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Messages - Robson

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« on: May 05, 2010, 10:01:43 pm »
LOL, 16834 rooms? That's 40 times the size of Dimension VVVVVV!  :vitellary:
It can do 65535 rooms as well :viridian: It's taken me weeks to make just 16 rooms, so that would keep me busy for years!!

Haha!  That's a funny looking pause screen.
I would be so confused as to where I was with that many rooms too.  :P
I was thinking the only realistic way to have a campaign that big is to write some code to generate a maze, then make it generate all the rooms from that. A massive maze consisting of 16834 rooms!! It should also use room-wrapping, for ultimate confusion :viridian:

Ahh well...
I'm glad to know I can make a campaign with multiple people to save.
I could try to make some amazing storyline where you have to save one person or the other from imminent doom and you must choose.
Your wife... or a newborn baby girl.  Which will it be?
Only on Playstation. @_@
Haha! I'd buy that!

« on: May 04, 2010, 12:50:40 pm »
In theory there could be many ways to get to the end or even possibly multiple ends?
Multiple ending points are possible, yes! You would just put crewmates anywhere you want the player to be able to end the campaign.

Is it possible to make us have to save more than one person in a single campaign?
I don't have any plans to write that in, but I'd definitely consider it, if someone wanted to make a massive campaign with multiple people to rescue.

In theory, with the ability to save, one could make a very long campaign.
Yep, that would be possible! YYYYYY doesn't put any restrictions on the amount of levels, but I'm not sure how many you could have before running out of memory. I'll give that a try sometime and let you know...

Edit: Did some testing! Even with massive maps there's no noticeable slowdown whilst playing the game. All times are in seconds:

Rooms  Campaign loading  Drawing pause screen  Map exporting

(random trivia: the map for the 512 room campaign was 389mb!)

Map readability is somewhat compromised when there's 16384 rooms ::)

Edit2: I've reduced the map detail when there's over 64 rooms, which makes drawing the pause screen about four times faster. e.g. Drawing 128 rooms is about 0.21 seconds.

« on: May 02, 2010, 11:12:00 pm »
arcticwolf15: Perhaps have the original 'do the wave' on an alternative path, then put a souvenir as the reward. That would give people the option of challenging themselves and keep the main path clear of difficulty spikes.

I've added a little feature into YYYYYY, which allows you to set the ending message. So instead of "You have rescued name!" it could be "You have escaped!". This is the only thing I've changed in the game, so I'll wait until I make a few more additions before releasing a new version.

Shasharala: Thanks for your bug reports! I think I got them all fixed.

« on: May 02, 2010, 04:02:43 pm »
I finally had some free time, so I've spent a couple of hours improving stuff on the jailbreak campaign. Here's the new version (the extra "r" is just so it doesn't conflict with the original campaign)

To install, open the zip file and then drag the Jailbreakr folder to your campaigns folder. The campaign will then be available in the game menu.

I've also included a Grade Y video, which can be viewed by opening YYYYYY, selecting Jailbreakr, then Play Video, then select the video from May 2nd at 16:18.

Here's a map of the campaign before and after.

I hope you like the changes, but don't feel that you have to use them. Just consider them suggestions! Let me know if you'd like me to explain any of the changes.

« on: April 29, 2010, 12:15:46 pm »
Tried downloading, but it is an empty folder. :victoria:
I can't see any problems with it :victoria: Could you try it again? Perhaps the download got corrupted. If it doesn't work again, you could try downloading it from here: although it's the same file.

Have you seen my "Do the wave" yet?
Yep! Although I haven't had much time at home. Probably I'll get some free time on Saturday though.

« on: April 27, 2010, 09:02:59 pm »
Just a little update: 0.8.1

- Fixed crash when clicking outside the game area
- Changed warp layout/co-ordinates destinations to begin with 1, instead of 0
- Added a progress bar to the loading screen
- Unexplored areas are no longer displayed on exported campaign maps
  - (in debug mode you can press f3 to reveal all areas)

I've added a guide to warps at the end of the campaign writing guide.

« on: April 25, 2010, 11:18:32 pm »
arcticwolf15: Sure thing, I'll write a warp guide early next week.

Shasharala: Thanks for the bug report! I'll make sure that's sorted in the next version. I assume you are clicking outside of the game area? I've forgotten to write checks to make sure clicking is done within the game area, so the calculation to determine the new players position would be moving the player outside of the game area, resulting in that error.

