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Messages - Info Teddy

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1
VVVVVV Levels / Re: Traps R.J. [v0.8]
« on: February 17, 2020, 05:56:00 am »
updated to v0.8, i fixed some misplaced script boxes

2
Open Source Projects / Re: VVVVVV: Community Edition
« on: February 12, 2020, 08:19:20 pm »
I'm trying to build the source code, but I've never used CMake before and I'm having some trouble. I keep getting the following error:
CMake Error: The source directory "C:/VVVVVV-CE/src" does not appear to contain CMakeLists.txt.

Does anyone know what this means? How can I fix it?
VVVVVV-CE currently doesn't support being compiled on Windows, but it might work anyway. The specific cause of your issue is unrelated: the correct directory to pass to cmake is desktop_version, not src. You should be doing something like:
Code: [Select]
cd desktop_version
mkdir build
cd build
cmake ..

3
VVVVVV / Re: VVVVVV demakes and fangames
« on: February 07, 2020, 01:59:37 am »
It's pretty funny that MMMMMM https://www.increpare.com/2012/04/mmmmmm/ by increpare is missing from this list!

I also enjoyed V https://gamejolt.com/games/v/27251 by Jay X Townsend as well.

(I know I'm 9 years late to this thread, sorry!)
well, the problem is, MMMMMM is also the name of the metal remix by familyjules7x and souleye: https://souleyedigitalmusic.bandcamp.com/album/mmmmmm

4
VVVVVV Levels / Traps R.J. [v0.8]
« on: January 30, 2020, 04:26:31 am »
a troll level. ever played a Super Mario Maker troll level? yeah, this is kind of like it. if you haven't, you'll be in for a wild ride.

made for the VVVVVV 10th anniversary jam, so i posted it there. go there to download it.

preview screenshots:







and the minimap:

5
VVVVVV / Re: Dimension SpiritLens
« on: January 29, 2020, 02:06:03 am »
i was a bit skeptical of playing something completely different from a vvvvvv level, and let me say that what i experienced was lower than my not-that-good expectations. nicholas said something on the vvvvvv discord server about vvvvvv: community edition being inaccessible due to having to download an alternate version of vvvvvv. this is far worse than that.

i dont know why you felt the need to tinyurl the mega link. i know it might feel a bit esoteric, but you really shouldn't use link shorteners, something something not good for archivability, higher chance of link rot, etc. what's wrong with pasting https://mega.nz/#!UMRF1Q5J!IxbYsfiDPUBPM6SzRPFzg2Y2S75noQubBtuVUnsPaRg? you put the link behind some text like this anyways! it's not like it changes how people get the link, they're still going to get the link from someone else copy-pasting it, e.g. instead of pasting a bunch of gibberish into a chatbox, now you paste a random name into the chatbox. it's no different.

then, the entire zip file is 500 megabytes. i had to wait 15 minutes to download it. it's a touch annoying, and i wish it could be smaller and take less time to download. i think a good start would be separating the mac and windows versions into their own files?

and only then do i find out that there's no linux version. great. just great. there's nothing in the thread stating it's mac and windows only, and i feel like a fool for assuming that i could run it on linux.

now i have to either take the extra steps of installing wine, a thing that runs windows apps on linux (and if you know anything about wine, that's not just one extra step, but a lot depending on how much it wants to torture you), or somehow get it onto my windows computer, either by downloading it again or putting it on my usb. i don't want to spend 15 minutes again, and cutting that in half by downloading only the windows version still means 7 minutes of waiting.

as for the usb option, even when just the windows version is compressed, it's 227 megabytes, and i dont know about usb transfer rates but i assume it's not that great.

and at this point, i just don't want to play this thing anymore. i've sunk enough time into even attempting to get the thing. i'll take the hint.

6
VVVVVV Help / Re: how do you
« on: January 27, 2020, 08:42:54 pm »
i meant how you make the text boxes
you have to make a call to createcrewman() after the text but before the speak or speak_active.

what this does is switches the text color to its alternate version. each text color has its own alternate version (e.g. the alternate version of gray is valso's text box)

as an example:
Code: [Select]
text(gray,100,100,1)
I'm Valso!
createcrewman(-21)
speak_active
endtext
this produces a text box with valso's color

you can change the gray to something like yellow to get different alternate text box colors

7
VVVVVV / Re: What is the best spike?
« on: January 26, 2020, 09:26:13 pm »
left and right spikes! they actually have a larger hitbox (the full 8x8)
this is wrong. they actually have a smaller hitbox than vertical spikes, 8x2. it's centered on their tile

