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Messages - cymon

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VVVVVV / Re: VVVVVVX (It's a thing I made)
« on: October 12, 2010, 08:56:43 pm »
Now that's the way VVVVVV should be done in 3D. I want to see this happen.

« on: April 05, 2010, 06:45:37 pm »
Wow, that new rotation is gloriously ugly. Good job.

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.

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.

One of my IGF judges suggested I do the same thing as you, actually - unlock new abilities as you rescue each character so you can reach new areas and blah blah blah and so on. It annoyed me a little, because I felt like he was judging it as the game he felt it should be, rather than what I had made. He basically wanted me to turn it into a regular metroidvania, even though the game is specifically designed not to be one.
You know, my initial thought was not to do it as a metroivania but more of a Gunstar Heroes or a Megaman X4 where the different character you pick at the beginning changes what path you take through the levels, but any one of them are capable of making it to the end on their own.

« on: April 03, 2010, 05:35:42 pm »
Just my 2 cents, but since this is a 3D VVVVVV wouldn't that mean that you can flip more than up/down at will?

Maybe that's a bad idea.

« on: April 03, 2010, 03:14:15 pm »
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.

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.

« on: April 01, 2010, 07:12:26 pm »
At first I was like "Hey, that's Terry's codeblock ray tracer." It's even got the curving problem. I thought "How poetic." Then I looked at the code and realized it was not Terry's code. This was written in VB. The heck? You write that all by hand and it has the same bugs? Amazing.

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