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Messages - Rox

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« on: September 10, 2010, 09:59:58 pm »
That's odd. Let's pretend I changed something! Now try again. It's  hosted in the same place as the campaign itself, so it's not on that end, and I can listen to it just fine.

Now that I think about it, though... I might've made that one souvenir I mentioned too tricky. At the very least... I should devise a fashion for people to not have to do the exact same puzzle twice just to get back out after collecting it. Will do that now! Back in a minute...

There, I uploaded an altered version of the campaign that's slightly less hideous.

Made another one. At 26 rooms, this one's pretty big, and absolutely massive compared to my first campaign. Took me all day to make! It has a few tricky, non-optional spots... let me know if they're too rough. I'm also happy that parts of this one have a pretty well defined theme, thanks to the ingenoiusness that is room names.

« on: September 10, 2010, 06:03:24 pm »
So, this thread just plain died, did it? That's odd. I found this thing and thought it looked fun, so I played it, and it was fun, and then I made a little campaign! Just extract in the Campaign folder.

And if you want to, download this song I made last week, inspired by SoulEye's work, and put that on repeat. If you're good you can beat the campaign before the song ends! But whether you'll even manage to reach the souvenir or not.. that's up to you.

VVVVVV Tech Support / Re: Slippery controls?
« on: September 09, 2010, 12:34:24 am »
Yeah, I've already tried that. I've tried everything previously mentioned in this thread, which is why I chose to bump it instead of make a new one. Offline and online version behave the same, turning off every other program running makes no difference, nor does disabling one of my cores. I'm almost half convinced that's just how the game is, in which case I'd blame you for bad game design! But something as simple as looking at videos on Youtube confirms that, for some people, the game is more slippery than for others, and I just happen to be one of those people.

I figured some of the inertia was intentional, it just struck me as really odd that deceleration is near-instant before reaching top speed, but takes that long while he's going at maximum. It seems like a binary thing. I was hoping there might be some ugly way to fix it based on that (like removing the inertia completely which seems to me like it would fix the issue), but I can understand if you wouldn't want to dig that deep for what appears to be a problem plaguing a minority of people, and this is all just me speculating out of my ass pretty much.

Thanks for taking the time to read my enormous post in any case. Since V is now on Steam, I know I'll end up buying it either way. I think I promised I would do so on Twitter... This glitch will make some of the challenges much more frustrating than they're supposed to be, but I'll get by. It's still a great game, after all!

VVVVVV / Re: Steam
« on: September 08, 2010, 03:47:34 am »
Woah, wait, what?! Oh wow, it's actually on there!

Well, huh... Looking at the price there... I think that just made the giant post I wrote in that other thread completely invalid. I won't have the money to buy it for another couple of weeks, probably, so until then I'll eagerly await any kind of word about Steam achievements. The game already has achievements, it would be great if there was a way to share your accomplishments with friends more easily via Steam!

In either case, though, I guess I'll be buying this soon. Congratulations, Terry.

VVVVVV Tech Support / Re: Slippery controls?
« on: September 05, 2010, 05:00:58 am »
Super necropost bump!  :vitellary: Not that these forums are very active in the first place... And this is cute, the forum's warning me about how old this thread is and recommends that I probably should start a new thread. Anyway...

Hey guys! Bringing this thread back up because this is still an issue. I want to type a long story about affection and longing for this game, but I won't. Let's just put it this way; I got to play this game a long time ago now, beat it in one sitting and thought it was amazing. Much time passed and now I really want to play it again. Despite it going against my extremely rigid principles as a very low-budget gamer, I've been strongly considering buying VVVVVV at its current price for the past few days. Until something reminded me of this bug. I tried the demo again, and sure enough, it's slippery to the point where I don't think I'd want to play it again. It was like that the first time I played it, too, but I somehow faught through it.

Anyway, my computer's pretty decent, there's no question about that, just like some others in this thread. I understand that it seems to be an issue regarding Flash in general and that Mr. Cavanagh is powerless to it, but I really feel the need to check up on things one last time, before I either buy the game, or lay all thoughts about this game to rest.

If it helps at all and if Terry even checks these forums anymore, I did find one pattern when messing about. Someone else mentioned something similar, but not quite the same. My issue seems to be that the character slips quite considerably when letting go of the movement key after he's already reached maximum speed. The distance little Viridian will slide after letting go is much greater than the distance required to accelerate up to that speed in the first place. However, if letting go of the movement key before reaching top speed, he stops on a dime. Or a pixel, as may be the case.

I remember when I played the game the first time... Sliding around after long jumps never bothered me. Even if it's unintentional, that feels kinda natural. What got to me was when I had to make tiny adjustments, and holding the arrow key for a hundredth of a second meant the difference between stopping in one pixel, and stopping in 10-20 pixels.

That's rather disturbing. Let's say I'm on the edge of a tricky jump, or I need to avoid a particular spike or something. I need to move ~7 pixels sideways. If I hold the arrow key for as long as I feel I should, I'll start decelerating exactly where I need to stop - but keep going another ten pixels and fall off the edge/crash into another spike. If I let go JUST before that instant, I stop several pixels short, so I quickly have to tap again, and tap again, and if I tap a little bit too slow, once again, I go crashing into the opposite wall.

The thing that gives me hope that this could be fixed somehow, if Terry wants to keep supporting this game, is that there's no problem with sliding at any point before the character reaches max speed. Even if the problem in itself can't be solved, I'm sure there's something in the code, somewhere, that could be used to work around this. Does the instant stopping work when accelerating because of the acceleration itself? Then there might be some ugly way to cheat the game into thinking the character's still accelerating even though he's not and maybe then the sliding will stop? I don't know, I'm not a programmer and I have even less of an idea how Flash works, nevermind this specific game... But the fact that the sliding seems circumstantial in-game gives me hope. I really do want to buy this game now. I'll support Terry if Terry manages to support the game a little bit longer. I'll volunteer to test out these crazy ideas on my machine if push comes to shove, too. I just hate to see such an awesome game fall short because of something so seemingly tiny!

Heh. Looking at more videos of the game and trying to see how quickly Viridian stops in place, I realized something else... With the decreased friction that I seem to get, he moves very similarly to how the other characters move when they follow you around in the polar dimension. They take much longer to stop than Viridian does in these videos, but to me, they seem about the same. Anyhow, hope I didn't type all this for nothing!  :viridian:

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