Archive for the 'VVVVVV' Category

Forgot, and never brought to mind

(thanks, HotAndColdAF!)

Sorry I haven’t posted in a while.

Ok, I know that’s a terrible cliché, but I mean it very earnestly! I used to post something about what I was up to as often as once a week. I’m going to try very hard to start doing that again from now on.

I like new year’s resolutions a lot – this time of year has always been important for me to think back on what I’ve made, and to think about what I want to make. This is when I make plans. I rarely stick to them, though – like, in 2012, I was so sure that I wasn’t going to start any new projects – instead, I was going to really focus on finishing one of the half dozen big prototypes I had lying around. That plan didn’t last very long, but, eh, it’s probably for the best.

Reflection of years of new year’s resolutions past reveal that I kinda keep falling into the same traps, and I’m feeling all the same things again this year: I wanna sink my teeth into a big project, but I don’t know which one to pick! I’m sick of making small things, but I have all these small things I wanna finish first! And I rarely finish any of the games I talk about wanting to finish in my new year’s posts – sometimes I don’t even work on them that year.

It really doesn’t feel like a process I understand very well or have much control over. Which is frustrating. I mean, I’ve been indie for over seven years now! Seven! I should be better at this by now!

Today’s an anniversary of a very important project for me – five years ago today, I released VVVVVV. Five years later, VVVVVV remains the game I’m most proud of. I feel incredibly blessed that it’s found the audience it has. Gosh, I don’t even know where to begin talking about how lucky I feel. And its success isn’t the only thing I feel lucky about: VVVVVV was a joy to work on.

Working on VVVVVV was not like working on any other big project that has come along before or since. VVVVVV never felt like hard work – even in the final weeks when I barely slept. It took a little over six months, and I spent most of that time just playing with level ideas and getting little details to feel right. I woke up every day excited to add the next thing, to try out some stupid thing I’d thought up the night before. I loved working on it. I’ve loved working on other games too, but VVVVVV was special for me, and I think it shows in the game.

I think I’ve been looking for another project like that ever since. I’ve gotten close, but nothing has been quite the same.

This year, I think any plan I make about what I want to work on has to be a better acknowledgement of the way I work best. So here it is: I’m not making a plan. I’m just going to work on what I feel like, when I feel like it, and see where that gets me.

Happy new year, everyone.


Outer Space

Hey everyone! I have lots of big annoucements about VVVVVV today, so let’s get to it!

VVVVVV: Make and Play Edition

Let’s start with what I consider the really important thing – inspired by things like Knytt Stories and DROD: Architect’s Edition, I’m releasing a special build of VVVVVV on Windows, Mac and Linux today. It’s called VVVVVV: Make and Play Edition, and it’s completely free. This version of the game only includes the player levels and the level editor – which means that, from now on, the tools to make and play VVVVVV player levels are completely free.

[Download for Windows]
[Download for Mac] (right click and Save-as)
[Download for Linux] (right click and Save-as)
(last updated 21/10/2016)

windows md5sum: 46c4cab865b775850e53ad4ed9228ffb
mac md5sum: 53e503303b0deb5030284c569d235c20
linux md5sum: 46c4cab865b775850e53ad4ed9228ffb

People have done some really incredible things with the VVVVVV editor. I want to share that work as far and wide as I can!

Lots of new VVVVVV ports

VVVVVV is now available on iPhone, iPad, Android, and OUYA!

These ports have been quite a long time coming! Actually, I originally started the iPhone port before I started Super Hexagon, way back in 2012. So it feels very, very good to finally have it finished, and released. This is something I felt I really had to take on myself – VVVVVV’s important to me, and it was really important to me that this be done right. I wanted the game to be as good as it could be on mobile. I feel very good about how it’s turned out!

You can get it from here:

[VVVVVV for iOS]

[VVVVVV for Android]


Nicalis have been working on a Vita port as well – this should be coming out sometime this summmer!

Super Gravitron

Surprise! Today I’m also releasing another game on iOS and Android: Super Gravitron. It’s a little minigame that you might remember from the end of VVVVVV!

It’s acting as sort of a demo, but mostly I just think it happens to work really well as it’s own thing on mobile. And it’s completely free! Get it here:

[Super Gravitron for iOS]

[Super Gravitron for Android]

Version 2.2

Thanks to Ethan Lee, VVVVVV on desktop has finally gotten an update! Version 2.2 fixes a bunch of long standing bugs (for example, player level warp lines) and makes the 2.1 changes official (like player maps, coloured text in player levels, editor direct mode, etc).

If you’re on steam, this update also adds achievements! They’re the same ones that VVVVVV always had, except now they’re recognised by steam. If you’ve already got them, log into today and you should get awarded a bunch of them at once, which is extremely satisfying!


Finally – remember that amazing Metal Medley of VVVVVV music by @FamilyJules7x? Yeah, both Souleye and I were seriously impressed!

Introducing: MMMMMM! A complete Metal cover of the VVVVVV soundtrack! You can pick it up today directly from Souleye!

