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Messages - Martze

VVVVVV / Re: VVVVVV 3DS to launch next week
February 09, 2012, 11:04:20 PM
I wasn't aware that it would be going to Japan at all. Is it? That would honestly surprise me.
VVVVVV / Re: Source code
February 04, 2012, 07:34:02 PM
Quote from: Whirligig on February 04, 2012, 03:02:43 AM
Terry releases source = piracy is really really easy = Terry: :violet: :victoria: Pirates: :vermillion: Fanbase: :vitellary: :verdigris:.

It's fairly easy to rip/redo the graphics and SFX and make a clone though.

Piracy is already really easy, with the game having no DRM.

Pirating the game is currently far easier than downloading the source code, compiling it, and pirating the assets (sound, graphics, level data, script, etc.)

And what's so terrible about people making VVVVVV clones? Companies like Zynga that steal games like a living could easily whip up their own version of the game because they're large companies with lots of developers, and they wouldn't have any legal liability whatsoever. On the other hand, if they did decide to steal VVVVVV's source code, they would get in legal trouble for it. "Open source" means "anyone can look at the source," not "anyone can do anything they want with the source."
VVVVVV / Re: When is 2.2 coming?
January 16, 2012, 11:34:46 PM
Yeah... I'm all right with this.

It would have been nice if the level editor had been feature-complete from the start, but I can't see myself making any more levels or updating my current levels any further.
VVVVVV / Re: Spike Data
January 14, 2012, 12:57:38 AM
Quote from: The Brass on January 13, 2012, 09:14:45 PM
Quote from: seaking177 on January 12, 2012, 01:24:39 AM
no i didnt really count them  :victoria: i wanted to see how many people would freak out at that.
We already had this. You can't freak anyone out with that.

Hah. This thread amuses me.

Quote from: StephenM3 on May 15, 2010, 06:57:50 PM
This may seem obvious and/or pesky, but:

Can you even confirm that [Mega Man 2.5D] is, in fact, being made?

Yeah, that's still not out.
Nintendo made an exception for Nicalis before. Patches for Wii games are exceedingly rare, but they released one for Cave Story Wii.
VVVVVV / Re: Blind Mode
January 10, 2012, 07:50:04 PM
Quote from: Terry on January 10, 2012, 12:44:53 PM
Quote from: someonethatfailed on January 10, 2012, 04:06:34 AM
Maybe its when they changed the room name Whee Sports(before the gravitron) to Copyright Infringement.Or did that happen before that got submitted...

Oh, haha - someone noticed :D

We failed submission first time around because of that. It's why we didn't get it out before Christmas like we were aiming to. Oh well.

Nintendo rejected the game because you used something copyrighted by Nintendo? I don't follow.

It wasn't even a scatological joke.
VVVVVV / Re: Analog pad or D-pad?
January 06, 2012, 02:32:06 AM

I just assumed it was the case and looked for an option and couldn't find it. I then proceeded to play VERY CAREFULLY to avoid accidentally pressing up or down. WHOOPS
VVVVVV / Re: Analog pad or D-pad?
January 06, 2012, 01:08:07 AM
To be fair, I caught myself using the analog pad numerous times, and as you can tell I have strong feelings on the issue. It's just where the thumb naturally rests when you hold the system. And it's not like it killed me that much.

VVVVVV / Re: Analog pad or D-pad?
January 06, 2012, 12:45:12 AM
Fair enough; it's all the way off in the corner, and it's not that big or comfortable. And I guess an analog pad would be more comfortable for 2D than an analog stick would.

There's another issue with the d-pad in this game, as well: pressing up or down causes you to flip, something that killed me multiple times. It's not an issue on a keyboard, but it is an issue with a d-pad.

I use a Wii Classic Controller Pro for 2D games on my PC. It is amazingly good for any game that doesn't require an analog input or other special controller. I use a separate mapping for VVVVVV that specifically disables up and down, solving the issue. There's no way to do that in the 3DS version, though.

VVVVVV / Re: Analog pad or D-pad?
January 05, 2012, 07:22:17 PM
D-Pad all the way. I'd go as far as to say it's unarguably better. Analog sticks/pads/nubs/triggers are for games that take analog input. VVVVVV does not, so the speed and precision of the D-Pad is superior. Use the right tool for the job.

Once, I witnessed someone playing Mega Man for the first time on the Playstation 2. He seemed to be competent at games, but he was repeatedly failing simple platforming tasks. Mega Man stops and starts instantaneously, you see, so basic platforming is easier than in VVVVVV or, say, Mario. Nonetheless, he was totally blowing it, and I couldn't figure out why.

Of course, I finally noticed he was using the analog stick. I told him to switch to the D-Pad, and he immediately and dramatically improved.
VVVVVV / Re: Blind Mode
January 05, 2012, 02:47:32 AM
Quote from: seaking177 on January 05, 2012, 01:11:25 AM
Quote from: Martze on January 04, 2012, 07:19:12 PM
Paced Energy is this one:
oh, that song! i like that song haha. and, it seems thats the same one from the video i made! thats awesome.
im gonna need to listen to the whole song a few times to see if i can spot the exact spot it messes up at, good thing i have good headphones to check
[Edit] come to think of it, what sound settings did you have? Surround, Stereo, or mono? because i dont notice anything wrong with Surround sound settings[/edit]

Quote from: Terry on January 04, 2012, 08:14:13 PM
everything worked fine.
this makes me think nintendo did something to the version Nicalis put in.

i still think they did a great job porting VVVVVV though, even with all the fun glitches.

Mono/Stereo/Surround should not matter, and if it does, Nicalis has done something horribly horribly wrong.

Accusing Nintendo of making mysterious changes to the game and breaking an entire mode in the process is a serious and unfounded charge.

I fully believe Flip Mode was working in an earlier build. My suspicion is that they made some last minute changes/bugfixes and accidentally broke Flip Mode in the process. In other words, they did not fully test their final build of the game.

That's okay, though. Lots of developers use the "release buggy, patch later" model. Nicalis is hardly unique.
VVVVVV / Re: Blind Mode
January 04, 2012, 10:20:58 PM
Oh, all right. I'll let off them a bit for now.
VVVVVV / Re: Blind Mode
January 04, 2012, 07:19:12 PM
Paced Energy is this one:

Also, if you turn on flip mode, start a new game, and quit without saving, the options menu to toggle flip mode goes away. You have to start the game, save, and quit to turn it off. I suspect many unsuspecting players will not figure this out.

LOL, Nicalis
VVVVVV / Re: Blind Mode
January 04, 2012, 04:36:14 AM
Yeah, I can reproduce it in my own stage and in Souleye's New Dimension. It appears to work anywhere Paced Energy is played.

It happens at about 2 min 30 sec, a few seconds after the voice says "Gotcha." It might be subtle if you're not familiar with the song or not musically inclined, but it stuck out like a sore thumb to me.

EDIT: I watched your video; your issue appears to be an entirely different matter.
VVVVVV / Re: Blind Mode
January 03, 2012, 11:27:07 PM
Paced Energy looped weird for me when I was testing my own level. I'll check it again and see if I can reproduce it.