Vindicator (Prototype) Mac OS
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- Vindicator (prototype) Mac Os Catalina
- Vindicator (prototype) Mac Os X
- Vindicator (prototype) Mac Os Sierra
- Vindicator (prototype) Mac Os Download
This is a sub-page of Proto:VVVVVV (Windows, Mac OS X, Linux).
Created separate Grader and Basic versions of VGLII for Mac OS X Added code to Mac Grader version to work around OS X 10.12's Application Translocation security Version 3.3.2 November 15, 2017 By default, SuperCross generates a summary table. Overall, merely choose one that suits you best no matter whether it is a wireframe, mockup or prototype tool. 4 Best Free Mockup Tools for Mac UX/UI Designer. Since many app model tools are not pure wireframe/mockup/prototype tools, here we will illustrate 4 best free mockup tools for UX/UI designers to build an excellent mockup on a Mac.
To do:
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This one is fully playable online here. It was made available on the developer's website sometime in June 2009. This prototype is very early in development, with several incomplete tidbits.
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- The pre-installed operating system was a specialized version of Mac OS 7.6.1, which allowed control over those features. It is the last Macintosh model able to boot and run System 7 natively. Expandability was offered via a 7-inch PCI slot and Apple Communication slot II for the addition of Ethernet.
- 1General Differences
- 3Sprite Differences
General Differences
- There is no main menu. The game goes straight to the first room from the title screen.
- There are no cutscenes.
- The WASD keys cannot be used to move the player.
- You cannot flip by using the Up and Down arrow keys, only by pressing Z, V or SPACE.
- You cannot pause the game by pressing ENTER or ESC.
- Most of the game instructions say 'Press V' instead of 'Press ACTION'.
- Pressing R, which would normally kill the player, does nothing.
Music
None of the final game's music tracks are present in this prototype. Instead, there are two placeholder tracks, both composed by Matt Gray.
The title screen music, 'Main_music_1', which is the beginning of the Space Station Oblivion loader theme.
The level music, 'Main_music_2', which is the main theme from the Commodore 64 version of Deliverance: Stormlord II.
Coins
In this prototype, there are coins scattered along the level which you can collect. Their sprite would later be used for an enemy in the final game. You can still spawn them in using internal commands, but the score counter used to track the amount of coins collected was removed. Collecting a coin makes the following sound play, labeled internally as Main_ef_4:
Screens
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The screen before the title screen is much simpler.
PrototypeFinal |
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The title screen is completely different. Most noticeably, the title of the game is spelled VVVVVVVV (the letter V 8 times rather than 6).
Since no cutscenes are present, the game puts you directly in the first room along with the above placeholder text.
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Some of the HUD effects when collecting a trinket are missing. Additionally, collecting one does not actually pause the game, although the player is unable to move at all until they advance the text.
Map Differences
Every room has at least one difference from the final version, most commonly are the name and color palette changes. Here's the full map for the game's intro area:
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Final |
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This room's design is much simpler, with no teleporter divot in the background and a basic set of steps leading towards the next room.
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Only the room's name and color palette changed here.
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The prototype has a path downwards that was removed, along with some coins.
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This room's location was moved two rooms up and one to the left, to where the Supply Room is in this prototype. The room's layout was completely remade, making it much easier to obtain the trinket.
PrototypeFinal |
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Only the room's name and color palette changed here, again.
PrototypeFinal |
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Same as above.
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This room is quite different. The gray 'dirt' blocks are actually fall-through blocks. The path leading up was completely removed, and a checkpoint was added.
These two rooms full of coins appear directly above and below the previous room. Both of which were removed.
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This room originally had no enemies, and the main obstacle was avoiding the spikes by switching between the platforms. Not one, but two checkpoints were added.
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Some layout changes, which again make this section easier.
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Again a complete revamp, most likely to accommodate the additions of the 'Comms Relay' room to the right, as it is not present in the prototype.
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While the room's name remained the same, the layout suffered small edits, mostly to reduce the room's difficulty.

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Some coins were removed from the prototype, again.
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In the prototype, you could just move along the platform at the top and collect the trinket. Some walls were later added to prevent that. The coins became extinct, like usual.
This room has been completely removed from the final version. It appears between the previous two rooms. The two platforms move left and right, but using them can be tricky as the player doesn't actually move along with the platforms.
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This Super Mario Land 2: 6 Golden Coins reference was sadly removed, coins included. If the player dies, the disappearing platform does not respawn. You must leave the room and come back for it to reappear.
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The bus in here is significantly smaller in the prototype. There is no path on the bottom part of the room as well.
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There is no checkpoint on the right side of the room, and there are no grids in the background.
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The path in the middle was removed, again.
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This evil set of spikes at the bottom was removed, much to the comfort of many gamers.
