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.
This is like the 4th project you've started, so don't make too many more without finishing one first :P
This is like the 4th project you've started, so don't make too many more without finishing one first :PJup, finish some first :P
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!)
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 ?
Looking nice, but does that different looking tile do anything by now?
I'll test once I get my calculator. I'm not sure if the guy has shipped it yet.
Nice project, but do you plan to use more varied tiles instead of just black, like in a mockup that someone suggested earlier? It would make the game look more attractive.
Also the frame rate seems surpringsly slow considering that there's no scrolling and enemy in the screenshot. Are you refreshing the entire tilemap every frame? Because it's usually better to just refresh the necessary parts of the screen to speed things up.
That said, good luck!
Draw the tilemap to the back buffer and only redraw the front buffer every loop.
Looking nice, now you need to add spikes :P
Looking nice!What was that, Sorunome? :P
I like how you also added the gravity changers
Seems like you at least will finish one project
*Sorunome runs
Why did you magnify my text :PLooking nice!What was that, Sorunome? :P
I like how you also added the gravity changers
Seems like you at least will finish one project
*Sorunome runs
/me runs
/me is already getting a little excited. :P
Are all the other areas of the game implemented? Like the vertical scrolling area and the teleporters?
Because it's true! I will finish this one!!!Why did you magnify my text :PLooking nice!What was that, Sorunome? :P
I like how you also added the gravity changers
Seems like you at least will finish one project
*Sorunome runs
/me runs
That is awesome! *yay*Because it's true! I will finish this one!!!Why did you magnify my text :PLooking nice!What was that, Sorunome? :P
I like how you also added the gravity changers
Seems like you at least will finish one project
*Sorunome runs
/me runs
Fluttershy yay of cource :P
/me is stopping the quote pyramid right now...
Was that a Fluttershy "yay" or a real "YAY!!!"
That's another quite big improvement! I like it :D Unfortunately I do not own a TI84 :( therefore you have nspired me to make another 'clone' :POr better: make a 84+ emulator for Nspire :P
That's another quite big improvement! I like it :D Unfortunately I do not own a TI84 :( therefore you have nspired me to make another 'clone' :POr better: make a 84+ emulator for Nspire :P
Anyway, it is great to see fast progress on this :D
I wonder why you never finished any projects if you code so efficiently O.O
I fear this is going in the same direction as when Sorunome brought Brainfuck here :P Everyone suddenly started messing around with it with interpreters popping out of the ground by the dozen.To be fair, I was working on VVVVVV long before pimathbrainiac started it :P Still, looking great! I'm liking the new sprites.
*Coughiscompletelyrewritinghisengineandstartingovercough*I fear this is going in the same direction as when Sorunome brought Brainfuck here :P Everyone suddenly started messing around with it with interpreters popping out of the ground by the dozen.To be fair, I was working on VVVVVV long before pimathbrainiac started it :P Still, looking great! I'm liking the new sprites.
I'm also thinking of trying to make this in 68k basic, but I'm not sure if it will work...
I can't help but mention that the graphics look nothing like the pc version. I understand that the resolution is a bottleneck, but it's no excuse at all to just slap some crude stick figures and blocks on there bearing no resemblance to the original whatsoever. Let me help you with that if you please.
I'm also thinking of trying to make this in 68k basic, but I'm not sure if it will work...
I'm not sure if 68k BASIC would cut it simply because of speed. This game looks fairly action oriented. C or newprog would probably do nicely though. :)
Sounding good! What are all the OR statements for o_oThe collision detection of every spike in the room :)
Wait do you have a single OR statement for every spike? How exactly are you doing your collision detection?
Looks nice and nice speed so far. Do you plan to make the background black like the original (and add borders around floor/wall tiles like in Keoni's screenshot?)
Actually, for the example above, I tried without the inside corners and it doesn't necessarily look bad, so you could just not use them and you would need even fewer tiles (I think about 15 fewer tiles)
It is not really hard to make an outline routine using several sprites. I have one just below (where 0 is nothing and 1 is wall) :)wow! Looking amazing! You will just have to run this at the start of a room and copy the buffer you wrote it to to the screen.
On the contrary, I have no idea how to do it without sprites ???
So, here is for example a rendering of a map with only 0s and 1s, first without borders, then with bordersSpoiler For Spoiler:
edit of course it can be optimized, but I made that like that so I didn't optimize at all :P
wow! Looking amazing! You will just have to run this at the start of a room and copy the buffer you wrote it to to the screen.Thanks :)
That stack of spikes still looks weird. Can't you have a special tile for that?
