Visual Basic 6?? :verdigris:Good question! It probably seems weird to be using a language that was last updated 12 years ago, but I mostly have personal reasons:
Reasons why?
If you are terrible at coding why not try Game Maker or Construct?
I work for Black Duck Software, Inc. (this is in NO way anything even remotely sales-related in any conceivable capacity), and once you release this, since you're declaring it open, I'd be happy to add it to our Knowledgebase of FOSS (regardless of any license/public domain declaration, but provided that it IS open).You're very welcome to add it! I'll be releasing it under the GNU General Public License. I have a whole bunch of finished games on my website, which are all open source.
This looks very interesting! Just wanted to say that you have my moral support, and that I wish you good luck! :viridian:Thanks joniho! Hope you like it :viridian:
You're very welcome to add it! I'll be releasing it under the GNU General Public License. I have a whole bunch of finished games on my website, which are all open source.
Good question! It probably seems weird to be using a language that was last updated 12 years ago, but I mostly have personal reasons:
- It's the language we were taught at school, so I used it a lot back then and just stuck with it.
- I write a lot of VBA (http://en.wikipedia.org/wiki/Visual_Basic_for_Applications) macros in my job and I'd prefer to stay with one language, so it makes sense to use VB at home and work.
- It's allows for rapid application development (http://en.wikipedia.org/wiki/Rapid_application_development), which I find very useful.
- I'd prefer to use a language that can make games and applications.
- I've written a lot of games in Visual Basic 6, so I've built up a large library of code and I gain more experience with each game.
I use VB for making games, C++ for intensive number-crunching applications and PHP for making websites.
Wild question, but have you tried out VB.net?I tried it out several years ago, but I think it's had a lot of upgrades since then, so it would definitely be worth checking out again. I'm very familiar with VB6 after using it for so long, but VB2005 appears to be similar enough that upgrading would be relatively painless. I'll give it another try after YYYYYY is finished. Thanks for prompting me!
So the crew is going to consist of 6 Y's?The Y character is one of the orientations for spikes :viridian: I'll definitely give the crewmates names that begin with Y though. Suggestions are welcome!
Intriguing! I earnestly await the game!Thanks Shasharala! As for how they will look... have you played roguelikes? :viridian:
And yes, just like The Brass, I am curious as to what the characters will look like.
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 :)Thank you t4ils! Best of luck with your project as well - portable VVVVVV sounds awesome! It's so cool that Terry has inspired all this :viridian:
This way it will allow people to create their own campaigns :)
Good luck coding your project ;)
Ohhoho!This feels like a good time for a new screenshot:
I see.
So an @ symbol then, eh?
So I assume the exclamation points are quicksaves.That's exactly right :viridian: Hyphens are bounce wires. Grey exclamation marks are the checkpoints and a yellow exclamation mark is used to show the active checkpoint. There's a yellow one in screenshot 2 (http://iceyboard.no-ip.org/images/yyyyyy/2.png). % signs are platforms that dissolve and the yen symbol is a shiny souvenir.
I also assume the - indicates a bounce wire.
But... what is the funny pink y looking symbol and what do the % signs indicate?
The Y character is one of the orientations for spikes :viridian: I'll definitely give the crewmates names that begin with Y though. Suggestions are welcome!
"Sub Conway()"? :D What purpose will that serve? :D Can't wait to see!Thank you!
Great job, really!
I only have one question: how did you do screen rotation in VB6? :o I mean, there are probably bazillion ways to do it, but I cannot think of any fast one.
For the code, well, thanks for explanation. :D One more silly question: Did you have to program a code that turns playfield at its current state into a picture that is then rotated, or is that PlgBlt function capable of immediate transformation of program's display? :o Anyway sorry for offtopic here.I have an invisible picture box on the window, which stores an image of the game at the moment the player hits the rotation wire. I then send that through the PlgBlt function and it draws the rotated version onto the main window. There's probably lots of example code on Google and I'll be releasing the code of YYYYYY, so you could grab the code from either of those places.
And the Conway's Game of Life idea is superb! Actually, I've been thinking about a simple shoot-em-up game with enemies at least partially generated by Conway's rules (or some other rules), but, to my big dissapointment (but also delight) I found out that someone has already done it! But still this topic is extremely innovative and hot, it's procedural generation and replayability at their best.I've suddenly got interested in the rules, so I'll definitely have a look round the internets to find these games. I hope you decide to make a game as well. You could always think up something new or take an existing idea in a new direction. Or just blatantly copy someone else's great idea, like me!!
Or maybe not so innovative, as when trying to find the game I've mentioned I just found a bunch of other games using Conway's Game of Life. :| Well, definitely still hot.
"They're waiting for you Gordon... in the TEST CHAMBER." :victoria:http://www.youtube.com/watch?v=IKRGCwulOm8
Woowoo!
Best line ever!
