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VVVVVV => VVVVVV Levels => Topic started by: ToasterApocalypse on November 09, 2012, 03:35:19 PM

Title: (V5.4) Dimension Switchback
Post by: ToasterApocalypse on November 09, 2012, 03:35:19 PM
It took me months to finish this level, mainly the scripting. It's finished now. I first made Switchback as an attempt to make the longest VVVVVV level. That's my goal, to do what I enjoy for you guys who (should) enjoy this.

STORY: Chapter 1 is similar to VVVVVV, with the stuff getting lost. The story changes as you get further into the level!
LIST:
Chapter 1: Similar to VVVVVV
Chapter 2: hunting down a gray person and saving Vermillion (Viridian in the final part)
Chapter 3: Find an artifact thing for Vitellary.
Chapter 4: Stop the dimension from getting destroyed.

FEATURES:
Internal scripting (everyone does it now, so it's nothing special. This is actually my first major IS level.)
The big round teleporter (again, everyone should know how to do that now.)
The Yes Men! (Dav999 did this in his level Dimension Dimension)
A weird grey person I accidentally found while messing with createcrewman!
Gravitrons (Even people who don't know how to internal script do this, so it's pretty darn unoriginal. These are just harder.  :vermillion: )
Playing as  :vermillion: (I think only Dav999 has done that with  :verdigris: in Dimension A. Click to play Dimension A by Dav999! (http://distractionware.com/forum/index.php?topic=1093.0))
Use of the A)Say method of Internal Scripting.
2 New game mechanics: Gravitron Squares and portals.

MUSIC USED: All of it. (Except Plenary)

KNOWN BUGS:
VVVVVV 2.1 only.
There is a bug, at the very end of the epilogue that might freeze the game. Save at the checkpoint before triggering it, otherwise you may lose things!

SCREENSHOT: WARNING: HORRIBLY OUT OF DATE
(http://25.media.tumblr.com/tumblr_m7j53hFjv41rvyxoko1_500.png)

Anyone deciding to record themselves playing this, very appreciated, but seriously. You'll get bored pretty quickly.

CHANGELOG:
V5.4
Bluh i dont know i fixed some bug in ch. 2 and now people can progress
V5.3
No changelog for 5.2 don't know why. anyway...
Improved scripting in the end of chapter 1 areas.
Tweaks to the warpzone to make it easier/less dickmove-ish

V5.1
It was impossible to proceed in the semi-final room of the Titan. Fixed.

V5.0
Epilogue! One new area, and it involves backtracking. Requires 19 trinkets to start though, otherwise you'll get sent back to the title screen.
Fixed the missing block at the entrance to the Abandoned Facility.
Modifications to the Titan boss. The rooms after 4 are red, and 6 has been made much harder. You get a setcheckpoint in 5, though!
Nerfed one of the trinkets. Not saying which one, but it is NOT trinketeer.

V4.3:
New trinket in the Warp Zone. I need to stop cramming all of them in there.  :verdigris:
Fixed visual bug in something like room 5/6 in the Titan boss.
Fixed a wallglitch in Lutsk.
Nerfed a few parts in the Titan boss. In return, I made some bits harder!  :vermillion:

V4.2:
Removed a testing checkpoint at the very end (after the final boss.) It was never supposed to be there.
Fixed sequence break (Glitch city before anywhere)
Fixed floating spikes in "Chaotic Conveyors" (Glitch City)
An EXTREMELY minor visual inprovement to one of the rooms in the Abandoned Facility (after the boss). You won't even notice!

V4.1
For some weird-ass reason, the platform that gives access to a trinket in the overworld just vanished! Fixed now.

V4.0
The most major update in Switchback yet!
Chapter 4! New areas!
-Glitch City
-Dimension Lutsk
-Ship Training Tracks
-(BOSS) Titan of Destruction!
Terminals are dotted around the dimension now, like VVVVVV.
Minor visual upgrades to the Warp Zone area.
2 more trinkets added to the Warp Zone.
Mark I/II/III in Polar Passageway work differently now. Mark II is now a little bit nastier...  :vermillion:
The Artifact collected in Ch.3 will be in Victoria's room after beating Chapter 3. It only has 1 set of dialogue, though! This is subject to change.
And, bugfixes!
-Fixed a spelling error in Chapter 3: The Yes House
-Fixed the terminal in Oblivious Entry. It now says "4 gravitrons" instead of "5 consecutive"
And credits at the end! There's still a lot of space left on the map, so don't think I won't extend this! But this is the end for now.

V3.1
Fixed text positioning in the S-C room of Rotary II.
Rooms 'TRENKET YEEEEEEE' and 'hurr' in the Polar Dimension now display the lab background.
Fixed pressing R after the cutscene in DIY III repair, I promise this time.
After completing the Abandoned Facility, (Chapter 2) it will lock permanently. When chapter 4 is released, the same will happen to Spike Cavern.
Fixed getting on top of Vertigo's cage AGAIN. Arrg... I hate it when I get a bug report about that!  :violet:
Probably other stuff... Not sure!
-Gravitron fling, I cannot fix. Save after touching a checkpoint after a XXXXtron, so you lose minimal progress.

V3.0
Chapter 3! Many new areas!
-Spike Cavern
-Ancient Laboratory
-Gravicomplex (you should know what this part is about...  :vermillion: )
-The Yes House (Cutscene area.)
-Vertigo II, the boss!
New NPC characters!
I also made these things called 'portals' that go one way.
Fixed the cutscene resetting after pressing R in 'DIY III Repair'

V2.9
Minor!
Fixed Viridian's dialogue repeating in Ch.2
Fixed getting trapped in Polar Passageway if completed already.

V2.8
This one is mainly just changes to the Polar Dimension. Not a very big one, really.
The rooms  after "DIY III REPAIR" now display the lab background.
Replaced 'customifflag' with 'ifflag' to get rid of cutscene bars.
Nerfed 'you cannot surVVVVV' or whatever.
Removed a script in 'oAo'
Modified the script in 'Teh Ginirator' to talk to a terminal and not  :vermillion:

V2.7
Bugfixes, bugfixes and more bugfixes!
-Edited the script where Vermillion warps.
-Set a bunch more flags to prevent text from being repeated in Ch.1
-Fixed getting on top of the cage and glitching out before the maze area in Ch.2
You may notice even more content and scripts in the level editor. I'm working on Chapter 3!  :viridian:
I may have also fixed other things, but I can't remember what.
Not everything may be fixed! Don't forget, I'm not the greatest with flags...  :victoria:

V2.6
The previous update broke destroying the warps for Enterprise. Fixed! I hope... I'm not very good with flags!  :victoria:
Graphical fixes/improvements to the room directly south-west of the Warp Zone.

V2.5
Fixed skipping Phase 3 of the Vertigo boss, I promise!
Fixed saving  :verdigris: ,   :vitellary: or  :vermillion: more than once. No need to watch those cutscenes anymore!
Fixed spelling error in Surprise Inversion Plane.
Changed the description of the level a little for a bit more backstory.
And you may notice some new content near the Warp Zone, protected by warp tokens. In the level editor, some scripts too. It's only Chapter 3. It's still under construction!

V2.4:
Pretty big one, here!
Fixed cutscene bars in 'Crossroads'
Fixed map failing to appear after Polar Dimension
Changed location of the script where Vermillion warps home in ch.2
Set a few flags for Ch.2, some scripts don't repeat now.
Changed the flag of Vermillion's warp from 30 to 8. 8 gets turned off afterwards.
Fixed skipping Phase 3 in the Vertigo boss. EDIT: It still happens. I'll fix it!
Slightly better scripting!
-Instead of talking to Vermillion in 'DIY III Repair' you talk to a terminal.
-Verdigris follows you into the warp at the end of the Warp Zone.
-Extended the script that activates after rescuing Vitellary.

V2.3:
Added version number to the description, so you know which version you're playing.
Fixed the start script stopping halfway through.
Removed a test script which could allow players to skip a room in Chapter 2.
There were two different files to download. 2.1 and 2.2. Fixed!

V2.2
Fixed getting stuck in the Trinketeer room.

V2.1:
The script at the start of the level was missing. Fixed!
Removed the credits at the end of Chapter 1. They'll be back at the VERY END of the level. As in when all the chapters are done.

V2.0:
Chapter 2 released! 3 new levels and a boss fight!
-Abandoned Facility
-something that's like intermission 1
-A maze
-The gray crewmate as a boss.
Fixed a couple of text errors (go left when you need to go right, dimension flips, not rotates)
ABDUCTION AT THE END: Replaced  :violet: with  :vermillion: for the second part of Chapter 2 (after the boss)

V1.3
Courtsey of Dav999, the level is now compatible with 2.0 until Chapter Two is finished!  :viridian:
(And as a tiny fix, I actually put something in the .ZIP this time.

V1.21
-Fixed getting stuck in the new challenge. The challenge ended up nerfed.

V1.2
Bugfixes, bugfixes, and a new room.
-Fixed Viridian saying 'jukebox4' when playing Presenting VVVVVV
-Fixed 4 lines of gibberish when trying to enter Enterprise before Warp Zone
-Fixed the single tile in 'Surprise Inversion plane'
-Added a trinket challenge for the trinket in 'Sickening Squares'. Do you have what it takes to obtain it? (By far the hardest trinket in the level)

V1.1
-Quick bugfix! Fixed the issue where music would stop after refining the trinket in the Polar Dimension. Shouldn't be a problem, nobody should have made it that far yet.
EDIT: Nevermind. I'll have that fixed with chapter 2. Just walk slowly into the trinket, collect it, and then activate the script.

V1.0:
Chapter 1 released!
-Bugfixes for rescuing Verdigris.
-Gray backgrounds for Polar Dimensions.

Beta:
First three levels released, 47 downloads.

oops i lost the download
Title: Re: Dimension Switchback: Chapter One
Post by: FIQ on November 09, 2012, 05:50:17 PM
Cool ending :P

S.S. Enterpise warp lock (before clearing Warp Zone) glitches if you approach it before you can unlock it.
Title: Re: Dimension Switchback: Chapter One
Post by: ToasterApocalypse on November 09, 2012, 06:06:28 PM
Cool ending :P

S.S. Enterpise warp lock (before clearing Warp Zone) glitches if you approach it before you can unlock it.

In detail? Game crashes? Warps destroy?
Title: Re: Dimension Switchback: Chapter One
Post by: SomniRespiratory Flux on November 09, 2012, 08:18:30 PM
Cool ending :P

S.S. Enterpise warp lock (before clearing Warp Zone) glitches if you approach it before you can unlock it.

In detail? Game crashes? Warps destroy?
I think I saw the same thing he mentioned. If you go to the second area before you have the first area completed, the script that would run there makes some scripting appear as text. The same thing happened when I played Pushing Onwards on the jukebox. It doesn't crash or do anything to affect gameplay. It just shows some scripting lines in the game.

EDIT: Not Pushing Onwards. Presenting VVVVVV. Playing it on the ship makes  :viridian: say "jukebox4" or something like that.
Title: Re: Dimension Switchback: Chapter One
Post by: blue626 on November 10, 2012, 03:54:47 AM
Off-topic: Why did you create a new thread for this? ??? Editing the 1st post in the other one and bumping it would be better.
Title: Re: Dimension Switchback: Chapter One
Post by: ToasterApocalypse on November 10, 2012, 04:11:36 AM
Off-topic: Why did you create a new thread for this? ??? Editing the 1st post in the other one and bumping it would be better.

That thread was clogged with stuff and things.

