Commented 15 years ago2009-10-03 14:55:47 UTC
in journal: #6107Comment #35390
Portal is a single-player first-person action/puzzle video game developed by Valve Corporation. The game was released in a bundle package called The Orange Box for Microsoft Windows and Xbox 360 on October 9, 2007,[1][2] and for the PlayStation 3 on December 11, 2007. [5] The Windows version of the game is also available for download separately through Valve's content delivery system Steam[7] and was released as a standalone retail product on April 9, 2008.[6] A stand-alone version called "Still Alive" was released on the Xbox 360 Live Arcade system on October 22, 2008; this version includes an additional fourteen puzzles.
The game consists primarily of a series of puzzles that must be solved by teleporting the player's character and simple objects using the Aperture Science Handheld Portal Device ("ASHPD", also dubbed the "portal gun"), a unit that can create inter-spatial portals between flat planes. The player character is challenged by an AI named "GLaDOS" to complete each puzzle in the "Aperture Science Computer-Aided Enrichment Center" using the portal gun with the promise of receiving cake when all the puzzles are completed. The unusual physics allowed by the portal gun are the emphasis of this game and are an extension of a similar portal concept in Narbacular Drop; many of the team members from the DigiPen Institute of Technology that worked on Narbacular Drop were hired by Valve for the creation of Portal.
Portal has been acclaimed as one of the most original games in 2007 despite being comparatively short in length. The game has received praise for its unique gameplay and darkly humorous story, created with the assistance of Erik Wolpaw and Chet Faliszek of "Old Man Murray" fame. It has also received acclaim for the character of GLaDOS, voiced by Ellen McLain in the English version, and the final credits song "Still Alive" written by Jonathan Coulton for the game. The game's popularity has led to official merchandise from Valve including plush Companion Cubes, and fan creations such as recreations of the cake and replicas of the "portal gun."
n Portal, the player controls the protagonist, Chell, from a first person perspective as she is challenged to navigate through a series of rooms using the Aperture Science Handheld Portal Device ("portal gun" or "ASHPD"). The portal gun can create two distinct portal ends, orange and blue. The portals create a visual and physical connection between two different locations in three-dimensional space. Neither end is specifically an entrance or exit; all objects that travel through one portal will exit through the other. An important aspect of the game's physics is "momentum redirection."[8] As moving objects pass through portals, they come through the exit portal at the same direction as the exit portal is facing. This makes it possible to jump through the portal and emerge moving in a different direction across the room.[9] For example, a common maneuver is to jump down to a portal on the floor and emerge through a wall, flying over a gap or another obstacle (see illustration). This allows the player to launch objects or Chell herself over great distances, both vertically and horizontally, referred to as "flinging" by Valve.[8] As GLaDOS puts it, "In layman's terms: speedy thing goes in, speedy thing comes out." If portal ends are not on parallel planes, the character passing through is reoriented to be upright with respect to gravity after leaving a portal end.
Chell and all other objects in the game that can fit into the portal ends will pass through the portal. However, a portal shot cannot pass through an open portal; it will simply fail or create a new portal in an offset position. If a portal of the same color as an existing one is created, the previous portal is destroyed. Moving objects, glass, special wall surfaces, liquids, or areas that are too small will not accommodate portals. Chell is sometimes provided with cubes that she can pick up and use to climb on, or to hold down large buttons that open doors or activate mechanisms. Particle fields exist at the end of and within some test chambers that, when passed through, close any open portals and disintegrate any object carried through. The fields also block attempts to fire portals through them.[10]
Although Chell is equipped with mechanized heel springs to prevent damage from falling,[8] she can be killed by various other hazards in the test chambers, such as turret guns, bouncing balls of energy, and electrified toxic liquid. She can also be killed by objects falling through portals, and by a series of "crushers" that appear in certain levels. Unlike most action games, there is no visible amount of health; Chell dies if she is dealt a certain amount of damage in a short time period, but returns to full health fairly quickly.
The portal gun allows several possible approaches to completing the various test chambers. In their initial preview of Portal, GameSpot noted that many solutions exist for completing each puzzle, and that the gameplay "gets even crazier, and the diagrams shown in the trailer showed some incredibly crazy things that you can attempt."[11] Two additional modes are unlocked upon the completion of the game that challenge the player to work out alternative methods of solving each test chamber. Challenge maps are unlocked near the halfway point and Advanced Chambers are unlocked when the game is completed.[12] In Challenge mode, levels are revisited with the added goal of completing the test chamber either with as little time, with the least number of portals, or with the fewest footsteps possible. In Advanced mode, certain levels are made more complex with the addition of more obstacles and hazards.[13][14]
The PC and Xbox 360 version of the game also features a number of Achievements the player can earn by completing tasks. Achievements range from normal gameplay requirements, such as obtaining the Aperture Science Handheld Portal Device, to various tricks, such as using portals to jump a particular distance.
