's two of us working on it. Once that's done I'll be working on this again, (and I don't think you'll be too disappointed with the other project either if it comes out how I plan).
Awesome to hear. :D I am curious if small sprites would slow the game down much? As for the Sonic game I assume it will be Lua too? Do you plan to cross-post it on all websites too? I am definitively curious what you plan to come up with.
Just as long as OS 3.1 isn't left behind hehe :P (although for Portal I don't think this will be a problem if only the more complex graphics use sprites). I still wish that Lua was faster, though, because in HP PPL, you can draw about 5,300 16x16 sprites every second and you can take two different shortcuts to not have to redraw everything every frame.
Quote from: DJ Omnimaga on January 12, 2015, 03:50:34 AM....you can draw about 5,300 16x16 sprites every second and you can take two different shortcuts to not have to redraw everything every frame.
Are you serious! O.O Wow. Wish the CSE had that capability. Oh well. Good luck, and I can't wait to see how that Sonic game turns out! :)
Well the Prime is 400 MHz, so... Yeah :P
That sais, on the CSE, the hardware scrolling helps.
Sprites:
(http://img.ourl.ca/Untitled-8.png)
I'll implement them soon! :)
Looks nice, good luck and what is the cake for?
You just got a +1 for awesomeness. But seriously will there be lives or something?
Quote from: CKH4 on January 12, 2015, 11:31:37 PM
You just got a +1 for awesomeness. But seriously will there be lives or something?
Make that a +2. I believe he's using it for the [spoiler=PORTAL SPOILERS:]ending ;)[/spoiler]
Quote from: 123outerme on January 12, 2015, 11:53:27 PM
Quote from: CKH4 on January 12, 2015, 11:31:37 PM
You just got a +1 for awesomeness. But seriously will there be lives or something?
Make that a +2. I believe he's using it for the [spoiler=PORTAL SPOILERS:]ending ;)[/spoiler]
Basically what outerme said, you get the cake at the end of the game (like in the original portal)
Awesome sprites, and about lives, I thought that Portal had unlimited lives/credits? ???
No, I was wondering if there would be lives but it's like the original because you get cake at the end.
Oh ok but still, someone could easily make a Portal game where you get the cake at the end, but with limited lives: For example, if you lose three lives it would be game over and you would have to restart from scratch and there could be 1up bonuses in some levels like in Mario :P
And the portals could look like green pipes!
No thanks. My lives idea was more if you wanted to add challenge to the game. I doubt he wants to make a Flappy Bird... er Mario Portal crossover. :P
It was a joke but the internet and sarcasm don't mix so....
I know. :P I was just messing around with you, but yeah you are right :P
I'd like to get this back on topic, but had to mention:
Quote from: DJ Omnimaga on January 13, 2015, 03:49:28 AM
No thanks. My lives idea was more if you wanted to add challenge to the game. I doubt he wants to make a Flappy Bird... er Mario Portal crossover. :P
This exists: http://stabyourself.net/mari0 and it's really awesome
Yeah I know about that game. I was more talking about a calculator version. :P (in case somebody ever wanted to make a Mario-themed Portal clone for the Nspire or CSE)
I made a signature thingy for this and PortalCSE. What do you think about them?
Edit.
Here's some experiments:
(http://i.imgur.com/5JCUrR5.png) (http://i.imgur.com/tX9r0td.png)
Quote from: CKH4 on January 14, 2015, 07:42:56 PM
I made a signature thingy for this and PortalCSE. What do you think about them?
Edit.
Here's some experiments:
(http://i.imgur.com/5JCUrR5.png) (http://i.imgur.com/tX9r0td.png)
Looking good! I would probably have to change it eventually to fit the finalized art style of the game.
Also, I have a lot of time to work on this today, so expect progress!
Yeah, I used the sprites that I had made and your cake. Which one do you like more, the current one or the experimental one?
Also good luck on progress.
Look very nice CKH4! Also I can't wait LDStudios :D
I fixed a few more bugs, changed around the physics a bit, and added some sprites:
(https://img.ourl.ca/1-6.png)
Quote from: CKH4 on January 14, 2015, 08:47:26 PM
Yeah, I used the sprites that I had made and your cake. Which one do you like more, the current one or the experimental one?
