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Messages - Martze

#31
VVVVVV Tech Support / Re: Beta patch 2.1 Final
October 07, 2011, 11:06:41 PM
Quote from: simoroth on October 07, 2011, 02:07:40 PM
Quote from: starttimartti on October 05, 2011, 09:42:46 PM
Quote from: Martze on October 05, 2011, 06:56:48 PM
One of the above posters complained that there was no option for blurring, but I can't imagine why anyone would want such a feature. VVVVVV's graphics are meant to be pixelated. Turn on analog mode if you want the game to look terrible.

I used the word 'blur' instead of 'linear/cubic/sinc/whatever interpolation'.

There are reasons/situations/people why you should use 'blur' instead of just scaling with 'pixelated' (nearest neighbour), since scaling with nearest neighbour to other than 200% or 300% or 400% (like scaling vvvvvv from 320x240 to 1024x768 is 320%)... produces certain kinds of nasties on the screen.

Indeed. That was one of the problems we encountered. Sadly its very difficult in our rasterised version to do multisampled upscaling, since its very heavy to do in software.

I'm probably going to have a good rethink with Terry when he gets back about what to expose for the users.

What would be awesome would be a "pixel perfect" option like in Jamestown, where the image is scaled using nearest neighbor to the highest possible integer ratio, and the rest of the screen is black.
#32
VVVVVV Levels / Re: "A New Dimension" by Souleye
October 07, 2011, 08:26:25 AM
Quote from: SoulEye on August 19, 2011, 01:54:12 AM
I like everything about this post. Thanks. I may look into it - no promises yet... Because it's now friday and there might be some horizontal challenges coming up IRL after I hit the bars. By the way, there's an easter egg hidden somehow in my level... But you can't see it just by playing the level... (OH NO I DIDN'T!? NOW YOU GUYS GONNA GO INSANE!)

Is it the word "SOULEYE" written out across several screens in the large open area?
#33
VVVVVV / Re: Lollipop
October 06, 2011, 10:25:38 PM
Quote from: Vex69 on October 06, 2011, 09:02:35 PM
Quote from: Dispensers Heal on September 21, 2011, 01:15:35 AM
[Advisory: CSI one-liner ahead! Read at your own risk (of sanity.)
...bricks were shat.

Shat? That's not a word, even if it sounds kinda funny.

Yes, let's please have a discussion about conjugating profanity.
#34
VVVVVV Tech Support / Re: Beta patch 2.1 Final
October 05, 2011, 06:56:48 PM
The graphics on this port are buggy for me, whether or not I turn on OpenGL. Enabling OpenGL makes things the wrong size, wrong aspect ratio, and off-centered, no matter what graphics options I take.

Turning it off is considerably better, but there's still two thin bars on the left and right that show junk.

One of the above posters complained that there was no option for blurring, but I can't imagine why anyone would want such a feature. VVVVVV's graphics are meant to be pixelated. Turn on analog mode if you want the game to look terrible.
#35
VVVVVV / Re: Vii Remote
October 05, 2011, 12:57:10 AM
I use the Wii Classic Controller for damn near everything 2D these days on the PC and Wii.

Funny enough, the only thing I DON'T use it for are 2D games by Nintendo themselves, because they always shoehorn in their crappy motion controls and force me to use the sideways Wiimote which has overall poorer ergonomics, and the function that the motion controls serve could always be done by a single button more precisely. (First world problems.)
#36
VVVVVV Tech Support / Re: Beta patch 2.1 Final
October 05, 2011, 12:02:30 AM
I wasn't expecting Quantum Tunnel to show up until the next release! I'm happy, but I certainly hope I didn't hold things back.
#37
Everything else / Re: Vat is happening? :nomegusta:
October 04, 2011, 04:39:03 AM
Just because a community is slow, doesn't mean it's dead.

Sometimes, it's better slow.

