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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Theme Voting!)
  • Ludum Dare 29 Compo (48 Hour+Solo+Scratch+Src) Begins: in 1 day, 1 hour, 3 minutes, 17 seconds
  • Ludum Dare 29 Jam (72 Hour+Teams OK+Relaxed) Begins: in 1 day, 1 hour, 3 minutes, 18 seconds
  • [ MiniLD 50 | Warmup Weekend | Real World Gatherings | Ludum Deals | Wallpaper ]


    About X-0ut

    Entries

     
    Ludum Dare 24
     
    Ludum Dare 19
     
    Ludum Dare 15
     
     
     

    X-0ut's Trophies

    Gyroids - Smudg3's 'thumbs up' Award.
    Awarded by Smudge
    on December 22, 2010
    The 'Even bluescrn wouldn't attempt that!' award for pushing the limits of 48hr game tech!
    Awarded by bluescrn
    on April 19, 2009
    The "Unexpectedly Deadly Bats" Award
    Awarded by Morre
    on August 23, 2008
    Best Use of 2 Bit Color Award
    Awarded by dstrysnd
    on August 13, 2008
    The Happy Retro Mirror Award of Deflection
    Awarded by mjau
    on December 31, 2007

    Ratings

    OveFunInnThePolGraAudHumTecFooJouTim
    4534455
    422333115121
    43344414
    4443435
    5533544
    33243424
    32113314
    55535453
    33244443
    45113354
    44334443
    332344254
    54125525
    34125313
    54554553
    3322345
    44233454
    43223454
    444344153
    4433444
    4323425
    333254353
    331133153
    33223415
    43234513515
    334434
    44224454
    544445455
    43434
    43234434
    44213453
    333234114
    45134515
    3313335
    43333354
    432234115111
    3.813.532.472.753.713.891.131.854.68-3.44-

    Hempuli says ...

    Very cool, though I miss the portal effect! ;)

    Arowx says ...

    Well done!

    SethR says ...

    Pretty bad... BAD ASS, that is! Nice job. Two nitpics:

    Don't like that it "shoots" me out of holes instead of using my own velocity, and how it doesn't seem to rotate my facing vector as you would expect after coming through a hole.

    DrPetter says ...

    Once you get over the whole thing with portals not acting like "normal portals" (what the hell does that mean?), it's kind of fun to try and bend the physics to do what you want. In the end gameplay was too fast and unforgiving for me, and I gave up near the end of the jumping level.

    Possible improvements: Generally slower movement, more "syrup". Wider player collider (not just a peg, more like a cylinder or many pegs so you can comfortably get up to a ledge and slightly beyond). Make me face the direction I'm going when shot out of a portal... although the current way actually becomes "intuitive" when you're aware of it, on the jumping level for example.

    The walls generally didn't do all that much, they were certainly not doomy (although I guess some could impose doom if you stayed around intentionally).

    pythong says ...

    waaaah i got stuck at the yellow level. But great work!

    dstrysnd says ...

    if i kill you and eat your brains, will i get your coding skillz?

    rob says ...

    I had fun with this one, at least until I got to the later levels. I didn't quite finish, but I saw most of it.

    So, the controls were good, polish was good, overall it seemed well-put-together and bug-free. There wasn't much variety in the levels, though. The difficulty was high, but I'm going to give you the benefit of the doubt and put that down to me sucking :)

    Room for improvement is mainly in the portal system -- the physics didn't feel quite right, especially with the velocity boost they give you, and I'm not convinced I was always pointing in the right direction when I came out.

    The advancing walls of doom were ... present, but I feel they didn't add much to the game.



    hamburger says ...

    You're amazing. I think I'm going to look at the source, to see what a real program looks like.

    Tenoch says ...

    Theme and innovation -- (looks like you wanted to make a portal game and somehow glued the theme to it)
    Technical ++, although i think it's a bit to fast and shaky.
    I don't mean bad, but relying on the "wah, portal game, awesome" effect doesn't seem to be enough. Of course, technically it's rather impressive, but I hope people won't take only this into account, if you see what I mean.

    Doches says ...

    Hard, but (as you say) quite fun for a while. Not to mention the zomg 48 hour portal effect. Extremely unforgiving, though.

    skalle says ...

    It's really fun and frustrating playing a game this sadistic. You really went all out with the level design on the last level :) There are some minor annoying things like getting inside walls occasionally, and falling off edges when standing too close. I really liked it though

    lucasshrew says ...

    Nice! I really enjoy portal games. I think that walls must be more doomy.

    shrt says ...

    Not much to add from all the other commenters, so only one small issue from me! I was slightly annoyed at often falling off edges sooner than i'd expect.

    I already played through Portal, so I gotta admit im not throwing a 5'er in fun here, but this was definitely technically impressive. I love boxing-in transition when you die (which happened often ;))

    HybridMind says ...

    I was hating life until I saw you allowed for adjusting mouse sensitivity.. thank you! ;)

    Well, as I'm sure most people have been saying well done for pulling of a portal game in such limited time. I got stuck on level 3 or 4.. whatever one was 'putting it all together'.

    With the original portal levels being so well done it is a tough bar to compare this game too so doing a Portal clone is likely both a blessing and a curse right?

