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Portal 2.5d

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I'm working on it right now~

discuss??

Suggestions? Though you know nothing of what I did in it yet?

It's basicly Portal, but it's like the flash version, but fps.

Get it?

First Person 2.5d Game

What is 2.5d??? Might wanna check out Super Mario DS

Suggestion: Post screens please.

Image

I would, If I only gotten far.

Right now I only did the first room, and it's not soo pretty.

Atlantisrobo wrote:
I would, If I only gotten far.

Right now I only did the first room, and it's not soo pretty.

You have to understand that any type of proof is better than "your word on it", if you know what I'm getting at.

As for some actual suggestions... lots and lots of traps. :)

Image

So, its basically like that other flash game thats been released?

Question, does the game actually work yet? (Even though theres one room)

Walking when you have a portal gun sucks.

Check out my Portal 2 map, Entrapment!
http://forums.thinking.withportals.com/community-releases/entrapment-1-1-1-t2323.html
Atlantisrobo wrote:
It's basicly Portal, but it's like the flash version, but fps.
Get it?
First Person 2.5d Game
What is 2.5d??? Might wanna check out Super Mario DS

Actually there are a few different kinds of 2.5D. There's the side scroller which uses 3D models like Super Mario DS. Then there's First Person 2.5D which is a 3D environment filled with facing sprites much like Doom or Wolfenstein.

When thinking of Doom and such I find it difficult to imagine a good portal game done in FP 2.5D, but I suppose if the textures are high res and you have some interesting play mechanics it could be good.

I think it is most probably very hard, because in 2D the concept of camera doesn't exist, which mean calculating the view inside an opened portal will be a real pain in the ass.

In 3D, you just have to put cameras in the portals and replace the pixels inside the portal with those given by the camera. It's already pretty hard to optimize properly.

In "Doom style", calculating the view inside the portal would require very complex math. The kind of complex math that is necessary to code a graphic engine, which is the hardest part to code in a game.

Don't want to ruin your hopes, but I don't think a one man team can do such a thing. Unless you're some kind of super math expert.

And besides, why would we play that, when we can just create more beautiful and effective and custom maps for the original game?
To me your project looks like a pure waste of time and effort, unless I didn't understand what your objective is.

Thanks to Portal, someone's birthday is now the most feared day in the year...
NO! THE CAKE! NOOOOOOOO !

umm... eh??

What are you guys talking about?

I've already made on room.

I'm heading off to eat lunch, I'll share it later.
I'm not really done yet with it.

And i'm still trying to find ways to "bump the portals" and make them Straight.

EDIT:

Not completely done, I havn't made some walls unportable.

You might want to check how it "kind of" works by giving your self an upgraded portal gun.

http://www.zshare.net/download/73599735b0e35c/

Well, its not what I expected. You basically made a portal map that is very skinny with black for the side walls. It still has 100% 3d models in it, which I'm not saying is a bad thing, but its not what I think of as 2.5D.

The only way I can see this as being fun is if it were just like Flash Portal, where you have the camera viewing the entire map from a distance from the side. Then you make the geometry of the map slightly tilted so that all the walls, ceilings, and floors are viewable from that one side perspective. Of coarse the controls would have to be different...I'm not sure if all that is possible, but if so its not really worth it in my opinion.

Edit:
I hate to give such feedback, but I just don't see much potential here.

On the other hand you could possibly make a normal 3D portal map with some narrow hallways that incorporate some of the play mechanics of Flash Portal. That could be a good thing.

Adair wrote:
The only way I can see this as being fun is if it were just like Flash Portal, where you have the camera viewing the entire map from a distance from the side.

Doable

Adair wrote:
Then you make the geometry of the map slightly tilted so that all the walls, ceilings, and floors are viewable from that one side perspective.

Doable

Adair wrote:
Of coarse the controls would have to be different...I'm not sure if all that is possible, but if so its not really worth it in my opinion.

Also doable

The first can be done with some simple cameras, you can even make the camera show one room, then pan sideways when you move into another room.
The second doesn't need to be done, really.
The third can be done with a hefty amount of point_clientcommand entities, one lot to userp the controls at the start of the map, and another lot to set them back again at the end
This last one would be easier with a mod rather than just a map because then you don't interfier with any control settings the user has made. Even if it is just a bare bones mod that only changes the controls.

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