Alright, so I've decided to just post this as-is. The deadline's been stressing me out a little and I've kinda been losing steam on this anyway, so I threw together everything I had and hopefully this is a decent showing. Development of this started on the 21st, the day I learned about this jam.
Also, I haven't tested the Linux or Mac versions, but I'm sure they're fine. Anyway, to the point.
First off, this was made in Pico-8. If you've never heard of it, it's a "fantasy console", kind of like an emulator for a console that never existed. Specs wise I'd say it's somewhere between a Game Boy Color and an 80's home computer, with strict limits on cartridge space and LUA as its programming language.
This was originally going to be a lot more than this, actually, I'd go as far as to say it was overly ambitious. I love VVVVVV, it was the first indie game I ever played and I've beaten it several times. I really wanted to do it justice with a maybe fifteen minutes to half hour or so long tribute game with a story and everything. And I was on pace for doing that, but somewhere along the way it fell apart, and my subpar coding skills were probably part of that. That and how high I always aim in everything that I do. I tried my best to be reasonable too, deciding to totally leave out the tower early on because it'd be too much work, then eventually the story got cut, then another thing, then the next, and well here we are. And it doesn't help that a lot of the code I wrote was a mess.
This demo shows off Space Station 1, which while short, is mostly finished, complete with room titles referencing other things. Then you're dropped into the outskirts of the map to wander around and see a few more rooms showing off stuff I did such as several Pico-8 covers of songs from the original game, a few extra rooms, conveyor belts, flip lines, the other tilesets, and a Veni, Vidi, Vici knockoff I did early on for testing the spikes. The original plan was to have little mini representations like this of each level except the tower, but I just couldn't design levels as well with a due date floating over my head.
As for the title, it's from a dream I had a few months back, about a nonexistent sequel to VVVVVV called VVVVVV:Moonfall. The story would've tied into it, but I never got that far. I probably won't work more on this, but if I some day decide to come back to it and finish it up true to my vision, It'll be on the Lexaloffle BBS. My username there is Spaz48. I'll be posting this there as well, and if you go there you'll be able to dig through the code if you want.
Anyway, to wrap up this long ramble, Terry Cavanagh, if you read this, thank you. You've been an inspiration to me, and I hope you like my little somewhat failed attempt at a game. VVVVVV means quite a bit to me and I hope at least the thought and effort I put in serves as a good enough love letter to it.
It's like the youtube memes where for every X, do Y instead.
I replaced eVVVVVVery instance of "v" with VVVVVV which is the title of the game in the source code of VVVVVV-master folder "desktop-version" https://github.com/TerryCavanagh/vvvvvv
thus, it will not compile because, take for instance the important keyword "void" now becomes "VVVVVVoid"
enjoy!
To kick things off, here's the origin of the GIF I made to promote this event: my first ever level! Right after the release of VVVVVV: Make and Play Edition, I wanted to put out a level to promote it. I was immediately struck by the power of "direct mode", which allows manual placement of basically every tile in the game. As far as I could tell, nobody had released a level utilising it to the extent I had, so I decided to hold back so I could surprise everyone with something even more impressive. I started on a follow-up, Viridian's Venture, a painstakingly methodical adaptation of places in The Pilgrim's Progress despite me having virtually no enthusiasm for the original work. In retrospect it's extremely obvious why I never completed this, but I'll see what I can salvage from it to post for this event.
Oh, and the GIF above shows off the entire level, but just in case you still feel like downloading:
To install VVVVVV levels, extract the .zip file into the VVVVVV level folder, then run VVVVVV (or Make and Play Edition). The folder should be in one of these places depending on your OS:
Windows: …/Documents/VVVVVV/levels/
OSX: …/Library/Application Support/VVVVVV/levels/
Linux: …/.local/share/VVVVVV/levels/
so last night the gallery associated with my mfa art program put on a minigolf art show...
and in the pic at the top, you can see people at a table playing games. that's my stuff, i did a doom wad and a vvvvvv level loosely based on minigolf...
the vvvvvv level was done with the make and play edition, which is free. the regular vvvvvv is not.
"Enjoy! To distribute your level for other people to play, go find the .VVVVVV file in your Documents folder. (On windows, that should be in My Documents/VVVVVV, on Mac it's Documents/VVVVVV, on Linux ~/.VVVVVV). You can play other people's levels by copying files into this directory." here
here are other people's holes!
kayla thompson
laura hughes, based of azad's drawing
andrew campbell
i do'nt kn=ow who did this )O:
krista raasch
-oh and the curvy photo in the main image is by jonathan bagby. the small blue one is by mandy keithly. i don't know who did the one in the corner.
i'm also including the doom stuff, but note that doom and doom ii are not free. but there is a thing called freedoom that is doom basically made from scratch, and you can use that. i want to put less emphasis on these doom files because not free stuff goes against the spirit of glorious trainwrecks, i think... even though the text here is longer for this than vvvvvv
the doom wad is called 'Minigolf, but the balls are rockets and the holes are flaming skulls of Doom"
it's a really easy set of 9 tiny levels, made mostly for people who aren't experienced at doom
i'm not posting it on the idgames archive because i want to try to make my wads pacifist. i just didn't have time to figure out how to do that because i made the 9 maps the day of the show
so what you're supposed to do is open the minigolf.pk3 file with doom (usually gzdoom or chocolate doom) and it should run. if not:
a. unzip the zip file
b. open minigolf 1.wad with doom 2
c. with minigolf 2.wad, it'll probably open up with the first doom level and not this map... so in this case, open up the console (~) and type "map map02" and it will take you there.
d. repeat with levels 3-9. "map map03", "map map04", etc.
yeah this is a mess and that's because there's not really any decent documentation on how to package .wads. i'm not very good at this kind of stuff quite yet. it's my first time releasing maps of any sort
i think when i have time, i'll try to figure it out proper.
This is just like VVVVVV, except when you press the "flip gravity" button, everything else flips gravity instead of you. I know there's probably ten or twenty games out there that use similar mechanics, but the only one that comes to mind at the moment is LIMBO. And even then it more commonly used electromagnets instead of gravity.
The player-character is inspired by this webcomic.
Controls:
Arrows - move.
X - Jump.
C - Flip gravity.
THIS IS NOT AN ART GAME
ARROW KEYS / WASD MOVE
W / UP REVERSE GRAVITY
SPACE EXPLODES
ESC WINS
RED++ = ++RED
THIS IS NOT AN ART GAME
A grindhouse-porn homage to my favorite platformer of this century. With apologies to Terry. Press up and down to make sweet, tender love.