Author Topic: VVVVVV  (Read 71018 times)

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Offline JustCause

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Re: VVVVVV
« Reply #15 on: February 22, 2013, 12:53:08 pm »
Oooh, yes. This definitely has promise. Monitoring this thread. :3
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #16 on: February 22, 2013, 12:53:51 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 ?

84 was a general term, and I am making a 3D portal clone, but it's on hold because the library that I am using does not support textures yet...
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Offline Matrefeytontias

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Re: VVVVVV
« Reply #17 on: February 22, 2013, 12:57:10 pm »
You're doing a Portal Clone in 3D with Axe !? O.O Are you sure that it's possible ?

Offline pimathbrainiac

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Re: VVVVVV
« Reply #18 on: February 22, 2013, 12:59:55 pm »
As I said, it's on hold because the library is not ready yet... see TheMachine02's GLIB for the library I'm talking about.
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Offline Matrefeytontias

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Re: VVVVVV
« Reply #19 on: February 22, 2013, 01:01:56 pm »
Yeah, I was thinking of this one, but still I'm not sure it'll be possible, excepting maybe with a hell-optimized ASM raycaster. I'm pretty sure that polygon- or vertices-based engines can only be too slow for a game like that on handhelds like the z80 ones.

Offline pimathbrainiac

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Re: VVVVVV
« Reply #20 on: February 22, 2013, 11:01:14 pm »
UPDATE!

Saving works, and all I need is to make level designs (I've been told crowdsourcing on the level design is bad practice :P)

SCREENIE (showing saves):



Edit: I'LL NEED BETA TESTERS SOON!
« Last Edit: February 22, 2013, 11:06:47 pm by pimathbrainiac »
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Offline Sorunome

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Re: VVVVVV
« Reply #21 on: February 23, 2013, 12:25:04 am »
Looking nice, but does that different looking tile do anything by now?

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Offline _Nicco_

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Re: VVVVVV
« Reply #22 on: February 23, 2013, 01:04:26 am »
I'll test once I get my calculator.  I'm not sure if the guy has shipped it yet.
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Offline DJ Omnimaga

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Re: VVVVVV
« Reply #23 on: February 23, 2013, 02:31:45 am »
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!
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Offline Keoni29

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Re: VVVVVV
« Reply #24 on: February 23, 2013, 06:36:54 am »
Draw the tilemap to the back buffer and only redraw the front buffer every loop.
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #25 on: February 23, 2013, 10:26:28 am »
Looking nice, but does that different looking tile do anything by now?

It's a checkpoint... I have the other tiles ready, but I'm just testing overworld creation and saving right now.

I'll test once I get my calculator.  I'm not sure if the guy has shipped it yet.

Thanks! Need to level design first, but that shouldn't take long...

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!

The current tiles are just my testing tiles. I'll redraw all my sprites once I make all the levels. Gameplay before Graphics, in my opinion.

Good idea on the refreshing... I do refresh every loop, and now I won't.
Draw the tilemap to the back buffer and only redraw the front buffer every loop.

I don't know if this will work, but I'll try! :D

« Last Edit: February 23, 2013, 10:26:52 am by pimathbrainiac »
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #26 on: February 23, 2013, 06:34:37 pm »
Bump!

This is a source release for the engine. Send VVVVSRC program and the PIMAP appvar to the calc and compile with AXE v 1.2.0 or 1.2.1a (because it uses #ExprOn)

PIMAP and VVVSAV (The save var that is created) MUST be in the RAM due to my currently mediocre skills.

Map design in progress!
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Offline DJ Omnimaga

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Re: VVVVVV
« Reply #27 on: February 23, 2013, 06:42:49 pm »
Cool to hear. As for the map storage I think the best thing is if you could only redraw parts of the back buffer when needed (the area surrounding your character). It would be even faster. Of course that might be harder to implement, though.

And good to hear about the graphics. I was just wondering in case you planned to keep those graphics for the final version :P
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #28 on: February 24, 2013, 02:21:42 pm »
UPDATE!!!

Fast engine, and now I have nothing to do but design levels!

The screenie evidence:

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Offline Sorunome

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Re: VVVVVV
« Reply #29 on: February 24, 2013, 03:55:35 pm »
Looking nice, now you need to add spikes :P

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