distractionware forums

VVVVVV => VVVVVV => Topic started by: Robson on February 02, 2010, 01:35:15 PM

Title: YYYYYY
Post by: Robson on February 02, 2010, 01:35:15 PM
Download YYYYYY (https://sourceforge.net/projects/yyyyyy/files/yyyyyy_1_1.zip/download) (version 1.1, 12 Feb 2011, 639kb)

My demake of VVVVVV is finally released! Thanks everyone for your feedback and encouragement. I never would have finished this without you guys :viridian:

Youtube Video (http://www.youtube.com/watch?v=hsRb1zMDlSQ)
(the video shows the test levels in version 1.0, so it's spoiler-free)

(http://iceyboard.no-ip.org/images/yyyyyy/18.png)    (http://iceyboard.no-ip.org/images/yyyyyy/21.png)

Old screenshots: 1 (http://iceyboard.no-ip.org/images/yyyyyy/1.png), 2 (http://iceyboard.no-ip.org/images/yyyyyy/2.png), 3 (http://iceyboard.no-ip.org/images/yyyyyy/3.png), 4 (http://iceyboard.no-ip.org/images/yyyyyy/4.png), 5 (http://iceyboard.no-ip.org/images/yyyyyy/5.png), 6 (http://iceyboard.no-ip.org/images/yyyyyy/6.png), 7 (http://iceyboard.no-ip.org/images/yyyyyy/7.png), 8 (http://iceyboard.no-ip.org/images/yyyyyy/8.png), 9 (http://iceyboard.no-ip.org/images/yyyyyy/9.png), 10 (http://iceyboard.no-ip.org/images/yyyyyy/10.png), 11 (http://iceyboard.no-ip.org/images/yyyyyy/11.png), 12 (http://iceyboard.no-ip.org/images/yyyyyy/12.png), 13 (http://iceyboard.no-ip.org/images/yyyyyy/13.png), 14 (http://iceyboard.no-ip.org/images/yyyyyy/14.png), 15 (http://iceyboard.no-ip.org/images/yyyyyy/15.png), 16 (http://iceyboard.no-ip.org/images/yyyyyy/16.png), 17 (http://iceyboard.no-ip.org/images/yyyyyy/17.png).
Old versions (http://sourceforge.net/projects/yyyyyy/files/).
Title: Re: YYYYYY
Post by: allen on February 02, 2010, 04:49:35 PM
Visual Basic 6??  :verdigris:

Reasons why?

If you are terrible at coding why not try Game Maker or Construct?
Title: Re: YYYYYY
Post by: dinx2582 on February 02, 2010, 05:16:16 PM
Robson,

I work for Black Duck Software, Inc. (this is in NO way anything even remotely sales-related in any conceivable capacity), and once you release this, since you're declaring it open, I'd be happy to add it to our Knowledgebase of FOSS (regardless of any license/public domain declaration, but provided that it IS open).

If you haven't heard of us, then this may sound unusual and confusing at first, but if you're so inclined, please have a look at our website or wikipedia entry for an explanation better than one I can give (briefly, anyway) of what purpose it would serve to have your code in our KB.  (Suffice it to say, it's 100% NOT-underhanded in any way, whatsoever!)

-Brian
Spider Department
Black Duck Software, Inc.

P.S.  I just like adding new things that I find as a result of my own personal interests.
Title: Re: YYYYYY
Post by: joniho on February 02, 2010, 05:28:46 PM
This looks very interesting! Just wanted to say that you have my moral support, and that I wish you good luck!  :viridian:
Title: Re: YYYYYY
Post by: Robson on February 03, 2010, 11:35:34 AM
Visual Basic 6??  :verdigris:

Reasons why?

If you are terrible at coding why not try Game Maker or Construct?
Good question! It probably seems weird to be using a language that was last updated 12 years ago, but I mostly have personal reasons:

- It's the language we were taught at school, so I used it a lot back then and just stuck with it.
- I write a lot of VBA (http://en.wikipedia.org/wiki/Visual_Basic_for_Applications) macros in my job and I'd prefer to stay with one language, so it makes sense to use VB at home and work.
- It's allows for rapid application development (http://en.wikipedia.org/wiki/Rapid_application_development), which I find very useful.
- I'd prefer to use a language that can make games and applications.
- I've written a lot of games in Visual Basic 6, so I've built up a large library of code and I gain more experience with each game.

I use VB for making games, C++ for intensive number-crunching applications and PHP for making websites.

I work for Black Duck Software, Inc. (this is in NO way anything even remotely sales-related in any conceivable capacity), and once you release this, since you're declaring it open, I'd be happy to add it to our Knowledgebase of FOSS (regardless of any license/public domain declaration, but provided that it IS open).
You're very welcome to add it! I'll be releasing it under the GNU General Public License. I have a whole bunch of finished games on my website, which are all open source.

This looks very interesting! Just wanted to say that you have my moral support, and that I wish you good luck!  :viridian:
Thanks joniho! Hope you like it :viridian:
Title: Re: YYYYYY
Post by: dinx2582 on February 03, 2010, 11:41:16 AM
Quote from: Robson
You're very welcome to add it! I'll be releasing it under the GNU General Public License. I have a whole bunch of finished games on my website, which are all open source.

Great!  I look forward to the release, and especially playing it of course.
If you can provide me with a link to your site, I can grab what you've got available.   (nevermind, found it!)

Thanks!
-Brian
Title: Re: YYYYYY
Post by: VAgentZero on February 03, 2010, 12:26:53 PM
Good question! It probably seems weird to be using a language that was last updated 12 years ago, but I mostly have personal reasons:

- It's the language we were taught at school, so I used it a lot back then and just stuck with it.
- I write a lot of VBA (http://en.wikipedia.org/wiki/Visual_Basic_for_Applications) macros in my job and I'd prefer to stay with one language, so it makes sense to use VB at home and work.
- It's allows for rapid application development (http://en.wikipedia.org/wiki/Rapid_application_development), which I find very useful.
- I'd prefer to use a language that can make games and applications.
- I've written a lot of games in Visual Basic 6, so I've built up a large library of code and I gain more experience with each game.

I use VB for making games, C++ for intensive number-crunching applications and PHP for making websites.

Wild question, but have you tried out VB.net?
Title: Re: YYYYYY
Post by: The Brass on February 03, 2010, 01:27:12 PM
So the crew is going to consist of 6 Y's?
Title: Re: YYYYYY
Post by: Shasharala on February 03, 2010, 03:38:16 PM
Intriguing!  I earnestly await the game!
And yes, just like The Brass, I am curious as to what the characters will look like.
Title: Re: YYYYYY
Post by: Robson on February 04, 2010, 05:59:49 AM
Wild question, but have you tried out VB.net?
I tried it out several years ago, but I think it's had a lot of upgrades since then, so it would definitely be worth checking out again. I'm very familiar with VB6 after using it for so long, but VB2005 appears to be similar enough that upgrading would be relatively painless. I'll give it another try after YYYYYY is finished. Thanks for prompting me!

So the crew is going to consist of 6 Y's?
The Y character is one of the orientations for spikes :viridian: I'll definitely give the crewmates names that begin with Y though. Suggestions are welcome!

My plan is to make the engine and then have seperate campaigns that can be (re)played in any order. Each campaign will have it's own folder in the YYYYYY folder and the game will begin with a menu, that allows you to select the campaign you wish to play (it will also display best time, deaths, trinkets). Very comparable to the time trial mode in VVVVVV.

Having it like this will make it easy for people to create their own campaigns and share them with others. They would just zip up the levels and then people would unzip them into a new folder in the YYYYYY folder. The menu will display the new campaign automatically. Another advantage is that I can release the game with one or two campaigns, then write more later. Finally it also allows me to use different sized levels for each campaign. I want to make one campaign with squares levels (the reason for this will become apparent later!), but the majority will probably have levels that are wider horizontally.

Intriguing!  I earnestly await the game!
And yes, just like The Brass, I am curious as to what the characters will look like.
Thanks Shasharala! As for how they will look... have you played roguelikes? :viridian:
Title: Re: YYYYYY
Post by: t4ils on February 04, 2010, 06:27:35 AM
My plan is to make the engine and then have seperate campaigns that can be (re)played in any order. Each campaign will have it's own folder in the YYYYYY folder and the game will begin with a menu, that allows you to select the campaign you wish to play (it will also display best time, deaths, trinkets). Very comparable to the time trial mode in VVVVVV.

Having it like this will make it easy for people to create their own campaigns and share them with others. They would just zip up the levels and then people would unzip them into a new folder in the YYYYYY folder. The menu will display the new campaign automatically. Another advantage is that I can release the game with one or two campaigns, then write more later. Finally it also allows me to use different sized levels for each campaign. I want to make one campaign with squares levels (the reason for this will become apparent later!), but the majority will probably have levels that are wider horizontally.

I thought exactly the same about my nintendo DS remake :)
This way it will allow people to create their own campaigns :)

Good luck coding your project ;)
Title: Re: YYYYYY
Post by: Shasharala on February 04, 2010, 07:18:43 AM
Ohhoho!
I see.
So an @ symbol then, eh?
Title: Re: YYYYYY
Post by: Robson on February 04, 2010, 02:31:32 PM
I thought exactly the same about my nintendo DS remake :)
This way it will allow people to create their own campaigns :)

Good luck coding your project ;)
Thank you t4ils! Best of luck with your project as well - portable VVVVVV sounds awesome! It's so cool that Terry has inspired all this :viridian:

Ohhoho!
I see.
So an @ symbol then, eh?
This feels like a good time for a new screenshot:

(http://iceyboard.no-ip.org/images/yyyyyy/2.png)
Title: Re: YYYYYY
Post by: Shasharala on February 04, 2010, 06:49:44 PM
Looking good!
Title: Re: YYYYYY
Post by: Robson on February 06, 2010, 09:28:39 AM
Got a whole load of stuff written in today :viridian:

Here's a new screenshot:
(http://iceyboard.no-ip.org/images/yyyyyy/3.png)
Title: Re: YYYYYY
Post by: Shasharala on February 06, 2010, 01:28:23 PM
So I assume the exclamation points are quicksaves.
I also assume the - indicates a bounce wire.
But... what is the funny pink y looking symbol and what do the % signs indicate?
Title: Re: YYYYYY
Post by: Robson on February 06, 2010, 04:14:46 PM
So I assume the exclamation points are quicksaves.
I also assume the - indicates a bounce wire.
But... what is the funny pink y looking symbol and what do the % signs indicate?
That's exactly right :viridian: Hyphens are bounce wires. Grey exclamation marks are the checkpoints and a yellow exclamation mark is used to show the active checkpoint. There's a yellow one in screenshot 2 (http://iceyboard.no-ip.org/images/yyyyyy/2.png). % signs are platforms that dissolve and the yen symbol is a shiny souvenir.

I'm going into work tomorrow (sunday) to keep a friend company, so that should give me a few hours to write more stuff. I'll try to upload a video of the test levels early next week.
Title: Re: YYYYYY
Post by: Robson on February 09, 2010, 01:46:33 PM
I've been a bit ill over the last couple of days, so haven't had a chance to write more stuff in :victoria:

However, as promised, I've made a video of the current version :viridian: The main purpose of the video is to show the engine. The levels were very quickly written in to demonstrate the features and will most likely not be in the final version.

http://www.youtube.com/watch?v=SOitH6yZVPk
Title: Re: YYYYYY
Post by: Requiem on February 09, 2010, 01:57:23 PM
Very cool. I like the new puzzle style you put in with the last screen, that brings a whole new set of challenges to the game.
Title: Re: YYYYYY
Post by: allen on February 09, 2010, 05:42:14 PM
Yeah, looks really cool so far. That new puzzle mechanic is indeed very cool looking, but also looks confusing-and hard. Which is good. Was kinda skeptical about this at first but you're doing great.
Title: Re: YYYYYY
Post by: Shasharala on February 10, 2010, 12:32:54 AM
Wow!
Screen flips!  :vitellary:
That looks awesome!

Also:
if only "Doing Things the Hard Way" was really that easy.  :verdigris:
Title: Re: YYYYYY
Post by: Robson on February 12, 2010, 03:11:38 PM
Thanks guys! Glad you all like it :viridian: I've added some more stuff:

A map:
(http://iceyboard.no-ip.org/images/yyyyyy/4.png)

Wires that reverse gravity:
(http://iceyboard.no-ip.org/images/yyyyyy/5.png)

Moving word enemies:
(http://iceyboard.no-ip.org/images/yyyyyy/6.png)
(these are 'in progress' because I want to start the letters as white, then colour them red if they are responsible for a player death. like spikes)

Xbox 360 controller support:
(http://iceyboard.no-ip.org/images/yyyyyy/7.png)
(I'm very bad with controllers)
Title: Re: YYYYYY
Post by: Shasharala on February 12, 2010, 05:59:09 PM
I can't wait!
 :vitellary:
Title: Re: YYYYYY
Post by: rprince on February 13, 2010, 09:22:20 AM
The Y character is one of the orientations for spikes :viridian: I'll definitely give the crewmates names that begin with Y though. Suggestions are welcome!

I'll claim "Yellow" then.  That's the easiest and most obvious colour beginning with Y.  I'll let someone else figure out the rest ;-)
Title: Re: YYYYYY
Post by: Terry on February 13, 2010, 10:31:07 AM
Y appears to be a lot harder than V! I was only able to find the following, and they're not great...

 :viridian: Yama OR Yu chi
 :violet: Yvette
 :vitellary: YELLOW
 :vermillion: Yucatan
 :verdigris: Yew
 :victoria: Yale OR Yacht

Title: Re: YYYYYY
Post by: Shasharala on February 14, 2010, 12:46:25 AM
Whoa.  Good job Terry.  :o
I think all those actually work quite well.
Title: Re: YYYYYY
Post by: Robson on February 14, 2010, 10:38:23 AM
I like them as well! It feels like the colours suit the emotions. Written some more things in today:

First we have terminals:
(http://iceyboard.no-ip.org/images/yyyyyy/8.png)

Tiles which move you left or right:
(http://iceyboard.no-ip.org/images/yyyyyy/9.png)

Crew members, which end the campaign and display your statistics:
(http://iceyboard.no-ip.org/images/yyyyyy/10.png)

A menu, which displays a list of the campaigns and your best stats:
(http://iceyboard.no-ip.org/images/yyyyyy/11.png)
(I need to add grades, so there's a reason to get all the souvenirs, no deaths and below par time in the same session)

Here's a bonus screenshot of the level editor and my desktop (http://iceyboard.no-ip.org/images/yyyyyy/12.png).

The remaining tasks for step 1 are in the first post (http://distractionware.com/forum/index.php?topic=160.msg1017#msg1017).
Title: Re: YYYYYY
Post by: nathanel on February 14, 2010, 12:38:53 PM
"Sub Conway()"? :D What purpose will that serve? :D Can't wait to see!

Great job, really!

I only have one question: how did you do screen rotation in VB6? :o I mean, there are probably bazillion ways to do it, but I cannot think of any fast one.
Title: Re: YYYYYY
Post by: Robson on February 14, 2010, 01:59:45 PM
"Sub Conway()"? :D What purpose will that serve? :D Can't wait to see!

Great job, really!

I only have one question: how did you do screen rotation in VB6? :o I mean, there are probably bazillion ways to do it, but I cannot think of any fast one.
Thank you!

The conway function is used to generate the menu background, although I'm half tempted to use it to generate level backgrounds as well. I also had a wild idea about making a gravitron-style mini-game using the rules from the game of life to generate obstacles, but I'm forgetting about that until the main game is finished :viridian:

The screen rotating is done with PlgBlt (http://msdn.microsoft.com/en-us/library/dd162804(VS.85).aspx). At 0.1 second intervals the game generates an image that's 10 degrees left or right, until it hits 0, 90, 180 or 270. Here's the the rotation code (http://iceyboard.no-ip.org/code/ImageRotate.txt), which takes about 0.02 seconds. Rotating the area affects almost everything else in the game, so it's definitely the most complicated feature I've written in. I'm really happy with it though, because it'll allow me to make up new puzzles and do nifty stuff like turning bounce wires into gravity reverse wires :viridian:
Title: Re: YYYYYY
Post by: nathanel on February 14, 2010, 02:55:59 PM
For the code, well, thanks for explanation. :D One more silly question: Did you have to program a code that turns playfield at its current state into a picture that is then rotated, or is that PlgBlt function capable of immediate transformation of program's display? :o Anyway sorry for offtopic here.

And the Conway's Game of Life idea is superb! Actually, I've been thinking about a simple shoot-em-up game with enemies at least partially generated by Conway's rules (or some other rules), but, to my big dissapointment (but also delight) I found out that someone has already done it!  But still this topic is extremely innovative and hot, it's procedural generation and replayability at their best.

Or maybe not so innovative, as when trying to find the game I've mentioned I just found a bunch of other games using Conway's Game of Life. :| Well, definitely still hot.

Again sorry for offtopic Mr. Moderator :D (Okay okay! You're excused! /Moderator)
Title: Re: YYYYYY
Post by: Shasharala on February 14, 2010, 08:40:07 PM
"They're waiting for you Gordon... in the TEST CHAMBER."  :victoria:
Woowoo!
Best line ever!

I am so excited to play.  :o
Title: Re: YYYYYY
Post by: Robson on February 19, 2010, 02:21:26 PM
Had a rather crazy week at work, so unfortunately haven't had a chance to add much to YYYYYY. I'll probably be taking part in mini ludum dare this weekend, so no updates until next week! Oh well, here's what I've done:

Moving platforms are in and almost finished. I just need to add the code to make them move the player, when the player is on them.
(http://iceyboard.no-ip.org/images/yyyyyy/13.png)

I've got the final task done on the word enemies - letters display in red if they are responsible for a player death:
(http://iceyboard.no-ip.org/images/yyyyyy/14.png)

Grades are displayed on the final screen and the menu screen:
(http://iceyboard.no-ip.org/images/yyyyyy/15.png)

For the code, well, thanks for explanation. :D One more silly question: Did you have to program a code that turns playfield at its current state into a picture that is then rotated, or is that PlgBlt function capable of immediate transformation of program's display? :o Anyway sorry for offtopic here.
I have an invisible picture box on the window, which stores an image of the game at the moment the player hits the rotation wire. I then send that through the PlgBlt function and it draws the rotated version onto the main window. There's probably lots of example code on Google and I'll be releasing the code of YYYYYY, so you could grab the code from either of those places.

And the Conway's Game of Life idea is superb! Actually, I've been thinking about a simple shoot-em-up game with enemies at least partially generated by Conway's rules (or some other rules), but, to my big dissapointment (but also delight) I found out that someone has already done it!  But still this topic is extremely innovative and hot, it's procedural generation and replayability at their best.

Or maybe not so innovative, as when trying to find the game I've mentioned I just found a bunch of other games using Conway's Game of Life. :| Well, definitely still hot.
I've suddenly got interested in the rules, so I'll definitely have a look round the internets to find these games. I hope you decide to make a game as well. You could always think up something new or take an existing idea in a new direction. Or just blatantly copy someone else's great idea, like me!!

The 2010 seven-day-roguelike challenge starts on March 6th. The rules feel like they would work perfectly with a roguelike, so I'm determined to figure out a way to combine the two ideas!

"They're waiting for you Gordon... in the TEST CHAMBER."  :victoria:
Woowoo!
Best line ever!

I am so excited to play.  :o
http://www.youtube.com/watch?v=IKRGCwulOm8
Perfection :viridian:
Title: Re: YYYYYY
Post by: Shasharala on February 19, 2010, 09:11:53 PM
Yeah boy!
Good stuff.
I just adore how he emphasizes those last few words.
Title: Re: YYYYYY
Post by: Robson on February 22, 2010, 05:36:13 AM
I finished my mini ludum dare game! It's called What the Duck?! (http://www.ludumdare.com/compo/2010/02/21/what-the-duck-is-finished/) and it has nothing to do with VVVVVV, so I'll shut up about it now!

I've been thinking about adding a bullet-time/slow-motion feature to YYYYYY. The bullet-time meter would increase with every death. Players who are "stuck" on a room would build up there bullet-time and could then activate it to slow down time and make the room easier. This is a relatively easy feature to write and I think the benefit would be worth it. Using bullet-time would be completely optional and I'd allow campaign authors to disable it for their campaign. What do you guys think?

I'm getting reasonably close to finishing the first step of the game, so I thought I'd list out the stages:

Step 1 - Write the engine
Step 2 - Test the engine and remove any bugs
Step 3 - Optimise the engine and cleanup the code
Step 4 - Make the first campaign
Step 5 - Release the game
Step 6 - Maintenance and additions

Step 6 is responding to feedback, removing bugs, adding more campaigns (by me and hopefully other people) and adding more features.
Title: Re: YYYYYY
Post by: Requiem on February 23, 2010, 01:22:53 AM
Robson, if you're looking for testers, or decide to later on in development, I'd love to be a part of it. Looks like a great ASCII twist on the game, and I'm really looking forward to playing and making my own levels in Y.

On topic, Adding a bullet time would definitely be interesting. Could possibly make for some extremely hard, extremely awesome DTTHW puzzles that are designed with that in mind. I say it is a pretty cool idea.
Title: Re: YYYYYY
Post by: Robson on February 23, 2010, 04:55:46 PM
Robson, if you're looking for testers, or decide to later on in development, I'd love to be a part of it. Looks like a great ASCII twist on the game, and I'm really looking forward to playing and making my own levels in Y.
Thanks Requiem! I'd love to include levels that are written by people other than me. I haven't put any thought into releasing test versions of the game, but I could give you a copy after I finish steps 2, 3 and 4.

Is your name any relation to Requiem for a Dream? That's my favourite film.

On topic, Adding a bullet time would definitely be interesting. Could possibly make for some extremely hard, extremely awesome DTTHW puzzles that are designed with that in mind. I say it is a pretty cool idea.
I like the sound of that! Perhaps I should include a tile which automatically fills up your bullet-time meter. This tile could be chained together inside a room (or across multiple rooms), so you alternate between fast and slow areas.
Title: Re: YYYYYY
Post by: Requiem on February 24, 2010, 08:50:27 PM
I've been asked that question before... Unfortunately, no, its not related to the movie. I think it was a vocabulary word in some middle school English class, and I kind of just grew accustomed to the sound of the word, and just kind of adopted it as my online identity. It's a cool-sounding word with a good meaning.

