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Messages - Rox

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31
VVVVVV / Re: Viridian in Super Meat Boy
« on: December 01, 2010, 08:57:03 AM »
I'm only on Ch. 3, but I've already started writing a list of bandages and warp zones I've found but have no clue how to get to... It's five items long so far. This game's gonna be a blast...

32
VVVVVV / Re: Viridian in Super Meat Boy
« on: November 30, 2010, 04:51:31 PM »
It's totally, totally out! I just unlocked Headcrab at 10 bandages. Viridian's only 80 away, then Minecraftguy at 90...

This is gonna take a while...

33
VVVVVV / Re: Viridian in Super Meat Boy
« on: November 08, 2010, 03:34:41 PM »
I was always sort of intrigued by SMB, but perhaps not enough to buy it right away. Then Minecraftguy was confirmed as an unlockable character... Then Viridian was confirmed... and now I'm pretty much left with no choice! I'm extremely curious to see how they'll play! And how on earth they'll make them work...

34
VVVVVV / Re: VVVVVVX (It's a thing I made)
« on: October 26, 2010, 05:50:37 AM »
As evidenced by the video getting some 10,000 hits in less than 12 hours! Great, now the whole Internet calls me "Roxfox". Stupid ancient username...

But hey, at least this makes one thing pretty clear. People still totally dig VVVVVV! (So there's definitely a market for a v 2.0, Terry!) Several persons have claimed that they would pay much money for a 3D remake. Some jerk even complimented my remix of Positive Force, too...

Man... Peer pressure's turning a silly idea into something I'd actually consider making, and playing... If anyone wants to make a thing like that happen for real, I'm so in... CooL, you need to keep me informed on your progress on the thing you're making! If that turns out good, I want to help!

35
VVVVVV / Re: QQQQQQ/3V (Previously CoD4 VVVVVV)
« on: October 19, 2010, 09:34:03 AM »
I, too, would enjoy being able to play this thing legally, which wouldn't be an option using any of the other engines... Fortunately, it should be a very simple game to make. Controls, dynamic gravity and collision detection of various kinds should be all you really need...

I'm going to vote against the sideways-flipping mechanic, though. I did that in my VVVVVVX "trailer" because I thought it would make things look even more insane. However, if any of that was actually playable, you'd very quickly realize how dumb the stages that I threw together are. Every obstacle I made could easily be circumvented just by turning sideways and horizontally flipping past whatever needs to be avoided.

The only way to get challenging obstacles that way would be to make them infuriatingly timing-based, cover every single wall in spikes, or remove every single wall and make it so that falling out into space kills you. Level design would suuuuuck. The player needs more restrictions than freely being able to fly along any desired axis.

36
VVVVVV / Re: VVVVVVX (It's a thing I made)
« on: October 19, 2010, 09:30:45 AM »
Haha, yeah. It's just an animation, that's all. If it was an actual game, it would be a terrible one, looking at the amazing level design I've got going there...

[edit]
Holy crap, what happened?! I noticed an insane spike in views on that video, and investigated where the hits were coming from.

Apparently...
http://www.bytejacker.com/blog/vvvvvv-in-333ddd (via http://www.indiegames.com/blog/2010/10/indie_game_links_a_panoramic_v.html)
http://www.reddit.com/r/gaming/comments/dw4rb/what_if_vvvvvv_were_in_3d/
http://www.rockpapershotgun.com/2010/10/25/super-vvvvvvboy/#more-42484
... are the culprits. I'm, like, going viral over here or something. That wasn't supposed to happen.  :verdigris:
[/edit]

37
VVVVVV / Re: Terry Pwns Again
« on: October 13, 2010, 06:39:16 AM »
There were pics, so it really DID happen! Congrats, Terry!

38
VVVVVV / Re: VVVVVVX (It's a thing I made)
« on: October 12, 2010, 07:05:40 AM »
I keep telling people I'm not a musician, but that seems to become more and more untrue as time goes on... I'd love to give Positive Force a fair remix, even if anything I do to it could only make it worse. The problem is that it's way too multilayered for me to manage a proper remix by ear! I always start my remixing (not counting this case) by picking things apart and replicating them as closely as I can, before I go about improving or changing anything. That's very easy to do with my usual victims, like this one below...