I am so excited to play. :o
Robson, if you're looking for testers, or decide to later on in development, I'd love to be a part of it. Looks like a great ASCII twist on the game, and I'm really looking forward to playing and making my own levels in Y.Thanks Requiem! I'd love to include levels that are written by people other than me. I haven't put any thought into releasing test versions of the game, but I could give you a copy after I finish steps 2, 3 and 4.
On topic, Adding a bullet time would definitely be interesting. Could possibly make for some extremely hard, extremely awesome DTTHW puzzles that are designed with that in mind. I say it is a pretty cool idea.I like the sound of that! Perhaps I should include a tile which automatically fills up your bullet-time meter. This tile could be chained together inside a room (or across multiple rooms), so you alternate between fast and slow areas.
Waiting patiently for Y, now... Looking forward to it. :viridian:It's one step closer now :viridian:
Do you need music for this? :)Your music? That would be perfect! Wow, I'm honoured that you'd consider this :viridian:
Drop me a mail at souleye at gmail dot com and we'll work something out :)Done!
Wow!Glad you like it! Here's the pause screen in fullscreen mode:
I love that pause screen with the map!
Man, everytime you post I just get more and more excited for the game!
I also added your website to my favorites. :viridian:
Oooo! :viridian:Just an indev copy with test levels and the level editor :viridian: I'm hoping that people will give me feedback, which I can use to improve the game before it's properly released.
So it's finished already or an indev copy is what you'll be uploading?
Dizzy effect is surely dizzy. It's giving me a headache.Oh dear... I was planning to make a campaign with a theme of rotating ::)
90 degrees turns makes CPU go 100% for a few seconds.I'll have a look into this and try to make it better. Does it make the game difficult to play after rotating?
I can't make an up-left flip here. No matter how fast i try to press left i get impaled by that upper YHaha brilliant! I've never been in that room with it rotated. The test levels were created individually with very little thought to the surroundings. Mostly it went like "Ahh, I've written in platforms, so I'll shove in a couple of rooms with loads of platforms!". When I create the real rooms I'll make sure they work correctly if they're rotated.
(http://img28.imageshack.us/img28/4161/82637453.png) (http://img28.imageshack.us/img28/4161/82637453.png)
This is awesome! I didn't have much luck with the first set of levels but I managed to finish the second and get a B grade :)Thanks Terry! Glad you like it :viridian:
The only bug I noticed was that going fullscreen seems to cause some distortion when you get a souvenir;Whooops :vitellary: Thanks for letting me know about that.
I liked the way you had disappearing platforms as a complete dissolving mechanismThat's a very new addition - added it last night! I suddenly had an idea for a room, where there's a box in the middle that contains loads of words. The top of the box would be a dissolving platform and the player would have to carefully manoeuvre around the room and avoiding opening the box. The room would be called "Pandora's Box". I couldn't figure out a way to make it with the normal dissolving tiles, so I changed them to the mechanism way, which gave me loads of ideas for other rooms!
- and the new rotation wires are a good idea too :)Oh god... the rotation wires! I stupidly thought that was going to be a quick thing to write in, but I was very very wrong..!! I'm really pleased that they're in and I'm looking forward to making lots of rooms with them, but I almost tore my hair out trying to get the game objects to work with rotation. Especially platforms. :'(
I think possibly the whole thing could be a bit faster - I was worried that my version was running a bit slow, but when I checked the video it's about the same.Always the masochist :vermillion:
... Actually, the game speed is probably fine, I think it's more that the character speed seems a mite slow in comparison. The controls do feel a little stiff to me, I'm not sure why. Making the character faster might make it feel more responsive.Ooo tricky... currently the player and all the objects run from the same code, because they need to work together. i.e. if the player is on a platform they need to move with the platform. So it would be very difficult to make one thing faster or slower without affecting everything else.
The restart speed feels a little slow too! That could probably be quicker.Agreed! I'll reduce the time.
* Anything else you'd like to say.(http://iceyboard.no-ip.org/images/vvvvvv_sunglasses.gif)
:-*
Yeah, it was Tunnel of love that the paths weren't working! I tried it again in the conveyor test room and it works as intended.Aye :viridian: Sometimes it can be useful to edit the rooms in notepad, because the level editor can't do everything. For example, I often want to move a load of tiles up by one place, so I just open notepad and cut+paste them up. I've removed the common dialog control from the editor and compiled a new version. It's in the the first post (http://distractionware.com/forum/index.php?topic=160). If that doesn't work for you I'll make you a proper installer.
Also, I found, quite by accident, a way to create new levels without the level editor itself. I accidentally copied a folder into the YYYYYY directory, and it showed up on the main menu. Obviously since it didn't have any of the level data, it wouldn't load a map, but if one would create levels following the structure in your settings.ini file, they could easily create rooms in Notepad that would translate to actual rooms in the game. I found this, but havn't gotten to try it yet - I get off class in a few hours and will have time to try to create a room or two in Notepad.
90 degrees turns makes CPU go 100% for a few seconds.I've made a couple of changes to the rotation code, which might help this. After I finished writing this I'm going to break out my Windows 98 computer and test the game on that.
