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Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Juju on April 29, 2011, 03:41:37 pm

Title: VVVVVV
Post by: Juju on April 29, 2011, 03:41:37 pm
I started another Axe project today called VVVVVV, a port of the PC game of the same name (http://thelettervsixtim.es/).

The controls are pretty simple, left, right and [2nd] to change the gravity upside-down.

I already wrote most of the engine today, the rest should be fun :)

You should try the demo of the PC game, it's pretty fun.

More details coming soon.
Title: Re: VVVVVV
Post by: leafy on April 29, 2011, 03:58:53 pm
Ah yes, I was just waiting for somebody to port this :)
Title: Re: VVVVVV
Post by: Munchor on April 29, 2011, 04:32:35 pm
I tried the online demo and this looks awesome, very good game. Could you please make it less story/dialogs and more levels-thing? I think that'd make it more calculator-games-like. Good luck!
Title: Re: VVVVVV
Post by: Juju on April 29, 2011, 05:56:00 pm
leafiness0, I think a lot of us who played the game were waiting for this, me first :P

Scout, yeah I didn't really planned any story at all, unlike the PC game, I may add some dialogue later though, maybe... I'm not even sure if I will include all the features the PC game has, such as the 6 characters, teleporters, scrolling levels and things like that. Oh well, I'll begin with the basics, then we'll see after.

Also, I made a 8x8 sprite of the main character, what do you think?
Title: Re: VVVVVV
Post by: shmibs on April 29, 2011, 06:44:40 pm
i literally just finished this game (if you were in chan a day or two ago you may have noticed my complaining about that one shiny trinket that requires free falling through twelve spike-lined rooms to get). some of the design ideas are absolutely brilliant. how do you plan to go about making different coloured characters? will there be any?
Title: Re: VVVVVV
Post by: ZippyDee on April 29, 2011, 06:57:12 pm
I LOVE THIS GAME!! I knew it would be ported eventually! But...isn't that basically what Graviter is?
Title: Re: VVVVVV
Post by: Deep Toaster on April 29, 2011, 07:13:41 pm
Thought this was a spam post at first :P

But whoa, that's an awesome game! Good luck porting it!
Title: Re: VVVVVV
Post by: Juju on April 29, 2011, 07:16:43 pm
i literally just finished this game (if you were in chan a day or two ago you may have noticed my complaining about that one shiny trinket that requires free falling through twelve spike-lined rooms to get). some of the design ideas are absolutely brilliant. how do you plan to go about making different coloured characters? will there be any?
Grayscale, I guess? Not sure, if I add another character, I will make it gray, just for the sake of not confusing it with the main character.

I LOVE THIS GAME!! I knew it would be ported eventually! But...isn't that basically what Graviter is?
Well, both games shares the idea of gravity-inverting and... I think the similarity stops there. In VVVVVV, you won't be able to jump and the levels are more linear, much like most RPGs.

And me too, I love this game, the gameplay is original, that's why I took the challenge to port it in Axe :P I nearly finished the game, oh god it's hard towards the end...

And thanks for the support guys :)
Title: Re: VVVVVV
Post by: ZippyDee on April 29, 2011, 10:36:20 pm
Well, both games shares the idea of gravity-inverting and... I think the similarity stops there. In VVVVVV, you won't be able to jump and the levels are more linear, much like most RPGs.
So are you going to have names for every screen? :D
Title: Re: VVVVVV
Post by: Juju on April 29, 2011, 11:52:03 pm
Maybe. I'll look at this when I'll be there.
Title: Re: VVVVVV
Post by: Darl181 on April 29, 2011, 11:54:16 pm
Epic game is epic.  Have fun writing finishing it :)
Title: Re: VVVVVV
Post by: Munchor on April 30, 2011, 04:51:58 am
leafiness0, I think a lot of us who played the game were waiting for this, me first :P

Scout, yeah I didn't really planned any story at all, unlike the PC game, I may add some dialogue later though, maybe... I'm not even sure if I will include all the features the PC game has, such as the 6 characters, teleporters, scrolling levels and things like that. Oh well, I'll begin with the basics, then we'll see after.

Also, I made a 8x8 sprite of the main character, what do you think?