I'm going to bugfix stuff, release 1.2 and then work on Ch.2
Title: Re: (V1.21) Dimension Switchback: Chapter One
Post by: Dav999 on November 10, 2012, 06:35:52 AM
Is it 2.0 compatible?
Title: Re: (V1.21) Dimension Switchback: Chapter One
Post by: ToasterApocalypse on November 10, 2012, 06:41:06 AM
Is it 2.0 compatible?

Nope.

Commence operation: Have Dav999 make this 2.0
Title: Re: (V1.21) Dimension Switchback: Chapter One
Post by: Dav999 on November 10, 2012, 06:44:33 AM
Is it 2.0 compatible?

Nope.

Commence operation: Have Dav999 make this 2.0

No problem. :)
Title: Re: (V1.21) Dimension Switchback: Chapter One
Post by: ToasterApocalypse on November 10, 2012, 06:57:20 AM
Is it 2.0 compatible?

Nope.

Commence operation: Have Dav999 make this 2.0

No problem. :)

Alright. In the meantime, I'm working on chapter 2, so have fun doing it ALL again when it's released!

Again!

But seriously, after I release Ch.2 I'm going to wait for the 2.0 version to save you a bit of trouble.




It isn't trouble right?
Title: Re: (V1.21) Dimension Switchback: Chapter One
Post by: Dav999 on November 10, 2012, 12:28:52 PM
It isn't trouble right?

No, it's not a problem. :) I'm done converting the level and I sent you a PM.

I'm still wondering what went wrong with all the scripts that have a capitalized name, which have a say command at the end. ??? How did that happen?
Title: Re: (V1.21) Dimension Switchback: Chapter One
Post by: ToasterApocalypse on November 10, 2012, 12:33:26 PM
It isn't trouble right?

No, it's not a problem. :) I'm done converting the level and I sent you a PM.

I'm still wondering what went wrong with all the scripts that have a capitalized name, which have a say command at the end. ??? How did that happen?

I don't know, but I figured out how to delete scripts (accidentally by deleting all the important ones. luckily I saved!) and deleted them.

How it happened, I don't know. But they were in a script and somehow broke free.
Title: Re: (V1.21) Dimension Switchback: Chapter One
Post by: Dav999 on November 10, 2012, 12:39:22 PM
It isn't trouble right?

No, it's not a problem. :) I'm done converting the level and I sent you a PM.

I'm still wondering what went wrong with all the scripts that have a capitalized name, which have a say command at the end. ??? How did that happen?

I don't know, but I figured out how to delete scripts (accidentally by deleting all the important ones. luckily I saved!) and deleted them.

How it happened, I don't know. But they were in a script and somehow broke free.

Maybe you wrote a : in a script, because then it sees everything on that line as a script name.
Title: Re: (V1.21) Dimension Switchback: Chapter One
Post by: ToasterApocalypse on November 10, 2012, 12:40:39 PM
It isn't trouble right?

No, it's not a problem. :) I'm done converting the level and I sent you a PM.

I'm still wondering what went wrong with all the scripts that have a capitalized name, which have a say command at the end. ??? How did that happen?

I don't know, but I figured out how to delete scripts (accidentally by deleting all the important ones. luckily I saved!) and deleted them.

How it happened, I don't know. But they were in a script and somehow broke free.

Maybe you wrote a : in a script, because then it sees everything on that line as a script name.

(used : in every line of the script)

I DIDN'T DO IT
Title: Re: (V1.3) Dimension Switchback: Chapter One
Post by: avengah on November 10, 2012, 04:10:49 PM
Just curious, but why is this level 2.1 only? Does it use high-valued say commands or something?
Title: Re: (V1.3) Dimension Switchback: Chapter One
Post by: ToasterApocalypse on November 10, 2012, 04:14:44 PM
Just curious, but why is this level 2.1 only? Does it use high-valued say commands or something?
Actually, the highest is probably say(8) because of 4-line textboxes.

I think I put Dav's 2.0 version in the main post.
Title: Re: (V1.3) Dimension Switchback: Chapter One
Post by: avengah on November 10, 2012, 04:17:53 PM
Yeah, I think you did. So was it 2.1 only before because of say ( 8 ) commands etc.? Or are there other changes too?

Also, is anything actually worse due to it being made backwards compatible?
Title: Re: (V1.3) Dimension Switchback: Chapter One
Post by: Dav999 on November 10, 2012, 04:29:40 PM
Yeah, I think you did. So was it 2.1 only before because of say ( 8 ) commands etc.? Or are there other changes too?

The maximum is say(5).

Also, is anything actually worse due to it being made backwards compatible?

I think there are some very small things that have changed (some unavoidable extra squeak sounds, or some text boxes which stay on the screen 1/2 of a second after you press enter) but it's not a big deal.
Title: Re: (V1.3) Dimension Switchback: Chapter One
Post by: avengah on November 10, 2012, 05:06:20 PM
Sorry, I've found a glitch. When you're in the PD and it says "Go to the left to get a refined trinket" or whatever, (a) it's to the right and (b) the cutscene bars don't disappear. This is a problem if you've already activated the script box on the right.
Title: Re: (V1.3) Dimension Switchback: Chapter One
Post by: ToasterApocalypse on November 11, 2012, 04:37:34 AM
Sorry, I've found a glitch. When you're in the PD and it says "Go to the left to get a refined trinket" or whatever, (a) it's to the right and (b) the cutscene bars don't disappear. This is a problem if you've already activated the script box on the right.

Something tells me Dav remade an earlier version.
Title: Re: (V1.3) Dimension Switchback: Chapter One
Post by: FIQ on November 11, 2012, 05:48:14 AM
Sorry, I've found a glitch. When you're in the PD and it says "Go to the left to get a refined trinket" or whatever, (a) it's to the right and (b) the cutscene bars don't disappear. This is a problem if you've already activated the script box on the right.

Something tells me Dav remade an earlier version.
Technically it should be at the left, as the dimension flipped.. right? :)
Title: Re: (V1.3) Dimension Switchback: Chapter One
Post by: Dav999 on November 11, 2012, 06:05:03 AM
Sorry, I've found a glitch. When you're in the PD and it says "Go to the left to get a refined trinket" or whatever, (a) it's to the right and (b) the cutscene bars don't disappear. This is a problem if you've already activated the script box on the right.

Something tells me Dav remade an earlier version.

I converted version 1.21, so that was the most recent version.

Sorry, I've found a glitch. When you're in the PD and it says "Go to the left to get a refined trinket" or whatever, (a) it's to the right and (b) the cutscene bars don't disappear. This is a problem if you've already activated the script box on the right.

Something tells me Dav remade an earlier version.
Technically it should be at the left, as the dimension flipped.. right? :)

That isn't right. The dimension is flipped (so up is down and vice versa), it isn't rotated 180.
Title: Re: (V1.3) Dimension Switchback: Chapter One
Post by: ToasterApocalypse on November 11, 2012, 08:29:33 AM
Sorry, I've found a glitch. When you're in the PD and it says "Go to the left to get a refined trinket" or whatever, (a) it's to the right and (b) the cutscene bars don't disappear. This is a problem if you've already activated the script box on the right.

Something tells me Dav remade an earlier version.

I converted version 1.21, so that was the most recent version.

Sorry, I've found a glitch. When you're in the PD and it says "Go to the left to get a refined trinket" or whatever, (a) it's to the right and (b) the cutscene bars don't disappear. This is a problem if you've already activated the script box on the right.

Something tells me Dav remade an earlier version.
Technically it should be at the left, as the dimension flipped.. right? :)

That isn't right. The dimension is flipped (so up is down and vice versa), it isn't rotated 180.

I'll fix all of this later
Title: Re: (V1.3) Dimension Switchback: Chapter One
Post by: ToasterApocalypse on November 11, 2012, 01:21:33 PM
Arrgh! I did it again!  >:(

I accidentally saved the map as a blank one and I lost it.

>no previous versions available


FFFFFFFFFFFFFUUUUUUUUUUCKKKKK >:D
Title: Re: (V1.3) Dimension Switchback: Chapter One
Post by: Dav999 on November 11, 2012, 01:34:41 PM
Arrgh! I did it again!  >:(

I accidentally saved the map as a blank one and I lost it.

>no previous versions available


FFFFFFFFFFFFFUUUUUUUUUUCKKKKK >:D

Wow. The editor should really block saving empty maps! Or maybe have an auto backup feature, so that when you save a level, a backup of the old one is automatically created. (My hex editor does this, by adding ~ after the extension of the backup (level.vvvvvv~). Maybe there should be a folder in the levels folder in which the game automatically places backups?
Title: Re: (V1.3) Dimension Switchback: Chapter One
Post by: avengah on November 11, 2012, 01:56:22 PM
Just redownload it from this thread then?
Title: Re: (V1.3) Dimension Switchback: Chapter One
Post by: ToasterApocalypse on November 11, 2012, 02:04:08 PM
Just redownload it from this thread then?

All Most the progress I'd have made would be gone.

EDIT: It might be possible to search for a previous version of Dav999's 2.0 version. If it works, then I'll manage to regain the majority of the level. Scratch that, the only version is a version where Ch.1 isn't even finished.
Title: Re: (V1.3) Dimension Switchback: Chapter One
Post by: ToasterApocalypse on November 12, 2012, 08:51:08 AM
Flipping ragequit.  >:(

I can't find ANY older versions.
Title: Re: (V1.3) Dimension Switchback: Chapter One
Post by: FIQ on November 12, 2012, 01:53:43 PM
Flipping ragequit.  >:(

I can't find ANY older versions.
Try the first post in this topic.
Title: Re: (V1.3) Dimension Switchback: Chapter One
Post by: ToasterApocalypse on November 12, 2012, 02:02:24 PM
Flipping ragequit.  >:(

I can't find ANY older versions.
Try the first post in this topic.

I did.

I'm just coming to the conclusion of remaking it because I thought of some really cool ideas for the ending (as in the ACTUAL ending for the FINAL chapter. I don't want to spoil it.)
Title: Re: (V1.3) Dimension Switchback: Chapter One
Post by: ToasterApocalypse on November 13, 2012, 11:57:56 AM
All things happen for a reason, right?
I suppose it was a GOOD thing that I accidentally deleted the save. Now I'm remaking chapter 2, and it looks much better than it did.
Title: Re: (V2) Dimension Switchback: Chapter Two released!
Post by: ToasterApocalypse on November 14, 2012, 06:40:53 AM
Chapter 2 released, people!  :viridian:

to do:
Remove the credits
yah





some people are really gonna hate the ending of this
Title: Re: (V2.1) Dimension Switchback: Chapter Two released!
Post by: Flushex on November 14, 2012, 11:59:56 AM
I may be missing something, but there doesn't seem to be an exit in this room:

(http://i.imgur.com/zUw8z.jpg)

I've gotten the trinket, and all the warp tokens just take you back to the checkpoint. What am I missing?
Title: Re: (V2.1) Dimension Switchback: Chapter Two released!
Post by: ToasterApocalypse on November 14, 2012, 12:33:13 PM
I may be missing something, but there doesn't seem to be an exit in this room:

(http://i.imgur.com/zUw8z.jpg)

I've gotten the trinket, and all the warp tokens just take you back to the checkpoint. What am I missing?

You might be playing an old version.

Or...

WHEN I LOST EVERYTHING IT REVERTED THE CHALLENGE GYGGHUFGHUGYSFFG

EDIT: SON OF A WHORE, IT DID! THE CHALLENGE WAS REVERTED! I'll get fixing this.
Title: Re: (V2.2) Dimension Switchback: Chapter Two released!
Post by: Flushex on November 14, 2012, 02:13:15 PM

You might be playing an old version.

