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#vvvvvv — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #vvvvvv, aggregated by home.social.

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  1. ho ve, mi eksciis, ke la aŭtoro, kiu aldonis esperantlingvan tradukon al #VVVVVV, ankaŭ desegnis la internaciigitan (latina, greka, cirila, hebrea kaj eĉ runa alfabetoj) tiparon por ĝi -- ties nomo estas "Space Station" #esperanto

  2. ho ve, mi eksciis, ke la aŭtoro, kiu aldonis esperantlingvan tradukon al #VVVVVV, ankaŭ desegnis la internaciigitan (latina, greka, cirila, hebrea kaj eĉ runa alfabetoj) tiparon por ĝi -- ties nomo estas "Space Station" #esperanto

  3. @eniko While I know of some games that have managed pretty good visuals in small screens (eg.: Monster Hunter on the 3DS, 224p), 1.- those use a vastly different visual art and engine, highly reliant on zoom and 2.- 100px is still too small for that, IMO.

    At that size limitation and if you might be facing redoing all the art for porting to consoles anyway, have you considered switching the art style to "symbolic" and using "symbolic tiles" rather than "graphic tiles"?

    Kinda like games such as #ZZT did back in the times of the DOS, when you had to deal with 80×25 terminals (no graphics mode, even).

    Symbolic visual art can also give a game a pretty fresh coat of paint depending on the genre, as can be seen in games such as #VVVVVV , and on a console port you could even add a "retro option" switch for the visual engine like how #MonsterBoy does, for extra fancy.

    For extra bonus, on symbolic tiles you could even just use fonts for some symbols, since many of them have a 10pt option.

    #vidya

  4. @eniko While I know of some games that have managed pretty good visuals in small screens (eg.: Monster Hunter on the 3DS, 224p), 1.- those use a vastly different visual art and engine, highly reliant on zoom and 2.- 100px is still too small for that, IMO.

    At that size limitation and if you might be facing redoing all the art for porting to consoles anyway, have you considered switching the art style to "symbolic" and using "symbolic tiles" rather than "graphic tiles"?

    Kinda like games such as #ZZT did back in the times of the DOS, when you had to deal with 80×25 terminals (no graphics mode, even).

    Symbolic visual art can also give a game a pretty fresh coat of paint depending on the genre, as can be seen in games such as #VVVVVV , and on a console port you could even add a "retro option" switch for the visual engine like how #MonsterBoy does, for extra fancy.

    For extra bonus, on symbolic tiles you could even just use fonts for some symbols, since many of them have a 10pt option.

    #vidya

  5. @eniko While I know of some games that have managed pretty good visuals in small screens (eg.: Monster Hunter on the 3DS, 224p), 1.- those use a vastly different visual art and engine, highly reliant on zoom and 2.- 100px is still too small for that, IMO.

    At that size limitation and if you might be facing redoing all the art for porting to consoles anyway, have you considered switching the art style to "symbolic" and using "symbolic tiles" rather than "graphic tiles"?

    Kinda like games such as #ZZT did back in the times of the DOS, when you had to deal with 80×25 terminals (no graphics mode, even).

    Symbolic visual art can also give a game a pretty fresh coat of paint depending on the genre, as can be seen in games such as #VVVVVV , and on a console port you could even add a "retro option" switch for the visual engine like how #MonsterBoy does, for extra fancy.

    For extra bonus, on symbolic tiles you could even just use fonts for some symbols, since many of them have a 10pt option.

    #vidya

  6. @eniko While I know of some games that have managed pretty good visuals in small screens (eg.: Monster Hunter on the 3DS, 224p), 1.- those use a vastly different visual art and engine, highly reliant on zoom and 2.- 100px is still too small for that, IMO.

    At that size limitation and if you might be facing redoing all the art for porting to consoles anyway, have you considered switching the art style to "symbolic" and using "symbolic tiles" rather than "graphic tiles"?

    Kinda like games such as #ZZT did back in the times of the DOS, when you had to deal with 80×25 terminals (no graphics mode, even).

    Symbolic visual art can also give a game a pretty fresh coat of paint depending on the genre, as can be seen in games such as #VVVVVV , and on a console port you could even add a "retro option" switch for the visual engine like how #MonsterBoy does, for extra fancy.

    For extra bonus, on symbolic tiles you could even just use fonts for some symbols, since many of them have a 10pt option.

    #vidya

  7. @eniko While I know of some games that have managed pretty good visuals in small screens (eg.: Monster Hunter on the 3DS, 224p), 1.- those use a vastly different visual art and engine, highly reliant on zoom and 2.- 100px is still too small for that, IMO.

    At that size limitation and if you might be facing redoing all the art for porting to consoles anyway, have you considered switching the art style to "symbolic" and using "symbolic tiles" rather than "graphic tiles"?

    Kinda like games such as #ZZT did back in the times of the DOS, when you had to deal with 80×25 terminals (no graphics mode, even).

    Symbolic visual art can also give a game a pretty fresh coat of paint depending on the genre, as can be seen in games such as #VVVVVV , and on a console port you could even add a "retro option" switch for the visual engine like how #MonsterBoy does, for extra fancy.

    For extra bonus, on symbolic tiles you could even just use fonts for some symbols, since many of them have a 10pt option.