I think possibly the whole thing could be a bit faster - I was worried that my version was running a bit slow, but when I checked the video it's about the same.The character now runs twice as fast! Going from this version to the old version definitely makes me realise how slow it was before.
... Actually, the game speed is probably fine, I think it's more that the character speed seems a mite slow in comparison. The controls do feel a little stiff to me, I'm not sure why. Making the character faster might make it feel more responsive.
-Terminals in wrong orientations unreadable! Nearby rotators turn these into nice puzzles, though, so nothing bad.I've been trying to locate this bug, but I can't find it. Could you describe this in a bit more detail? How do I replicate it?
The rest is up to preference and design plans, I guess.It sounds like you might have some more suggestions here? I'd love to hear them.
Oh wow! This is so much better :) Yes, this movement speed is perfect!Excellent :viridian: Thanks for checking it out!
Ahh I get what you mean. I intentionally wrote in the continuous bouncing, but your way makes a lot more sense. I've modified the code to work like that, so it's no longer possible to accidentally bounce back.
It appears to have highlighted two little bugs, though:
- You've got a key-held tunnel bouncing issue (actually, the early versions of VVVVVV had this too) - i.e. in a narrow tunnel, if you hold up or down, you keep bouncing between the floor and the roof. This can cause a problem in a very narrow tunnel where you can overpress a button and end up bouncing right back to the surface you flipped away from.
- I keep hitting spikes which were to my right while falling as I moved right, even though I feel like I should have narrowly missed them. I think there might be a collision problem. ALTERNATIVELY, maybe there isn't, but it could just be that the grid snap thing causes me to get the timing wrong when moving around corners. I dunno. Maybe it's something I'd get used to.(http://iceyboard.no-ip.org/images/yyyyyy_move.png)
When this gets a little closer to completion, I totally plan to make a level for it! :viridian:Haha that would be ironic! I'd have to change my biggest selling point from "Includes music by SoulEye" to "Includes music by SoulEye and content by Terry Cavanagh" !! (http://iceyboard.no-ip.org/images/vvvvvv_sunglasses.gif)
Just like the checkpoints: when there's a terminal on a wall, you just fall past it. The text is visible for a moment, but as soon as you fall past the terminal it disappears.-Terminals in wrong orientations unreadable! Nearby rotators turn these into nice puzzles, though, so nothing bad.I've been trying to locate this bug, but I can't find it. Could you describe this in a bit more detail? How do I replicate it?
That's just a category split. I listed things that definitely need to be fixed, then noted that everything else from the first list was opinion; i&e someone might like what I didn't.The rest is up to preference and design plans, I guess.It sounds like you might have some more suggestions here? I'd love to hear them.
I like what you did to the map. It is way more obvious now to tell what room I'm in.Thanks for the feedback Shasharala! I thought the green squares would be suitably noticeable :viridian:
And movement is way better.
There are a few issues I'm noticing though.Oh wow, that definitely shouldn't be happening! I changed the message code for terminals and souvenirs yesterday, so I probably messed it up then (they all use a lot of the same code). I'll check that out when I get home.
For one thing in Test Room 6 on the right for crewmate testing when I land near one the game fails to respond for about 30 seconds before bringing me to the beginning screen to choose between test lavels or video 2 levels.
For another I've noticed that with the rotation lines it is possible to get trapped inside a diamond of those rotation lines just flipping around. Not sure if it's something that can be fixed or if diamond rotation lines are just to be avoided. Also it's possible to escape this with some fancy maneuvering but it's annoying. If a video is needed just say so.Ah yes! Whooops. That bug has been in since the beginning. I've been meaning to fix it for a while, but never quite got round to it. I'll make sure it's sorted soon though - probably tonight!
Well, that's all I can think of for now.That's okay! I'm going to have a play with the fullscreen mode and see if I can get the game to expand accordingly. When I tried before it looked awful, but I'll have another go. Might need to rethink the rotation code though, because rotating the entire screen could be very slow...
A preference would be to possibly get fullscreen to actually expand the game screen itself, but of course that is not necessary as I remember you saying you had issues with test stretching or something.
Thanks Robson for being so timely on this stuff. :viridian:
* The player character will be Yvette:Now if you'd name one of the levels "Listen very carefully, I shall say this only wence" my life would be complete.
Consider it done :viridian:* The player character will be Yvette:Now if you'd name one of the levels "Listen very carefully, I shall say this only wence" my life would be complete.
Consider it done :viridian:* The player character will be Yvette:Now if you'd name one of the levels "Listen very carefully, I shall say this only wence" my life would be complete.
Just tried out the new build!That sounds like the best way - I'll do that. Tweaking the spike collision is really difficult, especially going from VVVVVV to YYYYYY. For example:
I'm still having a lot of trouble with bumping into spikes while falling and moving right in "The Harsh Mistress" room, but I think this might be an unavoidable part of how the game works, and I don't know if I'd change the behaviour because it's logical and correct. Hmm. Instead, if it were me I think I might be inclined to just structure the levels to avoid that sort of thing in future...
