#vvvvvv — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #vvvvvv, aggregated by home.social.
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@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.
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@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.
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@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.
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@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.
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@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.
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One Open-source Project Daily
The source code to VVVVVV! http://thelettervsixtim.es/
https://github.com/TerryCavanagh/VVVVVV
#1ospd #opensource #vvvvvv #game -
One Open-source Project Daily
The source code to VVVVVV! http://thelettervsixtim.es/
https://github.com/TerryCavanagh/VVVVVV
#1ospd #opensource #vvvvvv #game -
One Open-source Project Daily
The source code to VVVVVV! http://thelettervsixtim.es/
https://github.com/TerryCavanagh/VVVVVV
#1ospd #opensource #vvvvvv #game -
One Open-source Project Daily
The source code to VVVVVV! http://thelettervsixtim.es/
https://github.com/TerryCavanagh/VVVVVV
#1ospd #opensource #vvvvvv #game -
One Open-source Project Daily
The source code to VVVVVV! http://thelettervsixtim.es/
https://github.com/TerryCavanagh/VVVVVV
#1ospd #opensource #vvvvvv #game -
🐍 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! 😜
https://github.com/TerryCavanagh/VVVVVV #sourcecode #indiegame #gamedevelopment #gamedev #HackerNews #ngated -
🐍 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! 😜
https://github.com/TerryCavanagh/VVVVVV #sourcecode #indiegame #gamedevelopment #gamedev #HackerNews #ngated -
🐍 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! 😜
https://github.com/TerryCavanagh/VVVVVV #sourcecode #indiegame #gamedevelopment #gamedev #HackerNews #ngated -
🐍 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! 😜
https://github.com/TerryCavanagh/VVVVVV #sourcecode #indiegame #gamedevelopment #gamedev #HackerNews #ngated -
Can we clear VVVVVV AP with a fresh save too? Let's find out!
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Maybe we can BK another game! Playing some VVVVVV Archipelago! https://www.twitch.tv/linkhs
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Maybe we can finally get that elusive trinket. 👀 Join me for some VVVVVV Archipelago! https://www.twitch.tv/linkhs
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That's the end of the game! It was fun to play -- after, hmm... 14 years or so? Definitely recommend! Download it here:
https://csdb.dk/release/?id=155769
#commodore #c64 #retrogaming #vvvvvv -
That's the end of the game! It was fun to play -- after, hmm... 14 years or so? Definitely recommend! Download it here:
https://csdb.dk/release/?id=155769
#commodore #c64 #retrogaming #vvvvvv -
That's the end of the game! It was fun to play -- after, hmm... 14 years or so? Definitely recommend! Download it here:
https://csdb.dk/release/?id=155769
#commodore #c64 #retrogaming #vvvvvv -
That's the end of the game! It was fun to play -- after, hmm... 14 years or so? Definitely recommend! Download it here:
https://csdb.dk/release/?id=155769
#commodore #c64 #retrogaming #vvvvvv -
That's the end of the game! It was fun to play -- after, hmm... 14 years or so? Definitely recommend! Download it here:
https://csdb.dk/release/?id=155769
#commodore #c64 #retrogaming #vvvvvv -
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I have cleared almost all of the map. But I can’t find the last crewmate!
#vvvvvv #commodore #c64 -
I have cleared almost all of the map. But I can’t find the last crewmate!
#vvvvvv #commodore #c64 -
I have cleared almost all of the map. But I can’t find the last crewmate!
#vvvvvv #commodore #c64 -
I have cleared almost all of the map. But I can’t find the last crewmate!
#vvvvvv #commodore #c64 -
I have cleared almost all of the map. But I can’t find the last crewmate!
#vvvvvv #commodore #c64 -
I think this sequence of rooms is the hardest so far. A lot of good timing required.
#vvvvvv #commodore #c64 -
I think this sequence of rooms is the hardest so far. A lot of good timing required.
#vvvvvv #commodore #c64 -
I think this sequence of rooms is the hardest so far. A lot of good timing required.
#vvvvvv #commodore #c64 -
I think this sequence of rooms is the hardest so far. A lot of good timing required.
#vvvvvv #commodore #c64 -
I think this sequence of rooms is the hardest so far. A lot of good timing required.
#vvvvvv #commodore #c64 -
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 -
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 -
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 -
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 -
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 -
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…
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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…
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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…
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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…
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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…