Because when it comes to actually old game music, the emulators required to play it back always come with handy-dandy built-in mixers that let me export each channel seperately so I can duplicate everything in the cheesiest, most non-artistic way possible! "Faithfulness".

I like how this thread turned into a discussion about my remixes.

39
VVVVVV / Re: VVVVVVX (It's a thing I made)
« on: October 11, 2010, 06:50:19 AM »
... Well, then. Any of those would've worked. I dunno, I think you DO know where I live, seeing as how I bought your stuff and all. Paypal would know, at the very least.

I'll throw you a mail with a few versions.

40
VVVVVV / Re: VVVVVVX (It's a thing I made)
« on: October 11, 2010, 05:21:45 AM »
Haha, oh gosh! But it's such a shoddy remix! And I only have that short part that I used in the trailer... And it sounds really bad without the original track behind it. But I suppose, if you have some grand scheme for it, I could flesh it out at least a little bit and send it over. Maybe. Perhaps.

I think you'll have to convince me to do it!

41
VVVVVV / Re: VVVVVVX (It's a thing I made)
« on: October 05, 2010, 08:14:54 AM »
Wow! That's amazing! :viridian:
Thanks! I always appreciate your appreciation. Then again, I suppose this kinda is fan art taken to the next.. dimension, so I guess you have all the reason to like it.

It looks really cool! :vitellary: Terry that's how update 2 shoul look like  :viridian:
I appreciate the comments, but you're totally wrong about the version 2 thing! And I think you're also underestimating just how much work that was, and would be...

42
VVVVVV / VVVVVVX (It's a thing I made)
« on: October 03, 2010, 10:45:42 PM »
A friend asked me if I was going to call it VVVVVVDDD, which in hindsight might've been even more appropriately silly.

http://www.youtube.com/watch?v=y0jLV5DprZY

43
VVVVVV / Re: Considering a major update for VVVVVV, a final edition
« on: September 13, 2010, 09:47:40 AM »
Oh man, that's fantastic to hear. At the very least it's nice to know we're all inspiring/motivating you further! Well, not that I'm one of those thousand of people, since I bought the amazing soundtrack right after the game first came out, I just couldn't justify buying the game... It's complicated, I don't want to go into my internal ruleset for buying games. Still, I'm one of those who are just getting around to buying it, so I totally count into that demographic.

So, hey, if you ever need some random forum guy to help with level design; go play my YYYYYY campaigns, rage silently at my brilliance and throw me a PM, alright?

44
VVVVVV / Re: Level editor ?
« on: September 13, 2010, 02:06:38 AM »
Considering how much I loved making those YYYYYY campaigns, and how quickly I got them done, I would have a blast with a VVVVVV level editor. A few things are missing from that list, though!

Background animations, which maybe would just be a preset list of backgrounds from other stages, i.e. scrolling starfield, the sexy colored rectangles from the laboratory area, and so on.

And also, static backgrounds. Exactly like platforms and walls, except without collision so you can draw out things in the background. There's a few of these all throughout VVVVVV, and they're extremely effective at conveying the environment in conjunction with room names, like the little windows in the space station or the hint arrows in the tower.

Finally, an important gameplay object: Something to trigger screen wrapping along specific stretches of the screen's edge, like in the Warp Zone. And I'm sure there's even more stuff that we wouldn't know is missing until we got our hands on it. Quite a bit of work to get a proper editor up and running, indeed...


That does raise the question, though... Exactly how did you plan and make the levels in the first place, Terry? Was it mostly lines and shapes in Flash, or did you rely much on premade tiles? And how on earth did you plan out some of those more intricate areas, like the overlap between Space Station 1 and 2? Was there much drawing on paper or scribbling in Paint to work out a rough plan first? Or is this all classified material too sensitive to talk about until you can make a Behind the Scenes video to be released with the limited edition version of VVVVVVv2?

45
VVVVVV / Re: YYYYYY
« 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.

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