I had a weird bug the second time I played with the sound effect repeating over and over again while I played! Dunno what that was about.That must have been annoying! I'll read the fmod documentation and figure out the correct way to do things.
Speaking of sound effects! Here's the complete set of sound effects from VVVVVV in wav format (http://distractionware.com/junk/vvvvvv_sfx.zip) - though you might find them useful! :viridian:Wow! Thanks Terry! That's awesome :viridian: I would love to use these in YYYYYY :-*
I dare say you've written a more robust engine for this than I did for ASCIIpOrtal... an oversight I will remedy. Possibly even a more robust engine than the original game you're mimicking. This is a really great game.Thanks Cymon! Portal is one of my favourite commercial games and I really liked your version of it. Back in November I completed all fifty of the normal levels :viridian:
My one complaint is the same complaint I had on YouTube: the rotation effect is "faked". Oh, I'm not saying it's not real rotation, I mean the rotation betrays the fact that you're not really using text here. I mean at least now the text characters don't rotate, but their position moves freely on the screen. If this were a text console then that wouldn't be possible and you'd have to move them on the grid available. Now this is just my personal opinion, but if you're doing text everything you're doing should be completely renderable in a traditional text console, so even if you're not really doing a text console you should never do anything to betray that illusion. Otherwise people will ask why you don't drop the charade and just use graphics. Again, that's just my 2 cents, tho.I definitely get where you're coming from. The more I think about this, the more sense it makes.
Oh wow, I just saw this-- looks fantastic! I haven't played it yet but I just watched the videos. Definitely has the VVVVVV feel, etc., but it really seems like its own thing too. Nicely done! :)Thanks Josiah, glad you like it! I'm currently enjoying your music :viridian:
~Josiah
Wow, that new rotation is gloriously ugly. Good job.Thanks! ...I think :verdigris:
I agree with you about the precision/distance thing with text, tho the same could apply to an tile based game. I just think folks are more apt to forgive a text based game than a tile based game when it comes to action.Ah sorry, I should have explained that part. With roguelikes the text mode is super-confusing to begin with, but after a while it's faster to process than the tiles-mode. It helps that many roguelikes share the same symbols for items.
Funny thing is your example, to me, is a bad one. I look at the tile based game on the left and feel like I'm taking the data in better than the text based one on the right. Now, granted you can fit more on the screen with text unless you really crank up the resolution, I tend to think that icons are more readable than abstract text characters.
So give me some insight to your moving platforms and how I could do them myself? That's on thing that I've been bugging on with ASCIIpOrtal.Wouldn't it be brilliant if platforms could go into portals and out of another portal? :viridian:
If it was possible to make that guide for writing campaigns a PDF and put it in with the zipped game folder it would be awesome. Maybe not a PDF but something where we can still see the images and all that such.Sure, that would be okay! I've made a few improvements to the level editor, so I'll update the guide and upload the new level editor soon. Probably that will be Friday evening (GMT).
Teleporters work fine. I don't see a reason for their letters changing; the teleporters never change gameplay-wise, and the changing gives an impression of non-staticness. I also don't think the short-distance ones should be checkpoints - that could disrupt more complex puzzles, or make them too easy.Thanks for your feedback! I'll get all these things sorted. I'll probably have slightly different symbols for each colour of teleports, so that text screenshots are understandable.
The new dissolvers are definitely an improvement.
Also, could you make it so that when you are holding a direction button in a terminal/souvenir prompt and press space, you start moving? In the current version, you have to start holding the move key after exiting the terminal, which is bothersome when going for speed.
The teleporters work just fine.It feels like YYYYYY is all I do nowadays! I'm really happy with the progress though and I'd do it all again :viridian: Over the weekend I hit 4040 lines of code, which makes this my biggest game.
Good job. You've put a lot of work into this game!
What's left to do?
Hi, I gave it a try, keep it up :) .. and:Thanks for your feedback Mika!
- idea: how about changing the player char @ to pqdb for left/right and upside-down clarity?
- crash: Subscript out of range error if you flick back and forth between Test levels rooms 1 and "Spikes"
- bug: if a white deadly tile (spike, word, ..) kills you, it stays red when you're respawned
Hey, this game is pretty cool. Eventually I'll have to add a demakes/tributes page to the VVVVVV Wiki at http://vvvvvv-wiki.wikispaces.com/ (http://vvvvvv-wiki.wikispaces.com/) if nobody else does first.Thanks James! I'm very impressed with the wiki. Great to read and useful for reference :viridian:
I have a few questions and comments. First, the cellulatron is pretty fun, but I find that if you stay along the edges it's pretty easy. Since there are never any blocks there you just ride to the top on the adjacent column and then fall to near the bottom, then get back on an adjacent block and ride back to the top. Ideally, I think the scrolling blocks should fill the whold width of the screen.I've removed the gold and made the blocks go all the way to the edge, so I'd be interested to know your thoughts on the new version (will be released Wednesday night).