Waiting patiently for Y, now... Looking forward to it.  :viridian:
Title: Re: YYYYYY
Post by: Robson on February 26, 2010, 03:54:04 PM
The engine is complete!

Moving platforms are now finished:
(http://iceyboard.no-ip.org/images/yyyyyy/16.png)
(It's hard to tell they're moving on a screenshot!)

Campaigns can now be set as OneSwitch (http://www.oneswitch.org.uk/), which disables left and right movement. I'm imagining that the direction tiles will be very useful for these campaigns. I'm tempted to write in a bit of code that would make individual levels OneSwitch as well, to allow me to make some new types of rooms within a regular campaign. Currently the menu isn't navigatable using oneswitch, but when I make a suitable campaign I'll get that sorted.

My ASCII cutscene player has been ripped out of one of my other games (Dysaster) and inserted into YYYYYY. Cutscenes are linked to areas of tiles within a level, so when the player moves into that area, the cutscene plays. The timer is paused while the cutscene plays.

Finally, it's possible to take "screenshots":

# # # # # # # # # # # # # # # # # # # # # # #
#       Y Y Y         |         Y Y Y       #
#                     |                     #
                      |                       
          #           #           #           
          |                       |           
#         |                       |         #
#         |         A A A         |         #
#   # # # # # # # # # # # # # # # # # # #   #
#   | Y Y | Y Y | Y Y | Y Y | Y Y | Y Y |   #
#   |     |     |     |     |     |     |   #
#   |     |     |     |     |     |     |   #
#   |     |     |     |     |     |     |   #
#   |     |     |     |     |     |     |   #
#   |     |     |     |     |     |     |   #
#   |     |     |     |     |     |     |   #
#   |     |     |     |     | @   |     |   #
#   |     |     |     |     |     |     |   #
#   |     |     |     |     |     |     |   #
#   |     |     |     |     |     |     |   #
#   |     |     |     |     |     |     |   #
# A A A A A A A A A A A A A A A A A A A A A #
# # # # # # # # # # # # # # # # # # # # # # #
Flip Check 2
d:0/3 s:2/6 t:167/30


If anyone knows how I can create a black background using the forum bbc codes, I'd be very grateful. That would allow me to use the colours from the game, so these screenshots would look exactly like the game.

I'm now onto Step 2, which is testing the engine and removing bugs. This doesn't really give me much opportunity to post screenshots, so I'll make up for that by posting a new video next week.

I've been asked that question before... Unfortunately, no, its not related to the movie. I think it was a vocabulary word in some middle school English class, and I kind of just grew accustomed to the sound of the word, and just kind of adopted it as my online identity. It's a cool-sounding word with a good meaning.
I like your reasoning! I used to have an internet handle as well, but I found that my offline and online life was overlapping a lot, so now I just use my real name.

Waiting patiently for Y, now... Looking forward to it.  :viridian:
It's one step closer now :viridian:
Title: Re: YYYYYY
Post by: SoulEye on March 04, 2010, 11:51:38 PM
Do you need music for this? :)
Title: Re: YYYYYY
Post by: Robson on March 05, 2010, 05:22:26 AM
Do you need music for this? :)
Your music? That would be perfect! Wow, I'm honoured that you'd consider this :viridian:
Title: Re: YYYYYY
Post by: SoulEye on March 05, 2010, 09:19:31 AM
Drop me a mail at souleye at gmail dot com and we'll work something out :)
Title: Re: YYYYYY
Post by: Robson on March 05, 2010, 05:09:40 PM
It's been a good week! I've been busy fixing bugs, optimising, testing and generally tidying up the code. I've created some more levels and uploaded a new video (http://www.youtube.com/watch?v=5b2YjeekUBs). I'm writing a simple puzzle game (http://iceyboard.no-ip.org/images/10stsc.png) as a birthday present for a friend, so I'll be spending most of the weekend on that.

Drop me a mail at souleye at gmail dot com and we'll work something out :)
Done!

Title: Re: YYYYYY
Post by: Shasharala on March 05, 2010, 10:22:05 PM
Ooo!  Souleye music!  Sounds great!
Title: Re: YYYYYY
Post by: Robson on March 16, 2010, 01:23:13 PM
Bit of a progress update:

I've been super-busy improving the code and making sure things work correctly. The platform/word-enemy code has had a major revamp, which has significantly reduced the lines of code and speeded that up. I want to add a bit more functionality to them:

1. Allow them to wrap around the screen. So a platform that goes off the right side of the screen would appear on the left. DONE
2. Create invisible blocks that stop the platform and make it reverse direction. Currently platforms only reverse direction when they hit a wall or another platform. DONE
3. Allow horizontal platforms to go up and down.
4. Allow rotation with platforms DONE oh my god that was tricky

SoulEye has very kindly allowed me to use one of his tracks in the game, so I've spent many many hours figuring out the perfect track... and I've narrowed it down to six!

Previously entire campaigns could be set as one-switch (this disables left and right movement and only allows flipping), but I've changed this to be per-room instead. I can still set campaigns to be one-switch, but now individual levels can be as well. Should allow for some interesting puzzles...

I wasn't keen on how the status line looked and thought the "d:0/3 s:2/6 t:167/30" stuff could be confusing. I also didn't like that the map was on a separate screen. So I've fixed both problems by creating a new pause screen:
(http://iceyboard.no-ip.org/images/yyyyyy/17.png)
The map used to have a green line around the current room, but I think the yellow looks nicer.

The normal screen is a lot cleaner now:
(http://iceyboard.no-ip.org/images/yyyyyy/18.png)

I also finished my birthday present game, which is over here (http://iceyboard.no-ip.org/projects/10stsc/).
Title: Re: YYYYYY
Post by: Shasharala on March 16, 2010, 11:21:23 PM
Wow!
I love that pause screen with the map!
Man, everytime you post I just get more and more excited for the game!

I also added your website to my favorites.  :viridian:
Title: Re: YYYYYY
Post by: dinx2582 on March 17, 2010, 07:36:40 AM
Man, as if waiting for this wasn't already hard enough...

Damn you SoulEye!  :viridian:
Title: Re: YYYYYY
Post by: SoulEye on March 18, 2010, 12:09:29 PM
Well you know me, I like to tease ;D
Title: Re: YYYYYY
Post by: Robson on March 20, 2010, 01:59:59 PM
Steps 1 and 2 are done! I'll probably make a lot of tweaks and bug fixes over time, but for now I'm happy to move onto the next step. This means I'll be writing the campaigns :viridian:

I'd love to get your feedback on the current version of the game, so I'm thinking about posting it here or sending it to anyone that would like it. I'll include all my test levels and the level editor. What do you guys think?

New stuff:

* The entire game is now controllable with an xbox 360 controller. I'm not sure if other controllers will work and I'm completely awful with controllers, so it's difficult for me to work out if it feels right. Hopefully you guys will give me some feedback on that.

* It was reasonably easy to accidentally move after respawning at a checkpoint, so I've made a couple of changes which greatly reduce the chance of that.

* Improvements to platforms: (these things also affect word enemies, because they use the same code)
  * They can now wrap around rooms.
  * Rooms with platforms can be rotated.
  * Created a new invisible tile, which stops platforms and reverses their direction, but allows the player to move through.

* Added fmod, which is used to play music.

* Added a fullscreen mode, which keeps the playing area the same size, but the window fills the entire screen. This has a few advantages when playing:
  * Maps on the pause screen are a lot bigger.
  * Rotating shows the whole level.
  * There's no other distracting windows or desktop icons.

* Previously the background effect was stars in a very regular pattern, which didn't feel right for space. Now it uses the game of life (http://en.wikipedia.org/wiki/Conway's_Game_of_Life) rules to generate a pattern that constantly changes and moves across the screen. This is affected by rotating, so normally the stars go towards the right, but if the screen is rotated 180 degrees, they'll go the left.

* When the player obtains a souvenir there's a "nice" graphical effect :vitellary:

Wow!
I love that pause screen with the map!
Man, everytime you post I just get more and more excited for the game!

I also added your website to my favorites.  :viridian:
Glad you like it! Here's the pause screen in fullscreen mode:
http://iceyboard.no-ip.org/images/yyyyyy/19.png (http://iceyboard.no-ip.org/images/yyyyyy/19.png)
Title: Re: YYYYYY
Post by: Sakura-Sun on March 20, 2010, 02:23:58 PM
Looks like you have been working on this game alot. I'm really impressed by it.
Can't wait to see more. keep it up!  :viridian:
Title: Re: YYYYYY
Post by: Requiem on March 20, 2010, 04:40:31 PM
Robson, if you want to post it here or send it to individual people, I'll be the first to request an indev copy :D I'll PM you my email address if you want to send it that way.

Title: Re: YYYYYY
Post by: Robson on March 22, 2010, 04:10:55 PM
Thanks for your interest guys!

I'll upload the game here on Tuesday night and then add a new reply :viridian:
Title: Re: YYYYYY
Post by: Shasharala on March 22, 2010, 10:26:23 PM
Oooo!  :viridian:
So it's finished already or an indev copy is what you'll be uploading?
Title: Re: YYYYYY
Post by: Robson on March 23, 2010, 06:21:30 AM
Oooo!  :viridian:
So it's finished already or an indev copy is what you'll be uploading?
Just an indev copy with test levels and the level editor :viridian: I'm hoping that people will give me feedback, which I can use to improve the game before it's properly released.

It's going to take me a while to make the real levels, because I have no experience with level design. I think it's going to be very interesting to design the levels, so I'm looking forward to this new challenge :viridian: Currently I'm doing some research, by reading articles (like Anna's level design lessons (http://www.auntiepixelante.com/?cat=6)) and replaying 2d side-view puzzle/action indie games that I think have excellent level design (like VVVVVV, Redder (http://www.newgrounds.com/portal/view/529992) and Starguard (http://vacuumflowers.com/star_guard/star_guard.html)).
Title: Re: YYYYYY
Post by: Robson on March 23, 2010, 02:14:15 PM
I've released the development version (http://distractionware.com/forum/index.php?topic=160.0)!!

If you'd like to try it out...

First of all, a massive thank you for testing the development version! :viridian: I've made a list of useful things that you could tell me, but any and all feedback is very much appreciated.
I originally planned to have one big campaign, but I've changed my mind a bit. I'm now going to have lots of smaller campaigns with a different theme in each. I think this will be more fun to play and make the game more varied and memorable. Should also make speedrunning more accessible.

Potentially the game could change a lot between now and the real version, so I wouldn't recommend creating any levels just yet.

Last night I made some changes to the way dissolved tiles work. A "how and why" post will be coming soon!

All the code for the game is included in the ZIP file. It is 2875 lines of code and about 3 comments :vitellary:

The final version will have the beep replaced with music, courtesy of SoulEye (http://souleye.madtracker.net/). The beep is just for me to check that the sound works on other people's computers.

If you're playing the game at midnight, all the timers reset and go to something like -65535! :victoria: I'll fix this for the real version.
Title: Re: YYYYYY
Post by: ecsdaowzwpjlvn on March 23, 2010, 02:56:02 PM
Dizzy effect is surely dizzy. It's giving me a headache.

90 degrees turns makes CPU go 100% for a few seconds.

I can't make an up-left flip here. No matter how fast i try to press left i get impaled by that upper Y
(http://img28.imageshack.us/img28/4161/82637453.png) (http://img28.imageshack.us/img28/4161/82637453.png)
Title: Re: YYYYYY
Post by: Terry on March 23, 2010, 03:20:46 PM
This is awesome! I didn't have much luck with the first set of levels but I managed to finish the second and get a B grade :)

The only bug I noticed was that going fullscreen seems to cause some distortion when you get a souvenir; and that the controls are maybe a bit stiff (though that's almost expected with ASCII graphics, honestly).

    * Anything that you liked or disliked?

I liked the way you had disappearing platforms as a complete dissolving mechanism - and the new rotation wires are a good idea too :)

    * Anything that you think should be improved or removed?

Not really; I think possibly the whole thing could be a bit faster - I was worried that my version was running a bit slow, but when I checked the video it's about the same.

... Actually, the game speed is probably fine, I think it's more that the character speed seems a mite slow in comparison. The controls do feel a little stiff to me, I'm not sure why. Making the character faster might make it feel more responsive.

The restart speed feels a little slow too! That could probably be quicker.

    * A short "beep" sound plays when a campaign is started. Does it play for you?

Yep!

    * Anything else you'd like to say.

 :-*
Title: Re: YYYYYY
Post by: Robson on March 23, 2010, 04:24:59 PM
That was quick! Thanks guys :viridian:

Dizzy effect is surely dizzy. It's giving me a headache.
Oh dear... I was planning to make a campaign with a theme of rotating ::)

90 degrees turns makes CPU go 100% for a few seconds.
I'll have a look into this and try to make it better. Does it make the game difficult to play after rotating?

I can't make an up-left flip here. No matter how fast i try to press left i get impaled by that upper Y
(http://img28.imageshack.us/img28/4161/82637453.png) (http://img28.imageshack.us/img28/4161/82637453.png)
Haha brilliant! I've never been in that room with it rotated. The test levels were created individually with very little thought to the surroundings. Mostly it went like "Ahh, I've written in platforms, so I'll shove in a couple of rooms with loads of platforms!". When I create the real rooms I'll make sure they work correctly if they're rotated.

This is awesome! I didn't have much luck with the first set of levels but I managed to finish the second and get a B grade :)
Thanks Terry! Glad you like it :viridian:

The only bug I noticed was that going fullscreen seems to cause some distortion when you get a souvenir;
Whooops :vitellary: Thanks for letting me know about that.

I liked the way you had disappearing platforms as a complete dissolving mechanism
That's a very new addition - added it last night! I suddenly had an idea for a room, where there's a box in the middle that contains loads of words. The top of the box would be a dissolving platform and the player would have to carefully manoeuvre around the room and avoiding opening the box. The room would be called "Pandora's Box". I couldn't figure out a way to make it with the normal dissolving tiles, so I changed them to the mechanism way, which gave me loads of ideas for other rooms!

- and the new rotation wires are a good idea too :)
Oh god... the rotation wires! I stupidly thought that was going to be a quick thing to write in, but I was very very wrong..!! I'm really pleased that they're in and I'm looking forward to making lots of rooms with them, but I almost tore my hair out trying to get the game objects to work with rotation. Especially platforms. :'(

I think possibly the whole thing could be a bit faster - I was worried that my version was running a bit slow, but when I checked the video it's about the same.
Always the masochist :vermillion:

... Actually, the game speed is probably fine, I think it's more that the character speed seems a mite slow in comparison. The controls do feel a little stiff to me, I'm not sure why. Making the character faster might make it feel more responsive.
Ooo tricky... currently the player and all the objects run from the same code, because they need to work together. i.e. if the player is on a platform they need to move with the platform. So it would be very difficult to make one thing faster or slower without affecting everything else.

With the next development version I'll add some debug controls that increase or decrease the speed of everything. Would you mind trying that and seeing what feels right?

The restart speed feels a little slow too! That could probably be quicker.
Agreed! I'll reduce the time.

Quote
    * Anything else you'd like to say.

 :-*
(http://iceyboard.no-ip.org/images/vvvvvv_sunglasses.gif)
Title: Re: YYYYYY
Post by: The Brass on March 23, 2010, 04:35:29 PM
I've worked as a tester before, so here goes :vermillion:

-Running speed too slow
-Backgrounds are unnecessary and distracting, especially when mixed with the dissolving %s.
-Rotation makes it hard to navigate.
-Certain rooms, give me a Y, unbeatable on certain rotations.
-Checkpoint from north to gmay kills player if no action is taken from respawn. In general, checkpoints that make you move after respawn are annoying.
-Yen looks like a spike. More flashing?
-Pause button?! Map button?! Oh, esc. Put one it on enter and P too.
-Terminals in wrong orientations unreadable! Nearby rotators turn these into nice puzzles, though, so nothing bad.
-Rooms seem to have a lot of useless space at times, for example south. Testing would explain this, though.
-Souvenirs freeze controls, but not movement, potentially even killing you.
-Map does not follow rotation.
-Partial side wraps (Direction square check, ESPECIALLY east) confusing.
-Moving platforms outrunning player is irritating.
-In fact, conveyors in the tunnel of love are unoutrunnable too.
-Death should freeze everything, ala Mad Carew.
-If I try to move by doing a single tap in the air, it often fails to work/lags a bit. Does the movement limit run on a "modulo height" system, or "recharge" system?
-It appears that if I start holding left/right in the air, I start as slow and get faster later. That's unpleasant too.
-If I run holding left/right, then flip without letting go, I will only move once in the start.
-Fullscreen just adds black to the sides. The game itself won't increase in size.


Rotation puzzles are nice. The mechanic is fun when kept to one room, problematic when it effects others.

Rotation-Inversionplane puzzles are fun too. The fact that the inversionplane changes it's attiribute when you rotate is a nice touch.

360ntroller works fine. Beep plays.

On the other hand, rooms like Give me a Y can be used to to prevent players  from proceeding on a certain rotation. However, in these cases make a rotator easily accessible, not behind a deadly room like North.



So, from these we get todos and level design guidelines:

*Place checkpoints in corners in areas where it's possible to use both rotations.
*Freeze everything on souvenir gain.
*Investigate falling dynamics.
*Fix hold-flip bug.
*Don't use partial side wraps.
*Have rotators near terminals if it's possible to be off rotation.
*And the GMAY tip above this.

The rest is up to preference and design plans, I guess.
Title: Re: YYYYYY
Post by: Shasharala on March 23, 2010, 11:01:04 PM
Finally!  Some hands on playing with the game!

Well, for starters it looks awesome.
I get the beep.
Everything is as responsive as should be.
I don't feel anything needs to be sped up or slowed down and I don't really feel the background is distracting... but alas maybe others will feel otherwise.

I've noticed in fullscreen mode that if a souveneir  is picked up then the box that says you picked it up doesn't surround the words. ( see screenshot: http://img.photobucket.com/albums/v103/Shashrala/YYYYYY/BoxProblem.png )
Also, if the map could show what room one is currently in by highlighting it somehow, that would be great.

Let's see... nothing else I can think of for now.
Title: Re: YYYYYY
Post by: Requiem on March 23, 2010, 11:42:29 PM
Hey Robson, got to play the game a bit this evening. First and foremost, its' got great potential and is already a fun game to play - and will obviously only get better with time.

Moving on to glitches and criticism, because this is the "fun" part  :viridian:!

GLITCHES:
A. On "The Harsh Mistress" - Occasionally (Not EVERY TIME, but frequently) when you fall UP from the left side, the several "A" spikes will register that you hit them when you are in the space to their left. This might just be input lag from telling the player to go right, and releasing it too late, but its just slightly irritating. Nothing major, and is probably just input lag.

To reproduce: Fall upwards from the left side, and snuggle against the bottom left block of #'s, release "Right" button, and see if it registers you hitting the spike.

B. More a complaint than a glitch - Movement speed. It seems that the player moves sluggishly. I timed the speed - he moved horizontally 17 "pixels" or "blocks" in 2.6 seconds, which equates to about 1 pixel every .15 seconds. He moved vertically 20 pixels in 1.5 seconds, which is 1 pixel every .075 seconds. The inconsistency leads you to see that the person is moving horizontally slower than he falls vertically - which is just kind of interesting. (Tested on "Two Roads Diverged and I took them Both" by running horizontally into the spike and falling vertically into the spikes above). This leads to that weird stagger effect of falling diagonally, as well.

C. Movement speed Part 2 - Moving Pathways. This is a double problem - 1. Pushing towards the tide of the pathway doesn't increase the movement speed, or, if it does, it is unnoticeable, and 2. Pushing away from the tide of the pathway results in zero movement. Comparing to V's conveyor belts, you can drastically speed your person up by moving with the tide, and you can still fight the current to move against them.

D. This one made me sad. The level editor doesn't open for me :victoria:. It gives me the error "Component 'comdlg32.ocx' or one of its dependencies not correctly registered: a file is missing or invalid".

Will update as I get to play more tomorrow!
Title: Re: YYYYYY
Post by: Robson on March 24, 2010, 06:01:19 AM
Wow, you guys are officially fantastic! This is a massive amount of feedback and itís all very useful. Thank you!! :viridian:

Iím on my lunch break, so Iíll reply now and then Iíll be able to work on these things tonight.

The Brass

-Running speed too slow
-Moving platforms outrunning player is irritating.

-If I try to move by doing a single tap in the air, it often fails to work/lags a bit. Does the movement limit run on a "modulo height" system, or "recharge" system?
I definitely need to do something about this, so Iíll make this my main priority. The game works like this:

A timer runs every 75 milliseconds.
When the timer runs:
  Platforms and word enemies move one square.
  If the player is in the air, they will move up or down.
  A counter is increased by 1. If it hits 4 it is reset to 0. So it continually loops through 0, 1, 2 and 3.
  If the counter is 0, the game checks to see if the player is on a direction tile. If they are, they are moved left or right.
  If the counter is 1 or 3, the game checks to see if the player is holding the left/right keys (or they have tapped the left/right key, but not moved left/right yet) and then moves them accordingly.

Perhaps a potential solution to the íslow running speedí, Ďoutrunning platformsí and Ďfaster vertical speedí issues would be:

Run the timer every 100 milliseconds.
When the timer runs:
  Word enemies move by one square.
  If the player is in the air, they will move up or down.
  Check to see if the player is holding the left/right keys (or they have tapped the left/right key, but not moved left/right yet) and then move them accordingly.
  Counter works in the same way.
  If the counter is 1 or 3, platforms move by one square.
  Direction tiles work in the same way.

I donít have the game with me at the moment, so I canít test this out. Iíll try it tonight, along with other combinations.

 -Backgrounds are unnecessary and distracting, especially when mixed with the dissolving %s.
I like the backgrounds, but I can understand how they could be distracting. Iíll test making them darker, using ďoĒ or ď.Ē instead, and making them move at half the speed. If I include the backgrounds, Iíll make sure thereís a way to turn them off.

-Rotation makes it hard to navigate.
Rotation puzzles are nice. The mechanic is fun when kept to one room, problematic when it effects others.
-Map does not follow rotation.
Great idea - Iíll make the map rotate. I think in the real levels the rotation would be restricted to one or a very small number of levels at a time. Hopefully that combined with the rotating map would fix the navigation issue? Iíll also make sure rotation doesnít mess up other rooms.

-Certain rooms, give me a Y, unbeatable on certain rotations.
-Rooms seem to have a lot of useless space at times, for example south. Testing would explain this, though.
-Partial side wraps (Direction square check, ESPECIALLY east) confusing.

