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Wings of Vi

 
GRYNSOFT'S GAME ON THE SWITCHOct 27, 2020 - Community AnnouncementsGrynsoft's latest game ROAH is going to released on the Nintendo Switch on november 3rd! Check out the pre-release eShop page: https://nintendo.com/games/detail/roah-switch/ If you're wondering about Wings of Vi, it is made in Clickteam Fusion 2.5D, not Unity, and is very hard to port to the Switch. No announcement or promises yet, but it will be worked towards getting it on the Switch as well, now that Grynsoft is a Nintendo developer.New game: Roah!Nov 28, 2019 - Community AnnouncementsToday, on Wings of Vi's 5 year birthday (Happy birthday!) Grynsoft's next game is released! The game is called Roah, and it's a challenging platformer much akin to Wings of Vi, but with RPG elements and customizable combat. Check Out Roah On Steam!Roah Kickstarter: 40 hours left!Mar 21, 2019 - Community AnnouncementsWHAT'S up guys, SOLGRYN here. I just wanted to let you all know the Roah Kickstarter is successful! There's only 40 hours left for the Kickstarter and we're trying to hit the stretch goals ' v'. You can get rewards like unique pixel-perlers, keychains, signed poster art and stuff 'v '. I just made a new post about the concept art of the game. I've been updating the kickstarter with info about the development of the game 'v ' ! https://www.kickstarter.com/projects/solgryn/roah-challenging-platformerNew game KICKSTARTER - RoahJan 22, 2019 - Community AnnouncementsMy new game Roah has launched its Kickstarter! https://www.kickstarter.com/projects/solgryn/roah-challenging-platformerWings of Vi speedrun tournament!May 11, 2018 - Community AnnouncementsWings of Vi is now on sale celebrating @SpeedgamingShow Wings of Vi any% speedrun tournament! check out the schedule at http://speedgaming.org/wov/ as of this post it's currently live at https://www.twitch.tv/SpeedGaming3Patch 1.14: The community patchJul 15, 2017 - Community AnnouncementsTogether with the Wings of Vi community, a lot of quality of life changes and fixes have been made - along with a new modifier: the mirror mode. This'll flip the screen horizontally, but also flip your controls. This means, that the world will be backwards but you'll still control as normal. Just wanted to use this time to say thanks to all the support the game has gotten over the years - and is still getting. It meant that I could do game development fulltime, at least for now, and it's been the best time in my life. I'm still working on Roah, which is still slated for late 2017 - early 2018 (But it's done when it's done). Changelog: - Added a new modifier: Mirrored. - Ira found her halo in the heart of the baneful. - Inconsistency with fluttering and jumping fixed. - Camera will now scroll properly when off-screen in the Azurel boss fight. - Fireguys/charrers/materializers can't be hit while invisible and becomes vulnerable more quickly after teleporting. - The Staff of Purity now correctly starts with all purity orbs stored. - Several enemies no longer trigger the melee attack, since they are immune. - Can now get back from secret places in the Floating Keep. - Flame cracks in the underworld should no longer incorrectly time their animations. - Electram no longer glows after enrage. - Pr'gora no longer shows more damage taken than what Vi has dished out. - Vi no longer leaves behind her stuff as she goes into the portal to the Floating Keep. - The spikes in Jeh'Oul's face goes away when he dies. - Electram doesn't move horizontally when he dies. - Several cutscenes are now skippable. - Wolves no longer rarely and randomly turn invisible. - Score screen now correctly retrieves your fastest time. - Skipping the darkheim watch cutscene doesn't trigger the menu anymore. - That one spider in the spider grove doesn't despawn anymore and will fight alongside his brethren once again. - Ancient Spike Construct's enraged middle laser attack will now start on the opposite side of Vi. - Centaurs in the Underworld will now properly spawn when reaching multiple of them after not dying. - Levers in the Chambers will now properly reset when respawning with the Life Orb. - Brutes will now properly reset when respawning with the Life Orb. - The fire from the death of rock trolls will now always deal damage. - The mouse cursor should now be hidden at all times. - Loading times on Windows 10 should be better. Updated later on: - Myougi no longer deals contact damage on demon mode difficulty.Patch 1.14: The community patchJul 15, 2017 - Community AnnouncementsTogether with the Wings of Vi community, a lot of quality of life changes and fixes have been made - along with a new modifier: the mirror mode. This'll flip the screen