8
VVVVVV Help / Re: needhelp
« on: January 26, 2020, 09:25:00 pm »
are you using ved's internal scripting mode by chance (the button that says "Int.sc mode")? that #v looks a bit suspicious.

if so, then you do not need to bother with typing that say(-1) stuff yourself. just type createentity(2,1,18,32,1). ved will take care of the rest for you if you've clicked the Int.sc mode button

9
Open Source Projects / Re: VVVVVV: Community Edition
« on: January 16, 2020, 09:45:58 pm »
im sticking with 2.2 for the 10th anniversary contest, y'all'ers will be like "how did he do that" when playing through my level

10
VVVVVV / Re: VVVVVV's 10th birthday eVVVVVVent!
« on: January 10, 2020, 08:50:56 pm »
Dav999's external editor is a lot more stable and fully featured than the built in editor so it's a nice tool to have: https://tolp.nl/ved/
hey i helped a bit with that

also yeah, im just going to make mine with internal scripting, because for anyone not in the community swapping assets is not going to be fun for them

11
VVVVVV Help / Re: Variation Venture broken on Android?
« on: January 10, 2020, 05:25:48 pm »
so apparently the android version is still the flash version and runs in adobe air, while the pc version was made in c++

that might explain a few things

12
VVVVVV / Re: VVVVVV's 10th birthday eVVVVVVent!
« on: January 10, 2020, 05:12:21 pm »
is this a no-custom-assets one?

13
VVVVVV Help / Re: invisible spikes
« on: January 07, 2020, 07:45:18 pm »
there's also spikes in tiles3.png. but you don't have to do anything complicated, just blank them out and you're good to go.

there's fake spikes at the bottom of tiles.png to make it seem as if there is a background behind these spikes, but you can just replace them with the background instead.

14
VVVVVV Help / Re: Variation Venture broken on Android?
« on: January 07, 2020, 07:43:04 pm »
unless the game has differences on the android version, im pretty sure that it's possible

15
VVVVVV / Re: I'm making a full VVVVVV recreation in Minecraft!
« on: November 20, 2019, 08:32:49 pm »
how the flickering entity colors are calculated
so, here's the run-down:

terry posted the source code to a function called Graphics::setcol() a while ago, but it's a bit incomplete. for one, he uses these functions RGBf() and fRandom(), which both seem a bit mysterious, along with this help.glow stuff. also, when i checked with a decompiler, the red and blue of color 36 were swapped.

so after decompiling the game, it turns out RGBf() just adds 128 to the RGB of each color, and then divides the red, green, and blue by three. fRandom() is just a random float between 0 and 1.

now to explain help.glow: the game runs at 1000/34 fps, which is 29.4117647058823529...repeating frames a second. the help is just the game's instance of a UtilityClass. on every frame, the game calls help.updateglow() to update help.glow, and it looks like this:
Code: (C++) [Select]
void UtilityClass::updateglow() {
this.slowsine = this.slowsine + 1 < 64 ? nextsine : 0;

if (this.glowdir == 0) {
this.glow += 2;
if (this.glow > 61)
this.glowdir = 1;
} else {
this.glow -= 2;
if (this.glow < 2)
this.glowdir = 0;
}
}
so basically, help.glow will go from 0 to 62 and back, and this causes a glow.

i've made an (incomplete) list of which entities use which color:
Quote from: Info Teddy
  0 -
    - The player, alive
    - Cyan crewmate
    - Flip tokens (entity 5)
  1 -
    - The player, dying
    - Main game Intermission 1 crewmate dying