Itís great to know these things and Iíll take them into account when I design the real rooms. The vast majority of the rooms in this version were simply created to test out parts of the engine, so thereís all manner of weirdness and a lot of rooms got butchered around to test out new things. Theyíre not designed to be played like a finished game.

-Checkpoint from north to gmay kills player if no action is taken from respawn. In general, checkpoints that make you move after respawn are annoying.
Agreed! For the real levels Iím going to place checkpoints in safe places.

-Yen looks like a spike. More flashing?
Iíll have a look at other characters and try to find something suitable. I chose the yen symbol because it looks a bit like a trophy.

-Pause button?! Map button?! Oh, esc. Put it on enter and P too.
Good idea - will do.

-Terminals in wrong orientations unreadable! Nearby rotators turn these into nice puzzles, though, so nothing bad.
Ahh I must have missed this. Iím not aware of this bug. Iíll have a play around tonight and try to find it.

-Souvenirs freeze controls, but not movement, potentially even killing you.
Thatís bad! Thanks for spotting that. Iíll make sure it gets fixed.

-In fact, conveyors in the tunnel of love are unoutrunnable too.
Whooops, I forgot to say that the tunnel of love is set to one-switch mode, so right and left are disabled. Iíd make this obvious in the real game.

-Death should freeze everything, ala Mad Carew.
I like the way the world carries on after the player dies, but Iíll change that if you feel strongly about it.

-If I run holding left/right, then flip without letting go, I will only move once in the start.
-It appears that if I start holding left/right in the air, I start as slow and get faster later. That's unpleasant too.

Iíll investigate these and figure out whatís going on.

-Fullscreen just adds black to the sides. The game itself won't increase in size.
I tried increasing the font-size, but I didnít like how it looked. So I kind of settled for fullscreen allowing for a bigger map and removing any distractions behind the window. Iíll have another play around with it and try to get something working.

Rotation-Inversionplane puzzles are fun too. The fact that the inversionplane changes it's attribute when you rotate is a nice touch.
Glad you like it! Iím looking forward to making rooms with rotation.

360 controller works fine. Beep plays.
Excellent :viridian:

On the other hand, rooms like Give me a Y can be used to prevent players  from proceeding on a certain rotation. However, in these cases make a rotator easily accessible, not behind a deadly room like North.
Iíll make sure I do that.

The rest is up to preference and design plans, I guess.
Thank you again for the feedback. This is seriously useful to me.



Shasharala

Finally!  Some hands on playing with the game!

Well, for starters it looks awesome.

Thanks for your feedback!

I get the beep.
Sounds like everyone is getting the beep Ė thatís a relief! My main feature is ďIncludes music by SoulEyeĒ :viridian:

Everything is as responsive as should be.
I don't feel anything needs to be sped up or slowed down and I don't really feel the background is distracting... but alas maybe others will feel otherwise.

Iím thinking it would be best to include an on/off switch for the background. That way everyone will be happy. Perhaps Iíll include a third option of a ďsubtle backgroundĒ, which would be less obvious than the current background.

I've noticed in fullscreen mode that if a souveneir  is picked up then the box that says you picked it up doesn't surround the words. ( see screenshot: http://img.photobucket.com/albums/v103/Shashrala/BoxProblem.png )
Well spotted there. Iíll make sure I fix that.

Also, if the map could show what room one is currently in by highlighting it somehow, that would be great.
The current room should be highlighted in yellow, but itís rather a subtle effect. Iíll make it more obvious.



Requiem

Hey Robson, got to play the game a bit this evening. First and foremost, its' got great potential and is already a fun game to play - and will obviously only get better with time.

Thanks Requiem!

Moving on to glitches and criticism, because this is the "fun" part !
Glitches? We like to call them ďundocumented featuresĒ :viridian:

GLITCHES:
A. On "The Harsh Mistress" - Occasionally (Not EVERY TIME, but frequently) when you fall UP from the left side, the several "A" spikes will register that you hit them when you are in the space to their left. This might just be input lag from telling the player to go right, and releasing it too late, but its just slightly irritating. Nothing major, and is probably just input lag.

To reproduce: Fall upwards from the left side, and snuggle against the bottom left block of #'s, release "Right" button, and see if it registers you hitting the spike.

This is great, because Iím awful at that room and now I have something to blame it on! Iíll take all this into account when I play around with the speed/movement controls.

B. More a complaint than a glitch - Movement speed. It seems that the player moves sluggishly. I timed the speed - he moved horizontally 17 "pixels" or "blocks" in 2.6 seconds, which equates to about 1 pixel every .15 seconds. He moved vertically 20 pixels in 1.5 seconds, which is 1 pixel every .075 seconds. The inconsistency leads you to see that the person is moving horizontally slower than he falls vertically - which is just kind of interesting. (Tested on "Two Roads Diverged and I took them Both" by running horizontally into the spike and falling vertically into the spikes above). This leads to that weird stagger effect of falling diagonally, as well.
Excellent timing! That is exactly right. Having the player fall faster than they can run is intentional, because I thought that would be more realistic and easier to write levels. However, a lot of people are saying that the running speed is too slow, so I definitely need to do something about that. Iím going to play around with that tonight and get a system that works.

C. Movement speed Part 2 - Moving Pathways. This is a double problem - 1. Pushing towards the tide of the pathway doesn't increase the movement speed, or, if it does, it is unnoticeable, and 2. Pushing away from the tide of the pathway results in zero movement. Comparing to V's conveyor belts, you can drastically speed your person up by moving with the tide, and you can still fight the current to move against them.
Thatís weird. It shouldnít be working like that? It should work like VVVVVV. Iíll investigate this.

OH WAIT! Is that on the tunnel of love? That level is set to one-switch mode, so left and right are disabled. Sorry, I should have written that in the notes.

D. This one made me sad. The level editor doesn't open for me. It gives me the error "Component 'comdlg32.ocx' or one of its dependencies not correctly registered: a file is missing or invalid".
Whoops. I added the common dialog control and then didn't use it! Removing that control should fix your problem, so I'll do that when I get home and then upload a new version.

Will update as I get to play more tomorrow!
Thanks for your feedback!
Title: Re: YYYYYY
Post by: Requiem on March 24, 2010, 11:41:51 AM
Yeah, it was Tunnel of love that the paths weren't working! I tried it again in the conveyor test room and it works as intended.

Also, I found, quite by accident, a way to create new levels without the level editor itself. I accidentally copied a folder into the YYYYYY directory, and it showed up on the main menu. Obviously since it didn't have any of the level data, it wouldn't load a map, but if one would create levels following the structure in your settings.ini file, they could easily create rooms in Notepad that would translate to actual rooms in the game. I found this, but havn't gotten to try it yet - I get off class in a few hours and will have time to try to create a room or two in Notepad.
Title: Re: YYYYYY
Post by: Robson on March 24, 2010, 01:05:32 PM
Yeah, it was Tunnel of love that the paths weren't working! I tried it again in the conveyor test room and it works as intended.

Also, I found, quite by accident, a way to create new levels without the level editor itself. I accidentally copied a folder into the YYYYYY directory, and it showed up on the main menu. Obviously since it didn't have any of the level data, it wouldn't load a map, but if one would create levels following the structure in your settings.ini file, they could easily create rooms in Notepad that would translate to actual rooms in the game. I found this, but havn't gotten to try it yet - I get off class in a few hours and will have time to try to create a room or two in Notepad.
Aye :viridian: Sometimes it can be useful to edit the rooms in notepad, because the level editor can't do everything. For example, I often want to move a load of tiles up by one place, so I just open notepad and cut+paste them up. I've removed the common dialog control from the editor and compiled a new version. It's in the the first post (http://distractionware.com/forum/index.php?topic=160). If that doesn't work for you I'll make you a proper installer.

I'm about to start making some big changes to the way movement and speed works, so you might want to wait until all that has settled down, before making any levels. The level editor is rather confusing to use, because I've never distributed it before. I'll make a video guide once I've finished the YYYYYY engine, but you're welcome to ask any questions.
Title: Re: YYYYYY
Post by: Robson on March 24, 2010, 03:55:05 PM
Modifying the movement and speed is going to take a little while to get right, so I need to spend longer on that.

I've changed lots of other things though:

* The map+stats screen can now be accessed by pressing Escape, Enter, P or M.
* Added a settings.ini file, which allows you to change a few of the things in YYYYYY. Currently it gives a lot of control over the background effect and allows the souvenir symbol to be changed.
* Changed the souvenir symbol to be ß.
* Fixed messages from souvenirs and terminals appearing in the wrong place in fullscreen mode.
* Rearranged the rooms from the first video into a new campaign. The new campaign gets rid of any rooms with duplicate features and makes the rooms a lot more accessible. This should make it a lot easier for me and you guys to test out the game objects.
* Made respawning a lot faster.
* For debugging, pressing d will make the game slightly faster and press shift+d will make the game slightly slower.
* Also for debugging, press r will rotate the current level by 90 degrees left and pressing shift+r will rotate 90 degrees right.

I'm going to be out tomorrow night and Friday night, but I'll get more stuff sorted over the weekend and upload a new version.

Edit on Thursday night:

Got a little bit of time before I'm off to sleep:
* Map displays in the same rotation as the game.
* Joystick can be disabled in the settings.ini file. This is just in case it causes unforeseen problems.
* Made the current room more obvious on the map.
* Disabled everything when a souvenir message is displayed.

Edit on Friday night:

Back from the cinema and got a bit of time available:
* Fixed two bugs with dissolving tiles.
* Made some changes to the rotation code, which might make it less processor intensive.
* When the player dies all the game objects stop moving.
* Playing the game at midnight will no longer mess up all the timers.
Title: Re: YYYYYY
Post by: Shasharala on March 25, 2010, 05:48:20 PM
Wow!
Lot's of work!
Good job Robson!
Title: Re: YYYYYY
Post by: Robson on March 27, 2010, 06:17:25 AM
I've uploaded a new version to the first post (http://distractionware.com/forum/index.php?topic=160), which has the changes I listed above and a tweaked movement/speed system. I think I've fixed all the problems that people have reported and done the suggestions. All the suggestions about room design I'll be using for the real levels.

Please let me know if you made a suggestion or reported a bug, which hasn't been done/fixed. I think I've done everything, but potentially something might work correctly on my computer, but not on another computer.

Got some questions for you guys:

ecsdaowzwpjlvn

90 degrees turns makes CPU go 100% for a few seconds.
I've made a couple of changes to the rotation code, which might help this. After I finished writing this I'm going to break out my Windows 98 computer and test the game on that.

Terry

I think possibly the whole thing could be a bit faster - I was worried that my version was running a bit slow, but when I checked the video it's about the same.

... Actually, the game speed is probably fine, I think it's more that the character speed seems a mite slow in comparison. The controls do feel a little stiff to me, I'm not sure why. Making the character faster might make it feel more responsive.
The character now runs twice as fast! Going from this version to the old version definitely makes me realise how slow it was before.

I've added a couple of debug keys into the game. Pressing d will make the game a little bit faster and press shift+d will make the game a little bit slower. You can press these as many times as you like. Would you mind testing that out and letting me know what feels right? Thanks Terry.

The Brass

-Terminals in wrong orientations unreadable! Nearby rotators turn these into nice puzzles, though, so nothing bad.
I've been trying to locate this bug, but I can't find it. Could you describe this in a bit more detail? How do I replicate it?

The rest is up to preference and design plans, I guess.
It sounds like you might have some more suggestions here? I'd love to hear them.
Title: Re: YYYYYY
Post by: Terry on March 27, 2010, 08:40:50 AM
Oh wow! This is so much better :) Yes, this movement speed is perfect!

It appears to have highlighted two little bugs, though:
 
 - You've got a key-held tunnel bouncing issue (actually, the early versions of VVVVVV had this too) - i.e. in a narrow tunnel, if you hold up or down, you keep bouncing between the floor and the roof. This can cause a problem in a very narrow tunnel where you can overpress a button and end up bouncing right back to the surface you flipped away from.

 - I keep hitting spikes which were to my right while falling as I moved right, even though I feel like I should have narrowly missed them. I think there might be a collision problem. ALTERNATIVELY, maybe there isn't, but it could just be that the grid snap thing causes me to get the timing wrong when moving around corners. I dunno. Maybe it's something I'd get used to.

When this gets a little closer to completion, I totally plan to make a level for it! :viridian:
Title: Re: YYYYYY
Post by: Robson on March 27, 2010, 09:56:30 AM
Oh wow! This is so much better :) Yes, this movement speed is perfect!
Excellent :viridian: Thanks for checking it out!


It appears to have highlighted two little bugs, though:

 - You've got a key-held tunnel bouncing issue (actually, the early versions of VVVVVV had this too) - i.e. in a narrow tunnel, if you hold up or down, you keep bouncing between the floor and the roof. This can cause a problem in a very narrow tunnel where you can overpress a button and end up bouncing right back to the surface you flipped away from.
Ahh I get what you mean. I intentionally wrote in the continuous bouncing, but your way makes a lot more sense. I've modified the code to work like that, so it's no longer possible to accidentally bounce back.

- I keep hitting spikes which were to my right while falling as I moved right, even though I feel like I should have narrowly missed them. I think there might be a collision problem. ALTERNATIVELY, maybe there isn't, but it could just be that the grid snap thing causes me to get the timing wrong when moving around corners. I dunno. Maybe it's something I'd get used to.
(http://iceyboard.no-ip.org/images/yyyyyy_move.png)
I think this might be because vertical movement is done before horizontal movement.

For example, if you're falling and on the red square and press right, at the next movement event you would move down and then right - into the spike.

If you're falling and on the yellow square and press right, at the next movement event you would move down and then right - into empty space.

However, you should probably only die if you press right whilst on the yellow square. I think this is going to be tricky to change, but I'll have a go...

Edit: That turned out a bit easier than I was expecting! I've uploaded a new version. Would you mind trying that out and seeing if it's better or worse? In the new version you'd only die if you pressed right whilst in the yellow square.

When this gets a little closer to completion, I totally plan to make a level for it! :viridian:
Haha that would be ironic! I'd have to change my biggest selling point from "Includes music by SoulEye" to "Includes music by SoulEye and content by Terry Cavanagh" !! (http://iceyboard.no-ip.org/images/vvvvvv_sunglasses.gif)
Title: Re: YYYYYY
Post by: The Brass on March 27, 2010, 06:09:05 PM
-Terminals in wrong orientations unreadable! Nearby rotators turn these into nice puzzles, though, so nothing bad.
I've been trying to locate this bug, but I can't find it. Could you describe this in a bit more detail? How do I replicate it?
Just like the checkpoints: when there's a terminal on a wall, you just fall past it. The text is visible for a moment, but as soon as you fall past the terminal it disappears.
Quote
The rest is up to preference and design plans, I guess.
It sounds like you might have some more suggestions here? I'd love to hear them.
That's just a category split. I listed things that definitely need to be fixed, then noted that everything else from the first list was opinion; i&e  someone might like what I didn't.




A few new things though:

-Moving platforms kill you if you are on a moving platform. They should just push you off.

-Rotating indeed is very heavy. I'm currently in battery-saving mode and, at least in the old version, rotating is slowed down.

-I also had issues with the spikes. I think it's because in VVVVVV, you can hold a sideways button when next to a wall that ends in a spike and not die because the fall speed/horizontal speed ratio is the same shape as the spike. There's a few rooms where that is critical, for example As You Like It. Now that the speed is doubled, the movement is no longer V-shaped, so it should be okay now.



I'll get the new version when i get back to my charger.
Title: Re: YYYYYY
Post by: Robson on March 28, 2010, 10:29:32 AM
Thanks for your reply, The Brass. I've made the following changes to the game:

* Terminal messages now pause the game, like the souvenir messages.
* The game timer is paused whilst viewing the terminal and souvenir messages.
* Terminal and souvenir message now display "(press space to continue)" after the message.

* The rotation display can now be controlled via the settings.ini file and I've changed a lot of the rotation code. It can be set to:
  * Normal - Shows rotation at 10, 20, 30 ... 80 degrees, with a 0.1 second interval. (max cpu before optimising: 49%, max cpu after optimising: 28%)
  * Light - Shows rotation at 30 and then 60 degrees, with a 0.2 second interval. (max cpu before optimising: 26%, max cpu after optimising: 10%)
  * Disabled - No graphical effect. The game just rotates straight away. (n/a - no noticeable change to cpu usage)
* The game timer is paused during the rotation effect. It didn't need to be paused before, but now rotation takes different amounts of time.

* If a moving platform moves you into another moving platform, you just fall off, rather than being killed.

I've compiled a new version and linked it in the first post (http://distractionware.com/forum/index.php?topic=160).

I definitely agree with you and Terry that collision with spikes is less than perfect. I'm trying to figure out a way that doesn't involve a ton of special rules for situations.
Title: Re: YYYYYY
Post by: Shasharala on March 29, 2010, 01:29:00 AM
I like what you did to the map.  It is way more obvious now to tell what room I'm in.
And movement is way better.

There are a few issues I'm noticing though.

For one thing in Test Room 6 on the right for crewmate testing when I land near one the game fails to respond for about 30 seconds before bringing me to the beginning screen to choose between test lavels or video 2 levels.

For another I've noticed that with the rotation lines it is possible to get trapped inside a diamond of those rotation lines just flipping around.  Not sure if it's something that can be fixed or if diamond rotation lines are just to be avoided.  Also it's possible to escape this with some fancy maneuvering but it's annoying.  If a video is needed just say so.

Well, that's all I can think of for now.

A preference would be to possibly get fullscreen to actually expand the game screen itself, but of course that is not necessary as I remember you saying you had issues with test stretching or something.

Thanks Robson for being so timely on this stuff.  :viridian:
Title: Re: YYYYYY
Post by: Robson on March 29, 2010, 04:44:23 AM
I like what you did to the map.  It is way more obvious now to tell what room I'm in.
And movement is way better.
Thanks for the feedback Shasharala! I thought the green squares would be suitably noticeable :viridian:

There are a few issues I'm noticing though.

For one thing in Test Room 6 on the right for crewmate testing when I land near one the game fails to respond for about 30 seconds before bringing me to the beginning screen to choose between test lavels or video 2 levels.
Oh wow, that definitely shouldn't be happening! I changed the message code for terminals and souvenirs yesterday, so I probably messed it up then (they all use a lot of the same code). I'll check that out when I get home.

For another I've noticed that with the rotation lines it is possible to get trapped inside a diamond of those rotation lines just flipping around.  Not sure if it's something that can be fixed or if diamond rotation lines are just to be avoided.  Also it's possible to escape this with some fancy maneuvering but it's annoying.  If a video is needed just say so.
Ah yes! Whooops. That bug has been in since the beginning. I've been meaning to fix it for a while, but never quite got round to it. I'll make sure it's sorted soon though - probably tonight!

Well, that's all I can think of for now.

A preference would be to possibly get fullscreen to actually expand the game screen itself, but of course that is not necessary as I remember you saying you had issues with test stretching or something.

Thanks Robson for being so timely on this stuff.  :viridian:
That's okay! I'm going to have a play with the fullscreen mode and see if I can get the game to expand accordingly. When I tried before it looked awful, but I'll have another go. Might need to rethink the rotation code though, because rotating the entire screen could be very slow...
Title: Re: YYYYYY
Post by: The Brass on March 29, 2010, 07:18:38 AM
And new stuff:

-Checkpoint in Terminal test: infinite death! No crash though.

-If you hit a souvenir while falling, you keep falling. If you die, the rainbows stay until you find a new souvenir or a terminal. This only happens on the default rotation though. Or it's limited to the one next to the checkpoint in Terminals test.
Title: Re: YYYYYY
Post by: Robson on March 29, 2010, 01:35:24 PM
Thanks for the feedback, The Brass! The infinite terminal death is okay - I'll take a lot more care when I make the real levels. That sort of things won't exist then :viridian:

Souvenir bug - well spotted! I had trouble replicating that, even though I knew what to do.

I've made changes based on feedback from yourself and Shasharala:

* Fixed continuous falling past souvenirs.
* Fixed bug with the final message not appearing.
* It's no longer possible to bypass rotation squares by moving towards them, potentially trapping you inside diamond rotation shapes.
* Changed the souvenir colours into a rainbow. I realise that wasn't a suggestion, but it just felt right!

Added some features to help with debugging:

* Left-clicking the screen will move the character to that position. Middle-clicking will create a spike. Right-clicking will create a wall.
* Pressing Shift+F2 will make a massive (in dimensions and file size) map of the current campaign. (example (http://iceyboard.no-ip.org/images/yyyyyy/test_levels.png) re-saved as a 90kb png file)

Decided a few things:

* Got a bit closer to deciding the track for the game. Need to narrow it down to one of:
  * Chipped Face
  * Mr Gamer (would be about 35 times bigger than the game!)
  * Nomajej (the mood of the song at the beginning wouldn't fit the game, but the rest is perfect)
  * Mystery Option D
   I'd probably start the music when a campaign starts and when the player collects a souvenir, rather than looping it.
* The player character will be Yvette:
   (http://iceyboard.no-ip.org/images/yyyyyy/yvette.png)
* I'm going to make lots of small campaigns, rather than one big campaign.
* Each campaign will have a theme, to give the game variety and make it memorable.
* Dissolving tiles will be the theme of the first campaign.

No new version just yet, because I've thought of a new way to do the rotation. Fingers crossed that it'll be less processor intensive.