Or...

WHEN I LOST EVERYTHING IT REVERTED THE CHALLENGE GYGGHUFGHUGYSFFG

EDIT: SON OF A WHORE, IT DID! THE CHALLENGE WAS REVERTED! I'll get fixing this.

Haha, well I'm glad I was able to point it out for you. It's a fun level so far. If it's even half as good as your Dimension WWWWWW I know I'll love it.
Title: Re: (V2.2) Dimension Switchback: Chapter Two released!
Post by: SomniRespiratory Flux on November 14, 2012, 03:36:52 PM
Odd. I never found that room... :verdigris: And I'm pretty sure I finished with 10/11 :shiny:... So that was the only one I missed. :violet: I'm sure it's there. I just wasn't looking hard enough for it.

Also, about the ending...

WHY. :victoria: Also, HOW. :vitellary:

Overall though, great level so far. I look forward to the rest of it.  :viridian:
Title: Re: (V2.2) Dimension Switchback: Chapter Two released!
Post by: avengah on November 14, 2012, 05:17:00 PM
After the script at the start, the cutscene bars are still there in the yellow room on the ship. I think there used to be text and another crew member coming into the red room, but I autowalk into the yellow room and stop. I'm playing v2.2. (Please put a version number in the description so we can see from VVVVVV which version we're playing.)

EDIT: I quit VVVVVV and restarted. This time, it autowalked into the RED room and stopped, with the cutscene bars still there. This is weird. Is the script stopping before it's finished?

EDIT 2: I think it could be to do with the chapter3start script being in the way of the automatic walk. It interrupts the current script, I think.
Title: Re: (V2.2) Dimension Switchback: Chapter Two released!
Post by: ToasterApocalypse on November 15, 2012, 05:09:10 AM
After the script at the start, the cutscene bars are still there in the yellow room on the ship. I think there used to be text and another crew member coming into the red room, but I autowalk into the yellow room and stop. I'm playing v2.2. (Please put a version number in the description so we can see from VVVVVV which version we're playing.)

EDIT: I quit VVVVVV and restarted. This time, it autowalked into the RED room and stopped, with the cutscene bars still there. This is weird. Is the script stopping before it's finished?

EDIT 2: I think it could be to do with the chapter3start script being in the way of the automatic walk. It interrupts the current script, I think.


FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF-

I'll try fixing this.
Title: Re: (V2.3) Dimension Switchback: Chapter Two released!
Post by: avengah on November 15, 2012, 09:24:27 PM
There's still that problem in Crossroads - if you activate the right script then the left script before getting the trinket, you will be stuck with cutscene bars. Either put another script that removes cutscene bars at the start of the next room (hopefully that doesn't cause delays if the bars aren't there), or make it so that the left script gets rid of the bars after its messages maybe?

And I still have no map, even after getting back to the ship after the Polar Dimension. And certain Ch2 scripts repeat when they shouldn't. A particularly bad example is Vermilion's speech when he's not even there, and a flash indicating a warp when he's not there too. Also, the flash occurs before he disappears, so maybe it should be at the start of the next room, not the end of the current room. Also again, he disappears if you backtrack then go forward again - before he enters the warp.

EDIT: Final glitch I've found for now: during the boss fight, if you touch the second red thing from the left, it's possible you'll float through the wall towards the third red thing instead of teleporting, basically skipping the third phase. And if you happen to float up instead of down, which might happen if you flip at a particular point as you touch the thing, you might get stuck in the top right corner and have to press R.
Title: Re: (V2.3) Dimension Switchback: Chapter Two released!
Post by: ToasterApocalypse on November 16, 2012, 05:45:04 AM
There's still that problem in Crossroads - if you activate the right script then the left script before getting the trinket, you will be stuck with cutscene bars. Either put another script that removes cutscene bars at the start of the next room (hopefully that doesn't cause delays if the bars aren't there), or make it so that the left script gets rid of the bars after its messages maybe?

And I still have no map, even after getting back to the ship after the Polar Dimension. And certain Ch2 scripts repeat when they shouldn't. A particularly bad example is Vermilion's speech when he's not even there, and a flash indicating a warp when he's not there too. Also, the flash occurs before he disappears, so maybe it should be at the start of the next room, not the end of the current room. Also again, he disappears if you backtrack then go forward again - before he enters the warp.

EDIT: Final glitch I've found for now: during the boss fight, if you touch the second red thing from the left, it's possible you'll float through the wall towards the third red thing instead of teleporting, basically skipping the third phase. And if you happen to float up instead of down, which might happen if you flip at a particular point as you touch the thing, you might get stuck in the top right corner and have to press R.

I'll fix this later, and I'll add some beefed up scripting too.
Also,

WHY. :victoria: Also, HOW. :vitellary:

What do you mean 'how' and 'why'?
Title: Re: (V2.4) Dimension Switchback
Post by: ToasterApocalypse on November 16, 2012, 10:09:45 AM
Anyway, 2.4 is released! Contains bugfixes and script edits!  :viridian:
Title: Re: (V2.4) Dimension Switchback
Post by: Flushex on November 16, 2012, 10:15:06 AM
Anyway, 2.4 is released! Contains bugfixes and script edits!  :viridian:

FIIINALLY.

jk :D

I'll get back to playing it right away.
Title: Re: (V2.4) Dimension Switchback
Post by: Flushex on November 16, 2012, 12:07:54 PM
On this screen:

(http://i.imgur.com/iW9vE.jpg)

Those two black bars start to go across the screen indicating that dialogue is going to come up right? The problem is no text comes. Just the black bars as if something is supposed to be triggered, and then nothing. I normally wouldn't mind but I can't figure out where the next place I'm supposed to go is, and I'm wondering if I'm missing something.


Edit: I just read earlier in this thread that this isn't 2.0 compatible, and that's the version I'm running, so maybe that's the problem.
Title: Re: (V2.4) Dimension Switchback
Post by: ToasterApocalypse on November 16, 2012, 12:35:30 PM
On this screen:

(http://i.imgur.com/iW9vE.jpg)

Those two black bars start to go across the screen indicating that dialogue is going to come up right? The problem is no text comes. Just the black bars as if something is supposed to be triggered, and then nothing. I normally wouldn't mind but I can't figure out where the next place I'm supposed to go is, and I'm wondering if I'm missing something.


Edit: I just read earlier in this thread that this isn't 2.0 compatible, and that's the version I'm running, so maybe that's the problem.

No, it's because at the time, I didn't know how to use normal ifflag commands, so I used the internal 'customifflag' (They're both the same, I just thought they were different.) Internal commands always require the say(-1) trigger which causes cutscene bars. That's why the cutscene bars appear. If the warps didn't get destroyed, you need to go to the Warp Zone (area 1) to set the flag that destroys them.

Maybe, at some point in the future, I'll replace customifflag with normal ifflags.

Anyways, time to start working on Chapter 3!  :viridian:
Title: Re: (V2.4) Dimension Switchback
Post by: SomniRespiratory Flux on November 16, 2012, 01:39:40 PM

WHY. :victoria: Also, HOW. :vitellary:

What do you mean 'how' and 'why'?

Well, by "how", I meant "How did you get the part before that to work?" I suppose I don't know a lot of the finer details of scripting (especially internal scripting), so I don't quite know how you made Vermillion the playable character. Although I guess I do remember seeing something like that on another level now. The "why" was just my (admittedly exaggerated) reaction to how the plot went. I still love the level, but as you predicted earlier, the ending was a bit of a punch. Also, note the faces I used in my original post. I guess I'll see what happens in the rest of the level.
Title: Re: (V2.4) Dimension Switchback
Post by: ToasterApocalypse on November 16, 2012, 01:49:30 PM

WHY. :victoria: Also, HOW. :vitellary:

What do you mean 'how' and 'why'?

Well, by "how", I meant "How did you get the part before that to work?" I suppose I don't know a lot of the finer details of scripting (especially internal scripting), so I don't quite know how you [removed] Although I guess I do remember seeing something like that on another level now. The "why" was just my (admittedly exaggerated) reaction to how the plot went. I still love the level, but as you predicted earlier, the ending was a bit of a punch. Also, note the faces I used in my original post. I guess I'll see what happens in the rest of the level.

The level you're talking about might be Dimension A by Dav999 (I did put a link in the OP) where he made Verdigris the playable character. He used the command 'changecolour(cyan,green)', where I used 'changecolour(cyan,red)
Title: Re: (V2.4) Dimension Switchback
Post by: Dav999 on November 16, 2012, 02:40:35 PM
Actually, changecolour(cyan,X) is changeplayercolour(X).
Title: Re: (V2.4) Dimension Switchback
Post by: ToasterApocalypse on November 16, 2012, 02:47:14 PM
Actually, changecolour(cyan,X) is changeplayercolour(X).

They both do the same thing, right?

Oh and don't bother with 2.0 convertions until the full thing is done, we'll get stuck in an infinite loop of you doing EVERYTHING again.
Title: Re: (V2.4) Dimension Switchback
Post by: Dav999 on November 16, 2012, 03:07:47 PM
Actually, changecolour(cyan,X) is changeplayercolour(X).

They both do the same thing, right?

Not if there's more than one :viridian: in a room, or if you want to change back to cyan. If you want to change the color of the controllable character, I'd always use changeplayercolour(X). It's made for that!
Title: Re: (V2.4) Dimension Switchback
Post by: ToasterApocalypse on November 16, 2012, 03:11:50 PM
Actually, changecolour(cyan,X) is changeplayercolour(X).

They both do the same thing, right?

Not if there's more than one :viridian: in a room, or if you want to change back to cyan. If you want to change the color of the controllable character, I'd always use changeplayercolour(X). It's made for that!

I don't think I'm ever going to need that.
Chapter 2 is the only part of the game where you play as a different crewmember.
Title: Re: (V2.4) Dimension Switchback
Post by: SomniRespiratory Flux on November 16, 2012, 08:53:41 PM
The level you're talking about might be Dimension A by Dav999 (I did put a link in the OP) where he made Verdigris the playable character. He used the command 'changecolour(cyan,green)', where I used 'changecolour(cyan,red)

Yep, that's the one. Good to know.  :viridian:
Title: Re: (V2.4) Dimension Switchback
Post by: avengah on November 17, 2012, 04:54:53 AM
Actually, there are problems with two Cyans in a room. Happy and Sad commands with no argument always seem to affect the one that isn't the player. You can see this in the level "In Pursuing Design" where it's weird simply because the other Viridian is supposed to be a dead body.

And text commands always appear above the player, not the non-player, I think. I could be wrong there, though. In order to get the text in the right place, internal scripting may be required.
Title: Re: (V2.4) Dimension Switchback
Post by: ToasterApocalypse on November 17, 2012, 04:58:34 AM
Actually, there are problems with two Cyans in a room. Happy and Sad commands with no argument always seem to affect the one that isn't the player. You can see this in the level "In Pursuing Design" where it's weird simply because the other Viridian is supposed to be a dead body.

And text commands always appear above the player, not the non-player, I think. I could be wrong there, though. In order to get the text in the right place, internal scripting may be required.

The more I know

ding
Title: Re: (V2.4) Dimension Switchback
Post by: Hilbert on November 17, 2012, 05:36:33 AM
And text commands always appear above the player, not the non-player, I think. I could be wrong there, though. In order to get the text in the right place, internal scripting may be required.
in simplified,
Code: [Select]
reply(X)goes over the player, but in 2.1,
Code: [Select]
say(X,cyan)goes over NPC Viridian.
Title: Re: (V2.4) Dimension Switchback
Post by: avengah on November 17, 2012, 05:43:45 AM
You didn't fix skipping the third phase of the boss fight. Inch towards the red thing from the left. You'll still slide through to the third red thing. Also, the Trinket refinery repeats itself. As does the rescuing Verdigris script if you go back etc. amongst others.