    #vidya

  8. 🐍 So the indie game #VVVVVV finally released its source code on #GitHub, but don't worry, it won't make you a better developer because you'll be too busy getting lost in the labyrinth of GitHub's endless self-promotion. 🚀 Maybe try deciphering that before you decipher the game! 😜
    github.com/TerryCavanagh/VVVVVV #sourcecode #indiegame #gamedevelopment #gamedev #HackerNews #ngated

  9. 🐍 So the indie game #VVVVVV finally released its source code on #GitHub, but don't worry, it won't make you a better developer because you'll be too busy getting lost in the labyrinth of GitHub's endless self-promotion. 🚀 Maybe try deciphering that before you decipher the game! 😜
    github.com/TerryCavanagh/VVVVVV #sourcecode #indiegame #gamedevelopment #gamedev #HackerNews #ngated

  10. 🐍 So the indie game #VVVVVV finally released its source code on #GitHub, but don't worry, it won't make you a better developer because you'll be too busy getting lost in the labyrinth of GitHub's endless self-promotion. 🚀 Maybe try deciphering that before you decipher the game! 😜
    github.com/TerryCavanagh/VVVVVV #sourcecode #indiegame #gamedevelopment #gamedev #HackerNews #ngated

  11. 🐍 So the indie game #VVVVVV finally released its source code on #GitHub, but don't worry, it won't make you a better developer because you'll be too busy getting lost in the labyrinth of GitHub's endless self-promotion. 🚀 Maybe try deciphering that before you decipher the game! 😜
    github.com/TerryCavanagh/VVVVVV #sourcecode #indiegame #gamedevelopment #gamedev #HackerNews #ngated

  12. COME ON Victoria I want to sleep

  13. That's the end of the game! It was fun to play -- after, hmm... 14 years or so? Definitely recommend! Download it here:
    csdb.dk/release/?id=155769
    #commodore #c64 #retrogaming #vvvvvv

  14. That's the end of the game! It was fun to play -- after, hmm... 14 years or so? Definitely recommend! Download it here:
    csdb.dk/release/?id=155769
    #commodore #c64 #retrogaming #vvvvvv

  15. That's the end of the game! It was fun to play -- after, hmm... 14 years or so? Definitely recommend! Download it here:
    csdb.dk/release/?id=155769
    #commodore #c64 #retrogaming #vvvvvv

  16. That's the end of the game! It was fun to play -- after, hmm... 14 years or so? Definitely recommend! Download it here:
    csdb.dk/release/?id=155769
    #commodore #c64 #retrogaming #vvvvvv

  17. That's the end of the game! It was fun to play -- after, hmm... 14 years or so? Definitely recommend! Download it here:
    csdb.dk/release/?id=155769
    #commodore #c64 #retrogaming #vvvvvv

  18. Found the professor! The last missing crewmember!
    #vvvvvv

  19. Found the professor! The last missing crewmember!
    #vvvvvv

  20. Found the professor! The last missing crewmember!
    #vvvvvv

  21. Found the professor! The last missing crewmember!
    #vvvvvv

  22. Found the professor! The last missing crewmember!
    #vvvvvv

  23. I have cleared almost all of the map. But I can’t find the last crewmate!
    #vvvvvv #commodore #c64

  24. I have cleared almost all of the map. But I can’t find the last crewmate!
    #vvvvvv #commodore #c64

  25. I have cleared almost all of the map. But I can’t find the last crewmate!
    #vvvvvv #commodore #c64

  26. I have cleared almost all of the map. But I can’t find the last crewmate!
    #vvvvvv #commodore #c64

  27. I have cleared almost all of the map. But I can’t find the last crewmate!
    #vvvvvv #commodore #c64

  28. I think this sequence of rooms is the hardest so far. A lot of good timing required.
    #vvvvvv #commodore #c64

  29. I think this sequence of rooms is the hardest so far. A lot of good timing required.
    #vvvvvv #commodore #c64

  30. I think this sequence of rooms is the hardest so far. A lot of good timing required.
    #vvvvvv #commodore #c64

  31. I think this sequence of rooms is the hardest so far. A lot of good timing required.
    #vvvvvv #commodore #c64

  32. I think this sequence of rooms is the hardest so far. A lot of good timing required.
    #vvvvvv #commodore #c64

  33. I managed to get pretty far into the game. One crewmate is still missing though. And quite a bit of the map still to explore.
    #vvvvvv #commodore #c64

  34. I managed to get pretty far into the game. One crewmate is still missing though. And quite a bit of the map still to explore.
    #vvvvvv #commodore #c64

  35. I managed to get pretty far into the game. One crewmate is still missing though. And quite a bit of the map still to explore.
    #vvvvvv #commodore #c64

  36. I managed to get pretty far into the game. One crewmate is still missing though. And quite a bit of the map still to explore.
    #vvvvvv #commodore #c64

  37. I managed to get pretty far into the game. One crewmate is still missing though. And quite a bit of the map still to explore.
    #vvvvvv #commodore #c64

  38. CW: Flashing video

    I managed to trigger a bug in #vvvvvv: i already rescued one crewmate. In the following level I had to lead her through some obstacles. Thanks to a coincidence both of the characters died at the same time. My character spawned at the checkpoint while she was still stuck in the death spot. Game was locked in an endless loop…

  39. CW: Flashing video

    I managed to trigger a bug in #vvvvvv: i already rescued one crewmate. In the following level I had to lead her through some obstacles. Thanks to a coincidence both of the characters died at the same time. My character spawned at the checkpoint while she was still stuck in the death spot. Game was locked in an endless loop…

  40. CW: Flashing video

    I managed to trigger a bug in #vvvvvv: i already rescued one crewmate. In the following level I had to lead her through some obstacles. Thanks to a coincidence both of the characters died at the same time. My character spawned at the checkpoint while she was still stuck in the death spot. Game was locked in an endless loop…