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> (New Trailer!) Now You're Thinking With Portals
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Mecha the Slag
Posted: Jan 9 2009, 12:58 AM
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QUOTE (Razz @ Jan 7 2009, 11:43 PM)
you might wanna add the flicker effect to the text that says "new game", "load game", ect.

I had that at first, too, but it looks more Source-ish when not. I'm trying to immitate the Source feel as much as possible, as it is that of which Portal is build on.


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LocoRoo
Posted: Jan 9 2009, 05:45 AM
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QUOTE (MechaBowser @ Jan 7 2009, 09:45 PM)
we really need some level designs

I can help with that.


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Mecha the Slag
Posted: Jan 9 2009, 08:20 AM
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QUOTE (LocoRoo @ Jan 9 2009, 11:45 AM)
I can help with that.

Just posts the design you have in mind, preferable illustrated in a sketch, and we'll take it into consideration!


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kane]deth[
Posted: Jan 9 2009, 04:56 PM
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PSI Guy
Posted: Jan 16 2009, 08:11 PM
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I had an idea for a co-op level.

You know how someone mentioned wind as a puzzle element? What if there was two wind pipes shooting out at certain angles, two people with portal guns and a platform that could be raised by wind? The two need to redirect the wind's energy to underneath the platform, with one person covering one wind pipe each, and they would have to balance it out by trial and error so they can get to the exit.

Oh, and will this feature a level editor?


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Mecha the Slag
Posted: Jan 16 2009, 08:17 PM
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Cheers for the suggestion, we'll take it into consideration!

QUOTE (PSI Guy @ Jan 17 2009, 02:11 AM)
Oh, and will this feature a level editor?

Possibly.


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Drezus
Posted: Jan 17 2009, 08:17 AM
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QUOTE (PSI Guy @ Jan 16 2009, 10:11 PM)
You know how someone mentioned wind as a puzzle element?

It was me :P

Yeah, I like the idea, too. But I think water/acid was a little more creative :X
Can't wait to see how the game is looking like!


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Mecha the Slag
Posted: Jan 17 2009, 09:22 AM
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Just added panning to all the sounds in the game. Makes navigating so much easier.


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Drezus
Posted: Jan 17 2009, 09:35 AM
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QUOTE (MechaBowser @ Jan 17 2009, 11:22 AM)
Just added panning to all the sounds in the game. Makes navigating so much easier.

...how? I mean, I suppose panning is that cool stereo effect to make sounds play only in one side of the speakers, adding a fantastic depth to the game's audio, but how does that help with "navigating"? I don't get what you mean.


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Mecha the Slag
Posted: Jan 17 2009, 09:39 AM
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It makes figuring out where turrets, energy orbs and portals are much easier on the fly.


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DJ Yoshiman
  Posted: Jan 17 2009, 01:11 PM
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then you might want to also allow a "Reverse Stereo" option as well


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Mecha the Slag
Posted: Jan 17 2009, 01:14 PM
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QUOTE (DJ Yoshiman @ Jan 17 2009, 07:11 PM)
then you might want to also allow a "Reverse Stereo" option as well

Reverse Stereo?


Elaborate!


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DJ Yoshiman
  Posted: Jan 17 2009, 01:18 PM
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QUOTE (MechaBowser @ Jan 17 2009, 11:14 AM)
Reverse Stereo?


Elaborate!

An option available on many games with panning effects, where it essentially reverses the stereo channels - so anything on the far right would now be located on the far left, and etc etc.


It's useful because some audio companies have issues, for some reason, wiring their speakers before shipping out their products, and left channels suddenly end up on the right speaker and right channels ending up on the left speaker.


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Mecha the Slag
Posted: Jan 17 2009, 01:18 PM
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Alright, it has been added!

More suggestions welcome, ofcourse!


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Drezus
Posted: Jan 17 2009, 01:28 PM
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QUOTE (MechaBowser @ Jan 17 2009, 11:39 AM)
It makes figuring out where turrets, energy orbs and portals are much easier on the fly.

Ah, yes, It's going to be awesome that way.

...But I would like to suggest making it a little more natural this time, since the panning in Left 4 Tick was a bit annoying (mainly the gun/shot sound, since it just played on the left speaker all the time).


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Mecha the Slag
Posted: Jan 17 2009, 01:32 PM
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QUOTE (Drezus @ Jan 17 2009, 07:28 PM)
...But I would like to suggest making it a little more natural this time, since the panning in Left 4 Tick was a bit annoying (mainly the gun/shot sound, since it just played on the left speaker all the time).

Left 4 Tick didn't have panning at all.


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Drezus
Posted: Jan 17 2009, 01:34 PM
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QUOTE (MechaBowser @ Jan 17 2009, 03:32 PM)
Left 4 Tick didn't have panning at all.

Well, the gunshot sound was play just on my left speaker, then :< Maybe it is something with my PC


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Mecha the Slag
Posted: Jan 17 2009, 01:36 PM
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QUOTE (Drezus @ Jan 17 2009, 07:34 PM)
Well, the gunshot sound was play just on my left speaker, then :< Maybe it is something with my PC

No, that was my fault. It's because of the way Left 4 Dead use its sound files!


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Drezus
Posted: Jan 17 2009, 01:43 PM
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QUOTE (MechaBowser @ Jan 17 2009, 03:36 PM)
No, that was my fault. It's because of the way Left 4 Dead use its sound files!

Ah, ok then.

Anotehr thing I'm wondering is that if there's some kind of echo effect. You know, the test chambers thing is so narrow and there are no windows or anything, so I always imagined it with some echo (like when you walk, fall on the floor or hit objects).
At least I remember Half-Life 1 having some echo in narrow stages, anyway :x


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Mecha the Slag
Posted: Jan 17 2009, 01:48 PM
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Portal doesn't feature echos, though, and I'm pretty sure that's an intentional effect.

edit: But lemme tell you, I actually considered echos before you mentioned it, but it turned out to give the wrong kind of effect on the player.

This post has been edited by MechaBowser on Jan 17 2009, 01:48 PM


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