(And one person bumping ten topics at once makes me not want to read any of them, so that doesn't help.)
#38
VVVVVV Levels / Re: VVVVVV is NP-Hard: A level-as-proof
October 04, 2011, 12:50:31 AM
Quote from: cams on October 03, 2011, 04:43:13 PM
I just beat the level but I have no idea what you're talking about... :verdigris:
Can Terry confirm this? Is VVVVVV really NP-Hard? (Whatever that means)

Just because he made the game doesn't necessarily mean he knows. Chess was invented LONG before complexity theory, so if you go back and ask the vizier who supposedly invented it if chess really is in PSPACE, he won't know what you're talking about.

People don't sit down and say "I'm going to make an NP-Complete game."
#39
VVVVVV Levels / Re: VVVVVV is NP-Hard: A level-as-proof
October 02, 2011, 03:19:04 AM
Yeah. VVVVVV without flags may very well be in NP!
#40
VVVVVV Levels / Re: VVVVVV is NP-Hard: A level-as-proof
October 02, 2011, 12:04:17 AM
Well that was interesting. I can't see the practical use of the result, but it was a fun read.

Of course, this only works for generalized VVVVVV, that is, without the 20x20 size constraint.

That reminds me of this:

http://www.destructoid.com/blogs/knutaf/a-mathematical-and-inquisitive-approach-to-vvvvvv-184093.phtml

I think Lemma B may be wrong due to the fact that Viridian has to accelerate to start and stop, but I'm not sure. Interesting read, anyway, if you liked this level.

and what the hell, I'll link to this too: http://www.youtube.com/watch?v=HhGI-GqAK9c
#41
VVVVVV / Re: Viridian is a Girl
September 30, 2011, 10:13:07 PM
That's from before VVVVVV's release, and in the game itself, Viridian's gender is left unspecified. Terry probably changed his mind in the meantime.

The point is, in the end, it doesn't really matter.
#42
VVVVVV / Re: Viridian is a Girl
September 29, 2011, 10:28:12 PM
If the VVVVVV "fandom" starts taking this "shipping" thing seriously, I officially quit.
#43
VVVVVV / Re: Viridian is a Girl
September 29, 2011, 07:59:20 PM
In Kindergarten, they teach the RYB color model because it corresponds well with the colors people use colloquially in our culture. But they aren't true primaries because they can't produce certain shades--for instance, cyan and magenta. The RYB color system produces a more limited color space.

VVVVVV uses this: http://en.wikipedia.org/wiki/RGB_color_model

I'm no expert on color theory, but I am of the understanding that the RGB color model more closely approximates the way the human eye works. It's not perfect, though, because there's a psychological and cultural component to it. For instance, most everything between cyan and blue is generally called "blue", and there's special words for light red (pink) and dark orange (brown).
#44
VVVVVV Levels / Re: Quantum Tunnel (v1.1)
September 29, 2011, 03:32:44 AM
Okay, version 1.2.

I liked the idea of hiding something in the big void, but there wasn't a clean way to do it. The flickering warp token is really ugly, and even though it's not happening on my computer, I have to assume the bug Terry is experiencing is happening to other people, too. If there was a way to warp by script, that would suit my needs perfectly, but I'm not sure it's a feature worth implementing. It would also work perfectly for the sequence between the level and the final area; much better than the ugly warp token I'm using for the purpose now.

Come to think of it, the secret room would have been great if there was no trinket there and Victoria didn't hint at it; I'm not at all expecting the player to find it, then. It would be an extra bonus for people who want to dig deep. The way I had it, though, didn't work at all.

So, given the limitations of the level editor, I think Terry's idea works the best. And that's the way it's going to be.
#45
VVVVVV / Re: Viridian is a Girl
September 29, 2011, 02:46:09 AM
I myself assumed Viridian was male, but then I read somewhere that Viridian's gender was deliberately left unspecified. For that reason, I was very careful to avoid revealing Viridian's gender in my user levels. That's why the descriptions say refer to Viridian as "you." It was awkward, but it was better than repeatedly saying Viridian. In fact, that's the whole joke behind the terminal in Quantum Tunnel that asks for Viridian's gender. Viridian responds with a joke, and the terminal is annoyed, but in the end it doesn't come out. The idea was to skirt dangerously close to revealing it, then veer away at the last second.