It's not an exact copy of the game and I've been hard at work fixing all the bugs and glitches. I'm aiming for a release round New Years which will hopefully have most of the issues resolved and all the extra features I was thinking of added. Due to how much of a task it is for people to update I haven't been releasing rolling builds either but it'll get there :)
MRKane
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I'm chomping at the bit to get back into working on CCFC! I discussed the topic with my Patreon members and they were happy for me to complete Aperture: Reconstructed before returning to this project because because Aperture is just so damn difficult to wrangle that I want to remain in that headspace and simply get it finished.
So where are we with that project: there's one level left from the original game, and I'm aiming to have everything wrapped up in a bow before Christmas :)
At this stage I'm afraid not. I've never implemented a language pack with a game in the past but from what I've read it's tricky. One of my stretch-goals however is to support the original games' subtitles, which should hypothetically include any languages that the game itself had. This is something I'd look at adding towards the end of development :)
You have no idea how much of a pain that is! I even overhauled systems to try and stop it but there are still ways to do it! In Escape-02 I was even thinking of catching the player in a "developers room" and just write "You're not supposed to be here - Levelord" followed by "Happy reloading" because it was just such a pain
Hey I didn't think of that! Do you mean the rear pad or the screen itself? I will be adding gyro controls to it, as well as handedness options, however given how many games require both thumbsticks I'd strongly suggest seeing about getting replacements. They're not too difficult to swap out and there are plenty of really useful videos on YouTube that'll walk you through the process :)
This is amazing bug-checking and incredibly helpful! Thank you so so much! Some of these are known problems, some are things I've wrestled with for ages, there's a few that are just flat out oversights that were mistakes I made because development has been so rapid, and you've actually picked up things I didn't even know were problems. Plus your bug-reporting is gold!!
Very strong possibility that I've broken something while adding levels of detail to the different assets that have been used, and not that there was a problem due to using the Linux version of portal (although it's vaguely possible).
Given the pace of development I've had little time to check everything over so I'll file that down as a glitch and see about addressing it when the pressure is off. However getting a good polished game out the end of this really relies on people getting me feedback so thank you so much for posting this, I've added it to the list :D
Sorry about the tardy reply - I've been out of the country and kind of killed my phone so haven't been able to communicate.
Are you using graphics plugins perchance? I know that the Unity engine doesn't play well with many of the more popular Vita plugins and there's no way to detect what could be happening here.
Failing that please check over your install and make sure it's done by the letter as I really tried to make things as reliant as possible on the original Portal game so that this wouldn't be considered to be piracy.
Which brings us to the other potential issue that you could be encountering: The data files were made as a diff against the latest version of Portal available for Windows, so not using that version could be befouling you also.
I hope this helps you track down what the problem is, and good luck!
That's a new one on me - might I suggest that you check over the install directories and make sure that everything is letter perfect. Please follow this video by TheTRON for clarification as an install guide, and could I also suggest disabling plugins as the project has been made with Unity and there's no way to debug what could be happening in that respect. Good luck!
Hopefully I'll be able to get to that point before the end of the competition! Personally I'm underwhelmed with the current GlaDOS fight and am trying to think up ways to jazz it up a bit. The core conceit being that the player will now be able to hurt GlaDOS with everything that's hurt the player in the game, and to have a transforming arena as the fight goes on - I'm really open to suggestions here!
Great find on Test Chamber 09 - I'll put that down in the bug list. Thanks a heap! It's little things like this that can truly make a game great!