Also good luck on progress.
I think I prefer the style of the second one, here's one that I think fits the game theme a little better:
(http://img.ourl.ca/001.png)
This is getting better and better LD. How large is the game so far, by the way?
Quote from: DJ Omnimaga on January 15, 2015, 10:24:34 PM
This is getting better and better LD. How large is the game so far, by the way?
Right now its 9KB, I expect the finished game to be something like 18. (Level storage and a bigger title images will increase it quite a bit).
Awesome. Since it's color I often fear using many sprites because of possible massive size increase. I don't mind it, though.
Quote from: DJ Omnimaga on January 15, 2015, 10:34:36 PM
Awesome. Since it's color I often fear using many sprites because of possible massive size increase. I don't mind it, though.
Sizes for lua files are generally small compared to the nspires space, unless you have tons of images that are the size of the full screen.
Also, I added buttons:
(https://img.ourl.ca/1-7.png)
On the 84+CSE, a sprite sheet of 128 tiles that are 8x8 is 8192 pixels large, so if you have 1024 tiles it adds up fast. On the HP Prime it's even larger. Glad that at least on the Nspire it isn't too bad.
Also nice addition :D
Animated Screenshot! (https://www.screenr.com/embed/4XuN)
Awesome! I can't wait to try it on a real calc ^.^
Quote from: DJ Omnimaga on January 16, 2015, 01:39:19 AM
Awesome! I can't wait to try it on a real calc ^.^
I'll probably upload a beta soon!
Also, I made a gif version (but it's a bit laggy and doesn't include the full video)
(http://en.bloggif.com/output/c/0/c097c2ea5168e9002af262ff388e3f37.gif?1421426261)
EDIT: Added cubes, energy balls and toggle switches! This is finally progressing!
(https://img.ourl.ca/01-16-2015%20Image001.png)
(https://img.ourl.ca/01-16-2015%20Image002.png)
I personally liked the 2 pixels thick and textured outline surrounding walls, but the white one still looks nice and reflects the higher resolution I guess. I can't wait for the beta. :D
Hopefully touchpad responsiveness isn't an issue for particularly complex puzzles, though, because sometimes in the TI-OS I notice that when I touch the touchpad, it doesn't always register, so I have to tap the touchpad about 5-10 times until the arrow cursor finally appears.
I made portal shooting instant, here's a video to demonstrate portal shooting, energy balls and toggle switches:
(https://img.ourl.ca/nportal.gif)
(the screen recorder i used maxed out at 30 seconds so you miss the end of the level where the energy ball hits the switch, opening the door on the far right)
I actually prefer instant portal shooting myself since it allows better timing for particularly demanding puzzles.
Quote from: DJ Omnimaga on January 16, 2015, 11:06:26 PM
I actually prefer instant portal shooting myself since it allows better timing for particularly demanding puzzles.
That's why I changed it :)
Changed around the level, added droppers that can spawn energy balls or cubes, added ability to put the aperture labs logo on blocks:
(https://img.ourl.ca/1-8.png)
Changed CKH4's banner thingy to match the current design:
(https://img.ourl.ca/Untitled-9.png)
I'll edit mine on Monday. I'm going to see about changing it yet. I've spammed my imgur enough already.
Ooh I like the droppers idea. :D
You should add levels with traps where there is a button under each of them and pressing the wrong button spawns an energy ball right above you or stuff like that. :D
Added energy beams and glass! Here's a new video:
What is that block you are standing on at the beginning? Also lol at the end when the guy tries to be sonic. ;D
Good job :)
Quote from: DJ Omnimaga on January 17, 2015, 06:57:13 PM
What is that block you are standing on at the beginning? Also lol at the end when the guy tries to be sonic. ;D
Good job :)
If you're referring to this block:
(https://img.ourl.ca/Untitled-10.png)
It is just a box with the aperture labs logo, nothing special about it, just kind of fun to have :P
Ooh, thats some great progress you're making :D Can't wait for a version to play on calc :D
Do you have the controls down yet? If so, what are they? Because aiming with the nspire trackpad and moving with the "arrow keys" don't work very well on nspires.
