Well, I am on Omni more, but I decided to post this on Cemetech: A VVVVVV port for the TI-83+/TI-84+ series. You can view my topic on Omni at: http://ourl.ca/18384

(file through the topic for the latest demo and screenies if they aren't on here at the same time)



Latest demo: http://www.cemetech.net/forum/viewtopic.php?p=215093#215093

(Don't have those programs on my computer right now due to editing, so I can't upload yet)

I am currently level designing and also spriting (meaning Keoni29 on Omni is spriting because I suck at it Razz )

Tell me what you think![/img]
Can you tell us more about the game's premise and mechanics for those of us unfamiliar with the concept? I see lots of spikes and what seems like the ability to jump infinitely far in any direction. There also seems to be non-smooth multi-screen tilemapping, the ability to lose, and small 'c' characters that I assume you need to collect.
I think you're not jumping but switching gravity, and based on how you go back to those spots after dying, I think the little "c" characters are save-points. This looks pretty fun, though. Have you thought at all about greyscale? I think that would make it look really nice.
merthsoft wrote:
I think you're not jumping but switching gravity, and based on how you go back to those spots after dying, I think the little "c" characters are save-points. This looks pretty fun, though. Have you thought at all about greyscale? I think that would make it look really nice.
Ahhh, I didn't notice that the character sprite was turning upside-down; good eye. That makes a lot of sense. I remember that someone (Stefan Bauwen? DJ_O?) made a game with a ball and platforms where you needed to change gravity to keep the ball in the map; this seems like a much more complex but logical extension to the concept. I second the grayscale recommendation.
Derp. I forgot to link you to the actual game.

Here it is: (available as a free demo or payed game for the computer and as a game for the 3DS) http://thelettervsixtim.es

It's a platformer where you can't jump, but can only flip gravity. The "c"'s are checkpoints. It has an autosave feature when you quit. (It saves where you are so long as you are on solid ground)

I don't plan on greyscale because I draw the map to the back buffer, then copy the back buffer to the front buffer whenever I refresh to save time (otherwise, it's really slow)

I will if I find a way, though.
Now that I played it I see why you didn't do smooth-scrolling; the original didn't either. Keep up the good work; it seems quite true to the original. Are you replicate the levels or creating your own?
KermMartian wrote:
Now that I played it I see why you didn't do smooth-scrolling; the original didn't either. Keep up the good work; it seems quite true to the original. Are you replicate the levels or creating your own?


The ones in the screenie are copies of my favorites from the real game's demo.

I plan on doing some of my own levels (10x10 tilemap of 8x12 tilemaps = 100 screens/levels ~= 9600 byte appvar o.O)

I might add another row or two, but I doubt it.
[Pseudo-Cross Posted from Omni]

I decided to restart the maps from scratch and change a few lines of my code to work with the more traditional tilemap format that I'm using. These are not the same maps as before, and you MUST replace all files, delete PIMAP.8xv and delete VVVSAV.8xv from your calculator before you play.

Without further ado: the screenies:



Planned features/levels (in no particular order):

A menu
Multiple saves (maybe)
Shiny trinkets
Veni Vidi Vici
Some non-linear gameplay, but no overworld (sorry).
And most importantly: Custom Maps!

(I also have an idea for a multiplayer gameplay mechanic, but I'll need some time before I can guarantee that this may indeed happen)

Zip here: http://www.omnimaga.org/index.php?action=dlattach;topic=15787.0;attach=16475
Enjoy!
[cross posted from Omni]

Update!



It has a menu now! :w00t:

As you see, there will be more options in the menu later, as there are slots for them to fit later.

Zip here: http://www.omnimaga.org/index.php?action=dlattach;topic=15787.0;attach=16481

Enjoy!
pimathbrainiac wrote:
[cross posted from Omni]
I have to say that I've never understood why people do this. I rarely see "cross-posted from Cemetech".

Quote:
Update!



It has a menu now! :w00t:

As you see, there will be more options in the menu later, as there are slots for them to fit later.

Zip here: http://www.omnimaga.org/index.php?action=dlattach;topic=15787.0;attach=16481

Enjoy!
Congratulations for the update! You should be sure to also update it in the Cemetech Archives, as I hate searching through forum attachments, especially when you make subsequent updates. Also, what are those missing menu options going to be?
The menu options will be Multiplayer (which is not in the actual game, but I have an idea for how that may work), and Custom Levels.

I will have a new update by tonight, and I will put it on the Cemetech archives, as you have suggested.
Here's tonight's update, as promised!

First, the Screenie:



Second, the download. This is the attachment link on Omni, but once I upload this update to the Cemetech Archives, it will change to that link: http://www.omnimaga.org/index.php?action=dlattach;topic=15787.0;attach=16488

EDIT: Here's the Cemetech link: http://www.cemetech.net/programs/index.php?mode=file&id=993
Looking great! It seems to be significantly faster, as far as I can tell, so congratulations if that is indeed the case. I'm excited to see what this multiplayer will be like (perhaps use geekboy's CALCnet axiom?).
Perhaps, but not in my reach at the moment. My last attempt at multiplayer (non gCn) for any calc-related game was not at all good. I'm ready to tackle regular multiplayer atm, but not gCn just yet.
pimathbrainiac wrote:
Perhaps, but not in my reach at the moment. My last attempt at multiplayer (non gCn) for any calc-related game was not at all good. I'm ready to tackle regular multiplayer atm, but not gCn just yet.
Not gCn, just CALCnet. Smile Even though it's a networking protocol, it would also be an easy way to just create regular 2-player multiplayer, as it adds some nice abstractions with packets, delivery guarantees, and checksums on top of calc-to-calc communication.
Okay, I'll try. If it's a better choice than the default Axe get/sends (which it appears it is), I'll use it.
So I can't do CALCnet because it uses L1, and that's where I store most of the important variables. Sorry *shrugs*

That said, I sent an email to Terry Cavanagh (the creator of the original game). Here's what he had to say:

Quote:
This is looking really awesome! Good luck with it Smile


YAY.
Here's a new screenie!



I'll link to an update on the Ceme archives as soon as it's ready!

EDIT: here's the link: http://www.cemetech.net/programs/index.php?mode=file&id=1007
Oh, I just realized you uploaded a new version instead of an update. For future reference, please submit updates by going to the file in the Archives and clicking the Update link at the bottom of the page. I should have picked that up when it was pending. Anyway, nice job on this update; it's looking great.
Thanks and I will. Very Happy
  
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