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Messages - roboBootz

#1
Steam Cloud would be the perfect way to handle save files with this... except... I don't think he can decide where the game saves, considering it's a Flash game, so he'd have to either find a way to make Steam Cloud pick up this random save location information and copy the save files, or he'd have to re-write the game in something other than Flash so he has more control over it.

Which, a re-write would be quite the endeavor, BUT! VVVVVVv2 would be brilliant in that it would allow for..........

Save files that DON'T get wiped with your LSO cache
Save files that can be synced with Steam Cloud
Steam Achievements and Leaderboards
Custom maps and campaigns
(and loads of other things, I'm sure).

...Yeah. THAT would be pimp. :D
#2
VVVVVV / Re: Suggestions for a hypothetical v1.3
September 13, 2010, 06:45:29 AM
I do agree... I mapped this to a controller myself (after beating the game), and while up/down is quite handy in menus, I refuse to map it because I know I'll accidentally flip =/ (However, you can also use left/right in the menus.)

Also, hit M for mute. Yes, it should fade at least to a murmur when in the pause screen, but just so ya know.  ;)


Aaaaaaaaand yeah, you should make the Backspace key another key to the Esc menu (and also add a quicksave option there, too, as well as an options screen for fullscreen/windowed toggle, backgrounds on/off (handy for recording, since they tend to lag/look fuzzy) and sound on/off! :D)

And of course, a level editor whenever you get the chance. :D
#3
VVVVVV / Re: Level editor ?
September 13, 2010, 06:34:47 AM
xD But yeah, seriously, a level editor would be tha shiiiiiiiizzle!  :viridian:

I wouldn't think it'd be too hard... at least, in concept.

You have...


  • Walls
  • Spikes
  • Moving platforms
  • Quicksand/disappearing platforms
  • Gravity Switcher... bungee cord... things
  • Enemies
  • Checkpoints
  • Shiny Trinkets
  • Terminals/Non-moving NPCs (which when triggered display dialog)
  • NPCs which follow you


  • However you want to do the walls, that's pretty much drag and drop there. (Or draw the rectangle and fill it in)
  • Spikes are just a drag to drop thing, though you might add a level checker to make sure they're always touching a wall
  • Moving platforms are simple, just draw out how big it is, set a path for it, and set a speed. The player can test it out to make appropriate tweaks.
  • Quicksand is the same thing, just draw out how big it is and set how fast it disappears.
  • Gravity Rubber Band things are more simple draw-a-line... and that's it.
  • Enemies are the hardest part, since users will want to add their own... but if nothing else, you could just give us generic enemies/choose from the enemies you already have. Again, simply pick a starting point, a path, and a speed... and that's it. (We can add our own in a later version. :D)
  • Checkpoints are siiiiiiiiimple, just place them.
  • Shiny trinkets are the same thing, just place them.
  • Terminals and NPCs just need to be placed against a ceiling/floor, a name, and a script. (Later on you could add the ability to trigger emotions in actors as well)
  • NPCs that follow you... well, again, just add them. If they need to talk first, well... that can be added later. :P

Tadaaaaaaaaa! Drag and drop editing! And hey, a simple editor will churn out LOADS of maps before you even put in the additional touches necessary to make full campaigns! :D (You know, acting and stuff)

Of course, it'd be cool if you included the ability to pick from a background from the game, as well as a song, but other than that, that's all you really need right there.

As for how it'd work when it came to loading things, just separate the main campaign into a map file (maybe keep it inside the final compiler, but yeah), have the game load that map when selecting the game from the menu, and then simply have a custom campaign screen that lets you load up custom campaigns (using the same map-loading mechanic). You might want to make separate save files for each campaign though, so as to not overwrite our official campaign :P

We don't necessarily need to go into the detail that you did, but since a series of maps is technically just a reaaaaaaaaaaaaally small campaign, we can package them all as a campaign.


Of course, I have no clue how the game actually works, and I'm sure with it being a Flash game (it is, right?), things probably work MUCH differently than I thought... but yeah! Pleasepleasepleasepleasepleaseeeeeeeeeeeeeeeeeee :D
#4
VVVVVV / Re: Level editor ?
September 13, 2010, 06:15:03 AM
Quote from: jordyelsenor on September 12, 2010, 03:08:21 PM
Which software do you use to make the game ?
I want to make flash game hehe : :P.

Well.. umm... it.... I.... *sigh*

It's a flash game.