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Topics - Terry

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16
VVVVVV / Considering a major update for VVVVVV, a final edition
« on: September 13, 2010, 09:06:59 AM »
I'm not sure if it's a good idea to post this or not, but I figured it couldn't hurt to let people know I'm thinking about this. :viridian:

Last December, the 4chan leak caused me to rush the game to completion, which was probably for the best, in hindsight. It's the sort of thing that could have dragged on and on for months and months; and the leak gave me the push I needed to finish it up and get it out there.

Unfortunately, it also meant I had to chop a few features that I had wanted to add to the game; I originally planned to port the whole thing to C++, to make a 7th level, and most importantly of all, make a level editor. (I still have all my sketches from the planned secret 7th level, the "proto-dimension"). My attitude since then, though, has been, right, it's a finished game, and it is what it is for better or worse and I don't want to change it.

I feel differently now. Especially during this last week, now that the game has thousands and thousands of new players who are just discovering it for the first time. I'm now seriously thinking about a major update to the game. (This wouldn't be a paid add on or anything like that, by the way - it would just be v2.0 of the game.)

I wanna stress that this is all just me thinking out loud. I'm promising nothing! What I really want to do, basically, is make it module based, like The Strategist or Deadly Rooms of Death or FiNCK or Knytt Stories. The normal VVVVVV levels would be like the "main campaign", but the game would come with a really good level editor and you could choose any custom level set from the main menu. I'd probably then just implement my lost 7th level as a custom level in this new system. I might try to round up a few other people to make levels for the update too!

From a technical perspective, as far as I know it's now possible to load from external data files with the new versions of flash, so I probably wouldn't even have to port it to C++ (which would save quite a bit of work, and, incidentally, would mean that I'd finally be able to fix the whole flash cookies save file issue). Still. I'm talking about something that would literally mean months of work, so it's probably not going to happen anytime soon - probably not this year, at least.

But yeah, definitely giving this some thought! :viridian:

17
VVVVVV / VVVVVV Patch, V1.2
« on: February 02, 2010, 11:37:29 AM »
There was a small problem with yesterday's V1.1 patch that had to be fixed. This new version simply fixes that. To downgrade from v1.1 to v1.0 so that you can install this new patch, use this.



This is the patch for the most recent version of VVVVVV. New bug reports for future patches should be posted in this thread! The previous bug thread can be found here. Please check that you are running the most recent version before reporting bugs.

How do I know which version I have?
The v1.0 release had a simple main menu, while v1.1 has a more complex one with separate game and graphic options. v1.2 has a small mark on the corner of the main menu.

Patch Download:
Windows: http://thelettervsixtim.es/patch/VVVVVV_patch_v12.exe
Mac: http://thelettervsixtim.es/patch/VVVVVV_patch_v12.dmg

Changes in version 1.2:

 - A bug with time trials introduced in version 1.1 has been fixed.

Changes in version 1.1:

Main Features:
 - You can quickly restart the time trials by pressing ENTER.
 - Now supports more flexible graphic options, which may help improve performance on some machines.
 - The game now starts in a window by default, which makes it easier to run on Linux through wine.
 - A number of small bug fixes.

Bugs fixed in version 1.1:
 - Fixed warping back to ship from tower bug.
 - Quick saving in the tower now defaults to the correct camera position.
 - Mac version now remembers fullscreen settings properly.
 - Fixed trying to quit during the Gravitron bug.
 - Fixed 21st Trinket bug.
 - Room death counts reset properly on game restarts.
 - Mouse now hidden in fullscreen mode.
 - Fixed animation glitch in No Death Mode game over screen.
 - Fixed opening cutscene repeat problem in No Death Mode.
 - No Death Mode no longer overwrites your telesave.
 - Scripts are now reset when restarting the game.
 - Final level room names now reset properly.
 - Fixed Prize for the Reckless platform glitch.
 - It's no longer possible to warp back to the ship during the "game complete" screen.
 - Room names in menu bar now report correctly for final level "glitch" and "change" rooms.
 - Invincibility toggle is now remembered when you quit; fixes exploit.
 - Viridian will now be sad if he's missed the par time on a time trial.

18
VVVVVV / VVVVVV Patch, V1.1 [broken]
« on: February 01, 2010, 04:56:07 PM »
There was a problem with the V1.1 patch which unfortunately broke the time trial modes; so I'm quickly making a new V1.2 patch which has all the fixes from the V1.1 patch but without the new time trial issue. If you've already upgraded to V1.1, you can downgrade back to v1.0 with this:

Downgrade VVVVVV v1.1 to v1.0

19
VVVVVV / VVVV - 4k demake of VVVVVV
« on: January 27, 2010, 04:47:56 PM »
This is so cool. :viridian:



VVVV is a 4k demake of VVVVVV by minecraft creator Notch. Can't believe he managed to do so much with just 4k!

20
VVVVVV / Linux Testing
« on: January 19, 2010, 04:10:43 PM »
I've got a version of the game running on Linux - I'd really love some help testing it before I make a full version. If you're a linux user and you'd like to help, let me know!

21
VVVVVV / The first VVVVVV prototype
« on: January 12, 2010, 02:40:59 PM »
Now that the game's out, I thought it might be fun to share the first prototype publically :) I started this near the end of May last year, so it represents about two weeks work. Obviously an awful lot has changed since then - the controls got a lot better, a lot of game elements are different, but a lot of the basic ideas were there already. Based on how this worked out I decided to make it something a little bigger, but I didn't actually decide to turn this into something really big until I'd finished the second prototype, which I might post later.



I wouldn't recommend playing this unless you've actually finished the game.

The prototype uses placeholder music by C64 musician Matt Gray.

22
Other Games / January Game
« on: January 12, 2010, 02:08:06 PM »
I've got some ideas for the new, short game I'm making for January as part of my game-a-month experiment this year. I'll update this thread once I know more!

23
VVVVVV / Super Gravitron Records
« on: January 11, 2010, 09:57:50 AM »
So, how are people getting on with the Super Gravitron? :)

My own best time is just over 30 seconds, but I'm certain it's possible to get the 1 minute trophy! Well, pretty certain, anyway.

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