Just wondering. You know you need loadscript(stop) to prevent gibberish in a text box, right? Can you use customloadscript(something) to prevent the gibberish as well, by loading one of your own scripts (possibly just a simple script)?

And the room Up Down looks like it should have a hidden trinket in it. Otherwise, what's the point of that column of quicksand that you don't need to bother with?

Finally, press R while playing as Red and you become Cyan again.
Title: Re: (V2.4) Dimension Switchback
Post by: ToasterApocalypse on November 17, 2012, 06:00:39 AM
You didn't fix skipping the third phase of the boss fight. Inch towards the red thing from the left. You'll still slide through to the third red thing. Also, the Trinket refinery repeats itself. As does the rescuing Verdigris script if you go back etc. amongst others.

Just wondering. You know you need loadscript(stop) to prevent gibberish in a text box, right? Can you use customloadscript(something) to prevent the gibberish as well, by loading one of your own scripts (possibly just a simple script)?

And the room Up Down looks like it should have a hidden trinket in it. Otherwise, what's the point of that column of quicksand that you don't need to bother with?

Finally, press R while playing as Red and you become Cyan again.

1: Ok, I'll try and fix that AGAIN.
2: Not sure. I use text(1,0,0,4) more anyway.
3: TO DO: Replace quicksand wall with blocks.
4: Cannot fix that. You can do that in Dimension A as well. You can also break it by quicksaving and re-entering.
Title: Re: (V2.4) Dimension Switchback
Post by: Dav999 on November 17, 2012, 08:18:53 AM
Just wondering. You know you need loadscript(stop) to prevent gibberish in a text box, right? Can you use customloadscript(something) to prevent the gibberish as well, by loading one of your own scripts (possibly just a simple script)?

You can't do it that way, but you can use customiftrinkets(0,script) instead.
Title: Re: (V2.4) Dimension Switchback
Post by: ToasterApocalypse on November 17, 2012, 08:36:36 AM
Just wondering. You know you need loadscript(stop) to prevent gibberish in a text box, right? Can you use customloadscript(something) to prevent the gibberish as well, by loading one of your own scripts (possibly just a simple script)?

You can't do it that way, but you can use customiftrinkets(0,script) instead.

(collects a trinket)

AAAAAA
Title: Re: (V2.4) Dimension Switchback
Post by: Dav999 on November 17, 2012, 09:41:50 AM
Do you know what iftrinkets means? It's not 'if the number of trinkets is equal to' but 'if the number of trinkets is equal to or greater than'.
Title: Re: (V2.4) Dimension Switchback
Post by: ToasterApocalypse on November 17, 2012, 09:43:38 AM
Do you know what iftrinkets means? It's not 'if the number of trinkets is equal to' but 'if the number of trinkets is equal to or greater than'.

Oh. I didn't know that at all!  :-[
Title: Re: (V2.4) Dimension Switchback
Post by: avengah on November 17, 2012, 10:29:44 AM
There was still a problem with Vermilion following me. When I reached the room with the warps, I went left then right again and he was gone. But I still got the warp sound and flash when I entered the room after the warps. It's good that he usually follows you back left again, but you seem to have forgotten to do it for that one room.
Title: Re: (V2.4) Dimension Switchback
Post by: ToasterApocalypse on November 17, 2012, 11:19:56 AM
There was still a problem with Vermilion following me. When I reached the room with the warps, I went left then right again and he was gone. But I still got the warp sound and flash when I entered the room after the warps. It's good that he usually follows you back left again, but you seem to have forgotten to do it for that one room.

I'll try fixing that.
Title: Re: (V2.4) Dimension Switchback
Post by: avengah on November 18, 2012, 09:59:13 AM
I wanted to ask something about the room "Surprise Inversion Plane". (It's spelt surprise, not suprise, by the way.) Are you supposed to run into the room, hit the plane and then hit the upper plane to bounce back down? Because you can skip the whole process by going slowly into the room. If you want to force the player to have to use the upper plane to get back down, you could redesign the entrance to the room so that the plane forces you into the upper area - maybe have spikes on the lower ceiling to stop you tiptoeing in, and have a single spike on the floor to stop you jumping into the plane to avoid the upper area that way.
Title: Re: (V2.4) Dimension Switchback
Post by: ToasterApocalypse on November 18, 2012, 10:27:15 AM
I wanted to ask something about the room "Surprise Inversion Plane". (It's spelt surprise, not suprise, by the way.) Are you supposed to run into the room, hit the plane and then hit the upper plane to bounce back down? Because you can skip the whole process by going slowly into the room. If you want to force the player to have to use the upper plane to get back down, you could redesign the entrance to the room so that the plane forces you into the upper area - maybe have spikes on the lower ceiling to stop you tiptoeing in, and have a single spike on the floor to stop you jumping into the plane to avoid the upper area that way.

Actually, it's a trap. The other plane was to escape it so I wasn't too much of an 'asshole'

You're basically supposed to skip it, the other plane is for those foolish enough to fall into it. Also, I'll fix that thing about the incorrect spelling.
Title: Re: (V2.5) Dimension Switchback
Post by: ToasterApocalypse on November 18, 2012, 10:44:15 AM
2.5 is here! Contains bugfixes and other minor things.
Title: Re: (V2.5) Dimension Switchback
Post by: avengah on November 19, 2012, 05:15:21 AM
Why can't I enter the Enterprise after doing the first area? Hang on while I go back through the first area again...
Title: Re: (V2.5) Dimension Switchback
Post by: ToasterApocalypse on November 19, 2012, 05:16:33 AM
Why can't I enter the Enterprise after doing the first area? Hang on while I go back through the first area again...

I don't know! I'll look into it.
Title: Re: (V2.5) Dimension Switchback
Post by: avengah on November 19, 2012, 05:18:46 AM
Yeah, I went back through the first area and I still can't get in. My guess is it's something to do with you changing the way the first area ends (making it automatic).
Title: Re: (V2.5) Dimension Switchback
Post by: ToasterApocalypse on November 19, 2012, 05:39:24 AM
Yeah, I went back through the first area and I still can't get in. My guess is it's something to do with you changing the way the first area ends (making it automatic).

Very possible.
I just had a look myself, and it's true, you can't do Enterprise.
I have already fixed this, 2.6 is on it's way.

Then I'm going to work on Chapter 3 a bit more.

EDIT: 2.6 is released, it didn't take long to fix. Your bugfixes are semi-appreciated, because I have to fix them!
Title: Re: (V2.6) Dimension Switchback
Post by: avengah on November 19, 2012, 08:42:30 AM
Sorry, you said you'd fixed Verdigris's messages appearing more than once when you save him. Just go into the room where you meet him, go left then right again and the messages are all repeated. Sorry :)

EDIT: Where's Vitellary? There's no-one at the end of Enterprise. And I can't get into the Polar Dimension passageway. Ah, but the Warp Zone is open now. (I think that's what it's called? Top right corner, blocked by four tokens.)

EDIT 2: Completing the first area unlocks the Enterprise AND the Warp Zone.

EDIT 3: You know when you enter Vertigo's trap, and say "Hey guys, I'm...", it's possible to get on top of the cage. Flip at just the right time. Then you'll be on the cage and Vertigo won't talk to you. I flipped up and saw the above room (part of the next area), and had to press R to go back. Oh, and in the bit just before that, when Vermilion enters the warp, again he disappears too early. If you go back after he says he'll enter the warp but before he does enter the warp, he still vanishes well before you hear the warp sound. A lot of his text repeats in that area, too.
Title: Re: (V2.6) Dimension Switchback
Post by: ToasterApocalypse on November 19, 2012, 09:15:04 AM
Sorry, you said you'd fixed Verdigris's messages appearing more than once when you save him. Just go into the room where you meet him, go left then right again and the messages are all repeated. Sorry :)

EDIT: Where's Vitellary? There's no-one at the end of Enterprise. And I can't get into the Polar Dimension passageway. Ah, but the Warp Zone is open now. (I think that's what it's called? Top right corner, blocked by four tokens.)

EDIT 2: Completing the first area unlocks the Enterprise AND the Warp Zone.

EDIT 3: You know when you enter Vertigo's trap, and say "Hey guys, I'm...", it's possible to get on top of the cage. Flip at just the right time. Then you'll be on the cage and Vertigo won't talk to you. I flipped up and saw the above room (part of the next area), and had to press R to go back. Oh, and in the bit just before that, when Vermilion enters the warp, again he disappears too early. If you go back after he says he'll enter the warp but before he does enter the warp, he still vanishes well before you hear the warp sound. A lot of his text repeats in that area, too.
BUG 1: Arrggg... EDIT: Fixed, still need to patch.
BUG 2: Fixed, need to put it in a patch still.
BUG 3: AAAAAA MUST FIX (EDIT: Fixed, but I still need to place it in a patch)
BUG 4: I noticed, I must try to fix that.
BUG 5: Ok screw it, CHANGEAI MODE ACTIVATED
BUG 6: What? I thought I fixed that!  :victoria:

This is more trouble than it's worth!
Title: Re: (V2.6) Dimension Switchback
Post by: avengah on November 19, 2012, 09:35:43 AM
I've just been trying the new area in the editor. Nice! BTW, check your text positioning in the second S C room. I'm assuming nothing happens yet in the room with the artifact?

Here's a suggestion for you, to save trouble later. Create a text file in Notepad and list every flag and what it does. Half your problems are caused by using the same flag for more than one thing, and forgetting which flag you should be using. List them all in a text file and it'll help you a lot.

I'm now testing the PD passageway in the editor. You've spelt surprise wrong again below the second Mark I, sorry. Refinery script repeats, but that doesn't really matter. No harm in having two refined trinkets, really!

The PD passageway terminal that's supposed to warp you to the PD doesn't work. I get cutscene bars and a noise, then it stops with the bars active. Although I'm testing it in the editor, so maybe that's because a flag isn't set or something, but just in case I'd better let you know.
Title: Re: (V2.6) Dimension Switchback
Post by: ToasterApocalypse on November 19, 2012, 09:42:45 AM
I've just been trying the new area in the editor. Nice! BTW, check your text positioning in the second S C room. I'm assuming nothing happens yet in the room with the artifact?

Here's a suggestion for you, to save trouble later. Create a text file in Notepad and list every flag and what it does. Half your problems are caused by using the same flag for more than one thing, and forgetting which flag you should be using. List them all in a text file and it'll help you a lot.

I'm now testing the PD passageway in the editor. You've spelt surprise wrong again below the second Mark I, sorry. Refinery script repeats, but that doesn't really matter. No harm in having two refined trinkets, really!

I was planning on doing so.

SPOILER: HIGHLIGHT TO READ: When I release 2.7, more Ch. 3 is going to be added. It's three unoriginal Gravitrons. That's basically it.
Title: Re: (V2.6) Dimension Switchback
Post by: avengah on November 19, 2012, 09:46:35 AM
Just in case you missed it:

The PD passageway terminal that's supposed to warp you to the PD doesn't work. I get cutscene bars and a noise, then it stops with the bars active. Although I'm testing it in the editor, so maybe that's because a flag isn't set or something, but just in case I'd better let you know.

Trying the PD itself now.

