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Messages - t4ils

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VVVVVV / Re: Level editor ?
« on: September 13, 2010, 04:03:53 PM »
Making a level editor is not that easy ^^

There are a lot of constraint to add in order to comply with the physic engine of the game.
When you first create a level editor, it's just for you to quickly create new maps. You know the limit of the game so you never create buggy maps. You just have to pay attention not to create them.

But when people start asking for this same level editor, you can't just release it and say "hey, pay attention, don't do this - this - this - this and that cause that will make a buggy map".
You have to change a huge amount of things so that people don't make weird and buggy maps.

So in this case, either you create the level editor keeping in mind that you want to release it and create something clean from the beginning, which requires more time, either you create something messy and quick that will be a pain to update later on (like Terry did if I understood well) but work for you.

For example, I created the level editor of my remake called VVVVVVDS (working title) with the attention to release it so I have to spend some time restricting actions when adding new components to the game (no more than 5 platforms per map, 5 enemies of each type etc.)

I can't imagine the work to do if you have to add all the restrictions at the same time in the end of the project (in fact, I can ... it's an awful lot of time).

So, I just wanted to show you how hard it can be to create or adapt a level editor, it's not simple drag and drop stuffs.
As Terry said, "it's not that it's impossible, it's just that it's a huge amount of work at this point."

My advice is just wait & see, and don't put too much pressure on Terry ^^

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VVVVVV / Re: VVVVVV Nintendo DS version/remake/tribute
« on: August 13, 2010, 08:43:56 AM »
Hey

Here is a new video of this remake  :viridian:
http://www.youtube.com/watch?v=r_BElPVjczU

You can see in action the "follow me" system when a character wants you to help him and decides to follow you.
I still don't know when I'll release the game. As I said before, I work on it when I have free time.

Cya :)


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VVVVVV / Re: VVVVVV Nintendo DS version/remake/tribute
« on: April 21, 2010, 02:46:23 PM »
The project is not dead, I'm just trying to find some time to continue to make it ;)

I added some new features not present in the original game since last time :
- walls you can break with stylus
- rooms with light only around the character
- some sort of weapons stuck in walls that shoot projectile on you
- slippery floor (like ice)

I also included a map on the top screen while playing. It shows where you are at the moment and where trinkets you didn't catch are.

A level editor is included in the game so that you can create maps, and even campaigns.
An auto build system allows you not to worry about which kind of block you have to put (floor, ceiling, left wall, right wall ...) : it automatically computes which wall is needed at the emplacement requested.
Also, when you create a new map, you tell the editor where it will be in the campaign (let's say 3-4) and it will import the 4 external walls from surrounding maps so that you are sure that the connection between them is right.

I don't have any release date, since it's based on how much free time I can get to make the game.

Maybe I'll post a demo some days :)

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VVVVVV / Re: VVVVVV Nintendo DS version/remake/tribute
« on: February 04, 2010, 02:50:53 PM »
The protagonist looks like a thin yellow star and the checkpoints just look like a stone you activate when passing by :)

DDTHW was just mapped to test the engine ;)

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VVVVVV / Re: VVVVVV Nintendo DS version/remake/tribute
« on: February 04, 2010, 01:21:31 PM »
Hey !

Here is a new video I just made.
Still playing like crap because of the emulator  :victoria:
But better than nothing ^^
Enjoy :)

http://www.youtube.com/watch?v=cBe_7Dem9TU

Quick description from youtube :
Quote
Hi there

Here is a second video of my remake of the great VVVVVV.
It features every blocs I coded for the moment : bouncing lines, spikes, platforms, speeding floor, quicksand ...
You will also find checkpoints, bonuses and warp rooms (the one that when you leave the screen on one side you appear on the other side)

Enjoy :)

Release date : when it's done =D

6
VVVVVV / Re: YYYYYY
« 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 ;)

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VVVVVV / Re: VVVVVV Nintendo DS version/remake/tribute
« on: February 04, 2010, 04:21:49 AM »
I was planning to make a thread this evening but you beat me at it :)

I'm the one making this game and I wanted to talk about it to terry before making any topic ;)
Now that I have his go on this project, I will show a new video demonstrating what's done in the game.

I started this nintendo DS version of VVVVVV 2 weeks ago and so far I have something like 35 maps created.
It will feature an ingame level-editor

And I'm sucking at it because collisions with spikes are approximate ^^

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