ASCII Portal In the Works
Rock, Paper, Shotgun points out a video showing Portal, redone with ASCII graphics. It's still in development, but appears to be quite far along. Its creator, Cymon, says on his website, "I have Windows XP, so all binaries will by default be for Windows. But I will also be including the source code with the distribution and am doing my best to write it cross-platform compatible, so it should compile in Linux and Mac. I've had successful builds done in Linux." He also talks in detail about his design plans and ideas.
I must admit that my first thought was why and that its gonna lost all the interest in ascii mode where it would just teleport from one place to other. However after seeing the video, it seems to be a lot more than that and has very neat portal like effects. I loved how it creates the landscape on the "empty" space instead of just teleporting, which makes it seem continuous.
In an indirect way this also showed me that current games aren't just about graphics and innovative gameplay would had been forgotten. Portal could had been done years ago the same way its done here. However it was new kind of game and had good and fitting graphics, so the usual thought that new games aren't innovative doesn't really cut.
I hope this gets converted to linux aswell so I can play it over ssh :)
I was just playing ADoM on an online server for it.
I hate to be the pedantic one to point this out, but this isn't ASCII. It might even be pushing it to call it ANSI, but it's certainly a closer classification. Looks more like CP 437 than anything else.
...anyone else remember ZZT? I do.
That is one of those coolest things i've seen in a while. I used to love programming stuff with basic graphics on the apple 2's, so this really takes me back. I'm not sure if the apple II's would have the horsepower to pull of the "spins" though ;)
And as a bonus, the ending video will be entirely redone with mocap CGI ;)
Check out Left 4k Dead -> Left 4 Dead in 4kb! It's pretty fun and the sourcecode's available too.
http://www.object404.com
The best games never are.
The Institute of Incomplete Research has determined that 9 of out 10
Just set your SDL_VIDEODRIVER to aalib (or better, caca, for colour). Ascii frozen bubble can be quite fun.
I am trolling
I must say that many friends stopped gaming because simply it became too much obstacles and effort. Where are the days of good old doom, where installation had all it needed to run it and was full of fun. Now games like crysis still pushing video but gameplay is so boring and MP dead from start. In SP it looks almost same. Last good SP game was supreme commander. This looks awesome and i cannot care less about graphics
God's gift to chicks
He should really hire a spokesperson to speak for him; not just for the videos, but in real life as well.
"WHooOOOOOAh isn't that cooooooool?".
Cool.
Until this project is finished, may I recommend Portal: The Flash Game ?
...the cake is a li--ne drawing?
Paleotechnologist and connoisseur of pretty shiny things.
That reminds me of "telnet star wars"... available in the blinkenlights server (no linky to prevent slashdotting the poor guy's server).
Or the VLC ascii output filter... both pretty funny but only as a gimick.
To get the portal effect, this guy must have used some sort of ray-casting techniques in 2D. Plus the landscape rotation likely requires a matrix operation or two and some fancy rasterization algorithms. That's so odd, that he's using such advanced graphics techniques for "just" ASCII text. Next thing you'll know he'll find a way to offload the work onto the GPU, making the first ASCII game that requires a GPU!
From here it looks like ANSI.
I can easily see playing this game in 1983. The game logic is simple enough, it makes you wonder why nobody thought of it back then.
I'm not sure if the apple II's would have the horsepower to pull of the "spins" though ;)
No problem! Written in 6502 assembler, I don't think it would have been that hard. You'd probably have to come up with a delay to make the spins slow enough.
It's just a question of coming up with a clever trick - I had a friend in high school who would have looked at the spin as a neat challenge and probably he would have had it coded and running over a weekend...
It would have been a little slow if you used the "high resolution" graphics mode, but in text mode (or low resolution graphics mode, which was the addressed the same way as text mode) the only stumbling block was Woz's crazy screen buffer addressing scheme, which you can get around with some simple math or a smallish lookup table (I believe there's a screen address calculation routine in the ROM, if you want to be lazy - you could use it to populate nice fast lookup tables for each phase of the spin). If you're not using hi-res graphics there's plenty of memory space.
There are still a few games for the Apple II that leave you wondering how they did what they did with so little computing power and memory space.
Putting moderation advice in your
Very fun project and I look forward to playing it. But I watched this yesterday morning via Stumble. Seems Slashdot is now falling behind on getting me stories. I think this might be the 3rd or 4th in a lil over a week where I saw the article while using Stumble. Maybe I better start just submitting stories after I Stumble them and take credit for good reporting.
Cant wait to hear the ending in midi.
Winkey shortcut mapping for 64bit windows. WinKeyPlus
How about Portal on the iPhone!
http://www.youtube.com/watch?v=S302f77AB-k