EDIT: Yeah, everything else seems fine. Oh, Vermilion warping happened twice. By that, I mean I heard the SFX and flash upon entering the next room, went back two rooms, went forward two rooms and had the SFX and flash again. I tried it again and it didn't happen a third time. I'm assuming a flag is set in the room where the flash occurs but I didn't go far enough into the room the first time?
Title: Re: (V2.6) Dimension Switchback
Post by: ToasterApocalypse on November 19, 2012, 10:30:08 AM
Just in case you missed it:

The PD passageway terminal that's supposed to warp you to the PD doesn't work. I get cutscene bars and a noise, then it stops with the bars active. Although I'm testing it in the editor, so maybe that's because a flag isn't set or something, but just in case I'd better let you know.

Trying the PD itself now.

EDIT: Yeah, everything else seems fine. Oh, Vermilion warping happened twice. By that, I mean I heard the SFX and flash upon entering the next room, went back two rooms, went forward two rooms and had the SFX and flash again. I tried it again and it didn't happen a third time. I'm assuming a flag is set in the room where the flash occurs but I didn't go far enough into the room the first time?

Yes.

I'm probably NOT going to update the level today, even if some of the bugs are major. I'm just really bored.
Title: Re: (V2.6) Dimension Switchback
Post by: avengah on November 19, 2012, 10:47:54 AM
No worries, take as long as you need. Yeah, that last one is simple; clear the flag in the same script that causes the flash. Then you're guaranteed to only get it once. Also, don't worry about using multiple flags to prevent speech repeating in that area - they're temporary flags because you're not going to be saving Vermilion in that corridor twice, I would assume; you can use those flags for other purposes later on, as long as you remember to reinitialise them if you need to.

EDIT: I've just been messing about in the editor. Remember how I said happy and sad commands affect NPC Viridian if he's in the room? You can force them to affect the player with the argument (player) or any unrecognised argument. I tried sad(ruby) and sad(poo) with all crew in the room, and I was affected. sad(cyan) and sad(viridian) affect the NPC, and sad(all) affects everyone. I know this is off-topic but I mentioned this above, so I thought I should confirm my test results.
Title: Re: (V2.6) Dimension Switchback
Post by: ToasterApocalypse on November 19, 2012, 11:02:03 AM
No worries, take as long as you need. Yeah, that last one is simple; clear the flag in the same script that causes the flash. Then you're guaranteed to only get it once. Also, don't worry about using multiple flags to prevent speech repeating in that area - they're temporary flags because you're not going to be saving Vermilion in that corridor twice, I would assume; you can use those flags for other purposes later on, as long as you remember to reinitialise them if you need to.

Thanks. I'm not going to leave Ch. 3 at the Gravicomplex (I still need to come up with a name for it), I might add another area.

EDIT: So far, I fixed Verdigris text repeating, but I still need to fix everything else. Chances, Vitellary's script repeats too.
Title: Re: (V2.6) Dimension Switchback
Post by: ToasterApocalypse on November 20, 2012, 07:12:48 AM
The PD passageway terminal that's supposed to warp you to the PD doesn't work. I get cutscene bars and a noise, then it stops with the bars active. Although I'm testing it in the editor, so maybe that's because a flag isn't set or something, but just in case I'd better let you know.

Probably, I tested it after completing the Warp Zone + Enterprise and it worked as I wanted. It warped me to the PD.
Title: Re: (V2.7) Dimension Switchback
Post by: ToasterApocalypse on November 20, 2012, 07:28:25 AM
              Updated!

Check the first post for the new file.
Title: Re: (V2.7) Dimension Switchback
Post by: avengah on November 20, 2012, 10:33:33 AM
I've not got very far yet, but minor thing so far: Abandoned Facility entrance. You know how normally the cutscene bars appear and disappear when you enter the area with the four tokens? Well, if you go there after completing the first area, the cutscene bars don't go away.

In You Cannot SurVVVV or whatever it's called, the way back from the terminal is almost impossible without dying. Forcing the player to die is considered bad. I know it's possible, but it's pixel-perfect and barely possible - probably relying on the enemies being in a particular frame of animation too.

Apparently, I lost Vermilion's signal, but did I ever have it? Don't forget it's the first time you speak to him, in the room oAo (can't be arsed with accents).

I like what you've done with Vermilion walking into the warps, but some of the text STILL repeats... EVEN after he goes into the warp. Try going back after he leaves and you'll see what I mean. The Escape and Low Roof have repeating text. The bottom part of Warp has repeating text too.

Tip: Group flags. For example, use flags 1-19 for global flags that affect the whole game, use 20-29 for one section, 30-39 for another section etc. and if the section cannot be revisited then you can reuse those flags for something else later. Just an example but it'll help you remember approximately which flags are for what. In addition to that text file I suggested.

In the playing-as-Red section, in the room with the terminal and Vertigo the other side of the wall, Vertigo starts in mid-air and falls slightly each time you enter the room. Minor, but worth mentioning I suppose.
Title: Re: (V2.7) Dimension Switchback
Post by: ToasterApocalypse on November 20, 2012, 11:07:48 AM
I've not got very far yet, but minor thing so far: Abandoned Facility entrance. You know how normally the cutscene bars appear and disappear when you enter the area with the four tokens? Well, if you go there after completing the first area, the cutscene bars don't go away.

In You Cannot SurVVVV or whatever it's called, the way back from the terminal is almost impossible without dying. Forcing the player to die is considered bad. I know it's possible, but it's pixel-perfect and barely possible - probably relying on the enemies being in a particular frame of animation too.

Apparently, I lost Vermilion's signal, but did I ever have it? Don't forget it's the first time you speak to him, in the room oAo (can't be arsed with accents).

TO DO:
Replace 'customifflag' scripts with 'ifflag'
remove script
make that room easier.
Title: Re: (V2.8) Dimension Switchback
Post by: avengah on November 20, 2012, 12:23:30 PM
Looking good so far; I'm liking the fact there's not as many cutscene bar interruptions. Top left corner of Abandoned Facility Entrance is missing a block... oh, did you get the last paragraph or two of my previous post?

I meant to mention this before but I forgot. Something about abusing the warpline "glith"?

Finally I decided to try going through the Polar Passageway for a second time. You get stuck. Good job I saved outside the Abandoned Facility. Firstly, cutscene bars don't disappear and secondly you get stuck in the area with the terminal that warps you to the Polar Dimension. You can't get back because of the Mark III terminal etc.

Text in Not The End repeats. "Isn't this where I rescued Vermilion?" As does Smooth Sailing text, but I don't think that really matters.

That's the end of my test run for now. Thanks again, keep up the great work!
Title: Re: (V2.8) Dimension Switchback
Post by: ToasterApocalypse on November 20, 2012, 01:17:38 PM
Looking good so far; I'm liking the fact there's not as many cutscene bar interruptions. Top left corner of Abandoned Facility Entrance is missing a block... oh, did you get the last paragraph or two of my previous post?

I meant to mention this before but I forgot. Something about abusing the warpline "glith"?

Finally I decided to try going through the Polar Passageway for a second time. You get stuck. Good job I saved outside the Abandoned Facility. Firstly, cutscene bars don't disappear and secondly you get stuck in the area with the terminal that warps you to the Polar Dimension. You can't get back because of the Mark III terminal etc.

Text in Not The End repeats. "Isn't this where I rescued Vermilion?" As does Smooth Sailing text, but I don't think that really matters.

That's the end of my test run for now. Thanks again, keep up the great work!

1. Yeah. I'm not very good at the correct createcrewman co-ordinates (explains  :vitellary: and  :verdigris: starting slightly in midair for their scenes in the first two areas, don't know how I got  :viridian: (in ch.2) and  :victoria: (in ch.1 ending) perfect, but yeah.

2. It works fine for me, I start at the Warp Zone, I complete everything, and it warps me to the PD.

3. I thought that was a minor thing, because after you go through 'Volcanic Wave' it's hard, if not impossible, to backtrack.
Title: Re: (V2.8) Dimension Switchback
Post by: avengah on November 20, 2012, 01:20:41 PM
About 2, I mean if you attempt to do it TWICE in a row. As in, you go to the Polar Dimension, then, for the hell of it, you decide to go through the Polar Passageway AGAIN. That's when the terminal fails to work. Maybe make it so that the Polar Passageway locks permanently once you've completed the Polar Dimension? (And not until. You don't want it to lock prematurely.)

About 3, you can get the text to repeat without going through Volcanic Wave. Just go back and forth between the screens before going through that part.
Title: Re: (V2.8) Dimension Switchback
Post by: ToasterApocalypse on November 20, 2012, 01:28:08 PM
About 2, I mean if you attempt to do it TWICE in a row. As in, you go to the Polar Dimension, then, for the hell of it, you decide to go through the Polar Passageway AGAIN. That's when the terminal fails to work. Maybe make it so that the Polar Passageway locks permanently once you've completed the Polar Dimension? (And not until. You don't want it to lock prematurely.)

About 3, you can get the text to repeat without going through Volcanic Wave. Just go back and forth between the screens before going through that part.

I need to set a few more flags.
I'm not locking the Polar Passage itself, just the Polar Dimension. I have a feeling either:
-The flag isn't set
-The script is unfinished

I'll have a look at it.

EDIT: I think it was because the wrong flag was set.
EDIT AGAIN: It was. It was activating flag 63, it should have activated 76. Fixed, and now to fix repeating text.

Hot damn, I never realised I had so many scripts. This is, BY FAR, my largest VVVVVV level.

Almost as large as C10/333333 maybe?
Title: Re: (V2.8) Dimension Switchback
Post by: FIQ on November 20, 2012, 02:20:51 PM
About 2, I mean if you attempt to do it TWICE in a row. As in, you go to the Polar Dimension, then, for the hell of it, you decide to go through the Polar Passageway AGAIN. That's when the terminal fails to work. Maybe make it so that the Polar Passageway locks permanently once you've completed the Polar Dimension? (And not until. You don't want it to lock prematurely.)

About 3, you can get the text to repeat without going through Volcanic Wave. Just go back and forth between the screens before going through that part.

I need to set a few more flags.
I'm not locking the Polar Passage itself, just the Polar Dimension. I have a feeling either:
-The flag isn't set
-The script is unfinished

I'll have a look at it.

EDIT: I think it was because the wrong flag was set.
EDIT AGAIN: It was. It was activating flag 63, it should have activated 76. Fixed, and now to fix repeating text.

Hot damn, I never realised I had so many scripts. This is, BY FAR, my largest VVVVVV level.

Almost as large as C10/333333 maybe?
I believe my level is the biggest in terms of script amount, because of VVVVVV's very limited variable system and me wanting to have integers in some places leading to 16 scripts pretty much the same (like tele0000, tele0001, tele0010, ... all the way to tele1111, and other scripts like this)
Title: Re: (V2.9) Dimension Switchback
Post by: avengah on November 20, 2012, 02:59:25 PM
It's still v2.8 in the menu, but don't worry about that until the next update.

If you use the terminal in DIY III Repair then press R, you go back to the grey screen. Set checkpoint position? Again, it's minor though so leave it till the next update. And that top left block's still absent from Abandoned Facility entrance. I know how that happened! It's when you removed the script, isn't it. It also removed the block that was there.
Title: Re: (V2.9) Dimension Switchback
Post by: Flushex on November 21, 2012, 01:25:59 PM
Finished playing through 2.9 with 11 trinkets. All the problems I was having before with warp tokens not disappearing was because I was running 2.0. When I restarted once I got 2.1, everything was fine.