« on: April 24, 2010, 10:27:21 pm »
Saving/loading is written in! :viridian: That's the last of the complicated features, so from now I'm going to be shifting my focus to the campaigns. With the engine, I'll just be fixing bugs and doing minor things.

New version is available in the first post, which contains:

- Is finally in!
- Loading restores your exact position and souvenirs, deaths, red spikes/words, turns, etc.
- Loading takes about 1 second per 3.5 minutes of playing.
- Optionally, you can see all your moves whilst loading.

- Moved campaigns to a folder called "campaigns"
- Pressing escape on the menu window returns you to the previous menu, instead of quitting the game. If you're on the first menu, the game will still quit as before

Fullscreen mode
- Message backgrounds no longer extend across the whole screen in fullscreen mode
- Campaigns can be automatically started in fullscreen mode (see settings.ini)
- Mouse cursor can be hidden in fullscreen mode (see settings.ini)

Stuff to help campaign makers
- Clicking to move the player now works in fullscreen mode
- Level editor now asks the room size when a level is opened for the first time
- When a room is loaded in the game:
   - The game shows an error message when a new room warp has no data
   - The game shows an error message if it encounters any invalid tiles
   - The game shows an error message when a green/blue/red warp has no matching warp
   - If a word enemy has no word set (or the word is shorter than the length), the missing letters will appears as X's
   - If a word/platform is only one tile, the game will display an error message.
- When a campaign is opened in the game:
   - If a room isn't square, the game will warn you if it finds a rotation tile
   - A warning message appears when a layout.txt file refers to a non-existant room file
   - A warning message appears if a room has a different size to other rooms
- Slower/faster game key is now T, instead of D, because it was conflicting with WASD movement

- Videos can be copied within the game, by pressing C when the video is selected in the menu
- Videos can be deleted within the game, by pressing delete when the video is selected in the menu

Quote from: arcticwolf15 on April 23, 2010, 02:52:07 AM
An updated version of jailbreak can be found here. You may use some of my levels Robson.  Just give me credit.

Would you be open to a few changes to the campaign, if I gave you a bit of advice? If so, I'd love to include the entire campaign with the official release of the game, with full credit to you.

Sure. Except that in "fork in the road," what you're standing on is actually supposed to be the floor, not the ceiling. Also, change "I just don't know" to something else. These are my terms. Contact me if you need any more levels. ;)
I'm happy with that! I'll get started on this next week.

« on: April 24, 2010, 02:14:34 pm »
Edit9: Robson, I have noticed in the latest build that orange things like rotations and reflectors are acting as a wall, and you must position yourself inside them with the mouse to use them. I would also like for anyone to find and fix all bugs in Jailbreak. This includes teleports, and possibly this glitch.
I uploaded a fixed version the other day, which moves the rotation tiles into the previous room and fixes the teleport, along with a few other fixes.

Rotation tiles only work if you fall into them, so they should be placed with empty tiles all around them, or in a way that only allows them to be accessed whilst flipping in the air. There's a few examples at one-minute in this video.

An updated version of jailbreak can be found here. You may use some of my levels Robson. ;) Just give me credit.
Would you be open to a few changes to the campaign, if I gave you a bit of advice? If so, I'd love to include the entire campaign with the official release of the game, with full credit to you.

By the way, the debugging ability to click where you want to be to get around obstacles doesn't work in fullscreen mode.
Aye, it was disabled in fullscreen mode, because it was just a really simple "divide coordinates by tile size" calculation before. Now it takes into account extra window space, so it works in fullscreen mode. Will be in for the next version, which will hopefully be later today.

So maybe the bug/glitch I mentioned above doesn't exist so much as the teleporter isn't simply working.
That's it - no co-ordinates have been set on the teleporter, so the game doesn't have anywhere to move the player to. I'll make a message appear when no co-ordinates have been set, so people can understand what's going on.

« on: April 22, 2010, 06:36:49 pm »
Thanks for your feedback guys!

By the way, I've been playing a bit and I've noticed a minor but annoying subtlety in the controls. I'm not sure why, but it seems like sometimes the buttons are slightly delayed or something. If you press the flip button quickly, it won't do anything, especially if you've just landed. It's especially noticible in sections that require quick movement and changes of direction, like in the Jailbreak campain. If you have to jump and immediately move sideways, you'll often move before the flip command seems to go through, or vice versa, and just fall off the edge. Or, (for example, in the page Quicksand in Jailbreak), I'll try to hold the arrow key and time the flips as I run accross the platforms, but the flip button often seems to be slow to respond, causing me to walk off the platform into the spikes even if I press the button early.