    In 48hrs you pulled of an impressive coding feat of doing the look and 3d graphics of portal as well as trying your best to get some decent levels in I imagine. I think what 48hrs doesn't allow for on this is getting the physics polished, a responsive control feel, and interesting and balanced level design that needs to be there for a game like this to really live up to the original.

    As far as two things you made that at least changed it from being a complete portal clone that I like where the pushing walls of doom and the fact that a fall would kill you a lot worse.

    I hope you don't think I'm belittling your effort.. just trying to think past the ZOMG Portal reaction and give you some honest developer thoughts and feedback on the game you submitted that's all!

    Plus I dig what one other commenter here said about eating your brains for your coding skillz. ;)

    Wiering says ...

    Very well done, amazing work. But I couldn't get past the yellow level...

    Endurion says ...

    Both versions don't work on my Intel and FX 5500 version:

    Testing GL_ARB_vertex_program support.
    GL_ARB_vertex_program not supported!

    Hamumu says ...

    That's an amazing achievement! I had real problems with the gameplay, mainly the issue of your facing not changing to where it should on travel. The flinging-out effect would probably be just fine if the facing thing was correct.

    Not much on the theme, and the biggest minus is that you really didn't create anything your own design-wise. It's not just a portal clone, it's like the same levels basically (since Portal was pretty much a series of tutorials on how to use the portal gun, you were kinda stuck doing the same, I suppose. Of course you started at level 10 or so...). As something to pull off in 48 hours, it's awesome though.

    erik says ...

    It's a very impressive technical achievement. I found it a bit too difficult though.

    I think if you had gone with less difficult portal puzzles and more squishing walls instead, you would have had something with a closer fit to the theme.

    Nice job overall.

    Morre says ...

    This is impressive from a technical perspective, and quite fun to play. The controls could use a bit of refinement though. I didn't quite like the high "tower" part of level 5 (which I haven't managed to complete, it's just too hard for me).

    Overall, a great entry that could use some further polish :)

    mjau says ...

    This was great fun! Very impressive that you managed to do a Portal clone in 48 hours. Shame there's no sound.

    The portals felt a bit quirky with the push effect and facing (I see you already fixed these in the post-compo version, didn't try that yet though), but got used to their behaviour after a little while.

    Would've been nice with a restart button; I got trapped in the small starting room on the "You're getting the hang of this" level with no way out and no way to die. Though now that I think of it, I could've probably made an infinite vertical loop to fall to my death.. oh well, too late for that now.

    The theme feels shoehorned in, not much advancing walls of doom here. The moving checkered walls is more of a nuisance than anything, and I even used them to my advantage on at least one level. It's not a wall of doom if you can walk around on it and it sometimes even helps you getting where you want to go.

    Still, well done.

    Covenant says ...

    It's extremely impressive... same criticism/praise as the rest applies! :)

    Good job!

    muku says ...

    As others have said: technically impressive for 48 hours, but it felt a bit too much like a straight clone. Don't have much to add beyond that, just that it was fun to play for a while.

    scionkiller says ...

    Bit confusing if you've played Portal due to slight differences, but overall this is truly incredible.

    greencow says ...

    hey, Portal, nice work.

    Archive for the ‘LD #14 – Advancing Wall of Doom – 2009’ Category

    Post version update.

    Posted by
    Tuesday, April 21st, 2009 6:16 am

    I made some small post version fixes, namely correct viewing angles when entering/exiting portals.

    And now portals no longer have a push effect, so velocity out is the same as transfered in.

    Being post fixes this version cant be judged on, due to the fixes effecting gameplay slightly.

    You can grab it here:

    PORTWALL LD.zip

    Small fixes for people that could not play.

    Posted by
    Monday, April 20th, 2009 10:27 am

    screen6

    Made a small fix for some people that couldnt run the game due to shader requirements.

    I lifted said requirement, but its untested. Please let me know how it works out.

    Also added a fullscreen version.

    Same url here:

    X0utFinal.zip

    Finished.

    Posted by
    Sunday, April 19th, 2009 3:45 pm

    screen5

    All done. I didnt get as many maps as I had hoped. Not quite as much polish either.

    But I think in the end I got something thats fun for a few minutes, then downright frustrating ™.

    Hope you enjoy the game, and goodluck everyone – still a few hours left.

    Get it here: Final.zip (2mb)

    Clock is ticking..

    Posted by
    Sunday, April 19th, 2009 12:23 pm

    screen4

    So far I have a handful of levels. Needs way more. Still a little coding to do also. No sounds, no models.

    The pressure is on!

    Riding on a wall of doom…

    Posted by
    Sunday, April 19th, 2009 4:15 am

    screen3

    Walls of doom are now in..

    Should finish in time. Probably wont have any player/weapon models or sound/music, but I will have a game done this time.. yay!

    Still going strong.

    Posted by
    Saturday, April 18th, 2009 2:15 pm

    screen2
    Had some set backs… One of the kids stuck something in her ear, myself and wife spent hours trying to get the damn thing out.

    Still not advancing walls, but I’m hoping they will be there tommorow sometime.

    3 hours in..

    Posted by
    Friday, April 17th, 2009 11:01 pm

    screen1

    Lots to do, better get on with it!


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