Edit (a couple of hours later): Yes!! It works :viridian: The screen is now rotated with no noticeable difference to the processor usage. It also looks better. :viridian: I need to do a bit more testing, so I'll release a new version tomorrow/wednesday.
Title: Re: YYYYYY
Post by: ecsdaowzwpjlvn on March 29, 2010, 03:40:53 PM
* The player character will be Yvette:
Now if you'd name one of the levels "Listen very carefully, I shall say this only wence" my life would be complete.
Title: Re: YYYYYY
Post by: Robson on March 29, 2010, 03:58:29 PM
* The player character will be Yvette:
Now if you'd name one of the levels "Listen very carefully, I shall say this only wence" my life would be complete.
Consider it done :viridian:
Title: Re: YYYYYY
Post by: Shasharala on March 29, 2010, 10:17:01 PM
Coool!  8)
Title: Re: YYYYYY
Post by: nathanel on March 30, 2010, 01:48:59 PM
* The player character will be Yvette:
Now if you'd name one of the levels "Listen very carefully, I shall say this only wence" my life would be complete.
Consider it done :viridian:

ROTFL! :D:D:D
Title: Re: YYYYYY
Post by: Robson on April 02, 2010, 12:26:19 PM
A new version is available in the first post (http://distractionware.com/forum/index.php?topic=160.0) :viridian: It include all the changes from this post (http://distractionware.com/forum/index.php?topic=160.msg1419#msg1419) and these changes:

* Made lots of changes to the controller code, which should avoid accidental repeated actions.
* The game remembers if you last used the keyboard or controller, then gives you appropriate messages. For example, if you obtain a souvenir and used the keyboard last it will say "Press space to continue". If you used the controller last it would say "Press A, B, X or Y to continue".
* The playing area is bigger when the game is in fullscreen mode. It doesn't scale appropriately to the full window, but it's better at least.
* Got to the City of Gold in Spelunky. this has nothing to do with yyyyyy, but it's only the second time I've made it there!
* Tweaked spike collision a little bit.
* Changed the dissolved tile symbol from % to /. This uses a lot less pixels, so I think it'll give the impression that the tile is less stable than the regular platforms.
* Changed the game timer from 75 milliseconds to 85. This will reduce the amount of accidental moves and the real levels will be less open than the test levels, so I think it will feel appropriate.

From this point the first campaign will be the main focus. I'll limit my programming to fixing bugs in the engine.

I've been reading lots of articles about level design and playing lots of games that I think have excellent level deign. I'm going to continue doing that for a bit longer, then write myself a list of guidelines for the rooms in YYYYYY. I'm also planning to write an article about REDDER (http://www.auntiepixelante.com/?p=540). I think rambling on about that game will give me a better understanding of level design.
Title: Re: YYYYYY
Post by: Shasharala on April 03, 2010, 01:15:27 AM
I like the improvments!
In fact, I can't think of anything to say for you to change.  :viridian:
Title: Re: YYYYYY
Post by: Terry on April 03, 2010, 06:56:40 AM
Just tried out the new build!

I'm still having a lot of trouble with bumping into spikes while falling and moving right in "The Harsh Mistress" room, but I think this might be an unavoidable part of how the game works, and I don't know if I'd change the behaviour because it's logical and correct. Hmm. Instead, if it were me I think I might be inclined to just structure the levels to avoid that sort of thing in future...

I had a weird bug the second time I played with the sound effect repeating over and over again while I played! Dunno what that was about.

Speaking of sound effects! Here's the complete set of sound effects from VVVVVV in wav format (http://distractionware.com/junk/vvvvvv_sfx.zip) - though you might find them useful! :viridian:
Title: Re: YYYYYY
Post by: Robson on April 03, 2010, 08:05:08 AM
Just tried out the new build!

I'm still having a lot of trouble with bumping into spikes while falling and moving right in "The Harsh Mistress" room, but I think this might be an unavoidable part of how the game works, and I don't know if I'd change the behaviour because it's logical and correct. Hmm. Instead, if it were me I think I might be inclined to just structure the levels to avoid that sort of thing in future...
That sounds like the best way - I'll do that. Tweaking the spike collision is really difficult, especially going from VVVVVV to YYYYYY. For example:

@#
 #
 Y


If the player holds right:
- In VVVVVV I completely agree that holding right shouldn't kill the player, because the spikes are small.
- In YYYYYY the spikes are as big as the player :vermillion: so I think it makes sense to kill the player.

I'll change the code so that this situation wouldn't kill the player:

@##
 ##
  Y


I had a weird bug the second time I played with the sound effect repeating over and over again while I played! Dunno what that was about.
That must have been annoying! I'll read the fmod documentation and figure out the correct way to do things.

Speaking of sound effects! Here's the complete set of sound effects from VVVVVV in wav format (http://distractionware.com/junk/vvvvvv_sfx.zip) - though you might find them useful! :viridian:
Wow! Thanks Terry! That's awesome :viridian: I would love to use these in YYYYYY :-*
Title: Re: YYYYYY
Post by: cymon on April 03, 2010, 08:14:15 AM
I dare say you've written a more robust engine for this than I did for ASCIIpOrtal... an oversight I will remedy. Possibly even a more robust engine than the original game you're mimicking. This is a really great game.

My one complaint is the same complaint I had on YouTube: the rotation effect is "faked". Oh, I'm not saying it's not real rotation, I mean the rotation betrays the fact that you're not really using text here. I mean at least now the text characters don't rotate, but their position moves freely on the screen. If this were a text console then that wouldn't be possible and you'd have to move them on the grid available. Now this is just my personal opinion, but if you're doing text everything you're doing should be completely renderable in a traditional text console, so even if you're not really doing a text console you should never do anything to betray that illusion. Otherwise people will ask why you don't drop the charade and just use graphics. Again, that's just my 2 cents, tho.
Title: Re: YYYYYY
Post by: Robson on April 03, 2010, 04:04:15 PM
I dare say you've written a more robust engine for this than I did for ASCIIpOrtal... an oversight I will remedy. Possibly even a more robust engine than the original game you're mimicking. This is a really great game.
Thanks Cymon! Portal is one of my favourite commercial games and I really liked your version of it. Back in November I completed all fifty of the normal levels :viridian:

My one complaint is the same complaint I had on YouTube: the rotation effect is "faked". Oh, I'm not saying it's not real rotation, I mean the rotation betrays the fact that you're not really using text here. I mean at least now the text characters don't rotate, but their position moves freely on the screen. If this were a text console then that wouldn't be possible and you'd have to move them on the grid available. Now this is just my personal opinion, but if you're doing text everything you're doing should be completely renderable in a traditional text console, so even if you're not really doing a text console you should never do anything to betray that illusion. Otherwise people will ask why you don't drop the charade and just use graphics. Again, that's just my 2 cents, tho.
I definitely get where you're coming from. The more I think about this, the more sense it makes.

I've modified the rotation code so that objects are moved to the nearest location on the grid. New version is in the first post (http://distractionware.com/forum/index.php?topic=160.0). If people prefer the old style rotating, they can enable it in the settings.ini file.

I like using text because it gives a lot of precision. If I press left, I know exactly where I'll go. I also find it easier to judge distances, because I can think "that's seven squares away" rather than "that's about a quarter of the screen away". Using text allows me to show more information and be more readable (example (http://iceyboard.no-ip.org/images/paprika/wirovehi_comparison.gif)). Roguelikes were my first experience with indie games, so they've been a big influence on me.
Title: Re: YYYYYY
Post by: cymon on April 05, 2010, 11:45:37 AM
Wow, that new rotation is gloriously ugly. Good job.

I agree with you about the precision/distance thing with text, tho the same could apply to an tile based game. I just think folks are more apt to forgive a text based game than a tile based game when it comes to action.

Funny thing is your example, to me, is a bad one. I look at the tile based game on the left and feel like I'm taking the data in better than the text based one on the right. Now, granted you can fit more on the screen with text unless you really crank up the resolution, I tend to think that icons are more readable than abstract text characters.

So give me some insight to your moving platforms and how I could do them myself? That's on thing that I've been bugging on with ASCIIpOrtal.
Title: Re: YYYYYY
Post by: Josiah Tobin on April 05, 2010, 01:05:25 PM
Oh wow, I just saw this-- looks fantastic! I haven't played it yet but I just watched the videos. Definitely has the VVVVVV feel, etc., but it really seems like its own thing too. Nicely done! :)

~Josiah
Title: Re: YYYYYY
Post by: Robson on April 06, 2010, 03:22:09 PM
I've been busy writing more stuff into YYYYYY! New version is in the first post (http://distractionware.com/forum/index.php?topic=160.0)

* Sounds - Massive thank you to Terry for these! They make a big difference to the game :viridian:
  * Sound effects are written in for death, souvenirs, bouncing wires, checkpoints and terminals.
  * All the sound code has been rewritten and I've upgraded to the latest version of fmod.
  * All the code to play music is written in, but there's no music yet.
  * The settings.ini file allows for volume changes and enabling/disabling of music and sound effects.

* Made some small tweaks to the level editor and added an 'undo' function. From now on the level editor and YYYYYY will be one download.

* Wrote a guide to creating campaigns (http://iceyboard.no-ip.org/projects/yyyyyy/creating_campaigns/).

* Previously each campaign could have a target time in seconds and the game length was measured in seconds. However, this could be problematic, because computers might run the game at slightly slower or faster speeds. So instead I'm now measuring the game length in turns. A turn is every time you have the chance to move, which is roughly every 85 milliseconds. This only affects the game if you want to speedrun the levels and you'd still do that in the exact same way as before, but now there's no disadvantage for people with older computers.

* Changes dissolved tiles to +, because / was getting confusing with the rotation tiles.

* Bounce wires and rotation tiles are now orange, so that everything white in the game is lethal.

I've also started my rambling about the level design in REDDER, so that should be ready later this week. Although I'm going offroading tomorrow night, even though I haven't driven in over six years and that was doing driving tests, which I failed seven times. I hope all my passengers have renewed their life insurance!

Oh wow, I just saw this-- looks fantastic! I haven't played it yet but I just watched the videos. Definitely has the VVVVVV feel, etc., but it really seems like its own thing too. Nicely done! :)

~Josiah
Thanks Josiah, glad you like it! I'm currently enjoying your music :viridian:

Wow, that new rotation is gloriously ugly. Good job.
Thanks! ...I think :verdigris:

I agree with you about the precision/distance thing with text, tho the same could apply to an tile based game. I just think folks are more apt to forgive a text based game than a tile based game when it comes to action.

Funny thing is your example, to me, is a bad one. I look at the tile based game on the left and feel like I'm taking the data in better than the text based one on the right. Now, granted you can fit more on the screen with text unless you really crank up the resolution, I tend to think that icons are more readable than abstract text characters.
Ah sorry, I should have explained that part. With roguelikes the text mode is super-confusing to begin with, but after a while it's faster to process than the tiles-mode. It helps that many roguelikes share the same symbols for items.

I'm happy to play games with text or graphics, but I've never had any interest in making graphics. So I tend to write games that are either text-based, use very simple graphics or I use someone else's tileset.

So give me some insight to your moving platforms and how I could do them myself? That's on thing that I've been bugging on with ASCIIpOrtal.
Wouldn't it be brilliant if platforms could go into portals and out of another portal? :viridian:

Here's how I do the platforms in YYYYYY:

When the room is loaded:
1. In the room files the platforms are stored as lines of Ys or ys in the starting location for that platform. Ys go right or down. ys go left or up.
2. The game reads the room files and stops when it finds a Y or y. This is designated as the starting tile for that platform. The game then checks to the left and down, to see if this platform is horizontal or vertical. The game then finds all the other tiles for that platform and gives that entire platform a unique number. It then continues checking for platforms from the next tile (ignoring any tiles that are already used to make platforms).

When the room is being played:
1. The game loops through each platform and checks if it's horizontal/vertical and which direction it's going in. If the player is in the position that the platform will move to, the game checks to see if they can be moved to the next free space. If yes, they are moved. If no, they are crushed.
2. If the tile to move into is not free (for example, there's a wall in the way or another platform), the direction of the platform changes from left to right, up to down, etc. If the direction changes we go back to step 1 and look for the next platform.
3. The game loops through each tile of the platform and moves it left/right/down/up as appropriate. With each movement the game checks to see if the player is on that tile. If yes, the player is moved one space as well. Potentially this could move the player into a spike, so they would be killed.

That's the simple version! There's a bunch of other stuff going, like the word enemies use all the same code as the platforms, except touching them results in immediate death. Platforms can go off one side of the screen and reappear on the other side, which is a bit tricky, because half the platform is on the left side of the screen and half is on the right. Word enemies have letters coloured in red if they are responsible for a player death. By far the most complicated feature is rotating rooms with platforms. That was super-difficult!!

All the code for handling platforms and word enemies is located in the modWords.bas file. Hopefully my explanation makes sense, but you're very welcome to ask any questions.
Title: Re: YYYYYY
Post by: Shasharala on April 07, 2010, 09:33:16 PM
If it was possible to make that guide for writing campaigns a PDF and put it in with the zipped game folder it would be awesome.  Maybe not a PDF but something where we can still see the images and all that such.
Title: Re: YYYYYY
Post by: Robson on April 08, 2010, 05:59:37 AM
If it was possible to make that guide for writing campaigns a PDF and put it in with the zipped game folder it would be awesome.  Maybe not a PDF but something where we can still see the images and all that such.
Sure, that would be okay! I've made a few improvements to the level editor, so I'll update the guide and upload the new level editor soon. Probably that will be Friday evening (GMT).

Edit on Friday evening: Had a whole bunch of computer problems :victoria: but luckily they are all sorted now. Yay for backups! Unfortunately this means the update will be a bit late, but I'll most likely get it done on Saturday.
Title: Re: YYYYYY
Post by: Shasharala on April 09, 2010, 05:04:30 PM
Boo for computer problems!  :victoria:
Title: Re: YYYYYY
Post by: Robson on April 10, 2010, 01:31:05 PM
New stuff :viridian: Updated version is in the first post (http://distractionware.com/forum/index.php?topic=160.0).

For the game:

- Warping! There's two types:
  - 1. The VVVVVV-type, which is a one-way warp to a set place within the campaign.
  - 2. A new type, which is a two-way warp that sends you somewhere within the same room.  These warp tokens are in sets of two, which are colour-coded, so you know where you will end up.
  Both types also work as checkpoints. I've created a very short test campaign, so you guys can play with the warping. I've made a video demo of me playing the warp campaign (http://www.youtube.com/watch?v=XZdkZA-o0kE&feature=channel).

- When the player steps on a dissolvable tile, all connected tiles turn from + to ų. Tiles that are about to vanish are shown as -. This should hopefully make it easier to process all the stuff going on. I've also made all the types of dissolving tiles a bit lighter.

- Written the credits, although I haven't included them in the development version. I'll put them in when I release the game properly.

For the editor:

 - Added a settings window, where you can specify the room name, if it's one-switch, terminal messages, teleport locations, etc, etc
 - The overly complicated saving system has gone! Saving is just one-click now.
 - You can now open multiple files at once, by dragging them all from explorer to the editor window.
 - Added a "Do you want to save?" prompt when closing, to make sure changes aren't accidentally lost.

I've updated the editor guide (http://iceyboard.no-ip.org/projects/yyyyyy/creating_campaigns/) and the video demonstration.
Title: Re: YYYYYY
Post by: The Brass on April 11, 2010, 02:40:55 PM
Teleporters work fine. I don't see a reason for their letters changing; the teleporters never change gameplay-wise, and the changing gives an impression of non-staticness. I also don't think the short-distance ones should be checkpoints - that could disrupt more complex puzzles, or make them too easy.

The new dissolvers are definitely an improvement.

Also, could you make it so that when you are holding a direction button in a terminal/souvenir prompt and press space, you start moving? In the current version, you have to start holding the move key after exiting the terminal, which is bothersome when going for speed.
Title: Re: YYYYYY
Post by: Shasharala on April 11, 2010, 03:13:55 PM
The teleporters work just fine.

Good job.  You've put a lot of work into this game!
What's left to do?
Title: Re: YYYYYY
Post by: Robson on April 12, 2010, 04:17:49 PM
My Redder Rambling (http://iceyboard.no-ip.org/articles/redder_rambling/) is done!

Thanks for your comments guys. I'm glad you like the teleporters :viridian:

I've been separating my time between the engine and writing the first campaign. I originally planned to have dissolving tiles as the main theme for the campaign, then use all the other game features on one or two rooms with the dissolving tiles. However, after reading loads of design guidelines, I've decided not to do that. This is because the constant introduction of new game features would make the entire campaign feel like a tutorial. I want to introduce a very small number of game features to the player, then explore those throughout the entire campaign. This should also give it more of a VVVVVV feel.

So I've decided to have a major theme of dissolving tiles and a minor theme of word enemies. The campaign will be 16 rooms in a 4x4 square.

Most of my engine time has been devoted to videos. A video is saved when you complete or quit a campaign, which you can replay and share with people. Video files are tiny, because I only record the keystrokes and they are compressed. For example, here's a one-minute video:
 
di2kaj25bqdn2pj2hap2l2k2l2ihb405b4bsdl0ufj0jx
x3haxxxvf41xs1vhexsh0whcq1x41x40muelbvhhg
p5hhdk2hfm2hh0mbq14e5b5asc5cla3b52ib3haq
b3eibrc5clb3g2ib25f3bia3bmhbo0

The compression is going to vary per video, but this was 156 bytes. I'll probably include the campaign name at the start of the video, which would allow people to post the contents of a video file into a forum/e-mail/etc. Someone else could come along, copy the video string, open the game, then press a key to play the video (if they have the campaign).

I've also added a permadeath mode and a vertically-flipped mode, which are unlocked when a campaign is completed. I'll release a new version of the game when the videos are done.

Teleporters work fine. I don't see a reason for their letters changing; the teleporters never change gameplay-wise, and the changing gives an impression of non-staticness. I also don't think the short-distance ones should be checkpoints - that could disrupt more complex puzzles, or make them too easy.

The new dissolvers are definitely an improvement.

Also, could you make it so that when you are holding a direction button in a terminal/souvenir prompt and press space, you start moving? In the current version, you have to start holding the move key after exiting the terminal, which is bothersome when going for speed.
Thanks for your feedback! I'll get all these things sorted. I'll probably have slightly different symbols for each colour of teleports, so that text screenshots are understandable.

The teleporters work just fine.

Good job.  You've put a lot of work into this game!
What's left to do?
It feels like YYYYYY is all I do nowadays! I'm really happy with the progress though and I'd do it all again :viridian: Over the weekend I hit 4040 lines of code, which makes this my biggest game.

It's difficult to know what's left. At the beginning I had my big list of essential things todo, but now I mostly write things when they randomly pop into my head. I'd very roughly say the stuff left to do is:

- Finish videos Done
- Do The Brass's suggestions Done
- When the player finishes a campaign, give an option to save a map of the explored areas. Like this (http://iceyboard.no-ip.org/images/yyyyyy/video_2_map.png) Done
- Investigate horizontally flipping maps
- Have a separate pause screen and quit screen Done
- Expand the number of possible rooms per campaign from 61 to infinity Done
- Possibly add a save function Done

- Finish the first campaign
- Write the second campaign
Title: Re: YYYYYY
Post by: reDo on April 14, 2010, 10:09:35 AM
 i love VVVVVV and YYYYYY looks also good that will be my second favourite game after VVVVVV thx for this game :) :)
 
Title: Re: YYYYYY
Post by: Robson on April 17, 2010, 02:33:07 PM
Thanks reDo - I hope you like the finished game :viridian:

I've made lots of progress on the first campaign and the engine. A new development version has been released (http://distractionware.com/forum/index.php?topic=160.0), which has:

Videos

A video is automatically saved when you win/quit/lose a campaign. Video files are very tiny, so don't worry about them taking up lots of space. Here's a "how to" guide:

Play a video - Select the campaign from the menu, then select the "Play Video" menu item. All the videos for that campaign will be displayed, with details (i.e. win/quit/lose, turns, deaths, souvenirs, etc).
Play faster or slower - Press left to play the video slower. Press right to play the video faster. Press your invert gravity key to return to normal speed.
Share a video - Go to the campaign folder and open the video file, which will end with y6r. Copy the contents of the file and then paste it into an e-mail/forum/etc. For example:

y6r:Video 2 levels::
Win, Grade A, 0/0 souvenirs, 1 deaths, 537 turns:
C3e3Db03dG3I2fD503CaFaKb2hBa0cBaCaCaEaEaGaHaDbCaFf
L3F3E3D3B3B3A3LaJ3E3F3E3C3C3B3CcAa3C5LJ5K3lGfG52gF
30jB3LE3wD3CqDpLL0405I4J5

Play a video from an e-mail/forum/etc - Copy the video data, then open YYYYYY and press V. The video will be saved to a file, so you can replay it as much as you like. To replay it, go to the campaign menu, then select the "Play Video" menu item. The video will be in the list, with "(pasted)" after the name.
Disable recording - If you don't want to save videos of your games, open the settings.ini file and change the videos>record setting to false.
Delete a video - Open the campaign folder and delete the video file, which will end with y6r.

With future updates I'll make some of these things more user-friendly.

Super Cellulatron

It's the YYYYYY demake of the Super Gravitron! I've tried to make it very different to the super gravitron, whilst still maintaining the same fast-pace. Currently it doesn't have a quick way to restart, but I'll sort that in a future version.

Campaign Unlocks

After completing a campaign, you can now play it in permadeath mode and/or vertically flipped mode.

Smaller stuff

- I've split the pause screen into a pause screen and a quit screen. Press escape to go to the quit screen. Press enter/m/p to access the pause screen. This should avoid accidental quitting. Pressing the X button on the window now takes you to the quit screen, instead of immediately closing with no warning.

- Outside of the playing area is now dark grey, to make it easier to see the boundaries of the playing area.

- If you hold left/right, then dismiss the map or souvenir/terminal messages, you'll immediately move left/right.

- Room warps no longer work as checkpoints.

- Warp characters are now static.

- Minimum room size reduced from 14x14 to 2x2 (because 1x1 wouldn't make sense).

- Room filenames can now be anything, so there's no longer a maximum of ~75 rooms per campaign. You could have hundreds, if you wanted to.
Title: Re: YYYYYY
Post by: Mika on April 17, 2010, 03:22:08 PM
Hi, I gave it a try, keep it up :) .. and:
- idea: how about changing the player char @ to pqdb for left/right and upside-down clarity?
- crash: Subscript out of range error if you flick back and forth between Test levels rooms 1 and "Spikes"
- bug: if a white deadly tile (spike, word, ..) kills you, it stays red when you're respawned
Title: Re: YYYYYY
Post by: Robson on April 17, 2010, 04:11:37 PM
Hi, I gave it a try, keep it up :) .. and:
- idea: how about changing the player char @ to pqdb for left/right and upside-down clarity?
- crash: Subscript out of range error if you flick back and forth between Test levels rooms 1 and "Spikes"
- bug: if a white deadly tile (spike, word, ..) kills you, it stays red when you're respawned
Thanks for your feedback Mika!