Second, do you have any plans to name the chracters after their colours like in VVVVVV? If so, you should start asking for suggestions on this forum, and choose the best ones. I've certainly got a few suggestions for colour-related character names.Yes! For my campaigns at least. Other people are welcome to do anything they want. I'm not sticking strictly to the shades of the colours, but they are similarish. For example, the main character is called Yvette, but I've used pink instead of violet.
Yes! For my campaigns at least. Other people are welcome to do anything they want. I'm not sticking strictly to the shades of the colours, but they are similarish. For example, the main character is called Yvette, but I've used pink instead of violet.
I just finished a campaignI fixed the bugs and uploaded a new version of the jailbreak campaign (http://iceyboard.no-ip.org/files/Jailbreak.zip). I like it a lot :viridian:
Those are the best ones I could think of.Interesting! Thanks for the ideas. I didn't know there was a green yvette colour as well. I only knew about the violet shades (http://www.anthus.com/Colors/Colors_Y.html). I'm not sure what to call my rescue-es now... decisions, decisions!
Interesting! Thanks for the ideas. I didn't know there was a green yvette colour as well. I only knew about the violet shades (http://www.anthus.com/Colors/Colors_Y.html). I'm not sure what to call my rescue-es now... decisions, decisions!
By the way, I've been playing a bit and I've noticed a minor but annoying subtlety in the controls. I'm not sure why, but it seems like sometimes the buttons are slightly delayed or something. If you press the flip button quickly, it won't do anything, especially if you've just landed. It's especially noticible in sections that require quick movement and changes of direction, like in the Jailbreak campain. If you have to jump and immediately move sideways, you'll often move before the flip command seems to go through, or vice versa, and just fall off the edge. Or, (for example, in the page Quicksand in Jailbreak), I'll try to hold the arrow key and time the flips as I run accross the platforms, but the flip button often seems to be slow to respond, causing me to walk off the platform into the spikes even if I press the button early.
I'm wondering if the speed of the game is still be tested. I remember there were controls to speed up movement and to slow it down but I forget.Haha! All the debugging stuff can be turned off in the settings.ini file, so it's quick to enable/disable :viridian:
Don't forget to pull out that code when it's done! :D
I was thinking... is it possible to stick all the campaign folders in a folder named "Campaigns" or something? I imagine as more campaigns start to be made it will start to get pretty cluttered with all the folders.That's a good point. I think other indie games do the same (e.g. Knytt Stories). I've got loads of mini campaigns that I use for testing stuff, so my folder is getting cluttered up!
Hmm... a few things I'm noticing. First is it possible to get the mouse pointer to go away in fullscreen?Aye, that would be possible. If I can do it without dll calls I'll make it an option in the settings.ini file.
Second, in all campaigns I notice in fullscreen two things happen:Yes, that's intentional! On levels with empty spaces on the sides, it was difficult to know where the room ended and the window began, because they were both black. So I made the window dark grey instead. That way you can instantly tell the difference.
A. The background is gray now. Is that on purpose? It seemed to work just fine as black.
B. When walking near a... console? What do you call those computer things... they're big T's... the console screen/words appear stretched across the lower portion of the screen.Terminals ;) But whooops, the blackness should only go on the terminal message part. I'll get that fixed. I very rarely test the game in fullscreen mode, but "test fullscreen mode" is on my todo list :viridian:
See this picture here it has both issues in it:
http://img.photobucket.com/albums/v103/Shashrala/HugeConsole.png
Third, when did the avatar for Mr. Y become a P? Is it always going to be that way? Does it have anything to do with that PQDB?Yes it does! I think I mentioned this in the version details....
Fourth, is it possible to get the campaigns or start screen to start in fullscreen every time if the game was put into fullscreen in the past?That would be good as well - I'll add it to the settings.ini file.
Edit9: Robson, I have noticed in the latest build that orange things like rotations and reflectors are acting as a wall, and you must position yourself inside them with the mouse to use them. I would also like for anyone to find and fix all bugs in Jailbreak. This includes teleports, and possibly this glitch.I uploaded a fixed version (http://distractionware.com/forum/index.php?topic=160.msg1554#msg1554) the other day, which moves the rotation tiles into the previous room and fixes the teleport, along with a few other fixes.
An updated version of jailbreak can be found here (http://rapidshare.com/files/379037879/Jailbreak.zip.html). You may use some of my levels Robson. ;) Just give me credit.Would you be open to a few changes to the campaign, if I gave you a bit of advice? If so, I'd love to include the entire campaign with the official release of the game, with full credit to you.
By the way, the debugging ability to click where you want to be to get around obstacles doesn't work in fullscreen mode.Aye, it was disabled in fullscreen mode, because it was just a really simple "divide coordinates by tile size" calculation before. Now it takes into account extra window space, so it works in fullscreen mode. Will be in for the next version, which will hopefully be later today.