These rooms are either completely absent in the final version, or so different there's no way to even compare them. After following the path upwards, the prototype ends with the following screen:
Sprite Differences
Checkpoints
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The checkpoints in this prototype appear to be in a hexagonal-shape and have an S in them instead of a C.
Death Sprite
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Two pixels from his eyes are filled in rather than one in the final.
Bus
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The wheels are more visible in the prototype and makes it look more like a bus. Additionally, the bus in the prototype uses four frames, while the final uses two.
Fall-through Tiles
Mechanics TestVVVVVVVV Prototype |
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The fall-through platforms from the previous prototype are still here. Only the block the player touches will disappear, making the noise above, labeled internally as 'Main_ef_6'. Previously, these would only break when the player landed on them, not when they walked into it from either side, but this feature has been removed.
Sound Differences
PrototypeFinal |
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The sound played when collecting a trinket is different.
VVVVVVVV Prototype (GOG version)
There's a different version of this prototype, distributed alongside the Mechanics Test. It is almost identical to the one described above, except:
- There's no music at all in the game.
- You can change the amount of horizontal acceleration from 0.5 to 1.4 by pressing the keys 0 through 9 on the keyboard. The game starts with 1.1 by default.
To do: Are there no other changes? |
Whether it’s playful refresh states, subtle icon movements or complex transitions, beautiful animation is all around us.
Once considered an aesthetic luxury, animation is now used so commonly in modern web and mobile applications that entire websites are dedicated to UI animation patterns.
Further reading on Smashing:
While animations may have great visual appeal, they also make app experiences more intuitive and engaging. Animation can make an app feel more fluid and responsive by providing feedback on user interaction. This means that, for designers, creating authentic animations is increasingly becoming a part of the job description.
The Right Tool For The Job
Traditionally, designers have had to learn complex animation tools from scratch to produce even the simplest of motion graphics. In recent years, a slew of software has come out vying for the attention of prototypers and motion designers, such as Framer, Origami and Pixate, not to mention the old classics such as Adobe After Effects.
However, I found them all to be a bit of overkill for what I was trying to achieve. As a UI designer, I needed a rapid, easy-to-learn, familiar tool to animate my static designs. I needed to produce animations quickly, since my team was iterating quickly on a product we were working on. I also didn’t want to learn an entirely new software paradigm. A bonus would be a tool that integrates nicely in my existing static design workflow (I generally use Sketch and Photoshop).
In my quest to find a tool that is more suitable to these needs, I stumbled upon one that has been on my computer all along — Apple’s Keynote.
Keynote?
Most people know Apple’s Keynote as the PowerPoint equivalent on Mac OS X — presentation software. That is true, but it can also be used to produce surprisingly high-fidelity animations and prototypes. In fact, many employees at companies such as Google and Apple use Keynote on a daily basis for UI design, animation and prototyping.
Last year, Andrew Haskin, interaction designer at Frog, showed us just how powerful Keynote could be when he recreated Google’s material design animations entirely in Keynote.
Learning Keynote
Andrew’s video really piqued my interest in Keynote, and in the past year I’ve used the software to recreate many interactions seen in major apps, including Facebook Paper, Uber, Tinder, Snapchat and more. You can see a reel of that below.
Keynote is fairly easy to pick up, because most people have used some sort of presentation software in their life. It is very much like PowerPoint if you’re familiar with it, so the interface is recognizable and you will immediately understand how to create and edit slides.
One of my favorite aspects of animating in Keynote is that it is straight to the point — there is no code, complicated timelines with keyframes or unnecessary functionality for designers.
The major legwork of the animation is done with Keynote’s “Magic Move” transition effect. With Magic Move, all you need is a beginning and end slide, and you can edit any number of properties between them (scale, position, rotation, etc). Keynote takes care of the rest by intelligently filling in the gaps, creating a seamless transition from one slide to the next.
Magic Move saves a ton of time, and complex animations that would have taken much longer in other tools take seconds with Keynote.
Overall Workflow
To demonstrate how to use Keynote, I’ll recreate a very simple interaction model popularized by Tinder: the left and right swipe animation. Download the assets for this project(link fixed!) (ZIP, 360 KB).
The basic idea is to create the first screen of the animation (beginning) and the last screen of the animation (end). Keynote will intelligently take care of the rest with the Magic Move transition.
Set Up the Document
Open a blank white presentation. By default, Keynote will create a presentation-sized document (1024×768px). Let’s change that to more of an iPhone-sized document.
Go to the “Document” tab in the top right. Under the section “Slide Size,” go to “Custom Slide Size,” and make the size 350 (width) × 667 (height) pixels.
Now, let’s import the images. This step is as simple as dragging the image files from your folder onto Keynote’s canvas.
