Author Topic: VVVVVV  (Read 44881 times)

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Offline pimathbrainiac

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VVVVVV
« on: February 21, 2013, 01:21:09 pm »
It's been a year and 3 days since I started this project. I'd like to comment on how far this has come.
I remember thinking about a game idea one day in class. I had my calculator out, even though I was in health class. I was thinking: "simple." I knew at that point that every other project I had started or had thought up but had yet to start was not going to make it for being too complex. I thought of this one game demo I played once. A game titled "VVVVVV." A game that seemed like I could get an engine done in a week (the n00b in me talking at that point) and I could say that I completed a project (I came close with the chess game that brought me here.)

I was allowed to use a laptop in school at that time and said laptop had linking software (I think TiLP), so I made a little screeine and showed the world what I had decided to do. Here was the first screenie:


It was a slow, inefficient engine made entirely on-calc. At the time, I thought it was the greatest thing I had ever done. Little did I know that it would eventually be just that.

Here it is now: A game with experimental custom maps, a difficulty that nearly matches the original, and a much better engine.


And there's more to come. Bugs are almost out of custom maps, I am re-working the engine to make it faster, and the main map is about 10-15% done. There will also be (not until a few more releases) a new game mode for the totally insane.

At this point, I'd like to acknowledge some people:
Keoni29: For spriting out these amazing sprites.
Matref: For the level editor. I don't know how I could live (or have supported custom maps) without it.
Hayleia: For the optimizations/Helping me realize I need to restructure my code.
And everyone else whose support has made this possible.

To another year of progress and gravity flipping!

Spoiler For original post:
I'm deciding to port VVVVVV to the TI-84! (The Portal clone is currently on standstill, but it SHOULD be back in progress soon!)

For those who don't know what VVVVVV is, check this out: http://thelettervsixtim.es

Screenie for the basic engine:





Going to clear some stuff up for those who will be wondering:

Will this be a full clone?

No, this will be a port in which most levels will NOT be the same as the actual game.

Just need to finish the engine (probably a week), then I will need level designers.

* pimathbrainiac pokes everyone who is skilled in AXE spriting

Tilemaps will be 12*8 with 8*8 tiles

LATEST DEMO: http://www.omnimaga.org/ti-z80-calculator-projects/vvvvvv/msg383755/#msg383755

LATEST SCREENIE: http://www.omnimaga.org/ti-z80-calculator-projects/vvvvvv/msg383755/#msg383755
« Last Edit: August 06, 2014, 04:25:57 am by pimathbrainiac »
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Offline leafy

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Re: VVVVVV
« Reply #1 on: February 21, 2013, 02:41:46 pm »
Hm, I've actually been working on my own VVVVVV clone, but I've put it on hold for a long time. I'd love to see how yours turns out, though.
In-progress: Graviter (...)

Offline pimathbrainiac

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Re: VVVVVV
« Reply #2 on: February 21, 2013, 02:59:28 pm »
Hm, I've actually been working on my own VVVVVV clone, but I've put it on hold for a long time. I'd love to see how yours turns out, though.

Any help with the engine you're willing to give? (Assuming you are an AXE programmer)

Specifically: How to make the character die when he touches spikes (see http://ourl.ca/18385)
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Offline leafy

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Re: VVVVVV
« Reply #3 on: February 21, 2013, 03:24:22 pm »
I've never worked with AXE before, but I'd imagine that you use pointer-based collision checking rather than what you're doing right now, which is probably pixel testing. Check the tutorials section on the site, this question has been asked an unreasonably large number of times.
In-progress: Graviter (...)

Offline pimathbrainiac

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Re: VVVVVV
« Reply #4 on: February 21, 2013, 03:26:01 pm »
Pointer based? Doesn't that only work with maps where you move only one tile at a time, though?
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Offline leafy

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Re: VVVVVV
« Reply #5 on: February 21, 2013, 03:27:23 pm »
No, it applies to any kind of tilemap. Please check the tutorials.
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Offline Keoni29

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Re: VVVVVV
« Reply #6 on: February 21, 2013, 03:50:21 pm »
This looks pretty slow. This game should be fast paced. I'd love to help you with the sprites and tiles. (I can even convert them to hex by hand if you want me to :P)

Edit: Mockup ;D
« Last Edit: February 21, 2013, 04:13:02 pm by Keoni29 »
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Offline DJ Omnimaga

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Re: Re: VVVVVV
« Reply #7 on: February 21, 2013, 04:36:35 pm »
Juju also worked on a VVVVVV clone in 2010 but I think he ran into too many bugs and gave up.

Offline Juju

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Re: VVVVVV
« Reply #8 on: February 21, 2013, 07:35:43 pm »
Yeah, I gave the idea to leafy.

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Offline epic7

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Re: VVVVVV
« Reply #9 on: February 21, 2013, 07:58:21 pm »
This is like the 4th project you've started, so don't make too many more without finishing one first :P

Offline pimathbrainiac

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Re: VVVVVV
« Reply #10 on: February 21, 2013, 08:15:35 pm »
This is like the 4th project you've started, so don't make too many more without finishing one first :P


3rd... one I stopped the first, and the other is on hold... screenies were slow due to some unoptimized code... new screenies soon!
« Last Edit: February 21, 2013, 08:16:55 pm by pimathbrainiac »
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Offline Sorunome

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Re: VVVVVV
« Reply #11 on: February 22, 2013, 01:51:23 am »
This is like the 4th project you've started, so don't make too many more without finishing one first :P

Jup, finish some first :P

But otherwise, it would be cool to have that game on the calculator

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Offline Keoni29

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Re: VVVVVV
« Reply #12 on: February 22, 2013, 04:08:59 am »
vvvvvv shouldn't be too hard to make. It's kinda like graviter, but you can change the gravity direction at will. See if you can have a look at the source of graviter.
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #13 on: February 22, 2013, 08:08:25 am »
This is my main project now, Sorunome and epic7. Why? Because I had a marathon run of coding last night and I made the rest of the engine (and maybe introduced a few bugs).

Screenie:



Level designers: help me make a bunch of levels linked together (basically an overworld)!
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Offline Matrefeytontias

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Re: VVVVVV
« Reply #14 on: February 22, 2013, 12:47:39 pm »
I'm deciding to port VVVVVV to the TI-84! (The Portal clone is currently on standstill, but it SHOULD be back in progress soon!)

Only to 84+ ? And what Portal clone ?