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Messages - Robson

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« on: March 05, 2010, 01:22:26 pm »
Do you need music for this? :)
Your music? That would be perfect! Wow, I'm honoured that you'd consider this :viridian:

« on: February 26, 2010, 11:54:04 pm »
The engine is complete!

Moving platforms are now finished:

(It's hard to tell they're moving on a screenshot!)

Campaigns can now be set as OneSwitch, which disables left and right movement. I'm imagining that the direction tiles will be very useful for these campaigns. I'm tempted to write in a bit of code that would make individual levels OneSwitch as well, to allow me to make some new types of rooms within a regular campaign. Currently the menu isn't navigatable using oneswitch, but when I make a suitable campaign I'll get that sorted.

Cutscenes are linked to areas of tiles within a level, so when the player moves into that area, the cutscene plays. The timer is paused while the cutscene plays.

Finally, it's possible to take "screenshots":

# # # # # # # # # # # # # # # # # # # # # # #
#       Y Y Y         |         Y Y Y       #
#                     |                     #
          #           #           #           
          |                       |           
#         |                       |         #
#         |         A A A         |         #
#   # # # # # # # # # # # # # # # # # # #   #
#   | Y Y | Y Y | Y Y | Y Y | Y Y | Y Y |   #
#   |     |     |     |     |     |     |   #
#   |     |     |     |     |     |     |   #
#   |     |     |     |     |     |     |   #
#   |     |     |     |     |     |     |   #
#   |     |     |     |     |     |     |   #
#   |     |     |     |     |     |     |   #
#   |     |     |     |     | @   |     |   #
#   |     |     |     |     |     |     |   #
#   |     |     |     |     |     |     |   #
#   |     |     |     |     |     |     |   #
#   |     |     |     |     |     |     |   #
# A A A A A A A A A A A A A A A A A A A A A #
# # # # # # # # # # # # # # # # # # # # # # #
Flip Check 2
d:0/3 s:2/6 t:167/30

If anyone knows how I can create a black background using the forum bbc codes, I'd be very grateful. That would allow me to use the colours from the game, so these screenshots would look exactly like the game.

I'm now onto Step 2, which is testing the engine and removing bugs. This doesn't really give me much opportunity to post screenshots, so I'll make up for that by posting a new video next week.

Waiting patiently for Y, now... Looking forward to it.  :viridian:
It's one step closer now :viridian:

« on: February 24, 2010, 12:55:46 am »
Robson, if you're looking for testers, or decide to later on in development, I'd love to be a part of it. Looks like a great ASCII twist on the game, and I'm really looking forward to playing and making my own levels in Y.
Thanks Requiem! I'd love to include levels that are written by people other than me. I haven't put any thought into releasing test versions of the game, but I could give you a copy after I finish steps 2, 3 and 4.

Is your name any relation to Requiem for a Dream? That's my favourite film.

On topic, Adding a bullet time would definitely be interesting. Could possibly make for some extremely hard, extremely awesome DTTHW puzzles that are designed with that in mind. I say it is a pretty cool idea.
I like the sound of that! Perhaps I should include a tile which automatically fills up your bullet-time meter. This tile could be chained together inside a room (or across multiple rooms), so you alternate between fast and slow areas.

« on: February 22, 2010, 01:36:13 pm »
I finished my mini ludum dare game! It's called What the Duck?! and it has nothing to do with VVVVVV, so I'll shut up about it now!

I've been thinking about adding a bullet-time/slow-motion feature to YYYYYY. The bullet-time meter would increase with every death. Players who are "stuck" on a room would build up there bullet-time and could then activate it to slow down time and make the room easier. This is a relatively easy feature to write and I think the benefit would be worth it. Using bullet-time would be completely optional and I'd allow campaign authors to disable it for their campaign. What do you guys think?

I'm getting reasonably close to finishing the first step of the game, so I thought I'd list out the stages:

Step 1 - Write the engine
Step 2 - Test the engine and remove any bugs
Step 3 - Optimise the engine and cleanup the code
Step 4 - Make the first campaign
Step 5 - Release the game
Step 6 - Maintenance and additions

Step 6 is responding to feedback, removing bugs, adding more campaigns (by me and hopefully other people) and adding more features.