First Slide
Once you’ve dragged your assets over, you can position them visually. Keynote has useful guidelines that appear contextually, helping you to align the design.
Keynote will assign a z-index to each asset according to when it was imported — it doesn’t have a layers panel. In case you need to change the ordering of the stack, all you have to do is select the asset and right-click (Cmd
+ click) to bring up the menu, then select “Bring to Front.”
If you want to lay out assets with pixel-perfect values, rather than by eye, go to the “Format” → “Align” section and input exact numerical values.
End Slide
The second screen will be the last frame of the animation. Rotate the top image and position it off screen — this will be the end position.
The first thing to do is duplicate the first slide we’ve been working with. In the left-hand panel, right-click and select “Duplicate” in the menu.
Let’s begin by rotating the top asset. To rotate, hold down Cmd
, and a rotated-arrow icon will appear in the corner of the selected asset. Then, click and drag to rotate.
Now, position the tile off screen.
Vindicator (prototype) Mac Os Catalina
Magic Move
Vindicator (prototype) Mac Os X
Now that we have the start and end positions, let’s animate this.
Select the first slide, and go to the “Animate” tab on the left. Under “Transitions,” select “Add an Effect” and choose “Magic Move” in the dropdown.
Magic Move is a transition effect that moves an object from a position on one slide to a new position on the next slide. It intelligently fills the gaps between the slides by moving, fading and scaling the object.
Timing and Acceleration
Magic Move has only two settings, duration and acceleration, which really help your animation look the best it can.
Duration is self-explanatory — it refers to timing, and the correct value is determined case by case. I find that the sweet spot for UI animation is usually somewhere between 0.7 and 1.5 seconds.
Vindicator (prototype) Mac Os Sierra
The acceleration section has four options:
- “none”: Same speed throughout the animation
- “ease out”: Starts slow, then speeds up
- “ease out”: Starts fast, then slows down
- “ease out and ease in”: Starts slow, speeds up, then slows down again
For our example, I am using 0.90 seconds for the duration, and “ease in and ease out” for the acceleration setting.
Vindicator (prototype) Mac Os Download
Our Animation
Below is the final animation, with some added effects. You can download the Keynote file (ZIP) to see how the rest was done.
What Else Is Possible?
Obviously it’s a very, very simple example. We’ve just scratched the surface of what can be done in Keynote. Magic Move is the simplest of techniques. For more finesse, you can use Keynote’s build ins and build outs.
Build Ins and Build Outs
Build in refers to how an object appears for the first time, and build out refers to how an animation leaves the screen. These are both object-based animations, rather than slide-based (like Magic Move). In other words, every asset can have its own independent animation.
For example, if you want an animation to scale in and bounce a bit, you would use a build-in effect called “Pop.” If you want the object to fade out, you would use the build-out effect “Dissolve.”
To apply a build-in or build-out effect, select any object on the screen and go to the “Animate” tab. There should be three sections: “Build In,” “Actions” and “Build Out.”
Build-in animations have a number of options. I use only a handful for UI design most of the time:
Complicated animations can have many build ins and build outs, and timing when each one appears is important. To do this, open the “Build Order” menu at the bottom of the “Animate” tab, and adjust the timing in the menu.
Sketch and Photoshop Integration
Keynote integrates in my design workflow nicely. Importing from Photoshop, Sketch or Illustrator is as simple as copying and pasting into Keynote. I often design in Sketch and copy and paste over to Keynote to quickly infuse some motion into my static mockups.
A few tips. Copy and paste layer by layer, or else Keynote will combine them, which you don’t want in most cases, especially if you’re animating individual pieces.
Also, if you copy and paste text, it will not retain its text properties, and you will not be able to edit it anymore. When dealing with text, make sure that your copy has been finalized or that you are able to recreate the text in Keynote.
Prototypes on Device
You can also create a prototype and put it on your device using the Keynote app for iOS. It’s as simple as using the “Adding Links” tool to link to different slides in a presentation. Below is an example of an app designed, animated and prototyped in Keynote.
When sharing prototypes with clients and stakeholders, you can export them as HTML and they will be clickable in a browser. Note that the code will not be production-ready; the design will have to be recreated for the final product.
Conclusion
Whether you’re a designer, product manager, developer or anyone else working on a product, Keynote is a great way to communicate ideas quickly. The speed, gentle learning curve and quality of output all make it an ideal tool for your arsenal.
To recap, Magic Move is the simplest and quickest of animation types in Keynote; it is used between slides to animate from a beginning state to an end state. Build ins, actions and build outs are used on individual objects in a slide; they control how things are presented for the first time and how they leave the screen.
With enough practice, you can do virtually any type of animation in Keynote. Many otherexamples show Keynote being used to create high-fidelity animations.
Keynote comes free with Mac OS X Yosemite and above. Give it a try, and happy animating!