Movement and timings have been super-tricky to do, mostly due to this being real-time, grid-based and needing precision. It's hard (impossible?) to get it working perfectly :victoria:

Every 85 milliseconds the screen updates, which is about 11.7 times per second. At this point the game checks if you have tapped/held the left/right key at any time in the past 85 milliseconds. If yes, the game will move you left/right.

Previously this was 75 milliseconds, but tapping left/right often took slightly over 75 milliseconds, which would occassionally result in moving twice. I definitely didn't want that, so I slightly increased the time to fix that.

Flipping works in very much the same way, except you only flip once per press/hold of the button. This is intentional, to avoid flipping in a short tunnel, then immediately flipping back again, because you accidentally held the key for too long.

You can move vertically and horizontally in the same screen update, with vertical movement processed first.

I'm designing my campaign so flips are rarely needed close together, so I don't think this will be an issue. I must admit I'm not a fan of very difficult games (in no way is that a criticism of VVVVVV, it's just what I like). So my campaigns won't be at the same difficulty level as VVVVVV. The room in Jailbreak with the dissolving tiles is harder than any of my rooms. However, there are opportunities for difficulty. Mostly in optional routes for collecting souvenirs and permadeath mode. I'm hoping that other people will write campaigns, which will lead to a whole range of difficulties.

I think arcticwolf designed his campaign without being able to play the levels (due to my confusing case-sensitive room filenames, which is gone now), so understandably he wasn't able to determine how difficult each room was.

I'm wondering if the speed of the game is still be tested.  I remember there were controls to speed up movement and to slow it down but I forget.
Don't forget to pull out that code when it's done!  :D
Haha! All the debugging stuff can be turned off in the settings.ini file, so it's quick to enable/disable :viridian:

Currently the key to speed up/down is d and shift+d, although I realised yesterday that it conflicts with the WASD movement, so from the next update it'll be t and shift+t to change the speed.

I was thinking... is it possible to stick all the campaign folders in a folder named "Campaigns" or something?  I imagine as more campaigns start to be made it will start to get pretty cluttered with all the folders.
That's a good point. I think other indie games do the same (e.g. Knytt Stories). I've got loads of mini campaigns that I use for testing stuff, so my folder is getting cluttered up!

Hmm... a few things I'm noticing.  First is it possible to get the mouse pointer to go away in fullscreen?
Aye, that would be possible. If I can do it without dll calls I'll make it an option in the settings.ini file.

Second, in all campaigns I notice in fullscreen two things happen:
A. The background is gray now.  Is that on purpose?  It seemed to work just fine as black.
Yes, that's intentional! On levels with empty spaces on the sides, it was difficult to know where the room ended and the window began, because they were both black. So I made the window dark grey instead. That way you can instantly tell the difference.

B. When walking near a... console?  What do you call those computer things... they're big T's... the console screen/words appear stretched across the lower portion of the screen.

See this picture here it has both issues in it:
Terminals ;) But whooops, the blackness should only go on the terminal message part. I'll get that fixed. I very rarely test the game in fullscreen mode, but "test fullscreen mode" is on my todo list :viridian:

Third, when did the avatar for Mr. Y become a P?  Is it always going to be that way?  Does it have anything to do with that PQDB?
Yes it does! I think I mentioned this in the version details....

Fourth, is it possible to get the campaigns or start screen to start in fullscreen every time if the game was put into fullscreen in the past?
That would be good as well - I'll add it to the settings.ini file.

« on: April 21, 2010, 10:42:18 pm »
New development version released!

Map exporting
- Can now export maps of the campaign, from the campaign completion screen (they're bitmaps, so are ridiculously massive. saving them as png files will make them significantly smaller)

Super Cellulatron
- Added restart option
- Removed gold
- Changed the layout generator so the sides are no longer empty
- Tunnels can wrap around the room
- Each time you enter the blank lines, you get one point and the game speed increases slightly

Bugs fixed
- Fixed a bug with spike collision wrapping unintentionally
- Game menu used to show all folders in the game folder. Now it only shows folders that contain a layout.txt file

Stuff to help campaign makers
- Updated the campaign creation guide
- Press f5 to jump directly to a room
- Missing map files are displayed when a campaign is started
- Map files are no longer case sensitive, which should avoid confusion
- Added a toolbar to the level editor, so you can visually select different tools and see what tile is being drawn
- Added warps to the tiles of the level editor
- Added warps to the settings window of the level editor