  3 -
    - Trinket
    - The Secret Lab warp token
  4 -
    - Unactivated checkpoint
    - Untouched terminal
    - Master of the Universe trophy base
  5 -
    - Activated checkpoint
    - Touched terminal
  6 -
    - Space Station color 2 enemies
    - Space Station color 6 enemies
    - Space Station color 11 enemies
    - Space Station color 22 enemies
    - Space Station color 27 enemies
    - Outside red enemies
    - Lab red enemies
    - Warp Zone red enemies
    - Ship red enemies
  7 -
    - Space Station color 4 enemies
    - Space Station color 8 enemies
    - Space Station color 21 enemies
    - Space Station color 24 enemies
    - Space Station color 28 enemies
    - Space Station color 30 enemies
    - Space Station color -1 enemies
    - Outside green enemies
    - Lab green enemies
    - Warp Zone green enemies
    - Warp Zone gray enemies (when not in finalmode)
    - Ship green enemies
  8 -
    - Space Station color 15 enemies
    - Space Station color 19 enemies
    - Outside pink enemies
    - Lab pink enemies
    - Ship pink enemies
    - Invalid main game enemy (entity 1 box)
  9 -
    - Space Station color 3 enemies
    - Space Station color 16 enemies
    - Space Station color 23 enemies
    - Space Station color 29 enemies
    - Outside yellow enemies
    - Lab yellow enemies
    - Warp Zone yellow enemies
    - Ship yellow enemies
 10 - Warp token
 11 -
    - Space Station color 7 enemies
    - Space Station color 9 enemies
    - Space Station color 12 enemies
    - Space Station color 17 enemies
    - Space Station color 25 enemies
    - Outside cyan enemies
    - Lab cyan enemies
    - Lab rainbow BG enemies
    - Warp Zone cyan enemies
    - Ship cyan enemies
 12 -
    - Space Station color 0 enemies
    - Space Station color 5 enemies
    - Space Station color 13 enemies
    - Space Station color 26 enemies
    - Outside blue enemies
    - Lab blue enemies
    - Warp Zone purple enemies
    - Ship blue enemies
 13 - Green crewmate
 14 - Yellow crewmate
 15 - Red crewmate
 16 - Blue crewmate
 17 -
    - Space Station color 20 enemies
    - Outside orange enemies

 20 -
    - Pink crewmate
    - Space Station color 1 enemies
    - Space Station color 10 enemies
    - Space Station color 14 enemies
    - Space Station color 18 enemies
    - Space Station color 31 enemies
    - Outside purple enemies
    - Warp Zone pink enemies
 21 - Gravitron squares

 23 - The indicator arrow of offscreen gravitron squares

 30 - Final Level Mastered trophy
 31 - Space Station 1 Mastered trophy
 32 - Space Station 2 Mastered trophy
 33 - Laboratory Mastered trophy
 34 - Warp Zone Mastered trophy
 35 - The Tower Mastered trophy
 36 -
    - Last 30 seconds on the Super Gravitron trophy
    - Win with less than 100 deaths trophy
 37 -
    - Game Complete trophy
    - Flip Mode Complete trophy
 38 -
    - Last 20 seconds on the Super Gravitron trophy
    - Win with less than 250 deaths trophy
 39 -
    - Last 5 seconds on the Super Gravitron trophy
    - Last 10 seconds on the Super Gravitron trophy
    - Last 15 seconds on the Super Gravitron trophy
    - Win with less than 500 deaths trophy
 40 -
    - Last 1 minute on the Super Gravitron trophy
    - Win with less than 50 deaths trophy

100 - Unactivated teleporter
101 - Teleporter that has had `activeteleporter` called on it
102 -
    - Teleporter that has had `activateteleporter` called on it
    - Master of the Universe trophy (if you have gotten it)

Things that DO NOT use the color function:
 - Gravity lines that are not being touched right now
 - Gravity lines that are being touched
 - Roomtext
 - Room names
 - Coins
 - Entity 6
 - Entity 7
 - The flash command (making the screen white)

now, Graphics::setcol() doesn't handle every color. most notably, roomtext, roomnames, and gravity lines do not use it.

for gravity lines, we need to talk about Graphics again. you see, the game's Graphics instance is named either one of two things: graphics or dwgfx, and the game can't make up its mind about what to call it. but they both point to the same thing. i'm just going to use the name graphics. now, the Graphics class has attributes linedelay and linestate. linestate goes from 0 to 9, and each number is just a unique color of the gravity line. linedelay is how many frames to wait before updating linestate, and linestate just goes from 0 to 1 to 2 to ... to 7 to 8 to 9 to 0 to 1 to 2 to ... to 7 to 8 to 9 to ..., every time it gets updated. whenever the game calls Graphics::drawentities() to draw every entity, graphics.linestate and graphics.linedelay both get updated at the start, like so:
Code: (C++) [Select]
if (this.linedelay < 1) {
this.linedelay = 2;

this.linestate = this.linestate < 9 ? this.linestate + 1 : 0;
} else {
this.linedelay--;
}
whenever the game draws gravity lines, with the function Graphics::drawgravityline(), it draws it with a certain RGB depending on what graphics.linestate is, and whether or not you've hit it.
if graphics.linestate is 0, it's (180, 180, 180)
if it's 1, it's (215, 215, 195)
2: (195, 215, 215)
3: (180, 180, 154)
4: (176, 225, 204)
5: (176, 205, 185)
6: (154, 154, 154)
7: (185, 215, 195)
8: (195, 225, 185)
9: (215, 215, 215)
if the gravity line is hit, then it's (96, 96, 96)

as for roomnames and roomtext, they're based directly on help.glow. so their color is: (196, 196, 255 - help.glow).

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