I definitely loved the map. I thought the boss fight was so inventive and fun. I liked it so much that I could actually stand for it to be a little tougher (I died upwards of 50 or 60 times for many rooms that I enjoyed, and I made it through the boss fight without dying at all). That's hardly an issue, I just wouldn't have minded being forced to do multiple attempts. Also, honorable mention to Platform Peril as that was one of my favorite rooms.

I guess I benefited bug-wise by starting out on 2.9, because I barely found anything except the most minor of wall glitches that were hardly even noticeable (as in an occasional single tile wall glitch that made the player do the weird floaty thing for like a millisecond). They didn't even bother me. I'm just being meticulous.

The difficulty was very fair while at the same time challenging enough to never be boring. The only thing I can think of was in Catastrophic Catacombs, I found myself wishing there was a checkpoint here:

(http://i.imgur.com/5h7By.jpg)

...but that was extremely minor and just personal preference.

I also have to say that I've never really played VVVVVV for story, as I play it mainly for some oldschool-style, fastpaced action, but I found myself caring about what would happen next. The ending was also very excellent.

It was nice and long, which was great. I probably spent a little longer on it than I would playing through the regular game, which is crazy to think about considering it isn't even finished. Can't wait for the rest!
Title: Re: (V2.9) Dimension Switchback
Post by: ToasterApocalypse on November 21, 2012, 02:16:59 PM
Finished playing through 2.9 with 11 trinkets. All the problems I was having before with warp tokens not disappearing was because I was running 2.0. When I restarted once I got 2.1, everything was fine.

I definitely loved the map. I thought the boss fight was so inventive and fun. I liked it so much that I could actually stand for it to be a little tougher (I died upwards of 50 or 60 times for many rooms that I enjoyed, and I made it through the boss fight without dying at all). That's hardly an issue, I just wouldn't have minded being forced to do multiple attempts. Also, honorable mention to Platform Peril as that was one of my favorite rooms.

I guess I benefited bug-wise by starting out on 2.9, because I barely found anything except the most minor of wall glitches that were hardly even noticeable (as in an occasional single tile wall glitch that made the player do the weird floaty thing for like a millisecond). They didn't even bother me. I'm just being meticulous.

The difficulty was very fair while at the same time challenging enough to never be boring. The only thing I can think of was in Catastrophic Catacombs, I found myself wishing there was a checkpoint here:

(http://i.imgur.com/5h7By.jpg)

...but that was extremely minor and just personal preference.

I also have to say that I've never really played VVVVVV for story, as I play it mainly for some oldschool-style, fastpaced action, but I found myself caring about what would happen next. The ending was also very excellent.

It was nice and long, which was great. I probably spent a little longer on it than I would playing through the regular game, which is crazy to think about considering it isn't even finished. Can't wait for the rest!

Thanks for all the positive stuff, means a lot from the guy who made the (in)famous Jaunt. And, about it being unfinished...

Chapter 3 is pretty darn big (almost Chapter 1 big) so look forward to that.
Title: Re: (V2.9) Dimension Switchback
Post by: Flushex on November 21, 2012, 03:06:36 PM

Thanks for all the positive stuff, means a lot from the guy who made the (in)famous Jaunt. And, about it being unfinished...

Chapter 3 is pretty darn big (almost Chapter 1 big) so look forward to that.

Lol, I was under the assumption only two or three people even played the Jaunt. After seeing how awesome some of the levels offered on these forums were, that definitely didn't surprise me.

And that's good to hear about chapter 3 being long. Not to rush you or anything but do you have an ETA for it?
Title: Re: (V2.9) Dimension Switchback
Post by: avengah on November 21, 2012, 07:21:22 PM
I second the praise. The level is great.

Seriously, a checkpoint there, of all places? That's one of the easiest parts!
Title: Re: (V2.9) Dimension Switchback
Post by: Flushex on November 21, 2012, 08:13:56 PM
I second the praise. The level is great.

Seriously, a checkpoint there, of all places? That's one of the easiest parts!

Haha, maybe it is. I just remember dying a disproportionate amount of times in that room compared to the rest of the rooms in the Polar Dimension for some reason, but that could be because I played it when I just woke up. Who knows.
Title: Re: (V2.9) Dimension Switchback
Post by: avengah on November 21, 2012, 08:24:18 PM
Yeah, that room is hard, but once you reach the circled point, you should not die. Those enemies are smooth and easy to pass.

Just move forwards at a steady pace. The enemies aren't a threat at all, and there's a checkpoint in the next room. There's an inversion plane which bounces you to the checkpoint - and if you miss, you land on safe ground and can try again. See the bit just above the hole? No spikes or enemies can reach that bit. There's really no challenge in that particular part, at least compared to earlier parts in the very same room.

I played the Jaunt. I thought the second trinket was unbelievably pixel-perfect hard (it took several hundred tries... maybe a checkpoint half way through the challenge would have been good, but I'm pleased to say I did it as it is... eventually...), and as for the third? Glitch abuse is not recommended. Yeah, I know warp lines cancel out warp backgrounds, but it's a glitch and the editor's supposed to not let you use both... unfortunately, the functionality's broken and it sometimes stops you using any kind of warp when you've got none in the room! Still, it was obvious with the map.
Title: Re: (V2.9) Dimension Switchback
Post by: Flushex on November 21, 2012, 08:31:47 PM
True, the second half of the room is considerably easier. The relatively harder first half with the enemies moving on the floor and ceiling and with spikes on the floor and ceiling though wasn't as fun to repeat if you made a stupid error on the second half (which I did a couple times). Moral of the story, don't make stupid errors.

I'm sure if I played through the whole map again, I would remember all the other rooms that were harder, so you're right. I officially redact my statement about the second checkpoint.

I'm glad you played the Jaunt. I've thought about changing the second trinket many times, I probably will. That's the kind of feedback I wanted in the thread, as I definitely would have listened to the community here (Either I'll use the checkpoint as you recommended, or replace the warp line in Spelunking with a gravity line to make it significantly shorter). As for the third, I guess I wasn't even aware it was a glitch, but now that you mention it, it makes sense. Perhaps if I made it a regular room instead of a warp room, and then put a warp line on the bottom, it would have the same effect? Thinking about it now that sounds like it would work. Aside from trinkets, did you enjoy the map?

You might like my second level better as it is more polished, and the trinkets are much, much easier. As of a few hours ago I just did a huge update using Direct Mode, so play the new version if you do (and give feedback!)

/Hijacking Toaster's thread to talk about my levels.



Title: Re: (V2.9) Dimension Switchback
Post by: ToasterApocalypse on November 22, 2012, 04:10:01 AM

Thanks for all the positive stuff, means a lot from the guy who made the (in)famous Jaunt. And, about it being unfinished...

Chapter 3 is pretty darn big (almost Chapter 1 big) so look forward to that.

Lol, I was under the assumption only two or three people even played the Jaunt. After seeing how awesome some of the levels offered on these forums were, that definitely didn't surprise me.

And that's good to hear about chapter 3 being long. Not to rush you or anything but do you have an ETA for it?

Nope! I release Ch.3 when it's done. I'm working on the boss fight now.
Title: Re: (V3.0) Dimension Switchback: Chapter Three!
Post by: ToasterApocalypse on November 24, 2012, 02:51:59 PM
Chapter three released! With new chapter, new bugs are gonna happen! Get out there and find them! Oh and have fun!  :viridian:
Title: Re: (V3.0) Dimension Switchback: Chapter Three!
Post by: Flushex on November 24, 2012, 02:59:44 PM
YES!

I can't wait to play it and give you long and boring feedback.
Title: Re: (V3.0) Dimension Switchback: Chapter Three!
Post by: ToasterApocalypse on November 24, 2012, 03:01:00 PM
YES!

I can't wait to play it and give you long and boring feedback.

Yay!

And for later, you will notice Vitellary mentions a Glitch City. It's gonna be based on the glitch in  this thread. (http://distractionware.com/forum/index.php?topic=1116.0)
Title: Re: (V3.0) Dimension Switchback: Chapter Three!
Post by: FIQ on November 24, 2012, 04:25:51 PM
If you go into the warp tokens at the entrance right of Warp Zone too fast, you end up in the bottom-left or the top-left room in the map. This allows you to finish the level within 5 minutes of gameplay.
Title: Re: (V3.0) Dimension Switchback: Chapter Three!
Post by: ToasterApocalypse on November 25, 2012, 06:54:03 AM
If you go into the warp tokens at the entrance right of Warp Zone too fast, you end up in the bottom-left or the top-left room in the map. This allows you to finish the level within 5 minutes of gameplay.

I honestly do not know what's causing that, so I don't know how to fix that.
Title: Re: (V3.0) Dimension Switchback: Chapter Three!
Post by: avengah on November 25, 2012, 09:51:33 AM
Two things. Firstly, DIY III Repair isn't fixed. If you press R (or die to the spikes in the next room), you are placed at the terminal. I think you set the checkpoint early, before the room warp.

Secondly, it's possible to get on top of Vertigo's cage if you inch left, forcing an R. This means having to play through the previous several rooms again without music.

This is really good so far; I like it a lot. There are other issues caused by pressing R during cutscenes, but I don't think you should worry about them - they don't break the game. For instance, pressing it repeatedly when you first save Vermilion causes you to reappear at the Crossroads, but you aren't stuck  when you go left, you save Vermilion again, fixing the problem.

If you re-enter the Abandoned Facility, it plays out (almost) exactly as before, with Vermilion, even though he's supposed to be otherwise incapacitated at this point.

EDIT: There are two differences: the warp gate at the bottom is already open, and you already have Vertigo's ID card. But that doesn't stop you picking it up again. I guess you used two different flags - one to say you've got it, and one to say you've picked it up from that spot. Personally I'd just use one flag for that, but whatever. In any case, something needs to be done about re-entering the AF; I'm not sure of a suitable solution at this time. I'm sure you'll think of something. Maybe something happens before you reach the Vertigo fight that sends you back outside?

The second S C room has the C in the wrong place, one square left. And the entrance to Abandoned Facility is missing a block in the top left, no doubt caused by deleting a script. Other than that, it's very good, and I like the use of the Yes Men!

Amusement time: At the start of the Vertigo fight, or whenever he's on screen, die or press R and he becomes sad, as if he's a friend, but there's nothing you can do about that.

Finally, in the part where you play as Vermilion, I think there should be a fail-safe so that if you do press R, there's a script at (a) the start point of the section that turns you red again, and another one at (b) the start of the next room. These are the only two places where it matters, since you'll go back to (a) normally, but if you're still in that room, then (b) will fix the problem for you.

Final great amusement - press R when Vertigo catches you saving Viridian, and since Vermilion is no longer on the screen, it'll be Viridian that becomes flashing colours - permanently! (At least until the next death.)

EDIT: Sorry, a major glitch has presented itself. After doing three Gravitrons, I was moving very fast from left to right across the screen automatically. Luckily I'd hit a checkpoint. I had to save, quit VVVVVV and reload to continue. I tried playing a different level and it randomly flicked between screens at a rapid pace. I've seen this glitch before in Dimension Piplup after several Gravitrons, but I don't know the cause - I avoided it last time by doing the easiest one last. It could just be luck, though, that the glitch didn't occur that time.
Title: Re: (V3.0) Dimension Switchback: Chapter Three!
Post by: Pyrite on November 25, 2012, 10:46:55 AM
What do I do after getting through the unnamed space station? Everywhere else is blocked! I have 5 trinkets.
Title: Re: (V3.0) Dimension Switchback: Chapter Three!
Post by: avengah on November 25, 2012, 11:51:47 AM
You obviously know where to go first. Secondly, head right, up and left to reach the Starship Enterprise. After that, you will be told where to go - each area has a terminal telling you what's there, except for Chapter 2, but you'll find that easily enough when you get to it. On the way, you'll pass through two red rooms, one with two vertical inversion planes. Then you'll reach a yellow room with warp lines at the sides and a warp token to get back. Head up from there and you'll find what you're looking for, if you're where I think you are.
Title: Re: (V3.0) Dimension Switchback: Chapter Three!
Post by: ToasterApocalypse on November 26, 2012, 04:02:53 AM
Two things. Firstly, DIY III Repair isn't fixed. If you press R (or die to the spikes in the next room), you are placed at the terminal. I think you set the checkpoint early, before the room warp.