Quote from: T.Wang on January 18, 2015, 01:14:20 AM
Do you have the controls down yet? If so, what are they? Because aiming with the nspire trackpad and moving with the "arrow keys" don't work very well on nspires.
You can aim with the cursor and move with the numpad (which is more separate from the cursor than the arrowkeys), you can also move with the arrowkeys if you want. I plan on an alternate control scheme where you move with the numpad, and aim the gun with the arrows, in case people don't want to use the cursor, but this isn't implemented yet.
Quote from: LD Studios on January 17, 2015, 07:12:05 PM
Quote from: DJ Omnimaga on January 17, 2015, 06:57:13 PM
What is that block you are standing on at the beginning? Also lol at the end when the guy tries to be sonic. ;D
Good job :)
If you're referring to this block:
(https://img.ourl.ca/Untitled-10.png)
It is just a box with the aperture labs logo, nothing special about it, just kind of fun to have :P
Aah I see now. By the way I can't wait for a demo. I hope Touchpad controls are responsive, but there's not much we can do with Nspire Basic and Lua I guess.
i want to play it too, sadly i dont have a nspire or or CSE q.q. Although maybe i can convince one
of my class mates :). Also, is there going to be a background or will it stay black?
If you have a monochrome z80, you can also play Portal Prelude ;)
http://www.ticalc.org/archives/files/fileinfo/451/45101.html
Yeah i know, but this is still something different :P
I must say that this portal game looks definitly good. I'll most likely to download it when there will be a version available :D
Quote from: T.Wang on January 18, 2015, 01:14:20 AM
Do you have the controls down yet? If so, what are they? Because aiming with the nspire trackpad and moving with the "arrow keys" don't work very well on nspires.
Quote from: DJ Omnimaga on January 18, 2015, 02:03:41 AM
Aah I see now. By the way I can't wait for a demo. I hope Touchpad controls are responsive, but there's not much we can do with Nspire Basic and Lua I guess.
I've decided to set up the controls like this:
UniversalArrow Keys: Move
Enter/Escape: Pause
Mouse: Shoot
Tab: Pick up cube
Control Option 1Numpad: Alternative for moving
Control Option 2Numpad: Alternative for shooting (like in portal prelude or cse)
Quote from: Cumred_Snektron on January 18, 2015, 11:20:15 AM
i want to play it too, sadly i dont have a nspire or or CSE q.q. Although maybe i can convince one
of my class mates :). Also, is there going to be a background or will it stay black?
To prevent lag, the background will be a solid color, but I am debating about changing it from black. (There will also be a way to create custom tilesets, and set any background color)
Quote from: TheMachine02 on January 18, 2015, 03:55:32 PM
I must say that this portal game looks definitly good. I'll most likely to download it when there will be a version available :D
I think I'll have a beta version ready soon!
Anyways, I added turrets, but right now the sprite is too detailed compared to the player and blocks which are almost half resolution. I think I'm going to create two graphics options, one that is more retro, with half res, and one that is more detailed. If someone can help making simple, low-res turret sprites, it would be greatly appreciated!
Not to spoil the fun here, but I think using the mouse for aiming is a bad idea as the touchpad is irresponsive as hell. I think you should use touchpad for movement and numpad for aiming. But hey, you make it and I'm looking forward to see what you make of it :D
I'll try to make the turret but it might suck.
Quote from: aeTIos on January 18, 2015, 06:44:10 PM
Not to spoil the fun here, but I think using the mouse for aiming is a bad idea as the touchpad is irresponsive as hell. I think you should use touchpad for movement and numpad for aiming. But hey, you make it and I'm looking forward to see what you make of it :D
You may have misread, I mentioned, that the mouse could be used for shooting, but you could set numpad as an alternative to shooting as well ;)
Quote from: CKH4 on January 18, 2015, 07:19:06 PM
I'll try to make the turret but it might suck.
