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Messages - Robson

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« on: December 09, 2010, 12:50:27 pm »
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...

Thanks Rox! Any crewmate names/colours are okay.

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.

« on: December 06, 2010, 09:15:42 pm »

Sorry I've been gone for so long. I kinda overloaded on programming and had to distance myself from it.

It's great to see people are still enjoying the game. Welcome to the thread Rox :)

I've been playing through all the campaigns and they are fantastic! I am very impressed. Seeing people create campaigns makes me really happy.

With your approval I would love to include these campaigns directly within YYYYYY, so people get them automatically when they download the game. Would you guys like that?

If anyone has suggestions for the game or editor, please do let me know. I can't promise anything big, because I haven't looked at the code for a long time. It can be confusing to return to it, especially with a project this big. Any small changes might be okay though.


VVVVVV / Re: Music similarities and possible inspiration ... hmm ...
« on: November 17, 2010, 06:57:00 pm »
EDIT: Aww, I pushed YYYYYY down to the second page. Sorry Robson. Hey, maybe with the extra custom level functionality I'm adding to CCCCCCCCCC, this means we can compete with each other!  :vermillion: On second thought, maybe not. Hmm.
FFFFFForgiven :viridian:

To be honest I've kinda burnt out on making games. Whilst I do enjoy making games, I think I spent a bit too much time doing that during the making of YYYYYY. Nowadays my job involves programming all day, so going home and doing even more programming has lost it's appeal.

Luckily this doesn't hurt my interest in playing games, so I'd love to see updates to CCCCCCCCCC. I need something to tear me away from Minecraft!

VVVVVV / Re: VVVVVV Nintendo DS version/remake/tribute
« on: August 13, 2010, 07:55:45 pm »
That is awesome! Will it be available for Windows as well?

The protagonist looks like a thin yellow star
I call him corncob :viridian:

« on: July 23, 2010, 11:59:13 am »
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. KTHXBAK2WORKBAI

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 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.
Woohoo! 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:

Not quite sure I understand the conveyer belt glitch - could you send me a screenshot or an example buggy room? That would help me a lot. Thanks!

« on: July 22, 2010, 09:23:20 pm »
Very cool :viridian: Looking forward to this.

Also glad to see the level editor is working. If it happens again you're welcome to send me the room files that are causing it, so I can figure out what's going on.

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.

The cutscene code is directly ripped out of my game Dysaster, so you could check that out to see what the cutscenes are capable of.

Let me know if you'd like to make some cutscenes and I'll ramble on about how to make them.

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.

« on: July 19, 2010, 11:45:55 am »
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.

I had a general mess around trying to break the editor, but couldn't find a way :victoria: Would you mind sending me your level files, so I can test it with those?

« on: July 03, 2010, 03:20:19 pm »
Version 1.0 is released!! :viridian:

It includes two campaigns (Fading Away by me, Jailbreak by arcticwolf15), the Super Cellulatron, and the campaign editor. It also includes the full code for the game and editor.

Unfortunately, the editor keeps crashing
What happens right before it crashes? Does it do it on a certain room? Let me know the details and I'll fix the bug.

« on: June 29, 2010, 12:09:23 pm »
I just thought it would be nice to include The Gauntlet with the first version. But you're right though, I should really release it. I'll add campaigns to the official versions as they get released.

I'm out Wednesday, Thursday, and Friday night, so I'll package it all up on the weekend and release it :viridian:

« on: June 28, 2010, 11:52:09 am »
I just finished school!
Now your education can begin!

I'll release the first official version when The Gauntlet is complete :viridian:

VVVVVV / Re: VVVVVV Livestream! June 10, 2010, 8:00 PM CST
« on: June 18, 2010, 06:53:41 pm »
Excellent :viridian:

VVVVVV / Re: VVVVVV Livestream! June 10, 2010, 8:00 PM CST
« on: June 18, 2010, 11:29:21 am »
Anyhow, let me know what you guys think.  I prefer my American evening time, but if I gotta do it around noon to square it with everyone I'm totally willing.
Is it possible to do it on a weekend? That would make it easier to attend, because less people are at work/school and it's not as important to go to sleep at a reasonable hour.

If anyone can't make it, will the video be available afterwards? Although I'd really like to attend live!

VVVVVV / Re: VVVVVV Livestream! June 10, 2010, 8:00 PM CST
« on: June 10, 2010, 11:03:25 pm »
Any takers?
Yep! I'd love to watch that. I'm usually GMT, but because it's "summer" we're all moved to GMT+1.

Maybe the weekend is the best time to do it, because it's easier for people to be available.

« on: June 08, 2010, 09:13:55 pm »
Looking forward to that :viridian:

I've posted a new version in the first post, which mostly has suggestions submitted by you guys:

- Updated the Jailbreak campaign to 1.7.
- Rooms can have alternative names, which are quickly shown at regular intervals. These are set using the ALTNAME setting in the level editor.
- The room colour scheme will no longer be the same colour as any teleporters in that room.
- The player is now affected by bounce wires if they wrap to the top/bottom of the room.
- In debug mode you can press F6 to show the number of spikes and checkpoints in the current campaign.
- Exported maps display the amount of deaths in each room.

I completely forgot to tell you guys about my Dungeons & Dragons roleplaying session - it was great! Would definitely recommend it to anyone. Most of the time was creating my character, but from the next session (Thursday night) I'll be able to play properly :viridian: Our group is fairly small: Dave is the Dungeon Master, Claire is a pirate princess, Katie is a pirate thief, and I'm playing a pirate Indiana Jones. Although I accidentally gambled away all my gold pieces, so now I'm more of a beggar!

« on: June 07, 2010, 12:46:00 pm »
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.

However, that helping feature is also applied to room wrapping, where it doesn't make as much sense. I'm thinking this might be really complicated to change, but I'll have a look when I get home.

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