Secondly, it's possible to get on top of Vertigo's cage if you inch left, forcing an R. This means having to play through the previous several rooms again without music.

This is really good so far; I like it a lot. There are other issues caused by pressing R during cutscenes, but I don't think you should worry about them - they don't break the game. For instance, pressing it repeatedly when you first save Vermilion causes you to reappear at the Crossroads, but you aren't stuck  when you go left, you save Vermilion again, fixing the problem.

If you re-enter the Abandoned Facility, it plays out (almost) exactly as before, with Vermilion, even though he's supposed to be otherwise incapacitated at this point.

EDIT: There are two differences: the warp gate at the bottom is already open, and you already have Vertigo's ID card. But that doesn't stop you picking it up again. I guess you used two different flags - one to say you've got it, and one to say you've picked it up from that spot. Personally I'd just use one flag for that, but whatever. In any case, something needs to be done about re-entering the AF; I'm not sure of a suitable solution at this time. I'm sure you'll think of something. Maybe something happens before you reach the Vertigo fight that sends you back outside?

The second S C room has the C in the wrong place, one square left. And the entrance to Abandoned Facility is missing a block in the top left, no doubt caused by deleting a script. Other than that, it's very good, and I like the use of the Yes Men!

Amusement time: At the start of the Vertigo fight, or whenever he's on screen, die or press R and he becomes sad, as if he's a friend, but there's nothing you can do about that.

Finally, in the part where you play as Vermilion, I think there should be a fail-safe so that if you do press R, there's a script at (a) the start point of the section that turns you red again, and another one at (b) the start of the next room. These are the only two places where it matters, since you'll go back to (a) normally, but if you're still in that room, then (b) will fix the problem for you.

Final great amusement - press R when Vertigo catches you saving Viridian, and since Vermilion is no longer on the screen, it'll be Viridian that becomes flashing colours - permanently! (At least until the next death.)

EDIT: Sorry, a major glitch has presented itself. After doing three Gravitrons, I was moving very fast from left to right across the screen automatically. Luckily I'd hit a checkpoint. I had to save, quit VVVVVV and reload to continue. I tried playing a different level and it randomly flicked between screens at a rapid pace. I've seen this glitch before in Dimension Piplup after several Gravitrons, but I don't know the cause - I avoided it last time by doing the easiest one last. It could just be luck, though, that the glitch didn't occur that time.

AW CRAP THAT'S A LOT OF THINGS I NEED TO FIX

ERR

HAVE SOME MUSIC (http://www.listenonrepeat.com/watch/?v=4VXQSs1Qfcc)
Title: Re: (V3.1) Dimension Switchback: A level made by a talking toaster.
Post by: SomniRespiratory Flux on November 26, 2012, 07:54:30 PM
I've completed Chapter Three, and the good news is I didn't see any major bugs.
Are Gravitrons becoming the new Veni Vidi Vici tunnels in level design, in that everybody puts them in for difficulty and milks the inevitable frustration for all it's worth in the level dialogue and/or room naming? I don't mind them really. I'm just terrible at them. :viridian:
Interesting re-purposing of the Yes Men. Were all of the names supposed to be puns when combined with the word "yes"? I only got one of them if that's the case (Yucan).
I didn't mention it before, but I enjoy the clever approach to the boss battles in this level. For a game where all you can do is move and flip, there aren't a whole lot of options, but this just seems to work. Although it can make the map look weird, with each "hit" being a different room. The map isn't too necessary here though. Yet, at least.
The level looks to be getting even better, and I can't wait to see where it goes with Chapter Four.
Title: Re: (V3.1) Dimension Switchback: A level made by a talking toaster.
Post by: avengah on November 26, 2012, 07:54:52 PM
Thanks! I'd just thought of a way to fix glitches related to pressing R in cutscenes, if you feel it's necessary. Consider it a minor fix, though, so don't bother with it until the next update. Although thinking about it, you might have already done this!

I was just thinking that you should set the current checkpoint every time a room transition or some other movement occurs in a cutscene. That way, if you press R, you'll just reappear in the same spot.
Title: Re: (V3.1) Dimension Switchback: A level made by a talking toaster.
Post by: ToasterApocalypse on November 27, 2012, 06:52:04 AM
Thanks! I'd just thought of a way to fix glitches related to pressing R in cutscenes, if you feel it's necessary. Consider it a minor fix, though, so don't bother with it until the next update. Although thinking about it, you might have already done this!

I was just thinking that you should set the current checkpoint every time a room transition or some other movement occurs in a cutscene. That way, if you press R, you'll just reappear in the same spot.

So, does that mean there are no more things I can fix and I can start making chapter 4?

YESS
Title: Re: (V3.1) Dimension Switchback: A level made by a talking toaster.
Post by: avengah on November 27, 2012, 07:25:30 AM
Yeah, sure. Just out of interest and curiosity, why is there a checkpoint in the Chapter 3 part of the introductory screens? It's weird being put back there again if you press R during the initial cutscene.
Title: Re: (V3.1) Dimension Switchback: A level made by a talking toaster.
Post by: ToasterApocalypse on November 27, 2012, 07:38:05 AM
Yeah, sure. Just out of interest and curiosity, why is there a checkpoint in the Chapter 3 part of the introductory screens? It's weird being put back there again if you press R during the initial cutscene.

Don't know what you're talking about.
Title: Re: (V3.1) Dimension Switchback: A level made by a talking toaster.
Post by: avengah on November 28, 2012, 09:53:20 AM
At the start, go to the info screens. There's a checkpoint in the final one before you're sent back to the Insert Coin room. It didn't used to be there.

EDIT: I've replicated the glitch that warps you from the Abandoned Worksite to the top left or bottom left corner. It's not guaranteed to happen but I find it's most likely to happen if you fall up through several screens and hit the leftmost warp token (or two leftmost tokens together). I think it may be to do with the speed you're travelling; if you're partially off the top of the screen when you warp maybe? Solution: lower the warps by one square. Maybe.

Something else you might want to fix: the final trinket and checkpoint should be swapped. Put the checkpoint before the trinket, if you don't want people to press R before hitting it so they don't have to get back.
Title: Re: (V3.1) Dimension Switchback: A level made by a talking toaster.
Post by: Flushex on November 28, 2012, 08:42:43 PM
Sorry to be late on the feedback, but I played it, and as usual loved it.

I didn't really notice any of the problems that Avengah pointed out, but then again I wasn't really pressing R all the time for no reason. I did notice one horrendous typo that completely broke my immersion in the story and totally ruined the level for me.

The line was supposed to be: "He got captured by this Vertigo man", but instead it says "He got captured by this Veritgo man". This is appalling and unacceptable Toaster. /sarcasm

I honestly wish I had more to say. I was the very first download of chapter 3 and was expecting more bugs, but I didn't really stumble across any. The gravitron onslaught was great, as well as the second boss fight (I see you made it more difficult than the first btw, which was one thing I recommended).

I think my issue is I get too wrapped up in actually playing the level, and I forget that I'm supposed to be bugtesting it too, which is what Avengah was doing more of.

Anyway, nice job. Looking forward to ch. 4!
Title: Re: (V3.1) Dimension Switchback: A level made by a talking toaster.
Post by: SomniRespiratory Flux on November 29, 2012, 03:32:16 PM
I think my issue is I get too wrapped up in actually playing the level, and I forget that I'm supposed to be bugtesting it too, which is what Avengah was doing more of.

Same here... I know it would probably be more helpful to point out random bugs and such, but that seems too much like work at times... :vermillion:

I really just play the levels, and usually enjoy them. Really, unless something majorly weird happens to me, I won't notice anything aside from graphical issues. But that does make me think of one thing back in Chapter 2 I noticed, which is almost certainly a bug with the game and not fixable. The single boxes used to end the gravlines in Line Guards can be glitched into if you try to stand on them wrong. I think if you hit the edge of the box and move in towards it, it doesn't know there's a wall until you're trapped in it. Like I said, it's a problem with the game, but something to watch for nonetheless. Especially when my main way through the top-right of the room involves standing on the box... I didn't mention it until now because I know there's no way to fix it, and I'm only mentioning it at all because my bug-finding for Chapter 3 didn't find much, if anything.
Title: Re: (V3.1) Dimension Switchback: A level made by a talking toaster.
Post by: ToasterApocalypse on November 30, 2012, 12:08:21 PM
The line was supposed to be: "He got captured by this Vertigo man", but instead it says "He got captured by this Veritgo man". This is appalling and unacceptable Toaster. /sarcasm

CRAP!  >:(

A SPELLING ERROR? I SHALL FIX IT!
Title: Re: (V3.1) Dimension Switchback: A level made by a talking toaster.
Post by: Pyrite on November 30, 2012, 01:40:17 PM
dammit vvvvvvvvvvvvvvvvvvv needs more than 1 checkpoint I can't beat it because I fall in the spikes behind the roomname that are really unfair
Title: Re: (V3.1) Dimension Switchback: A level made by a talking toaster.
Post by: ToasterApocalypse on November 30, 2012, 03:54:00 PM
I'm gonna do some sort of poll thing.

I'll do this trinket one first.
Title: Re: (V3.1) Dimension Switchback: A level made by a talking toaster.
Post by: SomniRespiratory Flux on November 30, 2012, 06:51:38 PM
Hardest Trinket: I don't really know, but there's only one out of the choices given I found particularly "hard". Ace of Hearts could be annoying as it makes you do the room twice, but I never had TOO much trouble with the room. I was completely expecting there to be something like that in the Rotary area, and made sure to check everywhere I could to try and find stuff. So of those three, I'd say The Trinketeer gave me by far the most trouble. I did find the room eventually, by the way. I think I may have gotten a trinket of some kind there in an earlier version, but maybe not in that room. Or I could just be forgetting stuff. It's entirely possible. Either way, I found it. And died many times trying to get it. So there's my vote. :viridian:

EDIT: Voting closes July 23, 2037? I am amused.
Title: Re: (V4.0) Dimension Switchback: Chapter 4!
Post by: ToasterApocalypse on December 07, 2012, 03:30:57 PM
Chapter 4 released, with visual upgrades to the Warp Zone, new trinket challenges and more!

New poll as well.

EDIT: #6 topic by replies. What do?
Title: Re: (V4.1) Dimension Switchback: Chapter 4!
Post by: Flushex on December 07, 2012, 04:33:24 PM
YES! I'm first download again! I won't be able to get to it til later tonight, but I'm excited.
Title: Re: (V4.1) Dimension Switchback: Chapter 4!
Post by: FIQ on December 07, 2012, 04:34:06 PM
You can sequence break directly to Glitch City as soon as you start the level due to the go-through-inversion-planes bug.
Title: Re: (V4.1) Dimension Switchback: Chapter 4!
Post by: Flushex on December 07, 2012, 06:53:08 PM
You can sequence break directly to Glitch City as soon as you start the level due to the go-through-inversion-planes bug.

