Author Topic: VVVVVV  (Read 80711 times)

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Offline pimathbrainiac

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Re: VVVVVV
« Reply #105 on: March 11, 2013, 10:33:23 am »
So... line drawing's done! I didn't do it Hayleia's way or Shimbs's way (I couldn't think of a way to implement them in my current source), but I did it with the line( command (and it is pretty good, if I may say so myself ;D)

Thanks for the support!

On a side note, I might use full (only when drawing the map) to keep things smooth when transitioning (not implemented yet)

And now: *Drumroll*

SCREENIE!!!



Downloads for PIMAP, VVVVVVSRC, and VVVVVV are attached
« Last Edit: March 11, 2013, 10:33:57 am by pimathbrainiac »
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Offline Keoni29

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Re: VVVVVV
« Reply #106 on: March 11, 2013, 11:03:00 am »
That stack of spikes still looks weird. Can't you have a special tile for that?
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Online DJ Omnimaga

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Re: VVVVVV
« Reply #107 on: March 11, 2013, 11:36:28 am »
Looks much better so far :D

Offline pimathbrainiac

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Re: VVVVVV
« Reply #108 on: March 11, 2013, 12:02:12 pm »
That stack of spikes still looks weird. Can't you have a special tile for that?

Since you are a spriting genious, do you think you can do an omni-directional spike in the same style as the current single-direction spikes?

I'll try, but they probably will suck...
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Offline Keoni29

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Re: VVVVVV
« Reply #109 on: March 11, 2013, 12:43:05 pm »
Can you convert them yourself?
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #110 on: March 11, 2013, 12:55:46 pm »
yeah, I can convert them!

Thanks!
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Offline Keoni29

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Re: VVVVVV
« Reply #111 on: March 20, 2013, 01:10:33 pm »
Have you put these tiles in your game yet?
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #112 on: March 20, 2013, 01:12:34 pm »
Been too busy the past week (TI-Concours). I will soon, though.
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Re: VVVVVV
« Reply #113 on: March 20, 2013, 02:39:00 pm »
Those tiles looks cool by the way :)

Offline Keoni29

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Re: VVVVVV
« Reply #114 on: March 20, 2013, 03:09:52 pm »
Thank you. Out of all the 2^64 possibilities I have picked these 3.
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #115 on: March 20, 2013, 03:23:57 pm »
I really like those tiles, and I think I'll implement them today!
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #116 on: April 12, 2013, 03:23:27 pm »
Just a heads up: I'm about half way done with the overall map, so I'll be releasing a new edition soon!

Also, I [gulp] might [/gulp] be implementing a grayscale background to make stuffs more interesting to look at (assuming I know what I'm doing with the buffers).
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Offline Hayleia

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Re: VVVVVV
« Reply #117 on: April 12, 2013, 03:26:19 pm »
Great :D
And adding a grayscale background is really easy, if it never moves. All you need to do is to add your hex code somewhere, stored at a pointer called °BG for example (really original :P) then you replace all your "DispGraph" by "DispGraph(L6,°BG)" :)
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #118 on: April 12, 2013, 03:30:08 pm »
It would be that easy except I use the back buffer for map segment storage so I don't have to redraw the map segment every frame.

I think I can fix that with a few copy statements and a third buffer, though, so I will be using that method (and your interrupt grayscale method) for that!
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Offline Hayleia

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Re: VVVVVV
« Reply #119 on: April 12, 2013, 03:36:31 pm »
???
The method I gave you doesn't involve the back buffer ;)
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