Calc files are kB. Not GB^This. The 84+CSE is the z80 with the biggest memory and it has 3.5 MB available so really, your files are a lot smaller than the GB limit you are talking about. Not even one of your program will reach 1MB. They'll all have a size of the order of the KB.
Kept those floppies too close to your magnet collection, dj? ::)Most likely, but I don't recall having placed my magnets in the same place as my floppy disks. Also only 1 floppy disk was affected (that one). I noticed a few years later that one of my ZIP disk was affected too, though.
I have had multiple cases of mass data loss. Not because it's not on my computer anymore, but because I have no idea where I put it. Some of my calc programs are still floating around somewhere.
Pro-tip: Store all of your small, but important files such as code (all code for any language) projects, and calc programs on dropbox or any other cloud service.
/me gives Pimath a cookie/me copies Streetwalker
What's the problem with the menu ? If you know how to move a character on the screen, you know how to move an arrow on the screen that would indicate the current choice ;)
TheMachine: Yeah, I'm working on that.
[...]
New update tonight!
Just a point I feel I should make after watching that screenie, one thing that VVVVVV makes a point to do very well is to never place spikes in a location that immediately kills you without warning when changing screens. There should never be a place where the spikes go all the way to the edge of the screen where you can enter from the other side. There should be at least a 1 tile gap so it doesn't feel like the game is cheating you.
Other than that this game honestly looks fantastic!
That looks great! I think you should leave the sprites that are visibly adjacent to a wall as your originals and use the freestanding spikes as Keoni's. Also I noticed that you changed the location of that gap so it didn't have the spike issue. looks awesome!
Glad this was revived. :D I was sad when juju stopped working on his version in 2011 and when yours went dormant. D:
Hopefully the author doesn't send you a cease and desist letter to you like Camelot did to Tenniskid for Golden Sun 83+ in 2005. <_<
Terry Cavanagh would be fine with it. People make remakes of his games for the C64 all the time.
This is looking really awesome! Good luck with it :)
That's a problem in the rendering, I think. It calculates weather you've been hit or not, then it renders the frame. If I change the order, it should be better with the spikes, I think. Maybe. I'll try later, but I'm too lazy at the moment :P
Do DrawInv right after you draw your tilemap and remplace all Pt-Ons by Pt-Changes and you should be good.
Okay, because I wasn't sure if there were enemies in the original.
Glad to hear about the tilemapper, it should be much easier to create levels. :)
In the game, when you go from one room to another. Will you add transitions between rooms ? I can't remember if there are in the original version.Yeah that. It is kind of difficult to see where you're going when the next screen just pops out of nowhere.
There aren't room transitions in the computer version.That doesn't mean he can't improve his version ;)
IIRC, some parts of the game take advantage of the screen border jump. (I can't check right now)In the game, when you go from one room to another. Will you add transitions between rooms ? I can't remember if there are in the original version.Yeah that. It is kind of difficult to see where you're going when the next screen just pops out of nowhere.
Yeah some games do that. One example from mine are the older Illusiat games that supported tilemaps and the three ROL games. Since the map data was usually just one map for the entire dungeon or floor, there were often walls blocking your path on the next screen which you couldn't see from where you are. The maps were often designed to have secret paths using this as an advantage.IIRC, some parts of the game take advantage of the screen border jump. (I can't check right now)In the game, when you go from one room to another. Will you add transitions between rooms ? I can't remember if there are in the original version.Yeah that. It is kind of difficult to see where you're going when the next screen just pops out of nowhere.
EDIT: Yes, the executable is DCS only, sorry!Why DCS only ? ???
1: Crabcake requires shell usageIon and MirageOS work fine.
2: MirageOS uses L2It is written in the Commands.html how to avoid that.
3: It has an iconSame if compiled for MirageOS. There's even a way to have an icon in a Ion program, see all programs by thepenguin77. MAybe just let the "#Icon()" command and compile for Ion. Moreover, the icon is useless if you use any homerun hook, which I do (and I am surely not the only one to do so).
4: You can always compile it for Ion yourself :PI can, but other people don't know how to do so (not talking about people on forums).
Meh, why not adding a Maniac mode, where both options are enabled? :DNot enough space for the menu option :P
Not enough space for the menu option :P
Not enough space for the menu option :Psome kind of hidden thingy, where you have to press a key combo :P
The new mode looks crazy O.O
Also if you add konami code, you could just be nasty and make it do the opposite of what it's supposed to do: Instead of make the game easier, it would make it even harder, like I did in the fake Zelda CSE game :P
The new mode looks crazy O.O
Also if you add konami code, you could just be nasty and make it do the opposite of what it's supposed to do: Instead of make the game easier, it would make it even harder, like I did in the fake Zelda CSE game :P