- idea - Cool idea! In the official campaign I'm avoiding any one-height corridors, but I think this would be useful anyway. I'll add it into the settings.ini file, so people can use pqdb if they'd like to.
- crash - Whoops! Well spotted. I'll make sure that's fixed for the next version.
- bug - That's a feature :viridian: I thought it would be nice to paint the spikes red, so the player can see where they've died. In a future version it'll be possible to export a full map of the campaign when you complete it, so you can look back and see all the places where you died. Here's an example (http://iceyboard.no-ip.org/images/yyyyyy/video_2_map.png).
Title: Re: YYYYYY
Post by: Shasharala on April 17, 2010, 08:20:33 PM
Whoa!  I love your idea for the super cellutron!  :viridian:
Title: Re: YYYYYY
Post by: arcticwolf15 on April 18, 2010, 03:05:07 PM
I just finished a campaign I am working on, but when I try to play it, it says either "file not found" or "runtime error". Is there any way to fix this? The other campaigns work fine. In case there is an error with the programming, I have uploaded the .zip folder file, which can be downloaded here (http://rapidshare.com/files/377433911/Jailbreak.zip.html). Thank you. This is my first post.
Title: Re: YYYYYY
Post by: Robson on April 18, 2010, 05:26:43 PM
Wow! I wasn't expecting anyone to make a whole campaign so soon - this is awesome :-*

I would love to play this, but unfortunately I have to go to sleep, so I can be up for work tomorrow :victoria: I'm going to play this as soon as I get home! :viridian:

I had a quick look at the layout file - if you convert all the letters to lowercase, it will work:

#PAR=400
00000u0
gfed0ts
h00c00r
i00b00q
x00a00p
jklmnov

You probably want the warp in room c to be

#WARP=3 1 2 18

This would take you to room D, near the terminal. The 3 is the layout column (it begins with 0, rather than 1) and the 1 is the layout row (also starts at 0) Then the 2 and 18 are the X and Y within the room. I don't have warps written into the settings window of the level editor yet. Sorry about that, I'll make sure it gets added.

I can't believe I have to go to sleep - I want to play this!!!
Title: Re: YYYYYY
Post by: The Brass on April 18, 2010, 06:05:07 PM
The cellulatron is interesting and has potential, but I don't like the scoring. Staying alive is enough of an achievement. Seeing ungettable £s is annoying, and the tight-tunnel style creates plenty of those situations. I say you should do it by time, or turns as they now seem to be. Maybe have the £s give bonus points.

Is having a level editor for the cellulatron possible?
Title: Re: YYYYYY
Post by: Robson on April 19, 2010, 03:00:42 PM
arcticwolf15

I finally got home from work! I'm liking the jailbreak campaign a whole lot :viridian: Especially the way you integrated the story with the game objects. I've been fixing a few things in YYYYYY and improving the level editor, so I'll get those things finished soon (most likely tuesday/wednesday night), then I'll release a new version which is fully compatible with your campaign.

The Brass

Removing the gold and doing it by turns is definitely possible. I'd be happy to do that, so I'll get it sorted for the next version.

A level editor for the cellulatron could be rather tricky. However, I could make the cellulatron load a layout from a file, rather than generating it randomly. That way you can edit the layout in a text editor. What did you have in mind?
Title: Re: YYYYYY
Post by: James on April 19, 2010, 05:02:42 PM
Hey, this game is pretty cool. Eventually I'll have to add a demakes/tributes page to the VVVVVV Wiki at http://vvvvvv-wiki.wikispaces.com/ (http://vvvvvv-wiki.wikispaces.com/) if nobody else does first.

I have a few questions and comments. First, the cellulatron is pretty fun, but I find that if you stay along the edges it's pretty easy. Since there are never any blocks there you just ride to the top on the adjacent column and then fall to near the bottom, then get back on an adjacent block and ride back to the top. Ideally, I think the scrolling blocks should fill the whold width of the screen.

Second, do you have any plans to name the chracters after their colours like in VVVVVV? If so, you should start asking for suggestions on this forum, and choose the best ones. I've certainly got a few suggestions for colour-related character names.
Title: Re: YYYYYY
Post by: Robson on April 20, 2010, 03:06:25 PM
My current plan is to finished the engine for YYYYYY by the end of this week, so I can concentrate on the campaigns. I have two big things to do (saving/loading and exporting maps when a campaign is finished), along with a lot of small things. So hopefully that will be possible.

I've done lots of small things today and will release a new version tomorrow. It'll have all this and anything else I write in:

Super Cellulatron
- Can now be easily restarted
- Removed gold
- Changed the layout generator so that the sides are no longer empty
- Tunnels can wrap around the room
- Every ~100 rows you get one point and the game speed increases slightly (you can easily tell when this occurs, because there will be three blank lines in the layout)

Stuff to help campaign makers
- Uploaded my room design guidelines (http://iceyboard.no-ip.org/projects/yyyyyy/room_design/). The list changes a lot
- Press f5 to jump directly to a room
- Missing map files are displayed when a campaign is started
- Added a toolbar to the level editor, so you can select different tools and see what tile is being drawn
- Added warps to the tiles of the level editor
- Added warps to the settings window of the level editor

Bugs fixed
- Fixed a bug with spike collision wrapping unintentionally

Added stuff
- Added a 'how to' guide for the videos, which is in videos.txt
- The player character can now appear as pqdb, which is based on the direction they are facing. To enable this, change the symbols>player_pqdb setting to true in the settings.ini file
- Direction tiles are now usable when the room is rotated to 90 and 270 degrees

I also unlocked all the trophy rooms on Spelunky :viridian:

Hey, this game is pretty cool. Eventually I'll have to add a demakes/tributes page to the VVVVVV Wiki at http://vvvvvv-wiki.wikispaces.com/ (http://vvvvvv-wiki.wikispaces.com/) if nobody else does first.
Thanks James! I'm very impressed with the wiki. Great to read and useful for reference :viridian:

I have a few questions and comments. First, the cellulatron is pretty fun, but I find that if you stay along the edges it's pretty easy. Since there are never any blocks there you just ride to the top on the adjacent column and then fall to near the bottom, then get back on an adjacent block and ride back to the top. Ideally, I think the scrolling blocks should fill the whold width of the screen.
I've removed the gold and made the blocks go all the way to the edge, so I'd be interested to know your thoughts on the new version (will be released Wednesday night).

Second, do you have any plans to name the chracters after their colours like in VVVVVV? If so, you should start asking for suggestions on this forum, and choose the best ones. I've certainly got a few suggestions for colour-related character names.
Yes! For my campaigns at least. Other people are welcome to do anything they want. I'm not sticking strictly to the shades of the colours, but they are similarish. For example, the main character is called Yvette, but I've used pink instead of violet.

Terry made a few suggestions (http://distractionware.com/forum/index.php?topic=160.msg1160#msg1160) and more are always appreciated.
Title: Re: YYYYYY
Post by: James on April 20, 2010, 08:56:00 PM
Yes! For my campaigns at least. Other people are welcome to do anything they want. I'm not sticking strictly to the shades of the colours, but they are similarish. For example, the main character is called Yvette, but I've used pink instead of violet.

Cool. Actually, the name Yvette comes from the Yew tree, so maybe she should be green. Yolanda is a greek name that actually means Violet though!

They're hard to think of at first, but once you get going it's kinda fun, and hard to stop. I had two in mind when I made my last post, but I've managed to think of quite a few more since then:
Yttria, which is a chemical used to make the red phosphors on CRT-type TVs and monitors
Yale, as in Yale Blue, a dark blue named after the official colour of Yale University
Yahto, which means blue in the Sioux (Native American) languge
Yaqut which means sapphire in Arabic
Yamini means night in sanskrit but I guess a black character won't show up on the background, but (maybe dark grey?)
Yin which is chineese for silver
Ygnasio is from the latin for fire
Yarkon (male) or Yarkona come from the Hebrew for green.

Those are the best ones I could think of.
Title: Re: YYYYYY
Post by: Robson on April 21, 2010, 03:42:18 PM
New development version released! (http://distractionware.com/forum/index.php?topic=160.0)

Map exporting
- Can now export maps of the campaign, from the campaign completion screen (they're bitmaps, so are ridiculously massive. saving them as png files will make them significantly smaller)

Super Cellulatron
- Added restart option
- Removed gold
- Changed the layout generator so the sides are no longer empty
- Tunnels can wrap around the room
- Each time you enter the blank lines, you get one point and the game speed increases slightly

Bugs fixed
- Fixed a bug with spike collision wrapping unintentionally
- Game menu used to show all folders in the game folder. Now it only shows folders that contain a layout.txt file

Stuff to help campaign makers
- Updated the campaign creation (http://iceyboard.no-ip.org/projects/yyyyyy/creating_campaigns/) guide
- Press f5 to jump directly to a room
- Missing map files are displayed when a campaign is started
- Map files are no longer case sensitive, which should avoid confusion
- Added a toolbar to the level editor, so you can visually select different tools and see what tile is being drawn
- Added warps to the tiles of the level editor
- Added warps to the settings window of the level editor

Added stuff (these are very untested, so could be buggy)
- The player character can now appear as pqdb, which is based on the direction they are facing. It's enabled in this version, but will probably be disabled in the real versions. It can be enabled/disabled in the settings.ini file
- Direction tiles are now usable when rotated to 90 and 270 degrees
- Xbox 360 controller can now enable/disable fullscreen mode
- Added a 'how to' guide for the videos, which is in videos.txt

I just finished a campaign
I fixed the bugs and uploaded a new version of the jailbreak campaign (http://iceyboard.no-ip.org/files/Jailbreak.zip). I like it a lot :viridian:

Those are the best ones I could think of.
Interesting! Thanks for the ideas. I didn't know there was a green yvette colour as well. I only knew about the violet shades (http://www.anthus.com/Colors/Colors_Y.html). I'm not sure what to call my rescue-es now... decisions, decisions!
Title: Re: YYYYYY
Post by: CooL on April 21, 2010, 04:24:12 PM
Loving the new update!  Keep up the good work!  :viridian:
Title: Re: YYYYYY
Post by: James on April 21, 2010, 07:14:57 PM
Interesting! Thanks for the ideas. I didn't know there was a green yvette colour as well. I only knew about the violet shades (http://www.anthus.com/Colors/Colors_Y.html). I'm not sure what to call my rescue-es now... decisions, decisions!

I gon't think the name Yvette is generally associated with the colour green. It's just that the name froms from the Yew tree...which is green. I don't think it's commonly associated with violet either, except for the page you linked to of course. I was trying to stick to concrete associations with colours or direct meanings. It seems like the NBS/ISCC colour names have completely arbitrary names, or at least are a real stretch (for example, I guess their colour called "Yucatan" looks kinda Mexican somehow). In fact, if you google Yvette and Violet you don't really get any results relating the name to the colour.

I'd be quite interested to know how Terry came up with his names!

By the way, I've been playing  a bit and I've noticed a minor but annoying subtlety in the controls. I'm not sure why, but it seems like sometimes the buttons are slightly delayed or something. If you press the flip button quickly, it won't do anything, especially if you've just landed. It's especially noticible in sections that require quick movement and changes of direction, like in the Jailbreak campain. If you have to jump and immediately move sideways, you'll often move before the flip command seems to go through, or vice versa, and just fall off the edge. Or, (for example, in the page Quicksand in Jailbreak), I'll try to hold the arrow key and time the flips as I run accross the platforms, but the flip button often seems to be slow to respond, causing me to walk off the platform into the spikes even if I press the button early.
Title: Re: YYYYYY
Post by: Shasharala on April 21, 2010, 10:14:09 PM
I'm wondering if the speed of the game is still be tested.  I remember there were controls to speed up movement and to slow it down but I forget.
Don't forget to pull out that code when it's done!  :D
Now to play test this new version.

I was thinking... is it possible to stick all the campaign folders in a folder named "Campaigns" or something?  I imagine as more campaigns start to be made it will start to get pretty cluttered with all the folders.

Hmm... a few things I'm noticing.  First is it possible to get the mouse pointer to go away in fullscreen?

Second, in all campaigns I notice in fullscreen two things happen:
A. The background is gray now.  Is that on purpose?  It seemed to work just fine as black.
B. When walking near a... console?  What do you call those computer things... they're big T's... the console screen/words appear stretched across the lower portion of the screen.

See this picture here it has both issues in it:
http://img.photobucket.com/albums/v103/Shashrala/YYYYYY/HugeConsole.png

Third, when did the avatar for Mr. Y become a P?  Is it always going to be that way?  Does it have anything to do with that PQDB?

Fourth, is it possible to get the campaigns or start screen to start in fullscreen every time if the game was put into fullscreen in the past?
Title: Re: YYYYYY
Post by: Robson on April 22, 2010, 11:36:49 AM
Thanks for your feedback guys!

By the way, I've been playing a bit and I've noticed a minor but annoying subtlety in the controls. I'm not sure why, but it seems like sometimes the buttons are slightly delayed or something. If you press the flip button quickly, it won't do anything, especially if you've just landed. It's especially noticible in sections that require quick movement and changes of direction, like in the Jailbreak campain. If you have to jump and immediately move sideways, you'll often move before the flip command seems to go through, or vice versa, and just fall off the edge. Or, (for example, in the page Quicksand in Jailbreak), I'll try to hold the arrow key and time the flips as I run accross the platforms, but the flip button often seems to be slow to respond, causing me to walk off the platform into the spikes even if I press the button early.

Movement and timings have been super-tricky to do, mostly due to this being real-time, grid-based and needing precision. It's hard (impossible?) to get it working perfectly :victoria:

Every 85 milliseconds the screen updates, which is about 11.7 times per second. At this point the game checks if you have tapped/held the left/right key at any time in the past 85 milliseconds. If yes, the game will move you left/right.

Previously this was 75 milliseconds, but tapping left/right often took slightly over 75 milliseconds, which would occassionally result in moving twice. I definitely didn't want that, so I slightly increased the time to fix that.

Flipping works in very much the same way, except you only flip once per press/hold of the button. This is intentional, to avoid flipping in a short tunnel, then immediately flipping back again, because you accidentally held the key for too long.

You can move vertically and horizontally in the same screen update, with vertical movement processed first.

I'm designing my campaign so flips are rarely needed close together, so I don't think this will be an issue. I must admit I'm not a fan of very difficult games (in no way is that a criticism of VVVVVV, it's just what I like). So my campaigns won't be at the same difficulty level as VVVVVV. The room in Jailbreak with the dissolving tiles is harder than any of my rooms. However, there are opportunities for difficulty. Mostly in optional routes for collecting souvenirs and permadeath mode. I'm hoping that other people will write campaigns, which will lead to a whole range of difficulties.

I think arcticwolf designed his campaign without being able to play the levels (due to my confusing case-sensitive room filenames, which is gone now), so understandably he wasn't able to determine how difficult each room was.

I'm wondering if the speed of the game is still be tested.  I remember there were controls to speed up movement and to slow it down but I forget.
Don't forget to pull out that code when it's done!  :D
Haha! All the debugging stuff can be turned off in the settings.ini file, so it's quick to enable/disable :viridian:

Currently the key to speed up/down is d and shift+d, although I realised yesterday that it conflicts with the WASD movement, so from the next update it'll be t and shift+t to change the speed.

I was thinking... is it possible to stick all the campaign folders in a folder named "Campaigns" or something?  I imagine as more campaigns start to be made it will start to get pretty cluttered with all the folders.
That's a good point. I think other indie games do the same (e.g. Knytt Stories). I've got loads of mini campaigns that I use for testing stuff, so my folder is getting cluttered up!

Hmm... a few things I'm noticing.  First is it possible to get the mouse pointer to go away in fullscreen?
Aye, that would be possible. If I can do it without dll calls I'll make it an option in the settings.ini file.

Second, in all campaigns I notice in fullscreen two things happen:
A. The background is gray now.  Is that on purpose?  It seemed to work just fine as black.
Yes, that's intentional! On levels with empty spaces on the sides, it was difficult to know where the room ended and the window began, because they were both black. So I made the window dark grey instead. That way you can instantly tell the difference.

B. When walking near a... console?  What do you call those computer things... they're big T's... the console screen/words appear stretched across the lower portion of the screen.

See this picture here it has both issues in it:
http://img.photobucket.com/albums/v103/Shashrala/HugeConsole.png
Terminals ;) But whooops, the blackness should only go on the terminal message part. I'll get that fixed. I very rarely test the game in fullscreen mode, but "test fullscreen mode" is on my todo list :viridian:

Third, when did the avatar for Mr. Y become a P?  Is it always going to be that way?  Does it have anything to do with that PQDB?
Yes it does! I think I mentioned this in the version details....

Fourth, is it possible to get the campaigns or start screen to start in fullscreen every time if the game was put into fullscreen in the past?
That would be good as well - I'll add it to the settings.ini file.
Title: Re: YYYYYY
Post by: arcticwolf15 on April 22, 2010, 06:52:07 PM
An updated version of jailbreak can be found here (http://rapidshare.com/files/379037879/Jailbreak.zip.html). You may use some of my levels Robson. ;) Just give me credit.

Edit: Jailbreak took an entire day to make, which was the day after I downloaded version 0.6.

Edit2: Made words in "Do the wave" visible. Link updated.

Edit3: Fixed some bugs hopefully, link updated.

Edit4: I keep finding bugs... fixing them... blah blah blach... link updated.

Edit5: Figure it out, man.

Edit6: Fixed rotations, link updated.

Edit7: UGGH! I keep finding too many bugs! Link updated.

Edit8:Link updated.

Edit9: Robson, I have noticed in the latest build that orange things like rotations and reflectors are acting as a wall, and you must position yourself inside them with the mouse to use them. I would also like for anyone to find and fix all bugs in Jailbreak. This includes teleports, and possibly this glitch.
Title: Re: YYYYYY
Post by: Shasharala on April 23, 2010, 07:47:14 AM
I am noticing this as well.  Notably in 'Fork in the Road'.
See this picture here:
http://img.photobucket.com/albums/v103/Shashrala/YYYYYY/TheImperviousWallofDoom.png
I can't get past the orange rotators.  They're acting like a wall basically.

By the way, the debugging ability to click where you want to be to get around obstacles doesn't work in fullscreen mode.
Of course this isn't a big deal since I can just go to normal mode and then back again and because this debugging feature won't be in the full game anyway.

Alas, another bug I have found, though a fortunate one at that.  In 'Fork in the Road' upon flipping from the top of the screen down towards the terminal I receive my message and stop in mid-air.  Everything's working fine, for now.  I exit the message from the terminal and magically pass right through the teleporter to fall onto the floor of 'Fork in the Road'.  See the above picture to get an idea of what 'Fork in the Road' looks like.
The reason I call it a fortunate bug is because upon inspection of the room it appears there are two ways to leave.  One by teleporter and one by exit on the bottom left.  If I use the Terminal and this bug didn't occur I would be forced to be teleported away.  Basically I think the bug should be fixed and the terminal moved unless articwolf15 wants us to be teleported away upon reading the terminal.
Although, I can see how it could not be a bug and done on purpose with foresight to Terminals placed above teleporters.  Is this the case?  Either way the game still functions fine.
In fact this bug may not be so bad after all since it gives one a second chance to choose if they wish to enter a teleporter.  The only time this would not come in handy is if there had been spikes on the floor underneath the teleporter and I fell through the teleporter to my untimely death.
So... I don't know.  It's nifty and buggy depending on how one looks at it.

A Revision:
It seems that upon entering the room from the bottom left of 'Fork in the Road' (This new room is called 'Main Gate') it is a dead end.
Great.
I grab the free souvenier and turn around and enter 'Fork in the Road' again.
I flip up to use the teleporter.
Nothing happens.
What!?
I flip back and forth trying to activate it.
I flip past the Terminal on the way down so as to not 'glitch' the teleporter then touch the teleporter.
Nothing.
I'm trapped in 'Fork in the Road'.
The teleporter is broken.
 :victoria:

So maybe the bug/glitch I mentioned above doesn't exist so much as the teleporter isn't simply working.
Is anyone else receiving this bug?
Title: Re: YYYYYY
Post by: arcticwolf15 on April 23, 2010, 04:31:12 PM
If someone could give me the correct coordinates, that would be great. Also, I am probably going to take out the rotation portion and make "ROTATINATE!" a maze of conveyor belts. I am going to change the level "I just don't know" to something else.
Title: Re: YYYYYY
Post by: Robson on April 24, 2010, 07:14:34 AM
Edit9: Robson, I have noticed in the latest build that orange things like rotations and reflectors are acting as a wall, and you must position yourself inside them with the mouse to use them. I would also like for anyone to find and fix all bugs in Jailbreak. This includes teleports, and possibly this glitch.
I uploaded a fixed version (http://distractionware.com/forum/index.php?topic=160.msg1554#msg1554) the other day, which moves the rotation tiles into the previous room and fixes the teleport, along with a few other fixes.

Rotation tiles only work if you fall into them, so they should be placed with empty tiles all around them, or in a way that only allows them to be accessed whilst flipping in the air. There's a few examples at one-minute in this video (http://www.youtube.com/watch?v=SOitH6yZVPk).

An updated version of jailbreak can be found here (http://rapidshare.com/files/379037879/Jailbreak.zip.html). You may use some of my levels Robson. ;) Just give me credit.
Would you be open to a few changes to the campaign, if I gave you a bit of advice? If so, I'd love to include the entire campaign with the official release of the game, with full credit to you.

By the way, the debugging ability to click where you want to be to get around obstacles doesn't work in fullscreen mode.
Aye, it was disabled in fullscreen mode, because it was just a really simple "divide coordinates by tile size" calculation before. Now it takes into account extra window space, so it works in fullscreen mode. Will be in for the next version, which will hopefully be later today.

So maybe the bug/glitch I mentioned above doesn't exist so much as the teleporter isn't simply working.
That's it - no co-ordinates have been set on the teleporter, so the game doesn't have anywhere to move the player to. I'll make a message appear when no co-ordinates have been set, so people can understand what's going on.
Title: Re: YYYYYY
Post by: arcticwolf15 on April 24, 2010, 10:31:35 AM
Quote
Quote from: arcticwolf15 on April 23, 2010, 02:52:07 AM
An updated version of jailbreak can be found here. You may use some of my levels Robson.  Just give me credit.

Would you be open to a few changes to the campaign, if I gave you a bit of advice? If so, I'd love to include the entire campaign with the official release of the game, with full credit to you.

Sure. Except that in "fork in the road," what you're standing on is actually supposed to be the floor, not the ceiling. Also, change "I just don't know" to something else. These are my terms. Contact me if you need any more levels. ;)
Title: Re: YYYYYY
Post by: Robson on April 24, 2010, 03:27:21 PM
Saving/loading is written in! :viridian: That's the last of the complicated features, so from now I'm going to be shifting my focus to the campaigns. With the engine, I'll just be fixing bugs and doing minor things.

