Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - dinx2582

Pages: [1] 2 3 4
1
VVVVVV / Re: Source code
« on: February 03, 2012, 10:47:17 AM »
The source code has not been released, nor has Terry mentioned any plans to do so.  Personally I doubt he will, and I believe the same goes for the ported version.

2
VVVVVV / Re: My Flash/Android/iOS port of VVVVVV
« on: December 02, 2011, 10:56:57 AM »
Oh, is there any way you could implement keyboard support?  I don't know if it's difficult, or requires device-specific code, etc, but if it's plausible that would be great.  The full version of the game works well for me using the keyboard, and the option would be nice.  Thanks either way.


edit:  Nevermind, in-game keyboard support is there.  Hadn't gotten past the menu when I asked :)  Thanks.

3
VVVVVV / Re: My Flash/Android/iOS port of VVVVVV
« on: December 02, 2011, 10:55:12 AM »
How exactly do I get this on my phone? Do I hook it up to the computer and drag-and-drop?

Either use the adb commandline program (adb install <apkname>.apk), which you can get by downloading the Android SDK.

Alternatively you can get this onto your SD card and then install it with a native package manager. IIRC most file managers have one implemented.

4
VVVVVV / Re: My Flash/Android/iOS port of VVVVVV
« on: November 30, 2011, 12:24:11 PM »
Just for information's sake, and in case anyone was curious, the full/unlocked Kongregate version of VVVVVV runs out of the box on just about every swf player I've tried.  No other versions will even attempt to load past 0%.  Hopefully this is of some use to someone!

Oh, the swf is URL locked, though you can easily get around that simply by having the relevant URL somewhere in the .swf filename.  YMMV, or it may not.

5
VVVVVV / Re: VVVVVV on android [gameplay video + tutorial]
« on: October 31, 2011, 07:16:56 AM »
Up and running on a Droid X. Love it. Full speed with no slowdown at all.

Although I will go on the record and say that I will buy an official VVVVVV Android port. And it would be so easy... Just require Froyo or above, no problem.

Could you perhaps share what version of Android you are using, as well as Flash Player, and any other relevant programs involved in playing flash?  I've been trying to get this to load on my Droid for a while now, but only the demo will run, and I'm as up to date as I possibly could be, custom rom, etc.

Thanks!

edit:  Nevermind, sorted my problem out.   Thanks anyway!

Works perfectly on my Motorola Droid CM7.1 without overclocking.  Nice!!  Turns out the best thing to do was to use the purchased .swf from Kongregate, though having to rename the file to suit the domain lock isn't the prettiest thing in the world, though hardly a complaint considering it actually works.

edit:  Yes, I do in fact own a legitimate copy, for the record.  Not about to stiff an indie dev, especially one who deserves the sale :D

6
VVVVVV / Re: VVVVVV on android [gameplay video + tutorial]
« on: August 22, 2011, 05:44:12 AM »
I doubt it's because you're running Gingerbread, because that's what I'm running, too.  Oh well, no worries.

7
VVVVVV / Re: VVVVVV on android [gameplay video + tutorial]
« on: August 19, 2011, 05:16:16 PM »
The full version works, huh?  Interesting...  I wonder what it is about your phone that allows it work when it doesn't appear to work on any other linux setup, i386, amd64, or even arm.  I take it you're using the latest Adobe Flash apk from the market?  Then again the video showed an Xperia, and if that's what you're using, there certainly could be some different/custom modifications to things.  Who knows?  Makes me wish I knew a bit more about this stuff, in which case I'd grab a copy of the Xperia rom and poke around.

8
VVVVVV / Re: VVVVVV on android [gameplay video + tutorial]
« on: August 19, 2011, 01:35:57 PM »
Same here.  The demo runs at what appears to be full speed on my Motorola Droid [Cyanogenmod 7.1.0 RC1, overclocked to a mere 800mhz (stock is 600mhz)].

Anyway, you'll find that the demo works fine on Android, but unfortunately for the reasons mentioned above the full version will refuse to load (hangs at 1%), which again is an issue across all linux distributions.  I don't know much detail beyond that, but I think Terry briefly explained it to me once.  Long story short it's something that Adobe should be fixing as opposed to finding workarounds/hacks at the developer end of things.

