Author Topic: VVVVVV  (Read 82531 times)

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Offline pimathbrainiac

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Re: VVVVVV
« Reply #210 on: December 17, 2013, 06:38:45 pm »
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

This was untrue...

I did fix the bug, however, but decreasing the left-right detection area to fit the size of the actual sprite (6x8) instead of the 8x8 that I had before...

Seen here:



Zip attached, as always. Enjoy!
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Offline Deep Toaster

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Re: VVVVVV
« Reply #211 on: December 17, 2013, 10:47:43 pm »
This is looking really nice. Any plans to convert it to white-on-black instead? There should be no speed difference and I think it would look truer to the original.




Offline Matrefeytontias

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Re: VVVVVV
« Reply #212 on: December 18, 2013, 07:11:23 am »
IMO you should change the saving point sprite to tell the player he actually saved. Looking really nice anyway :D
« Last Edit: December 18, 2013, 07:17:34 am by Matrefeytontias »

Offline pimathbrainiac

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Re: VVVVVV
« Reply #213 on: December 18, 2013, 07:23:32 am »
Matref: Yeah, I have the data for that sprite, but I've been too lazy to implement it.

DT: Is there a one-time-per-loop command that will let me do that?
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Offline Matrefeytontias

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Re: VVVVVV
« Reply #214 on: December 18, 2013, 07:25:10 am »
Do DrawInv right after you draw your tilemap and replace all Pt-Ons by Pt-Changes and you should be good.

EDIT : if you're using DispGraphClrDraw and redraw everything each loop iteration, just add  DrawInv before DispGraphClrDraw.
« Last Edit: December 18, 2013, 07:46:54 am by Matrefeytontias »

Offline pimathbrainiac

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Re: VVVVVV
« Reply #215 on: December 18, 2013, 07:26:06 am »
Do DrawInv right after you draw your tilemap and remplace all Pt-Ons by Pt-Changes and you should be good.

Okay! Will do for the next update!

EDIT: UPDATE!!!



Zip attached, as always. Enjoy!
« Last Edit: December 18, 2013, 07:45:10 am by pimathbrainiac »
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Offline Sorunome

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Re: VVVVVV
« Reply #216 on: December 18, 2013, 07:46:04 am »
Now that is looking awesome O.O I like the negativeness :D

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Offline Matrefeytontias

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Re: VVVVVV
« Reply #217 on: December 18, 2013, 07:47:39 am »
Fastest update ever :P

It's true that it's better this way !

Offline pimathbrainiac

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Re: VVVVVV
« Reply #218 on: December 18, 2013, 07:53:44 am »
No, I think this next one is. It's a pseudo-bugfix/optimization. I made it so that the player is no longer translucent.

No screenies atm, but the zip is attached. Enjoy!
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Offline TIfanx1999

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Re: VVVVVV
« Reply #219 on: December 18, 2013, 09:01:47 am »
I like the new color scheme. It makes it look a lot more like the original. :D

Offline pimathbrainiac

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Re: VVVVVV
« Reply #220 on: December 18, 2013, 04:06:19 pm »
Added a poll asking what I should be working on for the next chunk of updates.
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #221 on: December 18, 2013, 08:10:46 pm »
Whelp, I just realized that the updated binaries weren't in the last two updates, just the updated sources D:

Attached is a corrected zip. As always, enjoy!
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Offline bb010g

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Re: VVVVVV
« Reply #222 on: December 18, 2013, 09:32:08 pm »
Are you going to add room names?
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #223 on: December 18, 2013, 09:36:22 pm »
Perhaps, but that's actually at the bottom of my priority list. It's an embellishment. Not necessarily needed, although very tempting. My priorities are making a complete game, then doing all the embellishments.
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Offline Matrefeytontias

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Re: VVVVVV
« Reply #224 on: December 19, 2013, 05:02:49 pm »
IMO you should start by porting all of the game's tilemaps =]