Author Topic: VVVVVV  (Read 80298 times)

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Offline bb010g

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Re: VVVVVV
« Reply #270 on: February 11, 2014, 12:34:55 am »
Is the 100 room limit arbitrary, or is there a speed problem with more?
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #271 on: February 11, 2014, 12:36:16 am »
More of a size problem as well as an "I'm too lazy to take user input instead of key-presses" for the custom map width and height.
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Offline DJ Omnimaga

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Re: VVVVVV
« Reply #272 on: February 11, 2014, 01:03:03 am »
Although 100 rooms is kinda a good amount when you take in account the fact that Metroid II: Expansion has 300. You spend much more time in a VVVVVV room than a 83+ xLIB Metroid II one so the length will most likely be identical since players will need weeks before they can get past certain rooms.

Offline pimathbrainiac

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Re: VVVVVV
« Reply #273 on: February 11, 2014, 01:08:33 am »
All part of the game, eh?

Harder than playing the levels is creating them, though. It normally takes me a week to get a ~3 room section of the map ready, but this week I'm aiming for doubling the existing length.

So expect maybe half the existing length added :P
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Offline DJ Omnimaga

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Re: VVVVVV
« Reply #274 on: February 11, 2014, 01:15:31 am »
What do you mean by all part of the game? ???

Offline pimathbrainiac

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Re: VVVVVV
« Reply #275 on: February 11, 2014, 01:18:40 am »
The difficulty.

The game's supposed to be extremely hard. I guess it's my fault for not clarifying :P
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Re: VVVVVV
« Reply #276 on: February 11, 2014, 01:23:45 am »
Oh ok, but yeah the high difficulty will definitively increase the game length. :P In Metroid II: Evolution/The Last Chozo Expansion Set, it's pretty much an exploration-oriented platformer that isn't necessarily meant to be very hard, so you can sometimes find yourself walking through a very long tunnel with very few obstacles. Also, in Metroid II Evolution you can have up to 1099 energy points and in Expansion it's 1499 (pretty much 3598 with the armor). In VVVVVV, one hit and you're dead (although in Metroid you restart all the way back to the last save point if you die).

Just make sure to not make rooms repetitive, such as having 10 rooms worth of moving platform jumping like in that SNES RPG >.<
« Last Edit: February 11, 2014, 01:25:04 am by DJ Omnimaga »

Offline pimathbrainiac

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Re: VVVVVV
« Reply #277 on: February 11, 2014, 04:43:50 pm »
The original game's designed not to be repetitive. I will do my best not to make it repetitive. The map design's nonlinear at this point :D
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #278 on: February 14, 2014, 07:49:39 am »
So far, the map has 2 paths. In this update, a lot is added to both (although one's much harder at this point :P).



EDIT: The above screenshot is with wabbit at 50%, btw.



Zip attached, as always. Enjoy!
« Last Edit: February 14, 2014, 07:50:31 am by pimathbrainiac »
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Offline TIfanx1999

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Re: VVVVVV
« Reply #279 on: February 14, 2014, 08:00:16 am »
Holy wall of spikes Batman! O.O

Offline DJ Omnimaga

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Re: Re: VVVVVV
« Reply #280 on: February 16, 2014, 02:36:57 pm »
in that 2nd screenshot, would it be possible to just switch gravity to move up but when touching the vertical line, rather than cross it to touch the horizontal one, go back straight into the pit?

Offline pimathbrainiac

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Re: VVVVVV
« Reply #281 on: February 16, 2014, 02:41:00 pm »
Yeah, but it's slightly less obvious to the player.
In the actual game, there are many ways to solve each level. :D
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Offline Sorunome

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Re: VVVVVV
« Reply #282 on: February 17, 2014, 12:35:35 pm »
How are you supposed to do that O.Os

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Offline Matrefeytontias

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Re: VVVVVV
« Reply #283 on: February 17, 2014, 12:44:21 pm »
With skill. Fortunately, it takes quite a long time to obtain it ;D

Offline Keoni29

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Re: VVVVVV
« Reply #284 on: February 18, 2014, 06:02:46 pm »
I will put this on my calc next week. I need to pay attention in school this week.
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