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Topics - FIQ

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VVVVVV Levels / Dimension VVVVVV, replicated (unfinished)
« on: April 15, 2016, 03:22:26 am »
Someone was asking for this in a thread and the thread where I uploaded it seems to have disappeared.

So here it is, again.

VVVVVV Levels / Tower of Lirpa (V1.0)
« on: April 01, 2014, 08:52:41 am »
EDIT: Happy April Fools everyone!

Original post
Vermilion has gone missing, again!
Viridian has to venture into an unknown place where Vermilion said he was going, and find him. On the way, he stumbles upon a mysterious, long, tower, not unlike The Tower back in VVVVVV. Can you save Vermilion in the end? Play the level to find out!

This is a level that I've worked on in secret for a while. After looking through VVVVVV internals with a memory checker (if you don't know what this is - think gameshark or cheat engine). I discovered that a particular bit enables a scrolling level (The Tower, etc). I also noticed that this bit was very close to the flag range. As earlier found, you could set "flags" beyond the 0-99 range by flag(x,on) and thus modify other stuff in RAM. By doing some calculations, I attempted to set a towermode flag by this, and to my surprise, it worked!

Whoa, I had no idea this was even possible! --Terry

O_O --simonroth

what's so special about this? --Notch

Because The Tower uses a 3rd tileset with a very different tile structure, and the rooms in question can't have tileset 3 by default, I had to work with tileset 1 but use tileset 3 numbers. This makes the level look really weird for a split second in the tower, but it fixes itself very quickly. This way, I could create a tower level, and funnily enough, without a single line of internal scripting!


Super Hexagon / regarding super hexagon flash version
« on: March 25, 2013, 02:11:41 pm »
Hi. I've bought this game twice -- one time on Steam, one time as part of HIB android 5.

I wonder, would it be legal to get on hold of the old flash version from iPhone, extract the swf from it to get it to run on my N900? Because I have a feeling it wont be released to it officially...

Super Hexagon / Nexus 7
« on: March 05, 2013, 08:27:16 pm »
I'm aware that Super Hexagon is unavailable for Nexus 7 due to "input lag". However, an earlier blog post (this one: ), Super Hexagon runs really well on Nexus 7. This is the flash version of it, though.

I'm confused now, how well does Super Hexagon really run on Nexus 7?

Super Hexagon / Super Hexagon is now on Humble Indie Bundle
« on: March 05, 2013, 08:19:17 pm »

VVVVVV Tech Support / Flip mode bug
« on: February 24, 2013, 06:31:53 pm »
In case 2.1 will be continued on at one point of time, I just want to point out this.

Apparently, text headers (      -= HEADER =-       ) text boxes are corrected to be above the text boxes even in flip mode. However, it doesn't appear correctly -- the header is shown way above the text box instead of how it's supposed to be. Take for example the terminal describing the tower, which appears in the room at top left of the map. In flip mode, the "Research Notes" header appears way too high in flip mode compared to how it is outside of this mode.

Super Hexagon / Steam for Linux is now released
« on: February 15, 2013, 04:25:47 pm »
Now that Steam for Linux is officially in a stable release, how about releasing Super Hexagon for it? :)
And having a working (steam version of) VVVVVV too would be neat!

VVVVVV Tech Support / The anti-epilepsy setting...
« on: February 14, 2013, 08:54:45 am »
While this is a good idea, it does give a false sense of security for people with issues, as the elephant or the no death throphy isn't altered correctly. If a stable 2.1 is released, consider fixing this (make it just plain white or something).

VVVVVV Tech Support / Disable automatic pausing
« on: February 04, 2013, 02:16:01 pm »
Is there a way to retain 2.0 pause behaviour? There are some (few but still) uses for it. Is there a way to retain it at all without starting up the 2.0 version?

Super Hexagon / Arcade mode bugs
« on: February 01, 2013, 09:43:29 pm »
Just pointing out, arcade mode highscore entering is quite buggy.
First, under Wine the letters get stuck all the time, however this seems to be Wine exclusive (it didn't do that under Windows), so that doesn't really count. However if you find a way to solve it, it would be cool (allthough Super Hexagon will probably be out for Linux once steam gets out of beta).