The soundtrack comes with a mod, which you can install in your player level directory to play the game with the metal soundtrack instead of the original one!

That’s all, everyone! Thanks for playing!


Terry Versus E3


Announcement time!

Finally! VVVVVV is coming to iOS, Android and OUYA this Thursday, the 12th of June! A Vita version will follow later, at some point in the future!

I’ve also been working on something secret that I’m very excited about, which will also be coming out this Thursday. Ahhh! Ahhhhhhhhhhh!


Ports ports ports

Time for a very imPORTant update! Ho ho ho

VVVVVV’s mobile ports are definitely taking a lot longer than anticipated, but things are finally coming to an end. A few days ago, after weeks of testing and fixing bugs and optimising, I finally submitted VVVVVV to the app store! It’ll be in a review for a while, and going live hopefully not too long after that…

So what’s the next step? Well, there’s also the android version (that’s going pretty well too), and the steam update. And one more thing…


The OUYA version!

I like the OUYA as a thing quite a lot – last year I even ported 10 of my freeware games to it for fun! And it’s really cool to be able to play VVVVVV on it too – this’ll be the first time you can actually sit down with a controller and play VVVVVV on a telly, which is kind of a big deal. It should be out at the same time as the other ports – not quite sure when that is yet, but I’ll announce it as soon as I know 🙂

That’s not all, though.


Surprise! I’m also bringing Super Hexagon to OUYA! And real soon, too. Like, next Tuesday. Ahhhhhhh


In a Single Bound




So, update time! I’ve spent the last couple of weeks working on android and iOS ports of VVVVVV. This is a super overdue thing – it’s been like 90% finished for over a year – but I never seemed to be able to find the time to finish it off properly and release it. After GDC, with Nicalis’ PSVita port imminent, it seemed like it was now or never.

And it’s almost done! The last big thing I had to do was update the menus to be more touchscreen friendly, which is now done and works really well. Should be ready to submit any day now.

The big concern that comes up when I talk about this project is controls – is VVVVVV even a game that works well on a touchscreen? And the answer is yes, it does! Mostly, anyway – using a touchpad for this sort of game is just never going to be as good as using a joypad, but the touch controls I’ve got are feeling really nice.

I tried out a bunch of different control ideas – d-pads, virtual analogue sticks, super hexagon style controls where you press both sides of the screen to flip, and these all basically work with varying levels of success.

The one that definitely works the best, though, is swipe and hold to move, which is what I’m using as the defaults. Basically, you put your thumb down on the screen – move it left and you move left, move it right and you move right, let go to stop. It feels super responsive and nice!

Anyhow, time to put up or shut up. Here’s a video of me doing Veni, Vidi, Vici on touch controls:


Wanted: Coder for VVVVVV maintenance

Edit 26th March 2014: I’ve now found somebody for this job. Thank you!

Embedded that video mostly because I just wanted another reason to tell people about that medley. OMG, have you seen it? I know, right?

Heads up, this is a job offer post. If you’re not a coder looking for work, it’s probably going to be very boring oh no

I’m just back from GDC, and made a decision to take some time out of my projects to finish up a couple of small jobs that have been hanging around for way too long. One of those jobs is to finally update VVVVVV, which is currently in need of a patch.

The current steam and humble store version of the game is 2.0, which is the first version of Simon Roth’s C++ port. It’s mostly pretty stable, but it does have some issues – time trial scores aren’t saved, for example, a bunch of other small things like that.

There is a version 2.1, but it’s not live on steam – Simon did some work on the rendering code to make it hardware accelerated, which improves the games performance, but caused it to break for other people. I decided that it wasn’t worth the risk to make that version live and potentially break the game for people who’d not have problems with it before. 2.1 fixes most of the 2.0 bugs, and adds some nice new features (like maps in player levels, coloured text in player levels, and some cool new player levels included by default like Dimension 333333). The 3DS version is essentially 2.1.

There’s also an unreleased version 2.2, which adds joypad support and a few other small things.

I’d like to hire someone for a week or two to finish version 2.2 of the game. If you’re an experienced C++ coder familar with Windows, Mac and Linux, available to start now and interested in working on this, I’d like to hear from you!

A broad overview of what’s involved:
– Get familiar with VVVVVV’s terribly messy code, and clean it up where possible.
– Update the rendering code to make it safe and stable on all platforms.
– Finish implementing the 2.2 patch, which includes a couple of half implemented features and a couple of features still to be implemented that we can talk more about.
Mac Specific: Ensure that the game works correctly on the latest versions of OSX, and get the game ready to re-submit to the Mac App Store.
Linux Specific: Ensure that the game runs nicely on the latest multitude of confusing linux systems.
Steam Specific: Implement steamworks support in the game.
– A few other secret things I don’t want to list here.

An ideal candidate for the job is someone who can be on call from here on out to fix issues that crop up. For example, should a mac update cause the game to suddenly stop working (these things happen, especially on mac), then you should be available to sort it out at your usual hourly rate without too much of a delay.