Thanks, and good luck :)
Quote from: LD Studios on January 18, 2015, 07:45:48 PM
Quote from: aeTIos on January 18, 2015, 06:44:10 PM
Not to spoil the fun here, but I think using the mouse for aiming is a bad idea as the touchpad is irresponsive as hell. I think you should use touchpad for movement and numpad for aiming. But hey, you make it and I'm looking forward to see what you make of it :D
You may have misread, I mentioned, that the mouse could be used for shooting, but you could set numpad as an alternative to shooting as well ;)
Quote from: CKH4 on January 18, 2015, 07:19:06 PM
I'll try to make the turret but it might suck.
Thanks, and good luck :)
Partially misread. I still think that the mouse should either be the only input option for portals or be scrapped for input entirely, because you get a lot more portal placement options when you have free aiming (I ran into this issue when I was replicating Portal X levels using the Portal 2 level creator)
Quote from: aeTIos on January 18, 2015, 08:09:17 PM
Quote from: LD Studios on January 18, 2015, 07:45:48 PM
Quote from: aeTIos on January 18, 2015, 06:44:10 PM
Not to spoil the fun here, but I think using the mouse for aiming is a bad idea as the touchpad is irresponsive as hell. I think you should use touchpad for movement and numpad for aiming. But hey, you make it and I'm looking forward to see what you make of it :D
You may have misread, I mentioned, that the mouse could be used for shooting, but you could set numpad as an alternative to shooting as well ;)
Quote from: CKH4 on January 18, 2015, 07:19:06 PM
I'll try to make the turret but it might suck.
Thanks, and good luck :)
Partially misread. I still think that the mouse should either be the only input option for portals or be scrapped for input entirely, because you get a lot more portal placement options when you have free aiming (I ran into this issue when I was replicating Portal X levels using the Portal 2 level creator)
I think I'll leave both controls in there, because I really enjoy the mouse, but I understand it can be annoying to use quickly. There will be the numpad if you want it, for a quick, more reliable method, but even if you use the numpad, the mouse will always be an option in case you need to make a more precise portal placement.
I updated my signature, what do you think?
edit. I forgot to make the porltal wall thin.
Completely reworked the art!
(https://img.ourl.ca/1-9.png)
Quote from: CKH4 on January 20, 2015, 01:49:28 AM
I updated my signature, what do you think?
edit. I forgot to make the porltal wall thin.
Now that I reworked the artstyle, it doesn't look much like the game anymore :P
Heh I have an graphic idea : try to use the white outlined black characters of Portal 2's trailer as players! (Or the octopus in said trailers.)
Ooh I love the new art. It's closer to Portal style actually :D
Also I think this and the other portal game will most likely get a subforum :P
Ok, I think I'll use your banner now. I really like the new style.
I made a lot of progress, the most noteable update: turrets!
(https://img.ourl.ca/nportal-1.gif)
(screen recorder is a bit laggy)
I will release a beta version fairly soon!
Ooh, turrets sounds like a great idea. :D Make sure that they won't make the game too hard, though. :P
Quote from: DJ Omnimaga on January 23, 2015, 01:39:07 AM
Ooh, turrets sounds like a great idea. :D Make sure that they won't make the game too hard, though. :P
I'm going to make sure that when I do use turrets, there is some sort of puzzle to destroy them without having to charge right at them. In other words, you won't have to have intense bullet dodging skills to get past a level with them ;)
Oh wow that looks pretty great. Good luck for your beta release. :D
Quote from: LD Studios on January 23, 2015, 01:41:12 AM
Quote from: DJ Omnimaga on January 23, 2015, 01:39:07 AM
Ooh, turrets sounds like a great idea. :D Make sure that they won't make the game too hard, though. :P
I'm going to make sure that when I do use turrets, there is some sort of puzzle to destroy them without having to charge right at them. In other words, you won't have to have intense bullet dodging skills to get past a level with them ;)
ok phew I was worried with that screenshot! *.* There could be a Touhou-like level, though :P (as many turrets as the calc can handle without massive slowdowns.)
Quote from: DJ Omnimaga on January 23, 2015, 05:02:01 PM
Quote from: LD Studios on January 23, 2015, 01:41:12 AM
Quote from: DJ Omnimaga on January 23, 2015, 01:39:07 AM
Ooh, turrets sounds like a great idea. :D Make sure that they won't make the game too hard, though. :P
I'm going to make sure that when I do use turrets, there is some sort of puzzle to destroy them without having to charge right at them. In other words, you won't have to have intense bullet dodging skills to get past a level with them ;)
ok phew I was worried with that screenshot! *.* There could be a Touhou-like level, though :P (as many turrets as the calc can handle without massive slowdowns.)