Now to the stuff which happened on Windows too..

* Pressing W let's you "escape" from the entering of name and back to the game. The next time you lose, you'll once again be prompted to enter highscore. If you manage to get a new score in the new run, the old score will be there under the name you left it.
* If you press escape during highscore entering and enter a new level, you'll still be in the "enter highscore" prompt. If you enter the score, it will be saved to the old level as expected (but it shouldn't allow you to leave this name entering really). However, if you under this case press W to "escape" from the name entering to this NEW level, once you lose you'll edit THIS level's Nth place's name (where N = where you placed on the OLD one). This allows you to do funny stuff like replacing the name Hexagon in Hyper Hexagonest by your own name (while keeping the 60s that it had) without really beating it. :P

I just opened my own level and found these, and god what a mess. Basically pretty much all of my entities looked like this:

            <edentity x="680" y="231" t="2" p1="8" p2="0" p3="0" p4="0" p5="320" p6="240">Try to walk left or right
            <edentity x="686" y="231" t="2" p1="6" p2="0" p3="0" p4="0" p5="320" p6="240">when at the corners!
            <edentity x="728" y="231" t="2" p1="6" p2="0" p3="0" p4="0" p5="320" p6="240">Try to walk left or right
            <edentity x="648" y="231" t="2" p1="8" p2="0" p3="0" p4="0" p5="320" p6="240">when at the corners!
            <edentity x="656" y="231" t="2" p1="8" p2="0" p3="0" p4="0" p5="320" p6="240">Try to walk left or right
            <edentity x="664" y="231" t="2" p1="8" p2="0" p3="0" p4="0" p5="320" p6="240">when at the corners!

Etc, etc, and other random text from stuff I didn't create (I found references to A New Dimension, Reactor Disaster, 333333 and more). I just want point out that whatever you do, DON'T DELETE THEM. VVVVVV basically seems to register text in whatever sense it feels like, and has a tendency to write text to entities which doesn't even have text normally, which gives the above effect. These are real entities which simply have text it shouldn't have. Don't remove them if you find it in the level as you remove your OWN entities if you do.

Just saying.

VVVVVV / The 1.2 version on kongregate
« on: December 11, 2012, 12:58:17 am »
I noticed that you edited the Hexagon game on kongregate to link to the sequel, Super Hexagon.

Have you thought of doing something similar with the VVVVVV on kongregate - tell shortly that the 2.0 is also available and feature player levels and a level editor? I bought the kong version as support (2.0 was gifted to me) and to be able to play it w/o downloading anything, and I figure some people might be completely unaware of 2.x if they've only seen the 1.2 version on kongregate.

VVVVVV Tech Support / Build level list when VVVVVV starts?
« on: November 18, 2012, 05:21:45 pm »
How about, for a final version 2.1 if it is released, build the custom level list when VVVVVV start up and then cache it? Currently it's created each time you press "play level" (or whatever the menu text is) and lags much if you have very many levels. Additionally it doesn't seem as it's cached, as it's always that slow.

I suggest building and storing the level list with name, if level has a save, and the file name in RAM on start-up, and then edit it each time you save a custom level (not rebuild it completely). I don't know how this is done currently, or how the VVVVVV code looks like but I think this would be a pretty simple task for much gain (way more smooth custom level menu).

Super Hexagon / Demo version
« on: November 12, 2012, 11:17:27 pm »
When you release Super Hexagon, please make a demo version (Include Hexagon or something). While this might not make any sense in your eyes, it's not because of the gameplay that I want such, but for checking if the application works properly, as Super Hexagon will be in C++ and the original in flash.

The same should really have been done to VVVVVV imo.

VVVVVV / The Linux version of VVVVVV
« on: November 09, 2012, 10:11:57 pm »
Is it up on Steam for Linux yet?

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