Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - FIQ

Pages: 1 ... 5 6 [7] 8 9 ... 55
91
VVVVVV / Re: [MORE GLORIOUS GENERAL DISCUSSION]
« on: April 13, 2013, 03:43:25 pm »
How about discussing stuff like this in an entire other forum...?

92
Other Games / Re: Maverick Bus
« on: April 12, 2013, 02:44:00 pm »
Personally I found this game really easy as there's only 4 tracks. Memorization is the way to go.

93
VVVVVV / Re: [General Discussion] SERIOUS BASIC ISSUES
« on: April 11, 2013, 10:09:36 pm »
I've heard sayings that, learning BASIC as a first language gives you flawed programming practices when going to other (more powerful) languages, which are very hard to get rid of.

94
Make The Tower 2.

That's possible, but you have to make separate rooms for every single tile the tower moves. So you really have a lot of work to do if you want to make the tower (and you can't really make checkpoints or trinkets). And I think everything would move blocky (is that a word?)
It's not even possible in practice as there's a limit on the amount of rooms and scripts you can have...

95
VVVVVV Help / Re: Internal commands
« on: April 06, 2013, 12:53:38 am »
I found something interesting.
In the Space Station tileset, tile 740 animates when finalstretch mode is on!
Probably happens with tile 740 in the other tileset too, only that the tile it alternates to (740, 780, 820, 860) is identical in tileset 2. This makes completely sense as the final parts of the game use 740 for its' "inner" walls instead of 219.

I guess this means that the tile alternation of the glitchy tiles in fact works in custom levels -- but the actual switching of color doesn't.

96
VVVVVV / Re: VVVVVV on old consoles
« on: April 04, 2013, 12:14:13 am »
Scrolling wouldn't really work for a good experience I believe.

VVVVVV on GBA would be cool. There shouldn't be any problem with the music, but the resolution is a little limited. If you decide to use 6x6 pixels for the tiles instead of 8x8, you can fit it perfectly in width but you'll have to reduce amount of height -- thus, optimization of the game orld must be done in advance for all places but The Tower.

97
VVVVVV / Re: VVVVVV should possibly be open source
« on: April 02, 2013, 12:27:07 am »
Getting back on topic ... this isn't the first time someone's asked. The obvious problem I pointed out is that it would make the software even easier than it already is to pirate; plus, it would be easy to e.g. insert viruses into the code. However, these are small issues. Terry did mention considering it in that topic, but his conclusion was that "with the 3DS version now it seems unlikely to happen."

So if you want the source code, consider this:

1) The game is based on very simplistic gameplay elements—heck, if it can be ported to the Commodore 64, it can't be terribly hard to program.
2) It's actually incredibly easy to rip the VVVVVV graphics and sound from the game.
3) There have been plenty of games copying VVVVVV's graphics, sounds, gameplay, and characters; it's pretty obvious that provided you ask first, Terry usually has no problem with fan games—he just thinks they're a bit unoriginal, and that developers have better things to do with their time. (The big exception is the music, which is SoulEye's copyright, and as I gather it, he doesn't want his music thrown around too freely.)

If you want to create an "improved" version of the VVVVVV level editor, then you can go ahead and remake the entire game. If that's too much of a daunting task, I doubt it would be much easier to modify the code in place ... if Terry's/Simon's coding style is anything like mine, it would probably take you just as long to decipher his code as it would to re-create it.
From what I've heard, they simply took the flash code, wrote the exact same logic using C++ (which would explain VVVVVV 2.0 having bugs very similar to 1.2). And I've also heard AS3 code tend to look... well, not good.
No offense though, it might look great! It's just what I've heard :P

I've personally thought of re-writing the VVVVVV engine, or at least its' level editor, from scratch open source several times, but have never gotten around to do it...

98
VVVVVV Levels / Re: The Open Level Project - Finally Released!!
« on: April 01, 2013, 10:33:41 pm »
I didn't see that coming. ;)

99
VVVVVV Levels / Re: Back to VVVVVV (V1.2.1)
« on: April 01, 2013, 02:50:00 pm »
Quote from: FIQ
Hi. I've had some fun with the internal-script-activation bug. No, I'm not planning on using it in a submitted level. Actually that would be a very bad idea as I discovered that segfaults are a common thing when playing with this (Also I messed up my save one time :P )
It's funny how this statement has been rendered entirely invalid now
Meh, that was before I realized that if you know exactly what you're doing, you'll be fine.

If 2.2 was actually released with more powerful simplified scripting, I have a feeling this wouldn't exist (and if it would, it wouldn't be like this). It started out as a proof of concept of what you could do with internal scripting, but ended up being a fully playable level (and according to most people, a good one!)

100
VVVVVV / Re: If we had our way with map sizes...
« on: March 31, 2013, 11:04:22 am »
Bigger isn't better. Though, for doing stuff like Dav'ss PuZZles, 40x40 would probably be nice.

101
Not necessary, imo. Ranks are /care.

Also, wrong forum. Not that there's any better place for this, but... yeah.

EDIT: Postcount is also /care

102
VVVVVV Tech Support / Re: Squares, now in new Victoria varieties
« on: March 30, 2013, 10:00:54 pm »
Doormat is correct, enemies, terminals, etc, are entities.

103
VVVVVV / Re: How do you make different-colored blocks?
« on: March 30, 2013, 01:48:56 am »
Direct Mode let's you do that. If you cannot get 2.1, tough luck. If you can, go and get it. In the level editor, press F10 to enable direct mode in a room. This will make you edit the room without the "autocorrections" for wall layouts, spike direction and such, and instead lets you chose exactly what tiles to add. To chose a tile, hold CTRL. This will get you the list of the tiles. All tiles are the same no matter what tile color you chose -- this will only affect enemies, conveyor belts, warp and platforms. The same applies for tileset, which only control which background to use. However, if you use Space Station Tileset, you get a different selection of tiles.

104
VVVVVV Help / Re: Internal commands
« on: March 26, 2013, 03:37:33 pm »
3 possibilities

1: You simply altered the tiles.png (or tiles2.png) and inserted graphics from tiles3.png from it

2: You successfully pinpointed tile IDs for tiles3. If this is the case, the tiles will be all transparent and segfault unless you use the Windows version of the game

3: You activated the tileset for real. I doubt this but would be really interested in how you did it otherwise. The fact that you make the room wrap in all directions to try to replicate the background makes this even less likely for me to assume.

 nicholashin: The Tower uses a third image for tiles, and is thus not accessible by direct mode or editing of tilecol. I believe setting tileset to 10 *is* supposed to acivate that tileset but it just glitches the level editor.

105
Super Hexagon / regarding super hexagon flash version
« on: March 25, 2013, 02:11:41 pm »
Hi. I've bought this game twice -- one time on Steam, one time as part of HIB android 5.

I wonder, would it be legal to get on hold of the old flash version from iPhone, extract the swf from it to get it to run on my N900? Because I have a feeling it wont be released to it officially...

Pages: 1 ... 5 6 [7] 8 9 ... 55