Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Applekid

Pages: [1] 2 3
1
VVVVVV / Re: Full world maps
« on: January 25, 2010, 01:30:31 am »
Yeah, it would loop around perfectly. I hadn't considered using an animated gif at all... quite tempting. Although now that I finished the map (except for Tower) I'm finding that it's already at 303 distinct colors. I find this surprising, but, just looking at it you can see a distinctive kind of primary coloring on the left of the tower and a pastel coloring on the right.



Just to keep it all together, maybe just a [sinful] change and double the tower width. Already, some of the levels are pretty much impossible to literally follow via map alone (like Warp Zone) the without knowing the flow anyway since each room appears to have multiple exits, plus the teleporting around, so, maybe it wouldn't be such a terrible loss. However, this does bring with it a problem since I shaved pixels off each screen (as mentioned before) so that 26 screen high tower MIGHT wind up taller than 26 trimmed screens. Since, so far, though, the shaved pixels don't have hidden geometry I'm tempted to just put the gaps back in and fill them in. Still don't want the room names, though, since it breaks up the vertical flow a lot, I find, from the full beta maps. I'd definitely give the full file so Terry could consider setting up a Zazzle account so huge posters can be bought. Mwa ha ha.

I already sliced together The Tower though. Normally I 'shop Viridian out so you can appreciate the level itself, but it's SO cute seeing so many of them crawling all around The Tower all at once.  ;D

2
VVVVVV / Re: Full world maps
« on: January 24, 2010, 02:36:48 am »
Non beta single eye-and-computer-killing picture coming nicely, Space Station 1 + 2, Home Ship, Dimension V. Tower might wind up being a problem, though, might have to get split off of it's taller than the world map. :victoria: But I REALLY want a single image. (That fellow at Radio Shack said I was mad, but who's mad now?!)

VVVVVV map.png

3
VVVVVV / Re: Doing Things the Hard Way - full map
« on: January 22, 2010, 07:44:38 pm »
I can see where you might have some trouble in the fact that the overworld screens are one V taller than the level screens...

I thought so too, but, not really! I suspected that the line of map blocked by the room name is inconsequential to remove, joining the two screens and so far so good. There is some tearing between rooms (like all those around Doing Things the Hard Way) but since you can't hide the room names anyway you can't see what was there anyway.
 
So the snags from Dimension V use the same crop as level rooms. The Elephant, however, was pretty tricky, since even with lining it up with no gaps it had some gnarly tears. Nothing a little pixel planting can't fix.
 
Can't attach anymore since it's too big, so....
 
Moved Here since now we're really talking full-map
 
Didn't link since I think I'm having an issue with my .htaccess file... So, just copy/paste.

4
VVVVVV Tech Support / Re: Bug Reports Go Here
« on: January 22, 2010, 01:40:49 am »
Found one: Starting a new game in invincibility mode works, but, after saving and coming back, it forgets that you were invincible for that play-though.

5
VVVVVV / Re: Doing Things the Hard Way - full map
« on: January 22, 2010, 01:02:21 am »
Doing a map on the entire game? That is simply not possible, at least in full size. You could try to shrink the maps, as much as you can, before they get hard to see. But still, that will be insanely time-consuming and not worth the effort. I just did a map on Doing Things the Hard Way because I was bored.

To tell the truth, I have yet to attempt this challenge.

Of course it's possible. :)

Maybe a full map isn't really worth the effort for gameplay purposes, but I sure could use a new poster on my wall. :D

So far I've got the "full" space station, if you ignore the unlabelled rooms around it. This WIP also has a "room name" layer turned off, it's just a placeholder for now. I haven't done a web project in a long while so maybe it'd be a good little interactive map with name lookup? Dunno.

[attachment deleted by admin]

6
VVVVVV / Re: The first VVVVVV prototype
« on: January 21, 2010, 04:20:49 pm »
I found the non-carrying platforms pretty interesting. It would never have worked for this game but I can see it being a unique dynamic.
 
It's basically a regular walking surface where the player has to move and maintain position on it despite a moving target on the surface. Could be instanced by "walk forward but stay in the spotlight while you're on this platform." The twist is that the punishment is falling instead of something different from the core platforming mechanic, and, you can avoid hitting your head jumping though the inactive spots.
 
I'm imagining a moving platform with those free-rolling cylinders on them, like at the base of a conveyor belt.

7
VVVVVV / Re: (Spoilers) Easter eggs, hidden references, in-game jokes
« on: January 21, 2010, 12:14:11 am »
Hey,

Our character becomes immediately sad when jumping on that marked area.  :'(


Well, yeah. If you use the Super Gravitron for Educational Purposes you have to stand in the Naughty Corner.  :vitellary:

8
VVVVVV / Re: Doing Things the Hard Way - full map
« on: January 20, 2010, 05:07:36 pm »
I attempted that too. Removing Viridiand with mspaint is easy even with the backgrounds on. However, I quickly ran out of processing power. The map will certainly hit 100 million pixels, which means four gigabytes of data at rgb256. That's scary.