« on: February 19, 2010, 10:21:26 pm »
Had a rather crazy week at work, so unfortunately haven't had a chance to add much to YYYYYY. I'll probably be taking part in mini ludum dare this weekend, so no updates until next week! Oh well, here's what I've done:

Moving platforms are in and almost finished. I just need to add the code to make them move the player, when the player is on them.

I've got the final task done on the word enemies - letters display in red if they are responsible for a player death:

Grades are displayed on the final screen and the menu screen:

For the code, well, thanks for explanation. :D One more silly question: Did you have to program a code that turns playfield at its current state into a picture that is then rotated, or is that PlgBlt function capable of immediate transformation of program's display? :o Anyway sorry for offtopic here.
I have an invisible picture box on the window, which stores an image of the game at the moment the player hits the rotation wire. I then send that through the PlgBlt function and it draws the rotated version onto the main window. There's probably lots of example code on Google and I'll be releasing the code of YYYYYY, so you could grab the code from either of those places.

And the Conway's Game of Life idea is superb! Actually, I've been thinking about a simple shoot-em-up game with enemies at least partially generated by Conway's rules (or some other rules), but, to my big dissapointment (but also delight) I found out that someone has already done it!  But still this topic is extremely innovative and hot, it's procedural generation and replayability at their best.

Or maybe not so innovative, as when trying to find the game I've mentioned I just found a bunch of other games using Conway's Game of Life. :| Well, definitely still hot.
I've suddenly got interested in the rules, so I'll definitely have a look round the internets to find these games. I hope you decide to make a game as well. You could always think up something new or take an existing idea in a new direction. Or just blatantly copy someone else's great idea, like me!!

The 2010 seven-day-roguelike challenge starts on March 6th. The rules feel like they would work perfectly with a roguelike, so I'm determined to figure out a way to combine the two ideas!

"They're waiting for you Gordon... in the TEST CHAMBER."  :victoria:
Best line ever!

I am so excited to play.  :o
Perfection :viridian:

« on: February 14, 2010, 09:59:45 pm »
"Sub Conway()"? :D What purpose will that serve? :D Can't wait to see!

Great job, really!

I only have one question: how did you do screen rotation in VB6? :o I mean, there are probably bazillion ways to do it, but I cannot think of any fast one.
Thank you!

The conway function is used to generate the menu background, although I'm half tempted to use it to generate level backgrounds as well. I also had a wild idea about making a gravitron-style mini-game using the rules from the game of life to generate obstacles, but I'm forgetting about that until the main game is finished :viridian:

The screen rotating is done with PlgBlt. At 0.1 second intervals the game generates an image that's 10 degrees left or right, until it hits 0, 90, 180 or 270. Here's the the rotation code, which takes about 0.02 seconds. Rotating the area affects almost everything else in the game, so it's definitely the most complicated feature I've written in. I'm really happy with it though, because it'll allow me to make up new puzzles and do nifty stuff like turning bounce wires into gravity reverse wires :viridian:

« on: February 14, 2010, 06:38:23 pm »
I like them as well! It feels like the colours suit the emotions. Written some more things in today:

First we have terminals:

Tiles which move you left or right:

Crew members, which end the campaign and display your statistics:

A menu, which displays a list of the campaigns and your best stats:

(I need to add grades, so there's a reason to get all the souvenirs, no deaths and below par time in the same session)

Here's a bonus screenshot of the level editor and my desktop.

The remaining tasks for step 1 are in the first post.

« on: February 12, 2010, 11:11:38 pm »
Thanks guys! Glad you all like it :viridian: I've added some more stuff:

A map:

Wires that reverse gravity:

Moving word enemies:

(these are 'in progress' because I want to start the letters as white, then colour them red if they are responsible for a player death. like spikes)

Xbox 360 controller support:

(I'm very bad with controllers)

« on: February 09, 2010, 09:46:33 pm »
I've been a bit ill over the last couple of days, so haven't had a chance to write more stuff in :victoria:

However, as promised, I've made a video of the current version :viridian: The main purpose of the video is to show the engine. The levels were very quickly written in to demonstrate the features and will most likely not be in the final version.