If this sounds like something you’re interested in, get in touch, and we can discuss rates, deadlines, and more about what’s involved. Thanks!


Busy making other plans

Hello 2014! Don’t worry, I’m not making any public new year’s resolutions – I never keep em anyway.

I was just thinking that I haven’t been posting much here recently, you know? Actually, it’s been a while since I’ve said much at all about what I’ve been working on. So, here we go: a snapshot of projects I’ve been working on recently, projects I’ve been thinking about working on, and projects I’m planning to come back to:

Untitled DarkSoulslike

Last time I mentioned this, I was looking for an artist. Well, I found one! A very talented London based comic artist called Cristian Ortiz, aka CROM, creator of Golden Campaign.

Collaborations have a way of getting a little out of hand, but I’m still hoping that this one will come together as a small, contained world to experience. Realistically, I think it’ll take another month or so.

Halting Problem

I took a complete break from this game just before the IGF submission deadline last year. I haven’t worked on it since. I needed some time away from it. Still do. I wanna finish a few small things before I take this on again.

Halting Problem is a big, scary game. There are a few ideas at its heart that I think have potential to be very, very special, if I’m good enough to bring them to life. I haven’t forgotten about this game. It feels the way Super Hexagon did, the way VVVVVV did, and the way At a Distance and Nexus City did – that idea that won’t go away.

When I come back to this game, I don’t want there to be any distractions – I can feel that working on this one is going to be all consuming, that’s it’s going to take everything I have.

Untitled Roguelike

I worked on a game for last year’s 7DRL that I still think about a lot. I dunno when I’m going to find time for it. Maybe it’ll resurface at some point, as something else.

NewCity RPG

I moved to London at the end of last year, and spent my first month here making an RPG about it. It’s a game about a place, and mostly about getting across what that place is like – lots of distinct areas with their own personality, based on whatever alien impression a brief visit with them left me with. There’s a shoreditch level, an islington level, a few other places – and an underground system that links it all together.

I’m long enough here now that it doesn’t feel alien to me anymore, so I’m not sure where to take it. Maybe that’ll come to me, as I get to know the city a bit better.

Vector thing

Really, it’s just tech at this point, and an idea. I owe Stephen a fan game…

VVVVVV’s last hurrah

VVVVVV is always going to be really damn important to me. It’s my final fantasy, the game that changed everything for me.

I’ve had an incomplete iOS version of the game working for over a year now, but other projects have kept me from finishing it up. I’d really like to get that out soon, though. Over Christmas I spent a little time finishing up the port, and I’m happy to say that the really hard stuff is done, now. I just need a week or two to sort out the details.

In addition, Nicalis have been porting the 3DS version of the game to PS Vita, and it feels wonderful on it.

So here’s an announcement of sorts, then.

This year, I’m going to release VVVVVV on PS Vita, on iPad, on iPhone, on Android, on Ouya. And, if I can manage it, all at the same time. This will very likely be the last thing I ever do with VVVVVV, and I wanna go out with a bang!



Don’t Look Back now available for iOS and Android

About a week ago, I took a day out from working on Super Hexagon stuff to do a fun side thing – I ported one of my old games, Don’t Look Back, to mobile. It’s available now on both iOS and Android. (It was a pretty simple port, thanks to Adobe AIR’s mobile exporter.)

The game initially failed review on the apple app store, for a somewhat bizarre reason (some people are taking this weirdly seriously; I’m not, I think it’s hilarious). Thankfully, it got sorted out pretty quickly.( But yeah, it’s probably worth pointing out that the game is totally free, which is all I was really trying to express with that description.)

Revisiting Don’t Look Back was a pretty strange experience. It’s quite old now – I made it in January 2009 – and I hadn’t actually played it in some time. Despite numerous flaws which are glaringly apparent to me now, it remains a game I’m extremely proud of making.

2009, incidentally, is also the year that I made almost all of VVVVVV. One of the reasons I thought this port might be fun to do is that I’m considering an iOS and Android port for VVVVVV, so I’m seeing it as kind of a “trial run”. I don’t know if it’ll ever happen, and I’m not promising anything – but I’m definitely thinking about it.


Please enjoy these repeats

Big news! VVVVVV is now available in the European 3DS eShop!

This morning, I was finally able to open my 3DS and download the game – for me, it’s hard not to think of today as the game’s real 3DS launch. I know, of course, that the game has been available since last Christmas in the USA – but until now, it hasn’t been available for my 3DS.

I’m really happy with this version of the game too – I think Nicalis did an absolutely smashing job with the port. This would never have happened without them – I can’t thank them enough.

Anyway, to everyone out there who buys the game today, thank you! I’m very proud of VVVVVV, and I hope you enjoy playing it. 🙂



Over the last couple of days, my flatmate increpare made a cool little VVVVVV inspired puzzle game, called MMMMMM. Check it out!



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