Author Topic: VVVVVV  (Read 80292 times)

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Offline DJ Omnimaga

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Re: VVVVVV
« Reply #255 on: January 29, 2014, 08:20:55 pm »
Wait, does it mean it will support external levels?

Offline pimathbrainiac

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Re: VVVVVV
« Reply #256 on: January 29, 2014, 08:22:41 pm »
Well, yes and no.

If you define "levels" as entire maps, then yes.
If you define "levels" as groups of rooms/single rooms added to the main map, then no.

Basically, the support for custom levels is like that of portal prelude.
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Offline Hayleia

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Re: VVVVVV
« Reply #257 on: January 30, 2014, 02:05:57 am »
EDIT: Yes, the executable is DCS only, sorry!
Why DCS only ? ???
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #258 on: January 30, 2014, 10:12:48 am »
For four reasons:
1: Crabcake requires shell usage
2: MirageOS uses L2
3: It has an icon
4: You can always compile it for Ion yourself :P
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Offline Hayleia

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Re: VVVVVV
« Reply #259 on: January 30, 2014, 10:24:41 am »
1: Crabcake requires shell usage
Ion and MirageOS work fine.

2: MirageOS uses L2
It is written in the Commands.html how to avoid that.

3: It has an icon
Same 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 :P
I can, but other people don't know how to do so (not talking about people on forums).

5: Nothing prevents you from doing several executables, one for Ion (for people who don't care about the icon) and one for DCS if you really want that icon.
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #260 on: January 30, 2014, 10:26:41 am »
I just realized that there is no interrupt in the program

* pimathbrainiac facepalms

I'll upload some recompiled versions soon

EDIT: Zip attached
« Last Edit: January 30, 2014, 10:34:28 am by pimathbrainiac »
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #261 on: February 07, 2014, 11:19:52 pm »
Bump!

So more than a week has passed, and I don't have an update. Sorry D:

I've been a bit too busy with school to even do Ti-Concours, so my next update will probably just include a new README.

Until then, thanks for supporting the project this far!
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Offline Keoni29

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Re: VVVVVV
« Reply #262 on: February 08, 2014, 04:44:11 am »
No problem. I am looking forward to the readme :)
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #263 on: February 08, 2014, 09:51:26 am »
Well, here's an update with a bugfix and a readme!

Zip attached, as always. Enjoy!
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Offline ClrDraw

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Re: VVVVVV
« Reply #264 on: February 08, 2014, 09:56:57 am »
I just played this game for the first time and it's addictig  :thumbsup: good work.
Visit my GitHub for all my TI programs as well as other projects.
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #265 on: February 09, 2014, 09:42:56 am »
Thanks!

Would you believe that the map is only about 15% done at this point?
It is. Expect more soon, because there will be more tilemap within a week.
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Offline DJ Omnimaga

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Re: VVVVVV
« Reply #266 on: February 11, 2014, 12:05:58 am »
I should probably give this a try at some point. I just downloaded it now, but I think I'll need some practice since it looked very hard lol.

How many maps are there in total?

Offline pimathbrainiac

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Re: VVVVVV
« Reply #267 on: February 11, 2014, 12:08:02 am »
1 map of 100 rooms. I have about 15-20 rooms released at the moment, and have some more not released yet. Thanks for the download, and feel free to give some critical feedback! :D
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Offline DJ Omnimaga

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Re: VVVVVV
« Reply #268 on: February 11, 2014, 12:29:40 am »
Ah ok, yeah I was wondering about rooms themselves. 100 seems quite great actually :D

Offline pimathbrainiac

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Re: VVVVVV
« Reply #269 on: February 11, 2014, 12:33:53 am »
And custom maps can have up to 100 rooms as well.

Once I document the custom maps well enough, I think we might see some people trying things out. That would be cool!
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