New version is available in the first post (http://distractionware.com/forum/index.php?topic=160.0), which contains:

Saving/Loading
- Is finally in!
- Loading restores your exact position and souvenirs, deaths, red spikes/words, turns, etc.
- Loading takes about 1 second per 3.5 minutes of playing.
- Optionally, you can see all your moves whilst loading.

Other
- Moved campaigns to a folder called "campaigns"
- Pressing escape on the menu window returns you to the previous menu, instead of quitting the game. If you're on the first menu, the game will still quit as before

Fullscreen mode
- Message backgrounds no longer extend across the whole screen in fullscreen mode
- Campaigns can be automatically started in fullscreen mode (see settings.ini)
- Mouse cursor can be hidden in fullscreen mode (see settings.ini)

Stuff to help campaign makers
- Clicking to move the player now works in fullscreen mode
- Level editor now asks the room size when a level is opened for the first time
- When a room is loaded in the game:
   - The game shows an error message when a new room warp has no data
   - The game shows an error message if it encounters any invalid tiles
   - The game shows an error message when a green/blue/red warp has no matching warp
   - If a word enemy has no word set (or the word is shorter than the length), the missing letters will appears as X's
   - If a word/platform is only one tile, the game will display an error message.
- When a campaign is opened in the game:
   - If a room isn't square, the game will warn you if it finds a rotation tile
   - A warning message appears when a layout.txt file refers to a non-existant room file
   - A warning message appears if a room has a different size to other rooms
- Slower/faster game key is now T, instead of D, because it was conflicting with WASD movement

Videos
- Videos can be copied within the game, by pressing C when the video is selected in the menu
- Videos can be deleted within the game, by pressing delete when the video is selected in the menu

Quote
Quote from: arcticwolf15 on April 23, 2010, 02:52:07 AM
An updated version of jailbreak can be found here. You may use some of my levels Robson.  Just give me credit.

Would you be open to a few changes to the campaign, if I gave you a bit of advice? If so, I'd love to include the entire campaign with the official release of the game, with full credit to you.

Sure. Except that in "fork in the road," what you're standing on is actually supposed to be the floor, not the ceiling. Also, change "I just don't know" to something else. These are my terms. Contact me if you need any more levels. ;)
I'm happy with that! I'll get started on this next week.
Title: Re: YYYYYY
Post by: arcticwolf15 on April 24, 2010, 03:58:03 PM
Forgot to post this earlier, but this is what "Do the wave" is supposed to be:
#NAME=Do the wave
#WORD1=YYY
#WORD2=YYY
#WORD3=YYY
#WORD4=YYY
#WORD5=YYY
#WORD6=YYY
#WORD7=YYY
#WORD8=YYY
#WORD9=YYY
#WORD10=YYY
#WORD11=YYY
#WORD12=YYY
#WORD13=YYY
#WORD14=YYY
#WORD14=YYY
#WORD15=YYY
#WORD16=YYY
#WORD17=YYY
#WORD18=YYY
#WORD19=YYY
#WORD20=YYY
                       
                       
                       
                       
                       
                       
                       
                       
11111111111111111111111
1FFFFFFFFFFFFFFFFFFFFF1
1  x   x   x x   x   x1
  xxX xxX xx xX xxX xx
 xxxXxxxXxxx xXxxxXxxx
 xx Xxx Xxx   Xxx Xxx 
4x   x   x  4  x   x  4
11111111111111111111111

Paste it into "E" for the level.

Edit: Can you make a tutorial for making warps?
Title: Re: YYYYYY
Post by: Shasharala on April 25, 2010, 03:40:31 PM
I am loving the Jailbreak campaign.  Pretty neato!
There are a few things I'm having issues with though.
Before I begin explaining the issues I'm having, though, I need to state which version of the game I am using.  I am using the version Robson fixed and posted about in this reply:


I just finished a campaign
I fixed the bugs and uploaded a new version of the jailbreak campaign (http://iceyboard.no-ip.org/files/Jailbreak.zip). I like it a lot :viridian:


#1:
Take a look at this screenshot of 'I Just Don't Know': http://img.photobucket.com/albums/v103/Shashrala/YYYYYY/Ijustdontknow.png

In it if I enter the green 'e' teleporter from the left and keep pressing right I'll slide safely over underneath the blue 'e', right before the conveyer belt.  Then I can take a calming breath, get a glass of water, and use the restroom before flipping up into the blue 'e' teleporter.  I basically can bypass the entire middle half of the room just by doing that.  If a wall was made on the right side of the screen that would stop me and any other ingenious players from bypassing the conveyer belt of doom.  The new wall would make me and others properly reach the blue 'e' teleporter.
Also, see that ! above the spikes on the bottom of the screen?
If I flip into that and die there I will keep dieing there in an infinite loop since gravity says I am dropping down when I spawn at that !.
Unfortunately there are a few places like this in the game.  Even in the first room called 'Welcome'.  If I stupidly flipped up from one of the respawn points in that room I would be trapped in an infinite kill loop there too and have to quit my game and start over.  Of course, who would be stupid enough to do that in 'Welcome'?  Me, I guess.  It's not too bad there though, since it's at the beginning of the game.  There are other rooms with !'s like this but, again, you'd have to be stupid to flip into them.
I do feel the one in 'I Just Don't Know' should be removed.  It is serving no purpose there unlike other !'s that are dangerous, but serve purposes.

#2:
Take a look at this picture please: http://img.photobucket.com/albums/v103/Shashrala/YYYYYY/pipecoma.png

It is of a room labeled 'Pipe Coma'.  Cute little room, I must say.  Unfortunately, upon reaching the last ! of 'Pipe Coma' the error you saw in the picture pops up.  I don't know what that error means.  But I do know what it does to the game.  From then on I am always pulled to the left.  My char runs to the left no matter what.  He runs into spikes, walls, everything.  I can still flip but it's quite annoying because it makes the game unplayable.  I can only move left, up, and down; and I'm always moving left.  Also, every time I die the error pops up again.  Usually after I die I stop running to the left, but the error message keeps popping up with every death.  It just ruins the gameplay.  If it would be possible to figure out what was causing this error I would be very happy because then I could finally play 'Jailbreak' bug-free.
Note:
I've noticed that in that picture, right above my char, on the last !, there is a runway tile instead of a wall tile.  Could this not be helping?

#3
I've noticed that it is possible to run into other rooms of the game when I shouldn't be.  For example:
Make your way to the room named 'BECAUSE! THAT'S WHY!'.
Go as far left as you can and hold left.
Then drop down, continuing to hold left.
Once you get into the room 'OH NOES!' (see picture: http://img.photobucket.com/albums/v103/Shashrala/YYYYYY/OhnoIndeed.png ) you will suddenly move offscreen into a room you've been in before.
It's 'Lost in Space Station'!  How the heck did we get here!?
See Picture: http://img.photobucket.com/albums/v103/Shashrala/YYYYYY/LostinaWall.png
See me?  I'm behind one of the blocks in the upper right hand corner.
Well, I'm assuming it's because of how the map is laid out in-game.  Basically the left wall of 'OH NOES' is the floor of 'Lost in Space Station'.
The Problem:
The room called 'OH NOES' does not have a wall on the left or on the right ( I havn't tested it out yet, but my guess is that if I try to leave the room on the right I fall in another room too).  Therefore you fall right into 'Lost in Space Station' if you try to go left.  In fact, it can lead some to believe there is a room over there since it is not blocked off.
Fortunately, it is possible to leave 'Lost in Space Station' by moving right one space to fall on the spikes in 'OH NOES'.
Also, fortunately, the player cannot enter the room called 'Lost in Space Station'.  The wall the player is trapped in does not let them move left into the room.
The Issue:
This is a problem though.  There are some rooms in the game that do allow movement out of the wall and into that room.  Basically, any room that it is created where it is possible to touch the edge of the room should have a wall, unless you want the player to think that there is a room over there to enter.

#4
Not really a bug, just something that would be cool.
The room containing the last souvenir should have a name!  :viridian:
It's a pretty neat room and it's just luck that I discovered it.  You know where it is!  It's the only trinket that has a Terminal that talks about it.
By the way, in the terminal that talks about it souvenir is spelled wrong.
If you don't know what room I'm talking about, I'll send you a personal message of how to get there and a picture.  I don't want others to know how to get there, on this forum, besides the makers of the campaign.

That's all I can think of for now!  Great campaign!  8)


Now for problems with YYYYYY in general.
Only one this time.  :viridian:
I've noticed that now that we can click in fullscreen mode to warp our char anywhere, if I click outside the general screen on the grey then the game crashes.
Take a look at this picture: http://img.photobucket.com/albums/v103/Shashrala/YYYYYY/AughBoom.png

Notice where my pointer is.
I don't know what that error means.  It obviously doesn't like what I did.
And remember it crashes after this.

If this could be remedied I'd be grateful.  If not, then I'll just try not to accidentally press the mouse, when I'm debugging, out there.

Well, that's a lot to think about for 'Jailbreak', articwolf15 and Robson.  I hope you guys get what you feel is important from what I listed here sorted out.
Thanks for letting me debug stuff.  :)
Title: Re: YYYYYY
Post by: Robson on April 25, 2010, 04:18:32 PM
arcticwolf15: Sure thing, I'll write a warp guide early next week.

Shasharala: Thanks for the bug report! I'll make sure that's sorted in the next version. I assume you are clicking outside of the game area? I've forgotten to write checks to make sure clicking is done within the game area, so the calculation to determine the new players position would be moving the player outside of the game area, resulting in that error.
Title: Re: YYYYYY
Post by: Robson on April 27, 2010, 02:02:59 PM
Just a little update: 0.8.1 (http://distractionware.com/forum/index.php?topic=160.0)

- Fixed crash when clicking outside the game area
- Changed warp layout/co-ordinates destinations to begin with 1, instead of 0
- Added a progress bar to the loading screen
- Unexplored areas are no longer displayed on exported campaign maps
  - (in debug mode you can press f3 to reveal all areas)

I've added a guide to warps at the end of the campaign writing guide (http://iceyboard.no-ip.org/projects/yyyyyy/creating_campaigns/).
Title: Re: YYYYYY
Post by: arcticwolf15 on April 27, 2010, 05:16:42 PM
Tried downloading, but it is an empty folder. :victoria:

Have you seen my "Do the wave" yet?
Title: Re: YYYYYY
Post by: Robson on April 29, 2010, 05:15:46 AM
Tried downloading, but it is an empty folder. :victoria:
I can't see any problems with it :victoria: Could you try it again? Perhaps the download got corrupted. If it doesn't work again, you could try downloading it from here: http://sourceforge.net/projects/yyyyyy/ although it's the same file.

Have you seen my "Do the wave" yet?
Yep! Although I've been doing a lot of overtime at work this week, so haven't had much time at home. Probably I'll get some free time on Saturday though.
Title: Re: YYYYYY
Post by: arcticwolf15 on April 29, 2010, 04:54:42 PM
Thanks! :viridian:
Title: Re: YYYYYY
Post by: Shasharala on May 01, 2010, 04:36:08 AM
Your update makes one of the teleports in 'Jailbeak' not work.  I don't have a picture or anything, but I'll try to get one up and say which teleporter it is and in what room.  I'm sure if you played it wouldn't take too long to find.  It's an orange O, I think, in that room after the GUARDS.  You have to flip back and forth between spaces about as big as your body.
I'll update this more later when I have time.
Title: Re: YYYYYY
Post by: arcticwolf15 on May 01, 2010, 11:31:49 AM
I know about this. By the way, has someone even tried the "Do the wave" update yet?
Title: Re: YYYYYY
Post by: Robson on May 02, 2010, 09:02:43 AM
I finally had some free time, so I've spent a couple of hours improving stuff on the jailbreak campaign. Here's the new version (http://iceyboard.no-ip.org/files/Jailbreakr.zip) (the extra "r" is just so it doesn't conflict with the original campaign)

To install, open the zip file and then drag the Jailbreakr folder to your campaigns folder. The campaign will then be available in the game menu.

I've also included a Grade Y video, which can be viewed by opening YYYYYY, selecting Jailbreakr, then Play Video, then select the video from May 2nd at 16:18.

Here's a map of the campaign before (http://iceyboard.no-ip.org/images/yyyyyy/jailbreakr_before.png) and after (http://iceyboard.no-ip.org/images/yyyyyy/jailbreakr_after.png).

I hope you like the changes, but don't feel that you have to use them. Just consider them suggestions! Let me know if you'd like me to explain any of the changes.
Title: Re: YYYYYY
Post by: arcticwolf15 on May 02, 2010, 01:15:17 PM
Cool. I can beat the original "do the wave" with no deaths though. It's a hard room, but possible and fun.
Title: Re: YYYYYY
Post by: Shasharala on May 02, 2010, 03:15:50 PM
Cool!  I'll have to try that at a later date.
And I'm guessing no one needs any more info on that bug I listed earlier without any pics or anything?
I'm assuming Robson fixed it with this new campaign.  :viridian:
Can't wait to try it out!
Title: Re: YYYYYY
Post by: Robson on May 02, 2010, 04:12:00 PM
arcticwolf15: Perhaps have the original 'do the wave' on an alternative path, then put a souvenir as the reward. That would give people the option of challenging themselves and keep the main path clear of difficulty spikes.

I've added a little feature into YYYYYY, which allows you to set the ending message. So instead of "You have rescued name!" it could be "You have escaped!". This is the only thing I've changed in the game, so I'll wait until I make a few more additions before releasing a new version.

Shasharala: Thanks for your bug reports! I think I got them all fixed.
Title: Re: YYYYYY
Post by: arcticwolf15 on May 02, 2010, 04:23:30 PM
I'll start on that...

Edit: ...and done! Jailbreak 1.5 can be found here (http://rapidshare.com/files/382879443/Jailbreak_1.5.zip.html). Also, to anyone who can't find it, a map is here (http://lh6.ggpht.com/_pX30ytXthto/S9400whkd7I/AAAAAAAAAMQ/FO2qdrZJ_9E/s144/Jailbreak_1.5%2010_05_02_19_25_29.png) or here (http://picasaweb.google.com/lh/photo/nzZJsMrKymPnTTdaiE3s3w?feat=directlink) for ability to comment and better view.

Edit2: Remnants of Y-stone is a reference to the game on Kongregate, Remnants of Skystone. Play here! (http://www.kongregate.com/skystone)
Title: Re: YYYYYY
Post by: Shasharala on May 02, 2010, 11:49:29 PM
Ooo! I love the new Jailbreak! And Jailbreak 1.5 is even better with that hard to get souvenir, but I will get a Y rank, I swear!
All the bugs I mentioned have been fixed.
It is a wonderful campaign.  I love how there are seperate ways to get to the end.  In theory there could be many ways to get to the end or even possibly multiple ends?  Is it possible to make us have to save more than one person in a single campaign?
In theory, with the ability to save, one could make a very long campaign.
Title: Re: YYYYYY
Post by: arcticwolf15 on May 03, 2010, 04:37:56 PM
Nice ideas! We could make a VVVVVV sized campaign! BTW, it's 1.5 because of all the fixes and such...
Title: Re: YYYYYY
Post by: Robson on May 04, 2010, 05:50:40 AM
In theory there could be many ways to get to the end or even possibly multiple ends?
Multiple ending points is possible, yes! You would just put crewmates anywhere you want the player to be able to end the campaign.

Is it possible to make us have to save more than one person in a single campaign?
I don't have any plans to write that in, but I'd definitely consider it, if someone wanted to make a massive campaign with multiple people to rescue.

In theory, with the ability to save, one could make a very long campaign.
Yep, that would be possible! YYYYYY doesn't put any restrictions on the amount of levels, but I'm not sure how many you could have before running out of memory. I'll give that a try sometime and let you know...

Edit: Did some testing! Even with massive maps there's no noticeable slowdown whilst playing the game. All times are in seconds:

Rooms  Campaign loading  Drawing pause screen  Map exporting 
20.020.020.04
40.020.030.08
160.050.110.44
320.080.210.75
640.130.441.71
1280.230.853.61
2560.451.706.50
5120.853.4112.2
10241.716.76crash!
20483.3811.98crash!
40966.8323.08crash!
819213.3647.34crash!
1638427.7096.24crash!

(random trivia: the map for the 512 room campaign was 389mb!)

Map readability is somewhat compromised when there's 16384 rooms ::)

(http://iceyboard.no-ip.org/images/yyyyyy/20.png)

Edit2: I've reduced the map detail when there's over 64 rooms, which makes drawing the pause screen about four times faster. e.g. Drawing 128 rooms is about 0.21 seconds.
Title: Re: YYYYYY
Post by: Whirligig on May 04, 2010, 03:25:47 PM
LOL, 16834 rooms? That's 40 times the size of Dimension VVVVVV!  :vitellary:
Title: Re: YYYYYY
Post by: Shasharala on May 05, 2010, 12:55:59 PM
Haha!  That's a funny looking pause screen.
I would be so confused as to where I was with that many rooms too.  :P

Ahh well...
I'm glad to know I can make a campaign with multiple people to save.
I could try to make some amazing storyline where you have to save one person or the other from imminent doom and you must choose.
Your wife... or a newborn baby girl.  Which will it be?
Only on Playstation. @_@
Title: Re: YYYYYY
Post by: Robson on May 05, 2010, 03:01:43 PM
LOL, 16834 rooms? That's 40 times the size of Dimension VVVVVV!  :vitellary:
It can do 65535 rooms as well :viridian: It's taken me weeks to make just 16 rooms, so that would keep me busy for years!!

Haha!  That's a funny looking pause screen.
I would be so confused as to where I was with that many rooms too.  :P
I was thinking the only realistic way to have a campaign that big is to write some code to generate a maze, then make it generate all the rooms from that. A massive maze consisting of 16834 rooms!! It should also use room-wrapping, for ultimate confusion :viridian:

Ahh well...
I'm glad to know I can make a campaign with multiple people to save.
I could try to make some amazing storyline where you have to save one person or the other from imminent doom and you must choose.
Your wife... or a newborn baby girl.  Which will it be?
Only on Playstation. @_@
Haha! I'd buy that!

Unfortunately there's been a ton of work in my real-life job, so I've barely been able to do anything on YYYYYY this week. I'm going to be doing overtime all Saturday, so I'll be too exhausted on Sunday to do anything :victoria: Oh well. The work situation will hopefully be better from Monday.
Title: Re: YYYYYY
Post by: arcticwolf15 on May 05, 2010, 04:26:56 PM
To Shash... whatever:

Please tell me if I need to adjust the par.

Edit: Robson, it would be cool if there were doors, keys, gates, and switches. This would work like keys unlock one door of its color. Switches would unlock all gates of their color. There could be open and closed gates at the same time AND of the same color. Because of this, there could be a switch that would close off the path to the crewmate, but opens another path which leads to a key needed to open the door to the crewmate. Gates could also be used to make bridges that only appear when their switch is pressed. Switches can be used more than once. This could make for some pretty long levels and puzzles.

What do you think guys? Didn't want to double post.
Title: Re: YYYYYY
Post by: Robson on May 13, 2010, 05:37:49 AM
My work situation has remained bad :victoria: Been doing overtime each day, but I'm hoping I won't need to work this weekend. My plan is to finish the first campaign this weekend (all rooms are done and it's fully playable, but I want to make lots of little improvements), then send it to the campaign testers on Monday.

On a completely unrelated note, I've joined a Dungeons & Dragons roleplaying group! Never done that before, but I'm hoping it'll be enjoyable :viridian: First session is on the 26th.

Robson, it would be cool if there were doors, keys, gates, and switches. This would work like keys unlock one door of its color. Switches would unlock all gates of their color. There could be open and closed gates at the same time AND of the same color. Because of this, there could be a switch that would close off the path to the crewmate, but opens another path which leads to a key needed to open the door to the crewmate. Gates could also be used to make bridges that only appear when their switch is pressed. Switches can be used more than once. This could make for some pretty long levels and puzzles.

Interesting idea. I can definitely see how doors/keys/etc would work in a puzzle game, but my immediate reaction is that they aren't quite appropriate for YYYYYY. Two reasons for this:

1.

The objects in YYYYYY do one of two things - they either kill you (spikes, word enemies) or they enhance movement in some way (teleports move you somewhere else, bounce wires move you back where you were, treadmills can move you somewhere very quickly, moving platforms can take you to places, rotation wires allow you to access new exits and travel across objects in new ways, etc)

There's a big focus on freedom, rather than restriction. You can see this in lots of places in VVVVVV. Especially notable examples are the flipping mechanic, allowing you to reach places that other games don't. The other example would be the absence of area barriers, allowing you to play the areas in any order.

I think doors/keys/gates go against that freedom, because they restrict movement.

2.

You can already do a lot of things with clever use of spikes and dissolving tiles. I'm not at home now, so unfortunately can't show you any real examples. Instead I'll scribble a rough example:

#########
#YYYYYYY#
#+++++++#
#+#####+#
 +       
 +     @
#########

The player is blocked from accessing the exit on the left, because of the dissolving tiles. To get to the left, the player needs to step on the dissolving tile above them, which will cause a chain reaction along the line of dissolving tiles, unblocking the exit. So, in this example, the dissolving tiles have been made into a door and a key.

One of the levels I made for the first campaign was called "The Machine". It had a tunnel at the beginning with five dissolving tiles acting as "levers". The player needed to work out the effect of the levers and then activate the correct levers to safely manouveur themself through the machine. However, it looked kinda messy and I wasn't happy with the overall design of the room, so I replaced it with someone else.

Finding new uses for existing objects is a lot better than adding new objects. There's many reasons for this, for example - the player already knows how dissolved tiles work, so they don't need to learn anything new. It's also less programming to do, meaning I can get the game finished quicker and there's less potential for bugs. Ideally every object within the game should be usable in multiple ways, to give the game variety and allow for many different level designs.
Title: Re: YYYYYY
Post by: arcticwolf15 on May 13, 2010, 02:44:00 PM
At least I know you read it.
Title: Re: YYYYYY
Post by: Robson on May 14, 2010, 05:22:21 AM
At least I know you read it.
Sorry if you found my answer harsh? It wasn't intended to be that way. I thought you'd appreciate me giving reasons, instead of dismissing it without an explanation.