As with other Source engine games since Half-Life 2, Portal can be played with commentary enabled; special icons will appear in the game which the player can activate to hear how certain parts of the game were developed. [edit] Yes, World Crafter, I know you know what's Portal. But it's the kind of response for your kind of question, you know.
Commented 15 years ago2009-09-17 15:24:31 UTC
in journal: #6065Comment #56640
I'm ok know. I made a 98 km trip. I feel excellent. Fuck me. I'm insane. One moment I'm almost like an emo and next time I don't give a fuck for anything. I feel good. Wo ho wo ho wo ho wo...
Commented 15 years ago2009-09-16 16:10:39 UTC
in journal: #6065Comment #56639
"At least you're not the most hated person in your school " What, are you ? I'm not hated by my colleagues, but some teachers consider me arrogant =)) ( just because I like talking(on the subject !) because I know...and like discussing, not like most of the class. Mute.). And I still help my colleagues with the homework, and sometimes I'm having enough. And for that "I am arrogant". That pisses me off.
Commented 15 years ago2009-09-16 15:59:15 UTC
in journal: #6065Comment #56638
Dude of course I'm not going to kill myself. I had better reasons to do this and I didn't. Like, for example, not being able to shit for 1 week(god knows why).
"but adult life, if done right, is fucking fun!" I hope so... For the moment, the best thing I can see for the future is that I'm going to get my drivers license.
And I won't kill myself because I know it hurts. A long time ago I jumped off the first floor of a building and broke my leg. It was painful.
Commented 15 years ago2009-09-16 14:49:28 UTC
in journal: #6065Comment #56637
"unless of course you already are" I really miss my childish face now. "It's called depression. Blame your testicles." I knew I shouldn't have fapped 2 days ago. "Just dont cut them off." I won't.
Commented 15 years ago2009-08-31 06:02:21 UTC
in journal: #6039Comment #45093
One month ago I was 1 week this bad. I was afraid of sleeping, because my tonsils were so inflamed and full of white liquid that I could just suffocate during sleep.
Commented 15 years ago2009-08-29 06:19:13 UTC
in vault item: kzlt_greenhopComment #6407
You're english is fine(after my standards :)) ). The map is an absolute beauty, but are the kz communities still alive ? I remember I last played kz 1 year ago...
Commented 15 years ago2009-08-28 12:52:28 UTC
in journal: #6035Comment #53142
Fuck you lucky bastards :D. If I were in America now(I'm 16) I could drive a fucking car :(. I understand that you can even drive from 14 if the parents assist you.
It's ok. I feel better today.
The game consists primarily of a series of puzzles that must be solved by teleporting the player's character and simple objects using the Aperture Science Handheld Portal Device ("ASHPD", also dubbed the "portal gun"), a unit that can create inter-spatial portals between flat planes. The player character is challenged by an AI named "GLaDOS" to complete each puzzle in the "Aperture Science Computer-Aided Enrichment Center" using the portal gun with the promise of receiving cake when all the puzzles are completed. The unusual physics allowed by the portal gun are the emphasis of this game and are an extension of a similar portal concept in Narbacular Drop; many of the team members from the DigiPen Institute of Technology that worked on Narbacular Drop were hired by Valve for the creation of Portal.
Portal has been acclaimed as one of the most original games in 2007 despite being comparatively short in length. The game has received praise for its unique gameplay and darkly humorous story, created with the assistance of Erik Wolpaw and Chet Faliszek of "Old Man Murray" fame. It has also received acclaim for the character of GLaDOS, voiced by Ellen McLain in the English version, and the final credits song "Still Alive" written by Jonathan Coulton for the game. The game's popularity has led to official merchandise from Valve including plush Companion Cubes, and fan creations such as recreations of the cake and replicas of the "portal gun."
