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TIGSource ForumsCommunityTownhallVVVV - a 4kb re/demake of VVVVVV for java4k
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Author Topic: VVVV - a 4kb re/demake of VVVVVV for java4k  (Read 4775 times)
Notch
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« on: January 27, 2010, 04:28:39 PM »

V V V V


When I met Terry at TIGJam UK2, I asked him if I could make a
four kilobyte version of VVVVVV, one of the most infuriatingly
good games in existance. He said yes. :-D

   Play it!    (or the original)

(I was briefly considering naming it KKKK. You know.. Four k?
 But then someone mentioned KKK.)
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increpare
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« Reply #1 on: January 27, 2010, 05:03:19 PM »

Excellent!  Definitely one of the most substantial 4k games I've played : )
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s0
o
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« Reply #2 on: January 27, 2010, 05:05:46 PM »

Same here. The most amazing thing is that it feels almost as good as the original. Great job!  Coffee
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TheDustin
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« Reply #3 on: January 27, 2010, 05:14:06 PM »

This pastiche is tasty. A nice Chinese multi-cart version of V^6 if I do say so myself. I thought the "Veni, Vedi..." homage was neat.
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increpare
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« Reply #4 on: January 27, 2010, 05:14:44 PM »

Can't pass through the left side of the screen two from the bottom and three from the left...
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Notch
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« Reply #5 on: January 27, 2010, 05:20:47 PM »

That's intentional. :D
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Akari
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« Reply #6 on: January 28, 2010, 03:02:22 AM »

It's somewhat sad that this runs more smoother than the original Roll Eyes

But great job, anyway.
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Farbs
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« Reply #7 on: January 28, 2010, 03:25:58 AM »

I'd like to post something constructive or interesting here, but the best I can muster is that this is rad. This is rad.
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r.kachowski
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« Reply #8 on: January 28, 2010, 04:27:49 AM »



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alspal
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« Reply #9 on: January 28, 2010, 04:36:58 AM »





haha, that's annoying.
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superflat
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« Reply #10 on: January 28, 2010, 05:46:05 AM »

I love it... It's interesting how your level design differs from Terry's.  Both have their own flavour.  I like how you have the reflectors placed in rooms you don't expect, and that there's no real differentiation between hub and stages.

It's easier than VVVVVV, though!
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Notch
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« Reply #11 on: January 28, 2010, 07:11:12 AM »

The hub went because I could only fit 8*8 rooms in the game. I tried to mimic terry's design, but I guess I'm not as brilliant, or potentially (and more positively) my own preferences just shone through.

The Crewmen act as sort of a mix between the trinkets and the crewmen, which throws the design off a bit imo.
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Terry
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« Reply #12 on: January 28, 2010, 07:26:27 AM »

This is so cool!

Do you still have the version with the procedurally generated overworld from TIGJam? I really loved exploring it Smiley
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superflat
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« Reply #13 on: January 28, 2010, 07:42:46 AM »

The hub went because I could only fit 8*8 rooms in the game. I tried to mimic terry's design, but I guess I'm not as brilliant, or potentially (and more positively) my own preferences just shone through.

The Crewmen act as sort of a mix between the trinkets and the crewmen, which throws the design off a bit imo.

I must admit I would like the shiny, shiny trinkets.  Do you not have a spare 20 bytes for that? (...or whatever crazy amount you'd fit it into...)

I actually really enjoyed the level design - you used Terry's nice 'platforms placed at right intervals for cool auto-flip sequences' technique really well.  I like how fluid it is, and the disappearing platforms are really satisfying.
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CiroContinisio
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Eat this!


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« Reply #14 on: January 28, 2010, 08:15:30 AM »





Ah ah... in the end it seems you made it, but you still have to make it again because there's the small step? (just asking)
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Notch
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« Reply #15 on: January 28, 2010, 10:53:44 AM »

This is so cool!

Thank you!! :D

Do you still have the version with the procedurally generated overworld from TIGJam? I really loved exploring it Smiley

I probably have it in the local history on the MacBook, but it's at (my day job) work unfortunately and I won't get back there until Monday. I still think making it predesigned levels was good for the game. :-)
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shrimp
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« Reply #16 on: January 28, 2010, 11:29:14 AM »

I feel proud to say "I was there"  Who, Me?
I really suck at it though... maybe as much as I suck at the original, lovely though it is.

Congrats on the game, and on the scary flamepit of comments on the indiegames post!  Hand Knife Right
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Terry
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« Reply #17 on: January 28, 2010, 11:34:11 AM »

I still think making it predesigned levels was good for the game. :-)

Oh no, I totally agree! I'm just hoping you have that old version too, I really liked it.
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alphasmart
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« Reply #18 on: January 28, 2010, 05:30:25 PM »

This is sick.  In the good way, obviously.  You've outdone yourself this time, notch, it's even better than megaman4k.

I do wonder, though: as great as the Java4K thing is (and it is getting exponentially great year-on-year I think)...does it really count to have a "4K" game if it requires a 100+ MB runtime?

Still, this is probably the best thing since...well, V^6.
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Notch
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« Reply #19 on: January 29, 2010, 05:07:54 AM »

Well, would a 4k flash game count as a 4k game? A 4k x86 binary using ANY api (including opengl)?

You've got a point, though. =)
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