Please do make more suggestions, if you'd like to. The best ideas for game objects would enhance/alter movement in some way, have a direct link to the flipping mechanic, should be easy to understand, and should be usable in many different situations.
Title: Re: YYYYYY
Post by: arcticwolf15 on May 16, 2010, 12:44:15 PM
I've started a new campaign. The title is gonna be "The Gauntlet".
The layout looks like this:
#PAR=2000

abc5ghinop
40def0jm0q
300000kl0r
21zyxwvuts

Probably need to adjust the par
Title: Re: YYYYYY
Post by: Shasharala on May 16, 2010, 02:06:39 PM
What is par?  I havn't built any levels yet so I don't understand what par represents in this game.  Speed?
Title: Re: YYYYYY
Post by: arcticwolf15 on May 16, 2010, 02:54:32 PM
If you get under the par, you get a higher rank
Title: Re: YYYYYY
Post by: Shasharala on May 17, 2010, 02:45:39 AM
Oh, I see.  :viridian:
Thanks for explaining.
Title: Re: YYYYYY
Post by: Robson on May 17, 2010, 04:15:33 AM
I've started a new campaign. The title is gonna be "The Gauntlet".
Cool :viridian: Looking forward to playing it! Let me know if there's anything I can do to make editing easier.
Title: Re: YYYYYY
Post by: arcticwolf15 on May 19, 2010, 04:26:24 PM
Got some room names with Y puns ready! Feel free to suggest some! I might use them in The Gauntlet.

Y so serious?
The cake is a Y (my favorite)
Title: Re: YYYYYY
Post by: SoulEye on May 19, 2010, 11:30:41 PM
"The cake is a Y"..... Genius! :)

Y-farer
Welcome to Y-oming
The Y men
Mog-Y fears the lYght
Y not?
Y of course!
Y indeed.

And..... saving the best for last...

Stop Y-ning!

(Said with Schwarzenegger accent...)
Title: Re: YYYYYY
Post by: ecsdaowzwpjlvn on May 20, 2010, 04:44:45 AM
Y files
Title: Re: YYYYYY
Post by: Robson on May 20, 2010, 05:29:51 AM
These are awesome! "The Cake is a Y" is an instant winner :viridian: Here's a couple more:

Y me?
Y GOD Y!!
If a first you don't succeed, Y, Y again
Y in the sky
Ys guy
Do It Y
I spy, with my little eye, something beginning with Y
The Y Zone
Good Y
Give me a Y
Word to the Ys
Y? Y would you do that?!?
Title: Re: YYYYYY
Post by: arcticwolf15 on May 20, 2010, 04:18:27 PM
"The cake is a Y"..... Genius! :)

Y-farer
Welcome to Y-oming
The Y men
Mog-Y fears the lYght
Y not?
Y of course!
Y indeed.

And..... saving the best for last...

Stop Y-ning!

(Said with Schwarzenegger accent...)

These are awesome! "The Cake is a Y" is an instant winner :viridian: Here's a couple more:

Y me?
Y GOD Y!!
If a first you don't succeed, Y, Y again
Y in the sky
Ys guy
Do It Y
I spy, with my little eye, something beginning with Y
The Y Zone
Good Y
Give me a Y
Word to the Ys
Y? Y would you do that?!?

Great ideas! Thanks! I knew that "cake is a Y" would be a winner. It's also a pie.

Edit: My first room will be called "so close, yet so far" where you are separated from the warp that takes you to the final room by a wall, and thus you must loop around the whole Gauntlet. :vermillion:
Title: Re: YYYYYY
Post by: Shasharala on May 20, 2010, 11:39:40 PM
I like the idea of that first room.  :viridian:
I look forward to playing "The Gauntlet", arcticwolf15.
Title: Re: YYYYYY
Post by: Robson on May 23, 2010, 05:47:21 AM
New development version has been released (http://distractionware.com/forum/index.php?topic=160.0)!

Most of these changes were suggested by Terry and Shasharala. Thanks guys!

YYYYYY

* Super Cellulatron now has occassional sparse sections.
* Game speed changed from 85 milliseconds to 80 milliseconds. Also added a setting to the settings.ini file, which allows you to change the game speed (faster or slower).
* If the campaign is too big to be saved as a picture, the game will show an error message and allow you to continue, instead of crashing.
* The game no longer says "Your progress has been saved" when you exit a video.
* Now possible to modify the ending message on a campaign. Instead of "You have rescued [name]!" you can have whatever you want. This is done by writing #END=Your ending message into the layout.txt file.
* The player will be displayed as pqdb instead of @, because it's easier to understand.
* Decided not to include any music. Instead I've provided music recommendations: Souleye and Josiah Tobin. Several reasons for this:
   * There's only one music track, so it would get very repetitive.
   * The music takes up 55% of the total file size, so removing it will make downloading a lot easier.
   * I'm not sure if I could include the music on SourceForge, because it's not open source.
* Summary map detail is reduced when there's 64+ rooms. This significantly speeds up map drawing and there's no need to have it super-detailed when there's so many rooms.
* Combined the readme and videos text files into a html readme file.

Level Editor

* Swapped some of the mouse commands:
      Middle-click + Shift: Show menu of level types
      Right-click: Set the drawing square to the clicked square
      Right-click + Shift: Show menu of draw items
* Clicking the "Drawing: [Tile Name]" shows the menu of draw items
* You can press 1 to 5 to select that tool in the toolbar
* Added a Flip menu, which allows you to flip the level horizontally or vertically
Title: Re: YYYYYY
Post by: allen on May 26, 2010, 06:18:11 PM
Just played it and Super Cellulatron was real fun.

Are you going to keep the sounds as is, or are you going to make new sounds?
Title: Re: YYYYYY
Post by: Robson on May 28, 2010, 04:23:36 AM
Just played it and Super Cellulatron was real fun.

Are you going to keep the sounds as is, or are you going to make new sounds?
Thanks allen :viridian:

Definitely keeping the sounds - I like them a lot!
Title: Re: YYYYYY
Post by: arcticwolf15 on May 28, 2010, 10:05:37 AM
5 day weekend, so I'm probably gonna get some work done on Gauntlet. Also, it would be nice if we could make room names that shift like in VVVVVV. Like I could make the room Testing change to Testyng and back again.
Title: Re: YYYYYY
Post by: The Brass on May 31, 2010, 12:48:39 AM
General:

Cellulatron: I'd have preferred more points, like one point per a row of chatacters. Just like the gravitron, where every hundreth of a second counts.

Music doesn't loop until I get a souvenir?

Map exportation requires a progress indicator

Jailbreak:

Explanation: the blue teleporter is hard to see from the blue ground.

Detour: this "puzzle" still sucks. It's impossible to see where the wave goes, so it's only about hitting left randomly and hoping you make it. Maybe the red is to blame, you need the wave to move forwards in order for you to move forward with it, but the reds don't move and make this confusing.

Now what? Terminal is messy

PARTIAL SIDE WARPS "%§#E&/)

Teleporter fork is a cheap trick
Title: Re: YYYYYY
Post by: arcticwolf15 on May 31, 2010, 12:03:37 PM
Hater. I don't have problems with these things.
Title: Re: YYYYYY
Post by: Robson on June 02, 2010, 03:49:37 PM
5 day weekend, so I'm probably gonna get some work done on Gauntlet. Also, it would be nice if we could make room names that shift like in VVVVVV. Like I could make the room Testing change to Testyng and back again.
I must have missed that in VVVVVV - which room does that? Do you mean the room name changes all the time while you are in that room? Or maybe the room name changes when you return to the room?

Cellulatron: I'd have preferred more points, like one point per a row of chatacters. Just like the gravitron, where every hundreth of a second counts.

Music doesn't loop until I get a souvenir?

Map exportation requires a progress indicator
Hey The Brass! I was worried that you'd vanished. Did you get my private message with the campaign?

First and third suggestions sound good to me - I'll get them sorted. For the second suggestion, the music is being removed, so that's no longer an issue.

Jailbreak:

Explanation: the blue teleporter is hard to see from the blue ground.
This one is really for me, because the room colour is decided randomly by the game. I'll try to figure something out, like making the game check for teleports, then ensuring the wall colour doesn't conflict.

Hater. I don't have problems with these things.
I agree with The Brass's points, so I'll try to explain them in my own way (spoiler: that means longer!)

Detour:

I like that it's optional and that the name clearly shows it's optional. I also like the natural progression from the canteen to the detour, because these are similar puzzles, with the difficulty increasing as the game progresses. However, I agree with The Brass, that it's much too difficult for the campaign, because it's exponentially more difficult than the second hardest room. It's a difficulty spike. The player isn't given enough opportunity to build up their skills to a point where they can tackle this level of difficulty. Dying seems unavoidable and random.

I'd suggest making it like my version from a few pages ago, with reduced difficulty, more checkpoints, and a much higher room allowing the lines to go up higher. This maintains the waving, whilst making the challenge realistic and fair.

Partial side wrap:

This is an issue that I also encountered in my test levels. There's no way to tell if an edge wraps or leads somewhere else (maybe I should change that in the game?). So if part of the edge wraps and a part doesn't, that's going to be confusing for the player. They will naturally assume that the entire edge wraps or doesn't wrap, depending on their first encounter with the edge.

I assume The Brass is talking about the first room. I like to make the first room as easy as possible, because it's people's first experience with the game. If they're overwhelmed with objects and danger and confusion, they're probably going to quit and play something else. In my opinion, the first room should be completely safe, allowing the player to learn the movement controls. The first level of VVVVVV is an excellent example of this. If Terry does something, we can be sure it's right :viridian:

Teleporter:

I disliked the original teleporter fork as well, which is the reason why I changed it with all my edits. If it was my level I'd have removed it entirely, but I wanted to keep your idea intact. Taking the teleporter moves you past the gate, so the player misses the feeling of freedom from escaping through the gate. They then see a souvenir above them, so would flip back up, returning to the prison just seconds after they've escaped. It seems counter-ummm... whatever the appropriate word is.

Perhaps the solution is to remove the room with the teleporter, then move all the other rooms up by one. So that 'Lost in space station' links with the main gate. The horizontally flip the main gate.
Title: Re: YYYYYY
Post by: arcticwolf15 on June 02, 2010, 04:40:34 PM
5 day weekend, so I'm probably gonna get some work done on Gauntlet. Also, it would be nice if we could make room names that shift like in VVVVVV. Like I could make the room Testing change to Testyng and back again.
I must have missed that in VVVVVV - which room does that? Do you mean the room name changes all the time while you are in that room? Or maybe the room name changes when you return to the room?


Go to the room "The Untouchables" and look at the B. No, don't look, STARE AT IT! Some others in the last level do it too. You'll see what I mean

The teleporter fork removal is a good idea. Random room. RAGEQUIT would be fine without movement, because you enter it through a teleporter. I've got homework, so you can fix that if you want, or leave it to me and give me MORE campaign work to do. :(
Title: Re: YYYYYY
Post by: Robson on June 04, 2010, 05:04:40 AM
Go to the room "The Untouchables" and look at the B. No, don't look, STARE AT IT! Some others in the last level do it too. You'll see what I mean
Okie dokies - I'll give that a try on the weekend.

The teleporter fork removal is a good idea. Random room. RAGEQUIT would be fine without movement, because you enter it through a teleporter. I've got homework, so you can fix that if you want, or leave it to me and give me MORE campaign work to do. :(
Excellent :viridian: I'm happy to change the teleporter fork - another task for the weekend! I'm not sure what you mean by "random room" and the ragequit sentence?
Title: Re: YYYYYY
Post by: arcticwolf15 on June 04, 2010, 04:37:57 PM
I mean it is a random room. Don't move ragequit on, because it's fine without moving because of entering it through a teleporter, and also, it would be in contact with the first room.
Title: Re: YYYYYY
Post by: Robson on June 06, 2010, 07:53:31 AM
New version is available in the first post (http://distractionware.com/forum/index.php?topic=160.0). This is just a small update:

* Removed the teleporter room from the Jailbreak campaign.
* Map exporter now has a progress bar.
* Super Cellulatron score is based on the amount of lines reached, rather than whole sections.
* Changed some stuff in the Credits.

The first version of the game is done, but several people have expressed interest in making campaigns, so I'm waiting a little bit to give people time to do that.

Go to the room "The Untouchables" and look at the B. No, don't look, STARE AT IT!
Ah I see it now! Sure, that would be possible to implement. I'll get that written into a future version.

Title: Re: YYYYYY
Post by: arcticwolf15 on June 06, 2010, 11:53:53 AM
Hey, I was a campaign tester!
Title: Re: YYYYYY
Post by: Shasharala on June 06, 2010, 01:04:18 PM
Robson, it would appear that this new version you released is set in default debugging mode.  Is that on purpose?
Title: Re: YYYYYY
Post by: Robson on June 06, 2010, 01:21:08 PM
Hey, I was a campaign tester!
I suppose it really means "campaign feedbacker", but that sounds a bit weird! Terry and Shasharala provided me with loads of useful feedback, so that's why I put their names in. I'd love to hear about any ideas/suggestions/bugs that you had as well?

Robson, it would appear that this new version you released is set in default debugging mode.  Is that on purpose?
Whoops, you're right, it's not supposed to be. I switched it on while I was testing the map exporting. I suppose there's no harm done, as long as I remember to switch it off for v1.0 :viridian:
Title: Re: YYYYYY
Post by: Shasharala on June 06, 2010, 01:24:17 PM
I suppose you're referring to the campaign you designed, and since I don't see it in this version, are still working on?

By the way.  I have to admit that now that we gain points for each line in the Super Cellulatron it feels much more rewarding.  Before I'd get a score of 4, but now I can brag about having a score of 100's of points!
It feels like all my effort counts.  Before, if I made it to the end of one "wave"(don't know what to call it here) I'd be rewarded one point, but never was I rewarded for making it 3/4's of the way through one "wave".
Title: Re: YYYYYY
Post by: Robson on June 06, 2010, 01:29:42 PM
I suppose you're referring to the campaign you designed, and since I don't see it in this version, are still working on?
That's the one! I'm considering it finished, but leaving it out of these development builds. I'd like to release it together with any campaigns that other people make.
Title: Re: YYYYYY
Post by: Shasharala on June 06, 2010, 01:33:26 PM
Well, now that classes are almost over, I'll be able to finally produce a campaign in my free time.  :viridian:
All I gotta do is learn how to make levels.  It musn't be too hard, I presume.
Soon, I say!  Soon!

I'm also wondering how articwolf15's campaign "Gauntlet" is coming along.  I'm really looking forward to it since I liked his last campaign.
Title: Re: YYYYYY
Post by: Robson on June 06, 2010, 01:39:23 PM
Well, now that classes are almost over, I'll be able to finally produce a campaign in my free time.  :viridian:
All I gotta do is learn how to make levels.  It musn't be too hard, I presume.
Awesome :viridian: Let me know if there's anything I can do to help!

By the way.  I have to admit that now that we gain points for each line in the Super Cellulatron it feels much more rewarding.  Before I'd get a score of 4, but now I can brag about having a score of 100's of points!
It feels like all my effort counts.  Before, if I didn't make it to the end of one "wave"(don't know what to call it here) I'd be rewarded one point, but not rewarded for making it 3/4's of the way through one "wave".
Glad you're liking it! I can take no credit for the new scoring though - 't'was all The Brass's idea :viridian:
Title: Re: YYYYYY
Post by: Shasharala on June 06, 2010, 01:54:45 PM
Indeed.  I'm glad he suggested it.

Hmm...
I just noticed something about the campaign "Jailbreak" today.
At the end of the game, when in the room with Ahnic, if you're on the side with Ahnic and flip upwards one passes right through the bounce beam at the bottom of the level and ends up on the other side.  But when testing the bounce beam from the other side, it remains functional.  Since I havn't constructed any levels yet, is this normal?  Is it possible to control which sides of a bounce beam bounce the player back?
Title: Re: YYYYYY
Post by: arcticwolf15 on June 06, 2010, 01:55:16 PM
I didn't really have any suggestions because it was great, I didn't have any bugs and glitches, and Shash, imma be working on it right nao! The first room will be safe for the first part and last.

Names Currently using:

So close yet so far
Twyn tightropes
...
Y god Y
Y so serious?
Possibly Welcome to Y-oming
...
Bullet tyme
...
The cake is a Y
...
Back to so close, yet so far
If at first you don't succeed, Y, Y again (last room)

Edit: I noticed it too. I knew that when Robson edited it, he moved it there. Y?
Title: Re: YYYYYY
Post by: Shasharala on June 06, 2010, 01:59:20 PM
Those names crack me up.  8)
They're perfect.  I love the how naming rooms allows us to add a little bit of emotion to the game.
Title: Re: YYYYYY
Post by: arcticwolf15 on June 06, 2010, 02:38:37 PM
Took a 5 minute break to do this (http://rapidshare.com/files/396057533/Jailbreak_1.7.zip). (http://www.youtube.com/watch?v=dQw4w9WgXcQ) It's an updated version of Jailbreak. It fixes the "Last level issue", and has a changed ending message. I wonder if there's anything more to this message.
Title: Re: YYYYYY
Post by: Shasharala on June 06, 2010, 05:37:15 PM
Haha! Cool! I downloaded it and played it.  Seems to work just fine. =)
Title: Re: YYYYYY
Post by: Robson on June 07, 2010, 05:46:00 AM
At the end of the game, when in the room with Ahnic, if you're on the side with Ahnic and flip upwards one passes right through the bounce beam at the bottom of the level and ends up on the other side.  But when testing the bounce beam from the other side, it remains functional.  Since I havn't constructed any levels yet, is this normal?  Is it possible to control which sides of a bounce beam bounce the player back?
The game ignores most objects when the player enters a level - this is to help people making maps. For example, if you accidentally put a bounce beam on the edge of a room, then walked into the room, you'd immediately spring back to the original room. I assume that the campaign maker has accidentally placed the bounce beam there, because you wouldn't want that in a finished campaign. So I just make the player go into the object. That way people can see what's gone wrong.

However, that helping feature is also applied to room wrapping, where it doesn't make as much sense. I'm thinking this might be really complicated to change, but I'll have a look when I get home.
Title: Re: YYYYYY
Post by: Shasharala on June 07, 2010, 10:18:12 AM
I see.
That all makes sense.  I always thought it was funny when one walks into an object in the game.  It works well though.  One can clearly see the problem.
Title: Re: YYYYYY
Post by: arcticwolf15 on June 07, 2010, 04:50:48 PM
School wyrk. Ugh. Really wish I could work, but oh well. I'll just give you a room sneak peak. These I have done. A little out of order.

Title: Nyw Supyr Maryo Bros.

What is it?: it uses the concept of three's a crowd and three's company, but takes it into a mario-based level.

Title: Preparing for the wyrst

What is it?: The finish to to the mario level, players must land on top of the "flag" or fall into spikes. :vermillion: It's also before a "DTTHW" like level. Umm, levels.

Title: Wyrds can hurt too

What is it?: First level with word enemies.

Title: ASCYY graphics

What is it?: A bit like "Harsh Mistress" but with a set path which needs to be followed.

Title: Fyrst contact

What is it?: Safe room with a terminal containing a distress call from Yale.

Title: XEBLQWEB

What is it?: A potpourri of level concepts I couldn't decide on.
Title: Re: YYYYYY
Post by: Robson on June 08, 2010, 02:13:55 PM
Looking forward to that :viridian:

I've posted a new version in the first post (http://distractionware.com/forum/index.php?topic=160.0), which mostly has suggestions submitted by you guys:

- Updated the Jailbreak campaign to 1.7.
- Rooms can have alternative names, which are quickly shown at regular intervals. These are set using the ALTNAME setting in the level editor.
- The room colour scheme will no longer be the same colour as any teleporters in that room.
- The player is now affected by bounce wires if they wrap to the top/bottom of the room.
- In debug mode you can press F6 to show the number of spikes and checkpoints in the current campaign.
- Exported maps display the amount of deaths in each room.

I completely forgot to tell you guys about my Dungeons & Dragons roleplaying session - it was great! Would definitely recommend it to anyone. Most of the time was creating my character, but from the next session (Thursday night) I'll be able to play properly :viridian: Our group is fairly small: Dave is the Dungeon Master, Claire is a pirate princess, Katie is a pirate thief, and I'm playing a pirate Indiana Jones. Although I accidentally gambled away all my gold pieces, so now I'm more of a beggar!
Title: Re: YYYYYY
Post by: arcticwolf15 on June 23, 2010, 07:57:31 PM
I just finished school! I'm in 8th grade! I promise, I will have nothing to do and will be so bored, that I will finish The Gauntlet!
Title: Re: YYYYYY
Post by: Robson on June 28, 2010, 04:52:09 AM
I just finished school!
Now your education can begin!

I'll release the first official version when The Gauntlet is complete :viridian:
Title: Re: YYYYYY
Post by: arcticwolf15 on June 28, 2010, 01:28:01 PM
I just finished school!
Now your education can begin!

I'll release the first official version when The Gauntlet is complete :viridian:

I don't get it. And you can release it any time. No need to wait for me.
Title: Re: YYYYYY
Post by: Robson on June 29, 2010, 05:09:23 AM
I just thought it would be nice to include The Gauntlet with the first version. But you're right though, I should really release it. I'll add campaigns to the official versions as they get released.

I'm out Wednesday, Thursday, and Friday night, so I'll package it all up on the weekend and release it :viridian:
Title: Re: YYYYYY
Post by: arcticwolf15 on June 29, 2010, 11:40:54 AM
I'll try to work on it as much as I can possibly go without playing Transformice for an hour...

If I do finish it, you can include the beta version with the official launch.

Edit: I'm working on it right now! I'm sending a beta version to Robson, Shash (since he's so active in this topic), Terry (if he wants it), and The Brass Please do know that I have author's notes at some points in the campaign, and that these shouldn't be included in the full version. The rest o' you will have to wait until teh weekend
Title: Re: YYYYYY
Post by: Shasharala on June 30, 2010, 12:08:27 PM
Cool!  I look forward to testing it out.  :)
Title: Re: YYYYYY
Post by: arcticwolf15 on June 30, 2010, 12:16:22 PM
I knew you would, because I can see into your soul. :vermillion:

Edit: Don't let me forget, I found an RGB combination for Yale blue (for Yale, of course). I found it on wikipedia. To make Yale blue... (15, 77, 146). If you want another blue, just tell me the RGB so it can be changed for the beta.