So maybe the bug/glitch I mentioned above doesn't exist so much as the teleporter isn't simply working.That's it - no co-ordinates have been set on the teleporter, so the game doesn't have anywhere to move the player to. I'll make a message appear when no co-ordinates have been set, so people can understand what's going on.
Quote from: arcticwolf15 on April 23, 2010, 02:52:07 AM
An updated version of jailbreak can be found here. You may use some of my levels Robson. Just give me credit.
Would you be open to a few changes to the campaign, if I gave you a bit of advice? If so, I'd love to include the entire campaign with the official release of the game, with full credit to you.
I'm happy with that! I'll get started on this next week.QuoteQuote from: arcticwolf15 on April 23, 2010, 02:52:07 AM
An updated version of jailbreak can be found here. You may use some of my levels Robson. Just give me credit.
Would you be open to a few changes to the campaign, if I gave you a bit of advice? If so, I'd love to include the entire campaign with the official release of the game, with full credit to you.
Sure. Except that in "fork in the road," what you're standing on is actually supposed to be the floor, not the ceiling. Also, change "I just don't know" to something else. These are my terms. Contact me if you need any more levels. ;)
I just finished a campaignI fixed the bugs and uploaded a new version of the jailbreak campaign (http://iceyboard.no-ip.org/files/Jailbreak.zip). I like it a lot :viridian:
Tried downloading, but it is an empty folder. :victoria:I can't see any problems with it :victoria: Could you try it again? Perhaps the download got corrupted. If it doesn't work again, you could try downloading it from here: http://sourceforge.net/projects/yyyyyy/ although it's the same file.
Have you seen my "Do the wave" yet?Yep! Although I haven't had much time at home. Probably I'll get some free time on Saturday though.
In theory there could be many ways to get to the end or even possibly multiple ends?Multiple ending points are possible, yes! You would just put crewmates anywhere you want the player to be able to end the campaign.
Is it possible to make us have to save more than one person in a single campaign?I don't have any plans to write that in, but I'd definitely consider it, if someone wanted to make a massive campaign with multiple people to rescue.
In theory, with the ability to save, one could make a very long campaign.Yep, that would be possible! YYYYYY doesn't put any restrictions on the amount of levels, but I'm not sure how many you could have before running out of memory. I'll give that a try sometime and let you know...
Rooms | Campaign loading | Drawing pause screen | Map exporting |
2 | 0.02 | 0.02 | 0.04 |
4 | 0.02 | 0.03 | 0.08 |
16 | 0.05 | 0.11 | 0.44 |
32 | 0.08 | 0.21 | 0.75 |
64 | 0.13 | 0.44 | 1.71 |
128 | 0.23 | 0.85 | 3.61 |
256 | 0.45 | 1.70 | 6.50 |
512 | 0.85 | 3.41 | 12.2 |
1024 | 1.71 | 6.76 | crash! |
2048 | 3.38 | 11.98 | crash! |
4096 | 6.83 | 23.08 | crash! |
8192 | 13.36 | 47.34 | crash! |
16384 | 27.70 | 96.24 | crash! |
LOL, 16834 rooms? That's 40 times the size of Dimension VVVVVV! :vitellary:It can do 65535 rooms as well :viridian: It's taken me weeks to make just 16 rooms, so that would keep me busy for years!!
Haha! That's a funny looking pause screen.I was thinking the only realistic way to have a campaign that big is to write some code to generate a maze, then make it generate all the rooms from that. A massive maze consisting of 16834 rooms!! It should also use room-wrapping, for ultimate confusion :viridian:
I would be so confused as to where I was with that many rooms too. :P
Ahh well...Haha! I'd buy that!
I'm glad to know I can make a campaign with multiple people to save.
I could try to make some amazing storyline where you have to save one person or the other from imminent doom and you must choose.
Your wife... or a newborn baby girl. Which will it be?
Only on Playstation. @_@
Robson, it would be cool if there were doors, keys, gates, and switches. This would work like keys unlock one door of its color. Switches would unlock all gates of their color. There could be open and closed gates at the same time AND of the same color. Because of this, there could be a switch that would close off the path to the crewmate, but opens another path which leads to a key needed to open the door to the crewmate. Gates could also be used to make bridges that only appear when their switch is pressed. Switches can be used more than once. This could make for some pretty long levels and puzzles.
At least I know you read it.Sorry if you found my answer harsh? It wasn't intended to be that way. I thought you'd appreciate me giving reasons, instead of dismissing it without an explanation.
I've started a new campaign. The title is gonna be "The Gauntlet".Cool :viridian: Looking forward to playing it! Let me know if there's anything I can do to make editing easier.
"The cake is a Y"..... Genius! :)
Y-farer
Welcome to Y-oming
The Y men
Mog-Y fears the lYght
Y not?
Y of course!
Y indeed.
And..... saving the best for last...
Stop Y-ning!
(Said with Schwarzenegger accent...)
These are awesome! "The Cake is a Y" is an instant winner :viridian: Here's a couple more:
Y me?