Even in that screenshot, the turret isn't very difficult to get rid of, you can easily sneak behind it simply by placing a portal on the far wall. Also, turrets will probably be one of the less used game elements, I won't be putting them in every level :P
Oh right, I forgot that in Portal we could get rid of turrets. :P
As for my Touhou/bullet-hell type level idea, it was more if you or someone else decided to create another level pack.
Quote from: DJ Omnimaga on January 24, 2015, 12:40:28 AM
Oh right, I forgot that in Portal we could get rid of turrets. :P
As for my Touhou/bullet-hell type level idea, it was more if you or someone else decided to create another level pack.
It actually shows me destroying the turret in the animated screenshot
Also: I added heating chambers, where the background slowly fades to red, until eventually, you die. (Almost like a time limit)
(https://img.ourl.ca/1-10.png)
EDIT: Added a pause menu
(https://img.ourl.ca/1-11.png)
Oh nice I like the color change idea for those chambers :D The menu is also looking pretty nice. :)
About 40 days in and I'm starting to lose interest in this project :-\
I'm not about to give up on it, but there's a good chance I won't release a level editor with the final release.
Maybe a few months after I drop this project I will gain interest again.
All that's left besides level editor is story, levels and achievements, I'm going to try to finish it as soon as possible.
Sorry to hear. I hope you won't quit D:. Do you plan to release a version with many levels before putting it on hold?
Quote from: DJ Omnimaga on January 27, 2015, 05:34:53 PM
Sorry to hear. I hope you won't quit D:. Do you plan to release a version with many levels before putting it on hold?
Yes, I plan to release a version with some 25-30 levels and a basic story line, as well as achievements and basic unlocks before putting this project on hold. I can't bring myself to give up on something I spent this much time on, without at least releasing a "complete" version of it (even if it doesn't have all the features I originally planned)
Ok cool to hear. :) I was worried lol because this looks so promising.
I tried to work on levels for this but I really can't bring myself to do it. I'm just so incredibly sick of this project, and it no longer interests me in the slightest. If someone wants to take over and make the levels, they can let me know and I'll send them the source and explain how to do it. A bit of lua is experience would probably be helpful, but it's fairly simple what is left to do. If no one is interested, maybe in a few months I can pick this up again.
Sorry to hear D:. I hope it doean't mean that you are done with calcs, Omni (especially since you just became Coders of Tomorrow), Ceme, CodeWalrus. Do you still plan to stick around and to release this?
Quote from: LD Studios on January 31, 2015, 10:18:56 PM
I tried to work on levels for this but I really can't bring myself to do it. I'm just so incredibly sick of this project, and it no longer interests me in the slightest. If someone wants to take over and make the levels, they can let me know and I'll send them the source and explain how to do it. A bit of lua is experience would probably be helpful, but it's fairly simple what is left to do. If no one is interested, maybe in a few months I can pick this up again.
I saw this project a while ago and was really looking forward to its release. As such, I'd be happy to make the levels.
Heya Strontium and welcome to the forums. It would be nice if this project was revived by someone. :)
Thanks!
I'm not too good at Lua though, but it doesn't seem like a very hard language to learn.
Yeah when Lua arrived on the Nspire, many people jumped into it fast compared to Ndless and C and there were efforts in porting it to the Casio PRIZM. In any case, I wish you good luck! :) Also we have a member introduction thread at http://codewalr.us/index.php?topic=32 if you want to introduce yourself :)
Lua was actually the first lanhuagr i learned
C on npsire sadly got major slowdowns as projects were simply ported to this calc. Thus that GBA emulator coming from PSP, the GB/C and Doom emulators/WAD players litterally killed the interest into doing origjnal games as we could access to thousands of games without that much problems. (Seriously, who wants to make/play an original RPG when the FF are playable... :/)
Strange. nSpire runs on ARM right? you'd think c for arm would be good supported.
