Author Topic: VVVVVV  (Read 11367 times)

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Offline leafy

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Re: VVVVVV
« Reply #15 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.
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Offline Juju

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Re: VVVVVV
« Reply #16 on: April 30, 2011, 04:44:13 pm »
Oh, nearly forgot about that. I'll think of that...

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Offline leafy

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Re: VVVVVV
« Reply #17 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.
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Offline leafy

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Re: VVVVVV
« Reply #18 on: May 07, 2011, 03:23:56 pm »
Any progress?
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Offline whatisupeveryone

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Re: VVVVVV
« Reply #19 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+ :)

Offline Juju

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Re: VVVVVV
« Reply #20 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].

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Re: VVVVVV
« Reply #21 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 ;)

Offline Juju

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Re: VVVVVV
« Reply #22 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 :)
« Last Edit: May 07, 2011, 09:35:20 pm by juju2143 »

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Offline Munchor

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Re: VVVVVV
« Reply #23 on: May 08, 2011, 08:25:18 am »
Will there be scrolling Left-Right and Up-Down? Will we be able to go back?

Offline ztrumpet

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Re: VVVVVV
« Reply #24 on: May 08, 2011, 12:05:18 pm »
This looks really cool!  Good luck! :D

Offline Juju

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Re: VVVVVV
« Reply #25 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.

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Offline DJ Omnimaga

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Re: VVVVVV
« Reply #26 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

Offline Juju

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Re: VVVVVV
« Reply #27 on: June 06, 2011, 10:36:57 pm »
Yeah, it's worked, slowly, but surely. I keep getting glitches, dunno why...

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Offline leafy

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Re: VVVVVV
« Reply #28 on: June 07, 2011, 01:37:05 am »
I want to see thees. MAKE IT HAPPEN
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Offline DJ Omnimaga

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Re: VVVVVV
« Reply #29 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. :)