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Messages - nathanel

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31
VVVVVV / Re: Doing Things the Hard Way - full map
« on: January 22, 2010, 02:48:36 AM »
Wow this is epic!!! You are my master from today!

Looking at these pic gives me a better idea of how complicated the level design is :o

32
BTW the other guys CAN indeed stand on the ceiling, as seen in the Ship and in the Secret Lab. Maybe except for green dudes? ;) I don't remember.

33
Great ideas! Though I'm not sure if Terry is planning a sequel, but still, it's a ton of great ideas for new games.

BTW anyone remembers a rather old Amiga game Fury of the Furries? You could switch between characters with special abilities in game. Apart from being a pretty hard (in an entertaining way) platformer, it had some incredible puzzles...

34
Other Games / Re: BRIDGE
« on: January 20, 2010, 10:30:32 AM »
Hmm, is there a word for the process of telling the story that connects two images? Can't seem to think of it...
1:19 PM Jan 15th from web

Terry's twitter has some interesting info about his games sometimes ;>

Edit: BTW I totally do not understand this game -_-`

35
VVVVVV / Re: Doing Things the Hard Way - full map
« on: January 20, 2010, 10:23:29 AM »
I was thinking about doing it (map of the whole V dimension), but the awesome task of capturing and saving every screen was just way too daunting. Actually, I was rather thinking about making a thumbnail-map, with hyperlinks leading to full-size view, or at least a miniature map with room names in mouse-on hovering-balloon-thingies. It would be an incredible help as it is useful to use roomnames in forums like here, but not everyone (yet! ;D) remembers name of every single room in the game.

BTW you do not need to use full RGB palette, every room uses a very small number of colours (like, 8? 16?). So you need 8*number_of_distinct_room_colouring_schemes, that is probably much smaller than number of rooms. Furthermore, it would seem reasonable to convert everything to just shades of grey. This would significantly reduce size of memory needs.

36
VVVVVV / Re: Super Gravitron Records
« on: January 17, 2010, 04:10:35 AM »
Yeah, you've used the word 'pattern' and I think it is very interesting... The more I play, the more patterns I can see, and learn more and more about them... I guess that to master Super Gravitron you need to have proper muscle-memorized moves ready for every possible pattern combination, a bit like like winning strategies for games like chess and hex... Funny thing that the more I play, the more I tend to think of S-G as a puzzle game, not just reflex-testing one.

One question arises: is is possible to have a winning strategy for every pattern combination? :P Sometimes I have a feeling that the old bastard Terry made some time intervals between one wave and another waaay too short :P Though it's rather me sucking really hard at S-G (10.00 sec) (update, make that 17.90 :DDDD I'm so proud :D)

BTW have you noticed that you NEVER get the 'zig-zag' wave:
|    |    |
   |    |    |
as the first wave? And it generally occures rather rarely? Question to Terry: Why? Is it too easy? :P

37
VVVVVV / Re: So, umm ...
« on: January 15, 2010, 02:20:33 PM »
I don't know if it's a feature or a bug, but I had a similar situation. After erasing saved game, choosing PLAY from main menu caused immediate start of a new game, i.e. there was no PLAY menu (no secret lab etc).

I think it's not a really big deal. You can always start a new game, quit it immediately after initial cutscene and there you go, PLAY menu is in it's right place.

38
Other Games / Re: Favorite Distractionware game
« on: January 13, 2010, 04:05:58 AM »
Don't Look Back. Best atmosphere, maybe Judith reached similar level in my emotions but I had a headache because of the graphics ;P

Of course VVVVVV is made of pure awesomanium, but you know. Emotions and stuff. :P

39
VVVVVV / (Spoilers) Easter eggs, hidden references, in-game jokes
« on: January 13, 2010, 03:56:49 AM »
Hi!  :viridian: (btw I LOVE these new VVVVVV emots =])

I thought it would be cool to have a thread to collect all the jokes hidden in room names, in the rooms themselves and anywhere otherplace in the game. Also, I've read that there are numerous references to some old games in room names and enemies shapes. As I pretty much missed the 8bit era, I don't really seem to find them, so I would be great if some good people would also explain them here. But not only old-game-references, as Terry is quite a creative guy (and so is Bennett) and I can feel that there are tons of jokes and references to just about everything.

So, for starters:

- room named Diode in the Laboratory looks like a diode on electronic schemes and also works like one - it lets you pass only in one direction (ok I know it's a simplification). Probably for many people it was obvious but it put a smile on my face when I first noticed it. =)

40
VVVVVV / Re: SPOILER ALERT (elephant)
« on: January 12, 2010, 05:20:33 AM »
:(

41
VVVVVV / Re: Doing Things The Hard Way
« on: January 11, 2010, 10:25:06 AM »
I totally love DTTHW, though I really wanted to hurt someone with a name starting with letter "T" when I saw the "upgrades" applied to this level since the beta... But got it eventually.

I also got this trinket in the beta, but I had to do this actually TWICE because on the first time, after an hour or so of trying to complete the pass, I landed on the wrong side of that thingie in the middle... I was like "OMG OMG OMG, I'M GOING DOWN WELL, VERY WELL, DOGDING THESE PESKY SPIKES, NOW TRY SO HARD NOT DO DIE IN SOME STUPID WAY IN THE LAST ROOM AND FINALLY LANDING YEEEEES!" and then like "ok, so how do I collect the trinket now? wait... oh." ^^

BTW I'm Sorry is NOTHING compared to That's Why I Have To Kill You in the beta. =)

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