I mean slowdown as the interest is pretty much almost quite probably nonexistant, I think so, I suppose.
Oh on that brick. Well, c for the ti83+ etc isn't really much used too.
The fact that very few TI-Z80 programmers use C is a consequence of the fact that the Z80 was not designed for C. The few C compilers targeting the Z80 ISA generate poor code which makes even mildly experienced Z80 ASM programmers laugh at the missed optimizations, which waste both space and time.
The eZ80 is a newer design, with several features making it a somewhat better target for C than the Z80 is, but still nowhere as suitable a target as the 68000, ARM and in general, most ISAs designed since the late 1970s.
Yeah, i used z88dk for a bit. A simple test program that printed "test"was like 5kb <_<
HOW HAVE I NOT SEEN THIS?!?!?! I have been wanting a reason for using my Nspire and now I do as I am a big fan of portal prelude thanks
@Strontium for making the levels :).
Quote from: alexgt on April 21, 2015, 11:50:00 PM
HOW HAVE I NOT SEEN THIS?!?!?! I have been wanting a reason for using my Nspire and now I do as I am a big fan of portal prelude thanks @Strontium for making the levels :).
:) I'm not sure if I will yet, I need to wait for
@LD Studios to give me the source code first.
Quote from: Lionel Debroux on April 21, 2015, 02:27:12 PM
The fact that very few TI-Z80 programmers use C is a consequence of the fact that the Z80 was not designed for C. The few C compilers targeting the Z80 ISA generate poor code which makes even mildly experienced Z80 ASM programmers laugh at the missed optimizations, which waste both space and time.
The eZ80 is a newer design, with several features making it a somewhat better target for C than the Z80 is, but still nowhere as suitable a target as the 68000, ARM and in general, most ISAs designed since the late 1970s.
Yeah back in the days, when only z88dk was available, I often heard horror stories about the compiled code that resulted from it. Apparently it was sometimes three times larger than BASIC and ASM and sometimes as slow. SDCC seems much better, but I heard that the speed is comparable with Axe, if not slower. Axe is more suitable than C for that platform because Quigibo designed it specifically for such processor.
As for Nspire, I heard that it's a major PITA to setup an Nspire environment compared to a HP PPL, TI-84+ BASIC or even ASM one. Plus the lockdowns discourages many people from doing Nspire dev. IIRC that was one of the reasons why Streetwalrus and aeTIos ditched Nspire development.
QuoteAs for Nspire, I heard that it's a major PITA to setup an Nspire environment compared to a HP PPL, TI-84+ BASIC or even ASM one
There's a pre-built SDK for Windows, a build script for *nix, and a pre-built Docker-based version of the SDK for Linux. Could be worse :)
I didn't check when the pre-built SDKs were last updated, that said.
QuotePlus the lockdowns discourages many people from doing Nspire dev.
Yeah. Why bother deal with a closed, underpowered platform such as the Nspire (or even the Prime, more open, but still without usable access to native code because nobody bothers and also still way underpowered) when you can do far more with a much cheaper ARM-based development board ?
The power-price-openness gap between calculators and real computing platforms keeps only widening over time. Even some Chromebook models are only barely more expensive than the Nspire CX CAS / Prime; Chromebooks can somehow run standard Linux (instead of / in addition to Linux-based ChromeOS, that is), and unlike the dev boards, they feature all three of screen, battery and (full-featured) keyboard.
BUT! Chromebooks just aren't the same as a calculator.
Eyup, calculators are allowed in school where computers aren't.
Exactly. Though there still exists a market for science professionals (in a wide sense), on which HP's older calculator models hold significant presence, for most users, programmable calculators have become an artifact of the worldwide school systems' silliness.
But we're straying off-topic :)
Yeah that's the main issue. Lexibook in France has failed hardcore at understanding the concept of how to not get your platform banned from every test. As long as tablets, smartphones and computers will lack a feature allowing teachers to make them cheating-proof, then they will never fully replace calculators at exams.
Anyway we should probably get back on topic. This project is on the Nspire (and in Lua) to stay, after all. :) (and the original author did a very good job so far). Has anyone gotten any luck at getting the source to continue Portal Nspire?