horizontally, but also flip your controls. This means, that the world will be backwards but you'll still control as normal. Just wanted to use this time to say thanks to all the support the game has gotten over the years - and is still getting. It meant that I could do game development fulltime, at least for now, and it's been the best time in my life. I'm still working on Roah, which is still slated for late 2017 - early 2018 (But it's done when it's done). Changelog: - Added a new modifier: Mirrored. - Ira found her halo in the heart of the baneful. - Inconsistency with fluttering and jumping fixed. - Camera will now scroll properly when off-screen in the Azurel boss fight. - Fireguys/charrers/materializers can't be hit while invisible and becomes vulnerable more quickly after teleporting. - The Staff of Purity now correctly starts with all purity orbs stored. - Several enemies no longer trigger the melee attack, since they are immune. - Can now get back from secret places in the Floating Keep. - Flame cracks in the underworld should no longer incorrectly time their animations. - Electram no longer glows after enrage. - Pr'gora no longer shows more damage taken than what Vi has dished out. - Vi no longer leaves behind her stuff as she goes into the portal to the Floating Keep. - The spikes in Jeh'Oul's face goes away when he dies. - Electram doesn't move horizontally when he dies. - Several cutscenes are now skippable. - Wolves no longer rarely and randomly turn invisible. - Score screen now correctly retrieves your fastest time. - Skipping the darkheim watch cutscene doesn't trigger the menu anymore. - That one spider in the spider grove doesn't despawn anymore and will fight alongside his brethren once again. - Ancient Spike Construct's enraged middle laser attack will now start on the opposite side of Vi. - Centaurs in the Underworld will now properly spawn when reaching multiple of them after not dying. - Levers in the Chambers will now properly reset when respawning with the Life Orb. - Brutes will now properly reset when respawning with the Life Orb. - The fire from the death of rock trolls will now always deal damage. - The mouse cursor should now be hidden at all times. - Loading times on Windows 10 should be better. Updated later on: - Myougi no longer deals contact damage on demon mode difficulty.New Game: "Roah" !Mar 31, 2017 - Community AnnouncementsMy next game: Roah is now available on Steam Greenlight, see if it's anything for you and vote ' v' http://steamcommunity.com/sharedfiles/filedetails/?id=879127694New Game: "Roah" !Mar 31, 2017 - Community AnnouncementsMy next game: Roah is now available on Steam Greenlight, see if it's anything for you and vote ' v' http://steamcommunity.com/sharedfiles/filedetails/?id=8791276941.13Aug 1, 2016 - Community AnnouncementsNew myougi voices Fixed Myougi 2 wall bouncing1.13Aug 1, 2016 - Community AnnouncementsNew myougi voices Fixed Myougi 2 wall bouncingSmall updateJul 4, 2016 - Community Announcements- Myougi's Shield bar reversed for clarity. - Room before Twin Orcs has been made silent with ambience. - Changed final boss circle graphic. - Added tiny tip about reaching max jump height on flutter feather dialogue.Small updateJul 4, 2016 - Community Announcements- Myougi's Shield bar reversed for clarity. - Room before Twin Orcs has been made silent with ambience. - Changed final boss circle graphic. - Added tiny tip about reaching max jump height on flutter feather dialogue.PatchJun 8, 2016 - Community AnnouncementsSmall fixes: Dark Annihilator and Kratarac no longer trigger melee attacks. Minecarts in the Sinister Grotto should now always return all your jumps upon landing on them.PatchJun 8, 2016 - Community AnnouncementsSmall fixes: Dark Annihilator and Kratarac no longer trigger melee attacks. Minecarts in the Sinister Grotto should now always return all your jumps upon landing on them.UntitledNov 28, 2015 - Community AnnouncementsPatch 1.11Jul 20, 2015 - Community AnnouncementsSmall quality life changes and bug fixes. End-game cutscene is now skippable. Azurel platforms soul collision fix. Charrer in library replaced with a conving. The attack hitbox now instantly rotates, instead of having a transition. The visual will stay the same. Vale cave distortion wall moved slightly. Can't melee fogwalls anymore. Dark Annihilator is now correctly shaking on all difficulties. Post-Amethyst dialogue in the village skippable. Fixed issue where you would attack and shoot at the same time in the vale. Underworld portal fixes. Twin Orc portal colission fixes. Patch 1.11Jul 20, 2015 - Community AnnouncementsSmall quality life changes and bug fixes. End-game cutscene is now skippable. Azurel platforms soul collision fix. Charrer in