The sprite looks great and I hope there is less story, what I like is the game and levels.
Title: Re: VVVVVV
Post by: Darl181 on April 30, 2011, 02:00:56 pm
I actually don't mined the story as much, but then again it doesn't really add to the gameplay to a tangible extent so yeah...
Maybe the goal could be to find all the 'shiny trinkets' in a given level?  Maybe a time trial mode?
Title: Re: VVVVVV
Post by: leafy on April 30, 2011, 02:25:03 pm
Engine first guys, worry about the storyline later. Although I think this engine is pretty simple to replicate ^^
Title: Re: VVVVVV
Post by: Juju on April 30, 2011, 02:58:11 pm
Yep, engine first, then we'll see later. I have the main controls done (left-right-jump), can land on pixels (can check if there's a pixel on below) but can't jump off them yet... (only from Y=0 and Y=63.) And now I think I have an idea for the level format.
Title: Re: VVVVVV
Post by: leafy on April 30, 2011, 03:57:05 pm
How are you going to handle the variable enemy sizes? They move in varying ways and they all have different sizes so detection might be difficult.
Title: Re: VVVVVV
Post by: Juju on April 30, 2011, 04:44:13 pm
Oh, nearly forgot about that. I'll think of that...
Title: Re: VVVVVV
Post by: leafy on April 30, 2011, 04:58:06 pm
Also pointer-based detection might be better than pixel-based in this case due to the large number of objects. Just some things you should consider.
Title: Re: VVVVVV
Post by: leafy on May 07, 2011, 03:23:56 pm
Any progress?
Title: Re: VVVVVV
Post by: whatisupeveryone on May 07, 2011, 04:46:27 pm
I used to play this game when I was younger, and would like to play this on the 83+ :)
Title: Re: VVVVVV
Post by: Juju on May 07, 2011, 08:03:09 pm
Any progress?
Yeah, I'm designing the level format right now.

It should be in an appvar consisting of a series of [pointers to the next screen (8 bytes) + a tilemap of 24x16 + some other stuff].
Title: Re: VVVVVV
Post by: Ashbad on May 07, 2011, 08:16:38 pm
Also pointer-based detection might be better than pixel-based in this case due to the large number of objects. Just some things you should consider.

actually, pixel based detection would be perfectly fine for this job ;) It'll have little-to-no lag up until ~20 enemies if you code it correctly, whereas more than 3 using pointers and actual variables exponentially slows it down :/ Here are some real specifics that are good to think out very carefully before implementation:

- how big exactly in bytes is each map going to be?

- how will the data in the map be handled?  Are there sections for Jumps, Enemies, flying boxes?

- how is the collision detection to work?  pixel by pixel and by many in some cases?  8.8 00.00 to FF.FF quasi-FP locations? Aligned?

- how will you pack maps together?  Map packs?

- will you consider compression?

- how large are all objects going to be?  variable size (slightly harder) or set benchmarks?

- Gravity? Other forces?  Reactions to forces?

- General map design standards?

Good ideas to SPECIFICALLY think about ;)
Title: Re: VVVVVV
Post by: Juju on May 07, 2011, 09:27:17 pm
I already thoought of all that :)

Current implementation is 200 bytes per screen. Each screen is concatenated together. The tilemap is 24x16 nibbles (could be expanded to a full byte later), each containing the ID of a 4x4 sprite (ID 0 is nothing, ID 1 is a block, etc.). There is also special IDs such as spikes, teleporters, enemy spawner, moving blocks, save booths, etc. If current pixel belongs to a special block, it makes you die (move to latest save booth)/save game/move in a direction/teleport/etc. They have arguments before the tilemap, together with pointers to {left,right,top,bottom} screens. Compression is planned. Everything but the tilemap are 8 or 16 bit, while the tilemap is 8 bit (4 if I have 16 objects or less).

I already have pixel-by-pixel collision detection already working, it works fine. If current tested pixel belongs to an ID 1 block, the character can't move in the specified direction. There is also collision detection for the screen borders, if you reach the bottom, for instance, you get warped at the top of the screen specified by the pointer to the bottom screen in the level data.

For gravity, well you can only move left, right and change the gravity upside-down. The character can't jump. There should also be moving plateforms and blocks that speed up/slowdown you.

For map design standards, well there shouldn't have a lot of puzzles and enemies in the same screen, it should look like the PC game.

Full specification with the correct order coming later :)
Title: Re: VVVVVV
Post by: Munchor on May 08, 2011, 08:25:18 am
Will there be scrolling Left-Right and Up-Down? Will we be able to go back?
Title: Re: VVVVVV
Post by: ztrumpet on May 08, 2011, 12:05:18 pm
This looks really cool!  Good luck! :D
Title: Re: VVVVVV
Post by: Juju on May 08, 2011, 05:49:07 pm
Will there be scrolling Left-Right and Up-Down? Will we be able to go back?
No and yes if you configure the next screen pointers correctly. Scrolling is not planned right now.
Title: Re: VVVVVV
Post by: DJ Omnimaga on June 06, 2011, 05:54:15 pm
Is that still being worked on by the way? I played the original and it would be great to see it on calc. :D
Title: Re: VVVVVV
Post by: Juju on June 06, 2011, 10:36:57 pm
Yeah, it's worked, slowly, but surely. I keep getting glitches, dunno why...
Title: Re: VVVVVV
Post by: leafy on June 07, 2011, 01:37:05 am
I want to see thees. MAKE IT HAPPEN
Title: Re: VVVVVV
Post by: DJ Omnimaga on June 07, 2011, 03:21:44 am
Ah ok sorry to hear. Maybe ask in the Axe section? I'm sure some people would be happy to help. :)