« on: February 07, 2010, 12:14:46 am »
So I assume the exclamation points are quicksaves.
I also assume the - indicates a bounce wire.
But... what is the funny pink y looking symbol and what do the % signs indicate?
That's exactly right :viridian: Hyphens are bounce wires. Grey exclamation marks are the checkpoints and a yellow exclamation mark is used to show the active checkpoint. There's a yellow one in screenshot 2. % signs are platforms that dissolve and the yen symbol is a shiny souvenir.

I'll try to upload a video of the test levels early next week.

« on: February 06, 2010, 05:28:39 pm »
Got a whole load of stuff written in today :viridian:

Here's a new screenshot:

VVVVVV / Re: Pledge
« on: February 05, 2010, 12:31:53 am »
Cool video! I have no idea what you said, but the tone made it obvious :viridian:

I find it easier to continually play and build up a rhythm, so it's especially impressive that you did it from the stats/map ;D

« on: February 04, 2010, 10:31:32 pm »
I thought exactly the same about my nintendo DS remake :)
This way it will allow people to create their own campaigns :)

Good luck coding your project ;)
Thank you t4ils! Best of luck with your project as well - portable VVVVVV sounds awesome! It's so cool that Terry has inspired all this :viridian:

I see.
So an @ symbol then, eh?
This feels like a good time for a new screenshot:

« on: February 04, 2010, 01:59:49 pm »
Wild question, but have you tried out
I tried it out several years ago, but I think it's had a lot of upgrades since then, so it would definitely be worth checking out again. I'm very familiar with VB6 after using it for so long, but VB2005 appears to be similar enough that upgrading would be relatively painless. I'll give it another try after YYYYYY is finished. Thanks for prompting me!

So the crew is going to consist of 6 Y's?
The Y character is one of the orientations for spikes :viridian: I'll definitely give the crewmates names that begin with Y though. Suggestions are welcome!

My plan is to make the engine and then have seperate campaigns that can be (re)played in any order. Each campaign will have it's own folder in the YYYYYY folder and the game will begin with a menu, that allows you to select the campaign you wish to play (it will also display best time, deaths, trinkets). Very comparable to the time trial mode in VVVVVV.

Having it like this will make it easy for people to create their own campaigns and share them with others. They would just zip up the levels and then people would unzip them into a new folder in the YYYYYY folder. The menu will display the new campaign automatically. Another advantage is that I can release the game with one or two campaigns, then write more later. Finally it also allows me to use different sized levels for each campaign. I want to make one campaign with squares levels (the reason for this will become apparent later!), but the majority will probably have levels that are wider horizontally.

Intriguing!  I earnestly await the game!
And yes, just like The Brass, I am curious as to what the characters will look like.
Thanks Shasharala! As for how they will look... have you played roguelikes? :viridian:

« on: February 03, 2010, 07:35:34 pm »
Visual Basic 6??  :verdigris:

Reasons why?

If you are terrible at coding why not try Game Maker or Construct?
Good question! It probably seems weird to be using a language that was last updated 12 years ago, but I mostly have personal reasons:

- It's the language we were taught at school, so I used it a lot back then and just stuck with it.
- I write a lot of VBA macros in my job and I'd prefer to stay with one language, so it makes sense to use VB at home and work.
- It's allows for rapid application development, which I find very useful.
- I'd prefer to use a language that can make games and applications.
- I've written a lot of games in Visual Basic 6, so I've built up a large library of code and I gain more experience with each game.

I use VB for making games, C++ for intensive number-crunching applications and PHP for making websites.

I work for Black Duck Software, Inc. (this is in NO way anything even remotely sales-related in any conceivable capacity), and once you release this, since you're declaring it open, I'd be happy to add it to our Knowledgebase of FOSS (regardless of any license/public domain declaration, but provided that it IS open).
You're very welcome to add it! I'll be releasing it under the GNU General Public License. I have a whole bunch of finished games on my website, which are all open source.

This looks very interesting! Just wanted to say that you have my moral support, and that I wish you good luck!  :viridian:
Thanks joniho! Hope you like it :viridian:

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