library replaced with a conving. The attack hitbox now instantly rotates, instead of having a transition. The visual will stay the same. Vale cave distortion wall moved slightly. Can't melee fogwalls anymore. Dark Annihilator is now correctly shaking on all difficulties. Post-Amethyst dialogue in the village skippable. Fixed issue where you would attack and shoot at the same time in the vale. Underworld portal fixes. Twin Orc portal colission fixes. Patch 1.1Apr 19, 2015 - Community AnnouncementsGeneral: Overall performance increase. The chests requiring a specific difficulty setting no longer counts towards the completion percentage for a game save. This makes it possible to get 100% on all difficulties, not just demon. Darkheim Watch dialogue should explain the mechanic a bit better. Added option to turn the ingame controller support off. Areas: The Floating Keep: Reworked the obstacle course for a more organic experience. Sinister Grotto: Removed a mine that would hit the player based on a specific timing that was not intended. Path of Decay: Amethyst's planet doesn't need her any longer after the first cutscene. Bosses: Amethyst: Fire duration is now extended during wind and death phases. Dark Annihilator: Laser effect improved to collide with the ground like other lasers. Ancient Constructs: Two constructs being activated on the same frame should no longer cause them to freak out. Azurel: Red shield lasts longer. Azurel: Minor health increase. Azurel: Souls are now more noticeable. Azurel: Found her tail after all this time. * Azurel softlock on death (sometimes) fix. Crazy smoke fix. * Fire trail effect during Amethyst fix. Achievements count for getting 100% on a file again. Fixed vale fruit spawn. * Regular NPC dialogue is now skippable. * Skipping chest opening animations now shows the item above the players head for a brief moment. "Picky" achievement for the Ancient Constructs fix. * Jeh'Oul wouldn't start after dialogue while time travelling. Siniter grotto laser part after minecart made a bit less precise. It was more about the puzzle, rather than precision. Fixed an issue with brutes spawning multiple times on the elevator segment in hellspawn. Fixed an issue with secret chests being picked up twice. Fixed an issue with multiple achievements not being queued correctly when resetting. * The timer always starts at the same place when starting a new game instead of 0-1 second. Can dialogue skip darkheim characters that give you items and still get the items. Hellspawn: stones in underworld key area despawn when hit. * Minor sinister grotto changes.Patch 1.1Apr 19, 2015 - Community AnnouncementsGeneral: Overall performance increase. The chests requiring a specific difficulty setting no longer counts towards the completion percentage for a game save. This makes it possible to get 100% on all difficulties, not just demon. Darkheim Watch dialogue should explain the mechanic a bit better. Added option to turn the ingame controller support off. Areas: The Floating Keep: Reworked the obstacle course for a more organic experience. Sinister Grotto: Removed a mine that would hit the player based on a specific timing that was not intended. Path of Decay: Amethyst's planet doesn't need her any longer after the first cutscene. Bosses: Amethyst: Fire duration is now extended during wind and death phases. Dark Annihilator: Laser effect improved to collide with the ground like other lasers. Ancient Constructs: Two constructs being activated on the same frame should no longer cause them to freak out. Azurel: Red shield lasts longer. Azurel: Minor health increase. Azurel: Souls are now more noticeable. Azurel: Found her tail after all this time. * Azurel softlock on death (sometimes) fix. Crazy smoke fix. * Fire trail effect during Amethyst fix. Achievements count for getting 100% on a file again. Fixed vale fruit spawn. * Regular NPC dialogue is now skippable. * Skipping chest opening animations now shows the item above the players head for a brief moment. "Picky" achievement for the Ancient Constructs fix. * Jeh'Oul wouldn't start after dialogue while time travelling. Siniter grotto laser part after minecart made a bit less precise. It was more about the puzzle, rather than precision. Fixed an issue with brutes spawning multiple times on the elevator segment in hellspawn. Fixed an issue with secret chests being picked up twice. Fixed an issue with multiple achievements not being queued correctly when resetting. * The timer always starts at the same place when starting a new game instead of 0-1 second. Can dialogue skip darkheim characters that give you items and still get the items. Hellspawn: stones in underworld key area despawn when hit. * Minor sinister grotto changes.