n Portal, the player controls the protagonist, Chell, from a first person perspective as she is challenged to navigate through a series of rooms using the Aperture Science Handheld Portal Device ("portal gun" or "ASHPD"). The portal gun can create two distinct portal ends, orange and blue. The portals create a visual and physical connection between two different locations in three-dimensional space. Neither end is specifically an entrance or exit; all objects that travel through one portal will exit through the other. An important aspect of the game's physics is "momentum redirection."[8] As moving objects pass through portals, they come through the exit portal at the same direction as the exit portal is facing. This makes it possible to jump through the portal and emerge moving in a different direction across the room.[9] For example, a common maneuver is to jump down to a portal on the floor and emerge through a wall, flying over a gap or another obstacle (see illustration). This allows the player to launch objects or Chell herself over great distances, both vertically and horizontally, referred to as "flinging" by Valve.[8] As GLaDOS puts it, "In layman's terms: speedy thing goes in, speedy thing comes out." If portal ends are not on parallel planes, the character passing through is reoriented to be upright with respect to gravity after leaving a portal end.
Chell and all other objects in the game that can fit into the portal ends will pass through the portal. However, a portal shot cannot pass through an open portal; it will simply fail or create a new portal in an offset position. If a portal of the same color as an existing one is created, the previous portal is destroyed. Moving objects, glass, special wall surfaces, liquids, or areas that are too small will not accommodate portals. Chell is sometimes provided with cubes that she can pick up and use to climb on, or to hold down large buttons that open doors or activate mechanisms. Particle fields exist at the end of and within some test chambers that, when passed through, close any open portals and disintegrate any object carried through. The fields also block attempts to fire portals through them.[10]
Although Chell is equipped with mechanized heel springs to prevent damage from falling,[8] she can be killed by various other hazards in the test chambers, such as turret guns, bouncing balls of energy, and electrified toxic liquid. She can also be killed by objects falling through portals, and by a series of "crushers" that appear in certain levels. Unlike most action games, there is no visible amount of health; Chell dies if she is dealt a certain amount of damage in a short time period, but returns to full health fairly quickly.
The portal gun allows several possible approaches to completing the various test chambers. In their initial preview of Portal, GameSpot noted that many solutions exist for completing each puzzle, and that the gameplay "gets even crazier, and the diagrams shown in the trailer showed some incredibly crazy things that you can attempt."[11] Two additional modes are unlocked upon the completion of the game that challenge the player to work out alternative methods of solving each test chamber. Challenge maps are unlocked near the halfway point and Advanced Chambers are unlocked when the game is completed.[12] In Challenge mode, levels are revisited with the added goal of completing the test chamber either with as little time, with the least number of portals, or with the fewest footsteps possible. In Advanced mode, certain levels are made more complex with the addition of more obstacles and hazards.[13][14]
The PC and Xbox 360 version of the game also features a number of Achievements the player can earn by completing tasks. Achievements range from normal gameplay requirements, such as obtaining the Aperture Science Handheld Portal Device, to various tricks, such as using portals to jump a particular distance.
As with other Source engine games since Half-Life 2, Portal can be played with commentary enabled; special icons will appear in the game which the player can activate to hear how certain parts of the game were developed.
[edit] Yes, World Crafter, I know you know what's Portal. But it's the kind of response for your kind of question, you know.
But nevermind that, I know your site for quite some time and I bookmarked for future, it would be cool if you do some Source modeling tutorials
[EDIT] Your site Rimrooks.
Can't wait for images.
That's only available for games which used PhysX, and there are few games with PhysX. Or PhysX dependant.
Please. Please. Please ! Please tell me what you eat\do for your imagination !!!
I feel good. Wo ho wo ho wo ho wo...
What, are you ? I'm not hated by my colleagues, but some teachers consider me arrogant =)) ( just because I like talking(on the subject !) because I know...and like discussing, not like most of the class. Mute.). And I still help my colleagues with the homework, and sometimes I'm having enough. And for that "I am arrogant". That pisses me off.
"but adult life, if done right, is fucking fun!"
I hope so... For the moment, the best thing I can see for the future is that I'm going to get my drivers license.
And I won't kill myself because I know it hurts. A long time ago I jumped off the first floor of a building and broke my leg. It was painful.
I really miss my childish face now.
"It's called depression. Blame your testicles."
I knew I shouldn't have fapped 2 days ago.
"Just dont cut them off."
I won't.
SpaG: No.
Kidding
It's good that you survived.
But tomorrow it will be same. Tomorrow is the first day at school for me
I never seen such a loving dad until now :D.
Last week I poured 1 liter of transmission oil in my dad's car. It runs fine now. Also 1 liter in the engine.