Y GOD Y!!
If a first you don't succeed, Y, Y again
Y in the sky
Ys guy
Do It Y
I spy, with my little eye, something beginning with Y
The Y Zone
Good Y
Give me a Y
Word to the Ys
Y? Y would you do that?!?
Just played it and Super Cellulatron was real fun.Thanks allen :viridian:
Are you going to keep the sounds as is, or are you going to make new sounds?
5 day weekend, so I'm probably gonna get some work done on Gauntlet. Also, it would be nice if we could make room names that shift like in VVVVVV. Like I could make the room Testing change to Testyng and back again.I must have missed that in VVVVVV - which room does that? Do you mean the room name changes all the time while you are in that room? Or maybe the room name changes when you return to the room?
Cellulatron: I'd have preferred more points, like one point per a row of chatacters. Just like the gravitron, where every hundreth of a second counts.Hey The Brass! I was worried that you'd vanished. Did you get my private message with the campaign?
Music doesn't loop until I get a souvenir?
Map exportation requires a progress indicator
Jailbreak:This one is really for me, because the room colour is decided randomly by the game. I'll try to figure something out, like making the game check for teleports, then ensuring the wall colour doesn't conflict.
Explanation: the blue teleporter is hard to see from the blue ground.
Hater. I don't have problems with these things.I agree with The Brass's points, so I'll try to explain them in my own way (spoiler: that means longer!)
5 day weekend, so I'm probably gonna get some work done on Gauntlet. Also, it would be nice if we could make room names that shift like in VVVVVV. Like I could make the room Testing change to Testyng and back again.I must have missed that in VVVVVV - which room does that? Do you mean the room name changes all the time while you are in that room? Or maybe the room name changes when you return to the room?
Go to the room "The Untouchables" and look at the B. No, don't look, STARE AT IT! Some others in the last level do it too. You'll see what I meanOkie dokies - I'll give that a try on the weekend.
The teleporter fork removal is a good idea. Random room. RAGEQUIT would be fine without movement, because you enter it through a teleporter. I've got homework, so you can fix that if you want, or leave it to me and give me MORE campaign work to do. :(Excellent :viridian: I'm happy to change the teleporter fork - another task for the weekend! I'm not sure what you mean by "random room" and the ragequit sentence?
Go to the room "The Untouchables" and look at the B. No, don't look, STARE AT IT!Ah I see it now! Sure, that would be possible to implement. I'll get that written into a future version.
Hey, I was a campaign tester!I suppose it really means "campaign feedbacker", but that sounds a bit weird! Terry and Shasharala provided me with loads of useful feedback, so that's why I put their names in. I'd love to hear about any ideas/suggestions/bugs that you had as well?
Robson, it would appear that this new version you released is set in default debugging mode. Is that on purpose?Whoops, you're right, it's not supposed to be. I switched it on while I was testing the map exporting. I suppose there's no harm done, as long as I remember to switch it off for v1.0 :viridian:
I suppose you're referring to the campaign you designed, and since I don't see it in this version, are still working on?That's the one! I'm considering it finished, but leaving it out of these development builds. I'd like to release it together with any campaigns that other people make.
Well, now that classes are almost over, I'll be able to finally produce a campaign in my free time. :viridian:Awesome :viridian: Let me know if there's anything I can do to help!
All I gotta do is learn how to make levels. It musn't be too hard, I presume.
By the way. I have to admit that now that we gain points for each line in the Super Cellulatron it feels much more rewarding. Before I'd get a score of 4, but now I can brag about having a score of 100's of points!Glad you're liking it! I can take no credit for the new scoring though - 't'was all The Brass's idea :viridian:
It feels like all my effort counts. Before, if I didn't make it to the end of one "wave"(don't know what to call it here) I'd be rewarded one point, but not rewarded for making it 3/4's of the way through one "wave".
At the end of the game, when in the room with Ahnic, if you're on the side with Ahnic and flip upwards one passes right through the bounce beam at the bottom of the level and ends up on the other side. But when testing the bounce beam from the other side, it remains functional. Since I havn't constructed any levels yet, is this normal? Is it possible to control which sides of a bounce beam bounce the player back?The game ignores most objects when the player enters a level - this is to help people making maps. For example, if you accidentally put a bounce beam on the edge of a room, then walked into the room, you'd immediately spring back to the original room. I assume that the campaign maker has accidentally placed the bounce beam there, because you wouldn't want that in a finished campaign. So I just make the player go into the object. That way people can see what's gone wrong.
I just finished school!Now your education can begin!
I just finished school!Now your education can begin!
I'll release the first official version when The Gauntlet is complete :viridian:
Unfortunately, the editor keeps crashingWhat happens right before it crashes? Does it do it on a certain room? Let me know the details and I'll fix the bug.
Oh my God, I am so sorry. I haven't worked on the campaign in forever! First, I didn't want to be annoyed by the editor breaking, then, I just kept forgetting! Please forgive me! I promise to work on it as much as possible today!No need to be sorry :viridian: Take as long as you want.