I was thinking more about The Laboratory where all those flying rectangles in the background would look odd on the borders of maps when splicing together. I don't think the exact color Viridian is ever used on any map so it can just get replaced to black, but, I was planning to tackle The Tower first.

I had an old Pascal program from The Bad Old Days where I attempted a graphics editor that was optimized for large graphics (large for the day being over 960 pixels tall & wide (320x320 times 9 (scroll buffer) in 8-bit RGB), where, outside the buffer, the swapped out stuff was paged out in small, compartmentalized RLE encoded temp files. If I run into problems, I might just dust off that source and try it again. (Mwa ha ha)

9
VVVVVV / Re: Doing Things the Hard Way - full map
« on: January 20, 2010, 04:04:42 pm »
Ha ha, I was working on putting together a full map of the whole game. I turned off backgrounds so I can photoshop Cap'n Viridian out. Haven't gotten to those rooms yet.

(That disappearing platform should have been planted deeper so you have to avoid those four 2nd-level spikes.  :vermillion:)

10
VVVVVV / Re: Super Gravitron Records
« on: January 18, 2010, 04:08:21 am »
For some reason, I'm better at Super Gravitron when I'm drunk. Otherwise I play far too twitchily (THIS WAY THIS WAY THIS WAY NO WAIT STOP *ARG*) and I always wind up screwing myself.

11
VVVVVV / Re: License?
« on: January 18, 2010, 04:05:34 am »
Yeah, I thought it'd be ok but I wanted to check first. Terry doesn't strike me as the kind of guy who'd split hairs on that sort of thing, but, I'm probably just still feelinging guilty from the leaked beta.

So far the machine is "under construction" but I made the mistake of hooking up the control panel to a computer so now it's technically playable which means it'll probably be quite a while. I'm concerned the 8-way joysticks would be too loose since a slight twitch on the vertical will make a flip, I think I can figure out a way to constrain it to the left/right which works out because I learned to play using the toggle anyway.  :viridian:

12
VVVVVV / Re: No Death Mode
« on: January 18, 2010, 04:05:26 am »
I unlocked No Death mode a few nights ago but I only played it twice, once I exited right away (to find my regular save deleted. :'(), second time I slipped on a banana peel ran off a walkway ledge into some spikes trying to get Space Station 2 out of the way first. I felt completely disheartened.

It said "Nice One". Ha ha, because I only rescued one. Ha ha ha.. ha...   :-X

I'll try it again when I'm feeling masochistic.

13
VVVVVV / Re: [Feature Ideas] New Trophies and Achievements
« on: January 17, 2010, 07:54:51 pm »
Emotion based:
* QQ: Feel empathy with a pachyderm (become sad watching the elephant)
* Dunce: Be ashamed of yourself (stand in the "Naughty Corner" in the Secret Lab.)

Gameplay based:
* Second verse, same as the first: Die twice in a row doing the same thing (that is, you walk right through a checkpoint into a spike doing nothing else than holding right, then you respawn and keep holding right and do the same damn thing (happens to me sometimes, brain fart))
* Don't learn much, do ya boy?: Die on the same spike 5 times in a row
* Freefallin': Flip downwards across more than N screens without touching left or right (I don't know what's the absolute longest fall)
* 'nillafeerF: Flip upwards in the same way
* You're so vain: Visit the trophy room more than 30 times.
* Meanie: Finish Intermission 1 with your escort dying more times than you did
* Quick draw: Flip within 0.10 of a second of entering a new room
* False draw: Die within 0.10 of a second of entering a new room

14
VVVVVV / License?
« on: January 17, 2010, 07:46:42 pm »
Just wondering, I don't recall seeing any license in the installer. What sort of license is governing VVVVVV?

I install and play on my main computer with the keyboard, but I'm also building a dedicated computer-based game cabinet and I would love to put it in there. Would I be allowed to install it on both machines? If yes, then what's the limit? I'll probably keep it on my main computer since that's where I've got all the unlocked stuff and my records, and the game cabinet one would be more for guests to play around with it. It makes sense not to pass it around to all my friends but if there was less ambiguity to how I'm allowed to use it in my household...

15
VVVVVV Tech Support / Re: Bug Reports Go Here
« on: January 17, 2010, 04:28:47 pm »
One additional minor bug:

There's a name conflict between normal play and Time Trials in "Prize for the Reckless". In the latter case, the name appears as, "Imagine Spikes There, If you Like it". Not game-breaking, but noticeable. :)

For some strange reason, I didn't even notice. Doing the time trial I just blazed through that room expecting not being able to get it. LOL
Perhaps I really did imagine spikes there?

Pages: [1] 2 3