9
VVVVVV / Re: VVVVVV on android [gameplay video + tutorial]
« on: August 19, 2011, 08:50:40 AM »
Understandable :)

10
VVVVVV / Re: VVVVVV on android [gameplay video + tutorial]
« on: August 19, 2011, 07:47:39 AM »
Excellent, finally an app that can run this the right way!  Of course, a native port would be awesome, but I'll be damned if I'm going to stare this gift horse in the face!  Thanks for the info!

edit:  Nope, I get the same results that every other flash player/version of the flash plugin has given me, which is that it just sits there at 1% loading.

Is there some kind of configuration setting that should be adjusted from the default?

edit2:  Oh, I noticed the video shows the demo running, which is more or less all I could get running in the past myself.  IIRC, Terry said something about the demo being flash9 vs. the full game being flash10 and that being the functional difference.

Any confirmation that the full version actually works using this method?  It doesn't look to me like anything has changed in that regard.

<sigh>  Oh well, back to waiting for someone to address the C rewriter android port request I made in another topic *cough*cough* :P  (I don't mind if it's not something you want to do/want done, Terry, but at least let us know either way, please!)

11
VVVVVV / Re: Arm v7 Cross-Compile Request
« on: August 15, 2011, 01:59:26 PM »
*ahem* I'd be much obliged if any of the relevant persons could chime in on this, regardless of what the decision would be :)

Cheers.

12
VVVVVV / Re: Arm v7 Cross-Compile Request
« on: August 12, 2011, 08:31:03 AM »
All Android phones use ARM architecture (99% sure of this), although I think some of them are v6 and some are v7, and to be honest I'm not sure what the difference is in terms of compatibility.  In any event, your phone is v7, so whatever works on mine would work on yours as well as the majority of Android phones as far as I know.

13
VVVVVV / Re: Arm v7 Cross-Compile Request
« on: August 12, 2011, 07:40:11 AM »
Also, I was under the impression that Android apps have to be written in Android's brand of Java, but I could be wrong.

As far as running code is concerned (like executing a binary from a shell) , it just needs to be compiled for ARM instead of i386/amd64.  When it comes to dealing with installable packages I believe whatever you make needs to be effectively wrapped up in some kind of Java package, but I'm pretty ignorant when it comes that end of things so I could be wrong.

Suffice it to say this if this weren't closed source I would have just cross-compiled it myself, and perhaps load it through bash script using GScript so as not to have to open the terminal every time I wanted to play.  Of course I imagine screen resolutions wouldn't be very functional right off the bat, but one step at a time!

14
VVVVVV / Arm v7 Cross-Compile Request
« on: August 09, 2011, 12:26:05 PM »
So, now that the game has been re-written in C, what are the odds that an Android port could be thrown together?  I suppose that I was thinking more along the lines of a statically-linked library binary that could be run in the terminal, as opposed to an APK package (which I imagine is more complicated not to mention maybe a handful of people even run things using the former method), and while said Market-based package would be amazing, I'm opting to ask about the less time consuming approach instead of one that revolves around the logistics of the Android Marketplace including but not limited to the price of the game vs. the price of most games on there, etc.

I just thought I'd throw this the idea out there because I know I personally would LOVE to be able to play this on my phone.  Sure, it wouldn't work as well on devices without physical keyboards.  Suffice it to say that if the Terry and the rewrite dev (haven't been paying attention, so I don't know who it is!) thought it wouldn't hurt to pull this off, I'm sure many of us would find a great deal of enjoyment in it.

Anyway, no entitlement involved, and I certainly won't hold my breath.  Note to self:  Less babbling!

15
VVVVVV / Re: The new song(s) added in 2.0
« on: August 05, 2011, 01:06:28 PM »
Arkatox, I knew that they weren't in the main game, but are you saying that they're available for use in the editor as opposed to being part of the levels Magnus made, or perhaps both?

Pages: [1] 2 3 4