Off topic: Is there any possibility for cutscenes? I'd really like to tell the story.Cutscenes are written in :viridian: I guess it's a secret feature, since I've never used it and I only mentioned it once. Cutscenes don't occur within the levels though, they are in separate windows. You can have as many cutscenes in a campaign as you like. They are triggered by the player hitting a certain tile (or a tile within a group of tiles) and then play automatically.
Edit 2: Just finished two more levels, and come across a glitch in the editor! When you draw blocks (let's say a wall) then erase (not undo) and try to fill an entire area (including where the wall was), this glitch occurs. If you click inside where the wall is, it will only fill the wall, and not the outside (and vice versa).Whoops! Thanks for letting me know. I'll get that fixed.
Awesome! I know I've said this a dozen times before, but I think I'm ready to start my campaign soon. =)
I'm thinking of a dungeon-like campaign. Kind of a tip of the hat to roguelikes.
Finishing the levels in order, I'm up to Y now! Could you possibly make it so that cutscenes play after you beat a campaign? Just wondering. KTHXBAK2WORKBAIWoohoo! I'm on my lunch hour at the moment, so I can't play it yet :( I'll be able to play it tomorrow though and answer your messages :viridian:
Edit: Took a brake and looked at crysis. I realised that your cutscenes have potential. I'll PM you some story ideas I thought of.
Edit 2: PMIFIED!
Edit 3: I'm on the level 1!
Edit 4: Just two more levels until the debugging play, then I'll do the first play.
Edit 5: DOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOONE! (done is spaning go... ...oal form) Debugging play nao!
Edit 6: Unfortunatly, The Gauntlet is refusing to work because of "Subscript out of range"! AAAHHHHHHHHHHHHHHHHHHHHHH! PMing to Robson for fixing!
Edit 7: I fixed it! Hooray! Debugging play nao!
Edit 8: Found a new glitch! If you are directly above or below a conveyor bely (under you), you will still be influenced by it's pull, including midair.
I have to say... I really liked both your campaigns Rox. They were killer, but there wern't any bugs. Very good!
Nice names... and did I see a symbol for psychology in one of the rooms?
I definitely need to go through again and play them seriously. :D
I died way too often to make anything of myself.
You've got my approval! As long as I didn't use any crewmate names/colors that were taken or just plain bad. I didn't do any research there...
And I have one suggestion, too, if it's not too much game-breaking trouble. I'd love to see platforms that move perpendicular to their own.. axis, rather than parallel. Like a horizontal platform that moves up and down, or a vertical one that moves left to right. That would open up some possibilities. Other than that, I really can't think of anything you could add or make better within the limitations of the format!Good idea! Unfortunately that's probably going to be very complicated, but I'll look into it and let you know.
And I have one suggestion, too, if it's not too much game-breaking trouble. I'd love to see platforms that move perpendicular to their own.. axis, rather than parallel. Like a horizontal platform that moves up and down, or a vertical one that moves left to right. That would open up some possibilities. Other than that, I really can't think of anything you could add or make better within the limitations of the format!Good idea! Unfortunately that's probably going to be very complicated, but I'll look into it and let you know.
It's the code to move the platforms that is super-complicated. It handles platforms going off one side and appearing on the other side, along with platforms bashing into each other and most complicated of all... room rotation! Coming back to it after all this time makes it look fairly incomprehensible :verdigris:And I have one suggestion, too, if it's not too much game-breaking trouble. I'd love to see platforms that move perpendicular to their own.. axis, rather than parallel. Like a horizontal platform that moves up and down, or a vertical one that moves left to right. That would open up some possibilities. Other than that, I really can't think of anything you could add or make better within the limitations of the format!Good idea! Unfortunately that's probably going to be very complicated, but I'll look into it and let you know.
Actually, it could be very easy. Simply program it to have one tile for each direction. The only problem with this is that old levels may need conversion.
Does the current download contain all the current campaigns?
I need to get back into this and actually finish some of the newer campaigns and make my own campaign.
Also, did articwolf15 ever actually officially release The Gauntlet?
That had to be one of my favorite campaigns.
Thanks for reminding me guys. I've now put all the campaigns with the original game, which can be downloaded here (https://sourceforge.net/projects/yyyyyy/files/yyyyyy_1_1.zip/download).
If you ever want to change your campaigns, just let me know and I'll update the download accordingly.
@arcticwolf15 - I made a slight change to room 2 in your campaign, with the cake and candles words. The game was getting confused, because all the words were adjacent. I've removed a couple of the words and it's all working correctly now.
Does the current download contain all the current campaigns?
I need to get back into this and actually finish some of the newer campaigns and make my own campaign.
Also, did articwolf15 ever actually officially release The Gauntlet?
That had to be one of my favorite campaigns.
I believe it will. I never officially released it as my beta testers never even tested it, besides you, who gave me hardly any input.
Presumably not, since it was last updated years ago.