Oh, I know. I was just saying, heh.I'm thinking that Link's point is that it would be good to be able to directly purchase ports like this as PNDs including the data, so that clear purchasing stats are available, which could be pointed to when asking permission for porting closed, commercial titles.
Sure it would, but our current distribution systems to not yet support that.
Anyway, I second Link - great work on the port, man.
I actually managed to get that one after I found out how to correct the resolution (set scale to 1), but it still took me about 20-30 tries after correcting the resolution.Well I just completed this on the Pandora (altho I don't have all the shiny trinkets yet) an I really enjoyed it. Fantastic, original game. The elephant bit was bizarre. Anyone managed to get the really difficult trinket on the Pandora yet? The one thats got the msg screen just before it that says "They'll never get this one".
I also just happened to finish the game last night, i think i have 14 trinkets so far.
The hard trinket is called Veni Vidi Vici, I have attempted to try and get it, the farthest Ive gotten is up and slighty back down ;-)
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Pickle, I don't suppose you could add in an option to disable up/down triggering the flip - I lost count of the number of times I died in the tower due to unwanted flips.
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The problem I "solved" is the one about them tracking the download. I actively informed them that they now have more money because of the Pandora port.This looks like another forum? Where can I buy the full .PND download? That's what I'm asking for. If you can point me in the right direction, maybe I'm missing something. Thanks for the reply regardless.
Ours don't, but theirs do. The humble bundle already has multiple sources (Windows, Mac, Linux): it would be trivial for them to add a new file, PND, to the Linux section.Sure it would, but our current distribution systems to not yet support that.
Ours don't, but theirs do. The humble bundle already has multiple sources (Windows, Mac, Linux): it would be trivial for them to add a new file, PND, to the Linux section.
I'm sorry that was I typo, I used the files inside of "data" .u need the folder called "data" just copy the entire directory not just the contents to the appdata folder "vvvvvv"
Or should my path look like this appdata/vvvvvv/data ?
i thought A was the action key, B is back and the other two don't seem to do anything. It is fine for me but I don't see a point in having all buttons being the action key.thanks, works like a charm.
I would be greate if the actionkey could be maped to a,b,x,y
I meant one of those, I simply forgot to try a, I'd prefer X as action, but that's not important, awesome port!i thought A was the action key, B is back and the other two don't seem to do anything. It is fine for me but I don't see a point in having all buttons being the action key.
You mean Greyout?Just wondering if FoxBlock had any influence for his game from this, see a resemblance.
Yessir, Greyout. Resemblance in spikes being bad and just puzzle like feel for different rooms similar to Greyout to me. I never played this game, played the demo and thought of Greyout. What you did with b/w colors is kind of similar to using the ceilings and walls for movement, but I'm sure this is all open to interpretation.You mean Greyout?
VVVVVV probably had an influence on it as I played it before and in many cases it's a prime example of good game design (make up a new and interesting new mechanic and _fully_ explore it).
I have not drawn any direct inspiration from it, so any resemblance is kind of unintended (yet possible).
I am wondering, where exactly do you see the resemblance? (It's probably a good thing, so I might emphasise on this in the currently running development of the final version).
Ohhh, now that you mention it, I think I did actually get direct inspiration from VVVVVV in the form of the spikes. I also mention it in the credits... now that is kind of embarrassing (in my defence, I am currently designing a few new levels and re-designing the old ones and I want to focus on the b/w mechanic and want to use spikes as an obstacle less).Yessir, Greyout. Resemblance in spikes being bad and just puzzle like feel for different rooms similar to Greyout to me. I never played this game, played the demo and thought of Greyout. What you did with b/w colors is kind of similar to using the ceilings and walls for movement, but I'm sure this is all open to interpretation.
Thanks for the reply!