I'm just waiting for
@LD Studios. Its probably a good idea for me to PM him directly if I want to contribute anything.
PM him then, it'd be great if this was finished!
The Mention feature on the forums could help if the user has email notifications enabled, but yeah PMing would work the best or if you can find his e-mail on ticalc.org then that could work too. It probably also depends which forums he frequents the most.
Oh hi, this topic certainly got some attention lately.
@Strontium, I'm going to be really busy for the next few days, by the end of the week I'll send you the source code and explain how the level storing works. It's not really a big deal if you don't know much lua because the engine is complete, it's really just a matter of storing a ton of data in tables for all of the levels.
Hopefully this project will get finished some day.
Does it support custom level sets? And how many levels can there be now?
It doesn't currently have a level editor or any easy way to import custom level sets. The way it's set up rn it can have basically infinite levels
Well thats quite handy :)
hehe, as long as you support level packs, you could be proud of having a game with a good replay value.
I could probably add support for level packs once I get the source, its not a hard thing to do. A level creator, though, is not something I want to add.
Yeah, level editors tend to take a lot of time, but can help once you set once and for good all the features/gameplay system your game will have.
Yeah a level editor would be cool, but maybe make a small one just for yourself. That's what i did with designing letters for DovahCalc CSE, since the letter bitmaps are really weird... (also i used pixelscape for the 84+ but that doesnt work for CSE >.<)
I just came up with a super simple way to implement a level editor that I could probably use for myself, then modify it to be more user-friendly when I am done with it.
YOu don't really have to make it user friendly, you know. Do your own and once your game is finished, do a better one! ;)
Yeah I agree. Of course if you ever want other people to make levels, then the editor needs to become more user-friendly, but now it's OK. By the way does Lua on the Nspire feature external files support?
IIRC you can import modules and stuff from MyLib
Yeah, you can use var.recall to recall any LibPub variables in the myLib folder.
@Strontium Are you still working on this?
I will when I have time. I have been messing around with levels a little bit. I've been designing puzzles with my brother.
Oh cool. Be sure to let us know how it goes! :)
Cool Cool Cool! I that the only thing that needs to be done?
Cool, I will definitely play it when it is done.
I can't wait as well. By the way for which OS is it now? I forgot
Quote from: DJ Omnimaga on May 18, 2015, 08:16:45 PM
I can't wait as well. By the way for which OS is it now? I forgot
It was always compatible with OS 3.1
So it won't work with 3.6 because that is the OS that I have right now.
Quote from: alexgt on May 18, 2015, 10:42:51 PM
So it won't work with 3.6 because that is the OS that I have right now.
It will work on OS 3.1 and all future OSes :)
Oh ok thanks :)
Quote from: LD Studios on May 18, 2015, 09:48:14 PM
Quote from: DJ Omnimaga on May 18, 2015, 08:16:45 PM
I can't wait as well. By the way for which OS is it now? I forgot
It was always compatible with OS 3.1
Ah ok good, because some people start their projects with 3.1 compatibility, but then forget to keep it intact. :P
Is this project still under development/finished already? Because I really want portal for my nspire. Even if not, can you provide a download for what has been finished already?
It's dead but for some reasons
@LD Studios didn't want to release the source, even though the entire game is supposedly functional and only lacking lots of levels. He will share it to people who wants to make levels, though.
Hmm Hmm Hmm...
I don't think this is still alive. I kinda wish
@LD Studios would release the source code to public, though, since that would be more within the TI community culture of open-source and learning to code and perhaps someone would be interested in porting the game.
Also
@LD Studios theres no reasonto not release it due to having a lack of levels; portal prelude had 7 levels. Please release the source!!!!
Not to sound negative, I still think releasing the code is a good idea, but portal prelude had 27 I thought :P
It most likely has 38 minimum, because on Omnimaga there are topics in the members-only walkthroughs section where people asks how to beat level 32 and 38.
It does have 38 now. Its possible that the original release had less though.
I'm really upset that this is not going to be continued. I have been anticipating this for a long time. But it's ok if @LD Studios can't continue. It's just that I can't find any other 2d portal for ti nspire.
Same here, kind of unfortunate :(