Added stuff (these are very untested, so could be buggy)
- The player character can now appear as pqdb, which is based on the direction they are facing. It's enabled in this version, but will probably be disabled in the real versions. It can be enabled/disabled in the settings.ini file
- Direction tiles are now usable when rotated to 90 and 270 degrees
- Xbox 360 controller can now enable/disable fullscreen mode
- Added a 'how to' guide for the videos, which is in videos.txt

I just finished a campaign
I fixed the bugs and uploaded a new version of the jailbreak campaign. I like it a lot :viridian:

Those are the best ones I could think of.
Interesting! Thanks for the ideas. I didn't know there was a green yvette colour as well. I only knew about the violet shades. I'm not sure what to call my rescue-es now... decisions, decisions!

VVVVVV / Re: Petition (joke)
« on: April 21, 2010, 06:31:28 pm »
Sign here if you want Terry to change the spelling of his last name to "CavanAAAAAAGGGGGGGGGHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!"



But only if he changes it to Terry CaVVVVVVanAAAAAAGGGGGGGGGHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!

« on: April 21, 2010, 12:02:40 pm »
At the moment, I'm still drawing up the maps on my whiteboard, and I'm about to create them in Radiant

We should design a little campaign together, than create it in both this and YYYYYY :viridian:

« on: April 20, 2010, 10:06:25 pm »
My current plan is to finish the engine for YYYYYY by the end of this week, so I can concentrate on the campaigns. I have two big things to do (saving/loading and exporting maps when a campaign is finished), along with a lot of small things. So hopefully that will be possible.

I've done lots of small things today and will release a new version tomorrow. It'll have all this and anything else I write in:

Super Cellulatron
- Can now be easily restarted
- Removed gold
- Changed the layout generator so that the sides are no longer empty
- Tunnels can wrap around the room
- Every ~100 rows you get one point and the game speed increases slightly (you can easily tell when this occurs, because there will be three blank lines in the layout)

Stuff to help campaign makers
- Uploaded my room design guidelines. The list changes a lot
- Press f5 to jump directly to a room
- Missing map files are displayed when a campaign is started
- Added a toolbar to the level editor, so you can select different tools and see what tile is being drawn
- Added warps to the tiles of the level editor
- Added warps to the settings window of the level editor

Bugs fixed
- Fixed a bug with spike collision wrapping unintentionally

Added stuff
- Added a 'how to' guide for the videos, which is in videos.txt
- The player character can now appear as pqdb, which is based on the direction they are facing. To enable this, change the symbols>player_pqdb setting to true in the settings.ini file
- Direction tiles are now usable when the room is rotated to 90 and 270 degrees

Hey, this game is pretty cool. Eventually I'll have to add a demakes/tributes page to the VVVVVV Wiki at if nobody else does first.
Thanks James! I'm very impressed with the wiki. Great to read and useful for reference :viridian:

I have a few questions and comments. First, the cellulatron is pretty fun, but I find that if you stay along the edges it's pretty easy. Since there are never any blocks there you just ride to the top on the adjacent column and then fall to near the bottom, then get back on an adjacent block and ride back to the top. Ideally, I think the scrolling blocks should fill the whold width of the screen.
I've removed the gold and made the blocks go all the way to the edge, so I'd be interested to know your thoughts on the new version (will be released Wednesday night).

Second, do you have any plans to name the chracters after their colours like in VVVVVV? If so, you should start asking for suggestions on this forum, and choose the best ones. I've certainly got a few suggestions for colour-related character names.
Yes! For my campaigns at least. Other people are welcome to do anything they want. I'm not sticking strictly to the shades of the colours, but they are similarish. For example, the main character is called Yvette, but I've used pink instead of violet.

Terry made a few suggestions and more are always appreciated.

« on: April 19, 2010, 10:00:42 pm »

I finally got home from work! I'm liking the jailbreak campaign a whole lot :viridian: Especially the way you integrated the story with the game objects. I've been fixing a few things in YYYYYY and improving the level editor, so I'll get those things finished soon (most likely tuesday/wednesday night), then I'll release a new version which is fully compatible with your campaign.

The Brass

Removing the gold and doing it by turns is definitely possible. I'd be happy to do that, so I'll get it sorted for the next version.

A level editor for the cellulatron could be rather tricky. However, I could make the cellulatron load a layout from a file, rather than generating it randomly. That way you can edit the layout in a text editor. What did you have in mind?

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