Edit2: Unfortunately, the editor keeps crashing, and so making the levels is going to be a lot longer than I originally thought. I've completed A-K out of the letter levels, and the last level (5) as well.
Title: Re: YYYYYY
Post by: Robson on July 03, 2010, 08:20:19 AM
Version 1.0 is released!! (http://distractionware.com/forum/index.php?topic=160.0) :viridian:

It includes two campaigns (Fading Away by me, Jailbreak by arcticwolf15), the Super Cellulatron, and the campaign editor. It also includes the full code for the game and editor.


Unfortunately, the editor keeps crashing
What happens right before it crashes? Does it do it on a certain room? Let me know the details and I'll fix the bug.
Title: Re: YYYYYY
Post by: arcticwolf15 on July 03, 2010, 10:54:41 AM
It happens randomly. Sometimes it won't let me click the mouse, but in the end, it just makes an error pop up saying "Subscript out of range" and closing. Hooray for launch though!
Title: Re: YYYYYY
Post by: Shasharala on July 03, 2010, 12:53:25 PM
WHOOHOO!  :viridian:
Title: Re: YYYYYY
Post by: arcticwolf15 on July 18, 2010, 03:23:55 PM
Oh my God, I am so sorry. I haven't worked on the campaign in forever! First, I didn't want to be annoyed by the editor breaking, then, I just kept forgetting! Please forgive me! I promise to work on it as much as possible today!
Title: Re: YYYYYY
Post by: Shasharala on July 18, 2010, 11:50:22 PM
Ah geez.... I havn't even started my campaign.  :o
I wonder what I'll do for it...
Title: Re: YYYYYY
Post by: Robson on July 19, 2010, 04:45:55 AM
Oh my God, I am so sorry. I haven't worked on the campaign in forever! First, I didn't want to be annoyed by the editor breaking, then, I just kept forgetting! Please forgive me! I promise to work on it as much as possible today!
No need to be sorry :viridian: Take as long as you want.

I had a general mess around trying to break the editor, but couldn't find a way :victoria: Would you mind sending me your level files, so I can test it with those?
Title: Re: YYYYYY
Post by: Shasharala on July 20, 2010, 12:41:24 AM
The editor became busted articwolf15?  How on earth did that happen?
Title: Re: YYYYYY
Post by: arcticwolf15 on July 22, 2010, 01:30:33 PM
The Gauntlet update!

And like magic it works again! Hooray!

I've worked on it today (still working) and here's what I have so far!

(Note: This is the layout for the campaign. Completed levels are bolded, partially completed (Ex: the point where you fall in from L into U, but just that section) are underlined, and incomplete levels are in regular font.)

#PAR=5000

abc5ghinop
40def0jm0q
300000kl0r
21zyxwvuts


Hopefully the beta will be up soon. I have been (really, really, REALLY) bored with summer, so I'm trying to work on it as much as possible. MUST... RESIST... TRANSFORMICE!

Oh, almost forgot, sneak peek of two levels (http://picasaweb.google.com/lh/photo/0PwjwxVx9tA7M633vi1ZQA?feat=directlink)

Off topic: Is there any possibility for cutscenes? I'd really like to tell the story.

Edit: To beta testers, along with the beta containing all levels, you will also receive a video of my first play. (After finding bugs)

Edit 2: Just finished two more levels, and come across a glitch in the editor! When you draw blocks (let's say a wall) then erase (not undo) and try to fill an entire area (including where the wall was), this glitch occurs. If you click inside where the wall is, it will only fill the wall, and not the outside (and vice versa).
Title: Re: YYYYYY
Post by: Robson on July 22, 2010, 02:23:20 PM
Very cool :viridian: Looking forward to this.

Also glad to see the level editor is working. If it happens again you're welcome to send me the room files that are causing it, so I can figure out what's going on.

Off topic: Is there any possibility for cutscenes? I'd really like to tell the story.
Cutscenes are written in :viridian: I guess it's a secret feature, since I've never used it and I only mentioned it once. Cutscenes don't occur within the levels though, they are in separate windows. You can have as many cutscenes in a campaign as you like. They are triggered by the player hitting a certain tile (or a tile within a group of tiles) and then play automatically.

The cutscene code is directly ripped out of my game Dysaster (http://iceyboard.no-ip.org/projects/dysaster/), so you could check that out to see what the cutscenes are capable of.

Let me know if you'd like to make some cutscenes and I'll ramble on about how to make them.

Edit 2: Just finished two more levels, and come across a glitch in the editor! When you draw blocks (let's say a wall) then erase (not undo) and try to fill an entire area (including where the wall was), this glitch occurs. If you click inside where the wall is, it will only fill the wall, and not the outside (and vice versa).
Whoops! Thanks for letting me know. I'll get that fixed.
Title: Re: YYYYYY
Post by: arcticwolf15 on July 22, 2010, 02:39:58 PM
Finishing the levels in order, I'm up to Y now! Could you possibly make it so that cutscenes play after you beat a campaign? Just wondering. KTHXBAK2WORKBAI

Edit: Took a brake and looked at crysis. I realised that your cutscenes have potential. I'll PM you some story ideas I thought of.

Edit 2: PMIFIED!

Edit 3: I'm on the level 1!

Edit 4: Just two more levels until the debugging play, then I'll do the first play.

Edit 5: DOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOONE! (done is spaning go... ...oal form) Debugging play nao!

Edit 6: Unfortunatly, The Gauntlet is refusing to work because of "Subscript out of range"! AAAHHHHHHHHHHHHHHHHHHHHHH! PMing to Robson for fixing!

Edit 7: I fixed it! Hooray! Debugging play nao!

Edit 8: Found a new glitch! If you are directly above or below a conveyor bely (under you), you will still be influenced by it's pull, including midair.
Title: Re: YYYYYY
Post by: Shasharala on July 22, 2010, 05:36:34 PM
Awesome!  I know I've said this a dozen times before, but I think I'm ready to start my campaign soon. =)
I'm thinking of a dungeon-like campaign.  Kind of a tip of the hat to roguelikes.
Title: Re: YYYYYY
Post by: arcticwolf15 on July 22, 2010, 06:27:09 PM
Awesome!  I know I've said this a dozen times before, but I think I'm ready to start my campaign soon. =)
I'm thinking of a dungeon-like campaign.  Kind of a tip of the hat to roguelikes.

Professor Yale is already taken.
Title: Re: YYYYYY
Post by: Robson on July 23, 2010, 04:59:13 AM
Finishing the levels in order, I'm up to Y now! Could you possibly make it so that cutscenes play after you beat a campaign? Just wondering. KTHXBAK2WORKBAI

Edit: Took a brake and looked at crysis. I realised that your cutscenes have potential. I'll PM you some story ideas I thought of.

Edit 2: PMIFIED!

Edit 3: I'm on the level 1!

Edit 4: Just two more levels until the debugging play, then I'll do the first play.

Edit 5: DOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOONE! (done is spaning go... ...oal form) Debugging play nao!

Edit 6: Unfortunatly, The Gauntlet is refusing to work because of "Subscript out of range"! AAAHHHHHHHHHHHHHHHHHHHHHH! PMing to Robson for fixing!

Edit 7: I fixed it! Hooray! Debugging play nao!

Edit 8: Found a new glitch! If you are directly above or below a conveyor bely (under you), you will still be influenced by it's pull, including midair.
Woohoo! I'm on my lunch hour at the moment, so I can't play it yet :( I'll be able to play it tomorrow though and answer your messages :viridian:

Not quite sure I understand the conveyer belt glitch - could you send me a screenshot or an example buggy room? That would help me a lot. Thanks!
Title: Re: YYYYYY
Post by: arcticwolf15 on July 23, 2010, 11:07:12 AM
I'll try to explain it:
<
@ (facing upward)

This is when the conveyor belts work normally

   <
@

This is how that works, but when it is like this:

<


@ (facing upwards)

The conveyor belts can still influence your movement, so long as your gravity pulls them towards you and your underside is facing them

   <

@

This makes one of my levels a lot harder.

Edit: I somehow broke the campaign again, but can't find the error. My Pms can be confusing, but read them all before doing anything. Please fix it!

Edit 2: Campaign fixed and stuff... distributed to the beta testers.

Edit 3: I've decided to post a map (http://picasaweb.google.com/lh/photo/8dshl922ff65IEQ65vADSg?feat=directlink) for those who don't have beta access so that they know what they're missing. Note: This map has red spikes... and words... I took this after I completed my first run.
Title: Re: YYYYYY
Post by: Rox on September 10, 2010, 11:03:24 AM
So, this thread just plain died, did it? That's odd. I found this thing and thought it looked fun, so I played it, and it was fun, and then I made a little campaign! Just extract in the Campaign folder.

http://dl.dropbox.com/u/1098605/Flipbook%20%28by%20Rox%29.rar

And if you want to, download this song I made last week, inspired by SoulEye's work, and put that on repeat. If you're good you can beat the campaign before the song ends! But whether you'll even manage to reach the souvenir or not.. that's up to you.

(http://dl.dropbox.com/u/1098605/thumbnail_vulpes.png) (http://dl.dropbox.com/u/1098605/Rox%20-%20Vulpes.mp3)
Click for music! (http://dl.dropbox.com/u/1098605/Rox%20-%20Vulpes.mp3)
Title: Re: YYYYYY
Post by: Shasharala on September 10, 2010, 01:24:11 PM
Awesome!
No, this thread hasn't exactly died so much as the school season has started up so many of us are too busy to build campaigns.  In fact I have a dungeon campaign I still need to start on but just havn't had time for yet.

Hmm... by the way, I can't seem to download your song...
Title: Re: YYYYYY
Post by: Rox on September 10, 2010, 02:59:58 PM
That's odd. Let's pretend I changed something! Now try again. It's  hosted in the same place as the campaign itself, so it's not on that end, and I can listen to it just fine.

Now that I think about it, though... I might've made that one souvenir I mentioned too tricky. At the very least... I should devise a fashion for people to not have to do the exact same puzzle twice just to get back out after collecting it. Will do that now! Back in a minute...

There, I uploaded an altered version of the campaign that's slightly less hideous.


[edit]
Made another one. At 26 rooms, this one's pretty big, and absolutely massive compared to my first campaign. Took me all day to make! It has a few tricky, non-optional spots... let me know if they're too rough. I'm also happy that parts of this one have a pretty well defined theme, thanks to the ingenoiusness that is room names.

http://dl.dropbox.com/u/1098605/Treacherous%20%28by%20Rox%29.rar
[/edit]
Title: Re: YYYYYY
Post by: Shasharala on September 12, 2010, 04:41:43 AM
I see.  I was assuming I could download the song in a particular format for easy listening.  It is a live link to be played through an internet connection.  That was my mistake.

As for your campaigns, I'm very excited for them and can't wait to try them out!
I'll let you know what I think.  :viridian:
Title: Re: YYYYYY
Post by: Rox on September 12, 2010, 08:37:37 AM
Right. Well... Just right click>save file as. That'll give you a handy dandy mp3 on your computer.
Title: Re: YYYYYY
Post by: arcticwolf15 on September 12, 2010, 11:39:22 AM
Well, I don't have time to play Rox's campaigns right now, and I wish I did.

In the meantime, I have heard only one message from my beta testers. Should I release The Gauntlet now?

Edit: The song was nice. The campaigns were hell. Seriously, tone it down a bit next time.
Title: Re: YYYYYY
Post by: Shasharala on September 14, 2010, 04:42:07 PM
Ahh, I've got the song now.
I was just confused.  Firefox told me to save the link, instead of the file or whatever.  Silly me.  The link is the file.
Good song!

Hmm... well I really liked The Gauntlet when I tried it.  It was really, really fun!
I'd say to try to contact the other beta testers one more time then release it.  :)

I have to say... I really liked both your campaigns Rox.  They were killer, but there wern't any bugs.  Very good!
Nice names... and did I see a symbol for psychology in one of the rooms?
I definitely need to go through again and play them seriously.  :D
I died way too often to make anything of myself.
Title: Re: YYYYYY
Post by: Rox on December 05, 2010, 08:36:15 AM
Well, I accidently made another campaign, it seems. This one's a lot shorter and more laid back than the other ones I did. Although I did go back to replay Flipbook and Treacherous for the first time since I made them, and I didn't have too much trouble! In fact, a few of the rooms were easier than I remembered... I also found that you can play most of Flipbook upside-down if you skip the fourth rotator in that room where you fly through four of them in sequence. Doing so will make the adjacent room (Palindromic Stitches) much more difficult, as it's tilted 90 degrees - but it also makes getting to the (still stupidly hard) souvernir a little bit quicker! The room after that forces you to right yourself to even complete it, but doing so causes the remainder of the campaign to be upside-down. Still beatable, obviously.

Anyway, here's the one I just made. Nothing fancy, just a bit of fun.
http://dl.dropbox.com/u/1098605/Descent%20%28by%20Rox%29.rar

I have to say... I really liked both your campaigns Rox.  They were killer, but there wern't any bugs.  Very good!
Nice names... and did I see a symbol for psychology in one of the rooms?
I definitely need to go through again and play them seriously.  :D
I died way too often to make anything of myself.

Thanks! The difficulty is definitely intentional. So far, the existing YYYYYY campaigns were pretty darn easy, I thought, so I wanted to have some hell trinkets and such in there, somewhere. I've got the good old Alpha, Omega and Psi in Treacherous. The latter because it totally looks like the letter Y, but I guess it's also the symbol for psychology as you said. I never knew that... Let's pretend it was intentional and I'm playing mind tricks on you.
Title: Re: YYYYYY
Post by: Robson on December 06, 2010, 01:15:42 PM
Hey

Sorry I've been gone for so long. I kinda overloaded on programming and had to distance myself from it.

It's great to see people are still enjoying the game. Welcome to the thread Rox :)

I've been playing through all the campaigns and they are fantastic! I am very impressed. Seeing people create campaigns makes me really happy.

With your approval I would love to include these campaigns directly within YYYYYY, so people get them automatically when they download the game. Would you guys like that?

If anyone has suggestions for the game or editor, please do let me know. I can't promise anything big, because I haven't looked at the code for a long time. It can be confusing to return to it, especially with a project this big. Any small changes might be okay though.

Robson
Title: Re: YYYYYY
Post by: Rox on December 06, 2010, 03:19:28 PM
You've got my approval! As long as I didn't use any crewmate names/colors that were taken or just plain bad. I didn't do any research there...

And I have one suggestion, too, if it's not too much game-breaking trouble. I'd love to see platforms that move perpendicular to their own.. axis, rather than parallel. Like a horizontal platform that moves up and down, or a vertical one that moves left to right. That would open up some possibilities. Other than that, I really can't think of anything you could add or make better within the limitations of the format!
Title: Re: YYYYYY
Post by: Robson on December 09, 2010, 04:50:27 AM
You've got my approval! As long as I didn't use any crewmate names/colors that were taken or just plain bad. I didn't do any research there...

Thanks Rox! Any crewmate names/colours are okay.

And I have one suggestion, too, if it's not too much game-breaking trouble. I'd love to see platforms that move perpendicular to their own.. axis, rather than parallel. Like a horizontal platform that moves up and down, or a vertical one that moves left to right. That would open up some possibilities. Other than that, I really can't think of anything you could add or make better within the limitations of the format!
Good idea! Unfortunately that's probably going to be very complicated, but I'll look into it and let you know.
Title: Re: YYYYYY
Post by: arcticwolf15 on December 09, 2010, 04:20:54 PM
And I have one suggestion, too, if it's not too much game-breaking trouble. I'd love to see platforms that move perpendicular to their own.. axis, rather than parallel. Like a horizontal platform that moves up and down, or a vertical one that moves left to right. That would open up some possibilities. Other than that, I really can't think of anything you could add or make better within the limitations of the format!
Good idea! Unfortunately that's probably going to be very complicated, but I'll look into it and let you know.

Actually, it could be very easy. Simply program it to have one tile for each direction. The only problem with this is that old levels may need conversion.
Title: Re: YYYYYY
Post by: Robson on December 17, 2010, 02:38:15 PM
And I have one suggestion, too, if it's not too much game-breaking trouble. I'd love to see platforms that move perpendicular to their own.. axis, rather than parallel. Like a horizontal platform that moves up and down, or a vertical one that moves left to right. That would open up some possibilities. Other than that, I really can't think of anything you could add or make better within the limitations of the format!
Good idea! Unfortunately that's probably going to be very complicated, but I'll look into it and let you know.

Actually, it could be very easy. Simply program it to have one tile for each direction. The only problem with this is that old levels may need conversion.
It's the code to move the platforms that is super-complicated. It handles platforms going off one side and appearing on the other side, along with platforms bashing into each other and most complicated of all... room rotation! Coming back to it after all this time makes it look fairly incomprehensible :verdigris:

On a more positive note, I have all the design iterations for every room in Fading Away campaign, so if anybody would like to see the design process of a room and have me ramble on about it, just ask!
Title: Re: YYYYYY
Post by: Shasharala on February 12, 2011, 07:08:36 AM
Does the current download contain all the current campaigns?
I need to get back into this and actually finish some of the newer campaigns and make my own campaign.

Also, did articwolf15 ever actually officially release The Gauntlet?
That had to be one of my favorite campaigns.
Title: Re: YYYYYY
Post by: arcticwolf15 on February 12, 2011, 11:26:33 AM
Does the current download contain all the current campaigns?
I need to get back into this and actually finish some of the newer campaigns and make my own campaign.

Also, did articwolf15 ever actually officially release The Gauntlet?
That had to be one of my favorite campaigns.

I believe it will. I never officially released it as my beta testers never even tested it, besides you, who gave me hardly any input.
Title: Re: YYYYYY
Post by: Rox on February 12, 2011, 12:03:17 PM
Heh, sod testing! I put mine up, people complained that they were too rough, I nodded in satisfaction and now they're officially done. So there.

As for all the campaigns, the current version of the game only comes with the two. You'll have to scour this thread for the "fan made" ones. All three of mine are still up on my Dropbox, so go ahead and grab them!
Title: Re: YYYYYY
Post by: Robson on February 12, 2011, 12:46:38 PM
Thanks for reminding me guys. I've now put all the campaigns with the original game, which can be downloaded here (https://sourceforge.net/projects/yyyyyy/files/yyyyyy_1_1.zip/download).

If you ever want to change your campaigns, just let me know and I'll update the download accordingly.

@arcticwolf15 - I made a slight change to room 2 in your campaign, with the cake and candles words. The game was getting confused, because all the words were adjacent. I've removed a couple of the words and it's all working correctly now.

Title: Re: YYYYYY
Post by: arcticwolf15 on February 12, 2011, 12:47:40 PM
Thanks for reminding me guys. I've now put all the campaigns with the original game, which can be downloaded here (https://sourceforge.net/projects/yyyyyy/files/yyyyyy_1_1.zip/download).

If you ever want to change your campaigns, just let me know and I'll update the download accordingly.

@arcticwolf15 - I made a slight change to room 2 in your campaign, with the cake and candles words. The game was getting confused, because all the words were adjacent. I've removed a couple of the words and it's all working correctly now.

Thank you! I couldn't figure that one out!
Title: Re: YYYYYY
Post by: Shasharala on February 13, 2011, 03:51:56 AM
Does the current download contain all the current campaigns?
I need to get back into this and actually finish some of the newer campaigns and make my own campaign.

Also, did articwolf15 ever actually officially release The Gauntlet?
That had to be one of my favorite campaigns.

I believe it will. I never officially released it as my beta testers never even tested it, besides you, who gave me hardly any input.

Ahh, sorry if you wanted more input.
I didn't give much criticism because I couldn't find anything wrong with it...
I liked it a lot!

Now to download the new copy of the game!  :viridian:
Title: Re: YYYYYY
Post by: Robson on July 09, 2011, 01:58:55 PM
I just have to post this video of someone playing YYYYYY:

http://www.youtube.com/watch?v=uV8dH9Lrv4w (http://www.youtube.com/watch?v=uV8dH9Lrv4w)
http://www.youtube.com/watch?v=2NYfEGoG8T8 (http://www.youtube.com/watch?v=2NYfEGoG8T8)

 :viridian:

Here's the uncensored version (http://www.justin.tv/sailorodessa/b/288893086).
Title: Re: YYYYYY
Post by: The Brass on July 10, 2011, 06:50:19 AM
And now I notice the Hero(core) reference.
Title: Re: YYYYYY
Post by: Terry on July 11, 2011, 05:39:57 AM
Hey Robson, looks like YYYYYY was picked up on Indiegames.com (http://indiegames.com/2011/07/freeware_game_pick_yyyyyy_robs.html)! Congratulations! :viridian:
Title: Re: YYYYYY
Post by: SoulEye on July 11, 2011, 06:51:40 AM
Yeah, congrats! :D
Title: Re: YYYYYY
Post by: Robson on July 11, 2011, 11:20:55 AM
Wow, that was unexpected! I'm very happy to see it get featured (http://distractionware.com/forum/Smileys/derek/veridian.gif) Thanks for your comment on the page, Terry :)

TheBrass: Aye :) I like Herocore a lot and the blockyness of the character was perfecting for recreating  in YYYYYY. There's a few other references to indie games around...
Title: Re: YYYYYY
Post by: arcticwolf15 on July 11, 2011, 11:25:41 AM
Woah, man. That's like... awesome... man.
Title: Re: YYYYYY
Post by: gallardo on July 12, 2011, 05:07:23 AM
Bug report:

Campaign Gauntlet, room Y-fi: if you save while on the spike you can't continue.

Campaign Flipbook, room with the word "racecar": if you flip with the wrong direction and then go back, you can't continue.
Title: Re: YYYYYY
Post by: Shasharala on July 19, 2011, 06:37:46 PM
Ooo! Congrats Robson!  :viridian:
Title: Re: YYYYYY
Post by: Damn It AL to Hell on September 17, 2011, 01:06:54 AM
Pretty nice! I like this YYYYYY thing, it's pretty cool! :viridian:
But hard as hell! And the character is a p, which is unique.
Title: Re: YYYYYY
Post by: Damn It AL to Hell on October 05, 2011, 08:21:25 AM
Where can I find a system to make games similar to this one?
Title: Re: YYYYYY
Post by: CreepiX on July 17, 2016, 10:58:45 AM
BUMP. Is YYYYYY still alive?
Title: Re: YYYYYY
Post by: Dav999 on July 17, 2016, 12:13:19 PM
Presumably not, since it was last updated years ago.
Title: Re: YYYYYY
Post by: Vultarix on July 17, 2016, 01:57:07 PM
Presumably not, since it was last updated years ago.

I get a virus warning when I try to download it.