I hate that bug. Is the only way for him to fix it to change the bounce barrier into a warp token barrier?
Title: Re: (V4.1) Dimension Switchback: Chapter 4!
Post by: Flushex on December 07, 2012, 07:02:19 PM
So far, it's pretty fun!
Small cosmetic issue I noticed that doesn't really matter:


(http://i.imgur.com/0o1vR.jpg)
Title: Re: (V4.1) Dimension Switchback: Chapter 4!
Post by: ToasterApocalypse on December 08, 2012, 01:27:18 AM
So far, it's pretty fun!
Small cosmetic issue I noticed that doesn't really matter:


(http://i.imgur.com/0o1vR.jpg)


I kept on reminding myself to fix that, but it looks like I forgot. :(
Title: Re: (V4.1) Dimension Switchback: Chapter 4!
Post by: FIQ on December 08, 2012, 05:44:44 AM
You can sequence break directly to Glitch City as soon as you start the level due to the go-through-inversion-planes bug.

I hate that bug. Is the only way for him to fix it to change the bounce barrier into a warp token barrier?
You can just place the barrier a bit higher.
Title: Re: (V4.1) Dimension Switchback: Chapter 4!
Post by: ToasterApocalypse on December 08, 2012, 06:03:15 AM
You can sequence break directly to Glitch City as soon as you start the level due to the go-through-inversion-planes bug.

I hate that bug. Is the only way for him to fix it to change the bounce barrier into a warp token barrier?
You can just place the barrier a bit higher.

I'll do that then

god darn sequence breaks

atleast I have something else to fix so 4.2 isn't (as) minor
Title: Re: (V4.2) Dimension Switchback:
Post by: FIQ on December 08, 2012, 09:10:33 AM
You can fix gravitron flinging easily.

You can check how I solved it in Back to VVVVVV and just replicate that solution.

Basically you just extend the script area the whole way down to the lower gravity line (the one that disappears when the gravitron is done running).
Title: Re: (V4.1) Dimension Switchback: Chapter 4!
Post by: Flushex on December 08, 2012, 09:47:04 AM
You can sequence break directly to Glitch City as soon as you start the level due to the go-through-inversion-planes bug.

I hate that bug. Is the only way for him to fix it to change the bounce barrier into a warp token barrier?
You can just place the barrier a bit higher.

Better yet, if I remember correctly, there is a tiny ledge right below the barrier that allows you to do the sequence break. Just remove that ledge and you can leave the barrier and the rest of the room the way it is.
Title: Re: (V4.2) Dimension Switchback:
Post by: Flushex on December 08, 2012, 10:21:19 PM
DISCLAIMER: LONG AND BORING FEEDBACK AHEAD. AVERT YOUR EYES IF YOU'RE NOT TOASTER

I am still struggling on the final boss fight, but I want to give my feedback up this point anyway.

Glitch City:
I started out being kind of annoyed with Glitch city for some reason, but that immediately changed when I got to the room
FFFFFFFUNNNNNNNNNN. That room and the following rooms of the same style were incredibly entertaining and innovative.  It added a whole new element of strategy that I was not expecting. Instead of charging into rooms triggering all the enemies at once, I found myself slowly inching my way into rooms, triggering enemies, then backtracking into temporary safety. I was approaching rooms in a very methodical way, which is not something I usually do with VVVVVV. Absolutely brilliant level design here. The room names may have been absurd/ridiculous at some points, but room naming is probably the least important thing about level design, so meh.

Glitches in Glitch City:
Only noticed one, and it barely even entered my radar, but from the transition to "crumble" from "can't relax", the walls
don't line up evenly on the far right, so if you jump from there, you'll hit a wall glitch. I'm only mentioning it because I noticed it; didn't bother me at all.

Dimension Lutsk:
This was another great addition. It has that great balance of difficulty that I've come to love about Switchback (not unfairly hard, but not boringly easy). I guess I have less to say about this one, because it consisted more of straightforward challenges. I did really enjoy the quaking effect, as well as the 'quickly-bounce-this-line-to-trigger-an-opening-to-the-next-room!' effect, which I've seen before, but seemed different here as you had to activate them in the heat of the moment or you'd die.

Glitches in Dimension Lutsk:
Didn't notice any, but I've been known to miss some in the past, so who knows.

Final Battle (incomplete):
I'm liking it so far, and the story leading up to it does leave me with a "Hell yeah, I'm at the final boss" feel, but I'm still struggling with it, particularly with the third room. That's not to say I think you should make it easier, I just wanted to point it out.

All in All:
Chapter 4 is great. This was already one of my favorite custom levels when all you had was up to chapter 3, and I wasn't sure you'd be able to top Polar Dimension in my mind, but that was before I played Glitch City, as hideous as it was. I think I'll safely place my vote in Glitch City now. I'll update when I beat that damned boss fight, but until then, thanks for putting so much work into this level, as it's been great fun to play.
Title: Re: (V4.2) Dimension Switchback:
Post by: SomniRespiratory Flux on December 08, 2012, 11:40:23 PM
I've made it to partway through Dimension Lutsk, and I have to say, I'm extremely impressed with this chapter. The overall difficulty level has been high, but not frustratingly so. I concur almost exactly with Flushex regarding Glitch City; the later rooms really bring out a different playstyle, and it works much to the benefit of the level. I'll probably be seeing those squares in my nightmares though... I found the music track that plays in the second part of Dimension Lutsk (where I am now) to be rather darkly humorous considering the circumstances. Other than that, I don't have a whole lot to say yet. I'll probably hold off until I finish the level.
Title: Re: (V4.2) Dimension Switchback:
Post by: FIQ on December 09, 2012, 06:08:26 AM
I loved how you used the Gravitron enemies as surprise bullets. :D

EDIT: Have you thought of changing the soundtrack used for Vertigo boss fights to something like Positive Force? My reasoning is that, if you do this, and keep Piercing the Sky as the soundtrack for the last boss, then it might get another feel. (Too bad you can't include own songs, or it would make it possible to fix it in another way!)
Title: Re: (V4.2) Dimension Switchback:
Post by: ToasterApocalypse on December 09, 2012, 09:02:55 AM
Glitches in Glitch City:
Only noticed one, and it barely even entered my radar, but from the transition to "crumble" from "can't relax",

Now I need that :facepalm: thing, because that was in the Lutsk area.

(I voted for lutsk)

Well yeah, now that this is done I can get Dav to convert it again. I might add another trinket at some point, make an ending area that requires all of them, and then yay, we get a Chapter 5/epilogue
Title: Re: (V4.2) Dimension Switchback:
Post by: Flushex on December 09, 2012, 10:40:47 AM
BALRGARGUGHARGBKARGHGEQWRFO;JQERFKNWEKLRN

I finally got the last boss down to one health. One... health... Then I died in the stupidest way and I wanted to throw my keyboard across the room arg! And you said my level was hard?? Anyway, I ragequitted but I'm determined to beat it so I'll take another crack at it tomorrow.
Title: Re: (V4.2) Dimension Switchback:
Post by: ToasterApocalypse on December 09, 2012, 11:14:09 AM
BALRGARGUGHARGBKARGHGEQWRFO;JQERFKNWEKLRN

I finally got the last boss down to one health. One... health... Then I died in the stupidest way and I wanted to throw my keyboard across the room arg! And you said my level was hard?? Anyway, I ragequitted but I'm determined to beat it so I'll take another crack at it tomorrow.

Heh. Anyway, chapter 5/epilogue isn't coming for a while because I want to make a level based on time travel (Sort of like Capn Muffin's temporal ribbon.)
Title: Re: (V4.2) Dimension Switchback:
Post by: Flushex on December 09, 2012, 11:52:09 AM
Temporal Ribbon was fun, but it was prone to glitches which I'm not sure he ever ironed out. I'm sure you'll handle it though.
Title: Re: (V4.2) Dimension Switchback:
Post by: SomniRespiratory Flux on December 09, 2012, 08:45:58 PM
Well, I finished. 16/18 :shiny:, 2278 deaths (at least in the run that finished), and about 4:52:00~ish for time. It's hard to know exactly what to put there...
I realized something about the bosses here. They remind me a lot of the level design of Deja Verdigris. The concept is the same: several rooms in a row with the same essential shape, just different contents and challenges. The main difference was that here, each room was its own design, and not a more complex variation on the previous rooms. While this makes the individual rooms feel more unique, it does take away the "roller coaster" effect in difficulty. For example, in the last boss, it actually seems for the most part to get easier as you progress. In the last room of the fight, I didn't die once. I'll go ahead and say that for me, the most difficult part of the boss was either the first room (it doesn't help that you start from there every time you die anywhere) or the fourth room (specifically, the bottom-right corner of it).
All in all, this level was very well-made, and shows a lot of effort in many different ways. There were several areas of the level I found to be great, but as I said earlier, Glitch City stands out, not only for it's rather... unique visual style, but for the gameplay aspects within. That, and it had been bugging me since the beta version that there wasn't anything to the left of the ship... I'm interested to know how an epilogue will be implemented, but I can wait for it. You deserve a break from this level. You certainly put in a lot of work on it.

That aside, there were some very minor things I noticed. In the sixth room of the final boss fight, there's a weird graphical discontinuity in the lower left. I can't tell what it is precisely, as it looks too small to be an issue with a badly-placed tile. It's not too distracting, but it does look odd. Other than that, I can't recall anything. Good work, and I look forward to your next level. :viridian:
Title: Re: (V4.2) Dimension Switchback:
Post by: Flushex on December 09, 2012, 10:35:57 PM
Flux, I'm jealous you were able to beat the map before me. I died on the super easy very last life on the final boss, which made me rage quit hardcore. At least I can be satisfied that I have one more trinket than you, so ha (I also too have ~2000 or so deaths though).

Anyway, I feel the boss fight either needs to get easier with progression (like it currently does) or not start out so hard, otherwise it would feel like frustrating checkpoint starvation, which it is arguably bordering on as it is. Anyway, I struggled more with room 3 timing than I did with room 4, and I've seen every other room and know I am capable of doing all of them consecutively, and I plan on beating it tomorrow. I do agree with most of your points, and you seemed to have the same appreciation for glitch city as I did. Also, back to the boss fight, I didn't notice the graphical issue you pointed out in room 6, but I'll look for it tomorrow. 

Unlike you I haven't seen the ending, but I still want to push for Toast to work on the epilogue before starting a new level, as it's pretty cool we're playing a level that's longer than the main game, and he should probably finish it before he invests himself in a whole new level.
Title: Re: (V4.2) Dimension Switchback:
Post by: ToasterApocalypse on December 10, 2012, 04:50:43 AM
Unlike you I haven't seen the ending, but I still want to push for Toast to work on the epilogue before starting a new level, as it's pretty cool we're playing a level that's longer than the main game, and he should probably finish it before he invests himself in a whole new level.

I already started making a new one though...  :victoria:
Title: Re: (V4.3) Dimension Switchback:
Post by: Flushex on December 10, 2012, 09:24:45 AM
That's fine! I'll be excited to play that too.
Title: Re: (V4.3) Dimension Switchback:
Post by: SomniRespiratory Flux on December 10, 2012, 10:24:08 AM
I did have some trouble with the third room at first, but once you figure out the best timing on it, it becomes easier. The fourth room isn't too bad overall, but the platform in the bottom-right corner can push you directly into the spikes on either side if you don't land on it right. I agree that getting easier as it goes keeps it from being too frustrating. That, and in some ways it's more realistic that the more damage you do to the boss, the less it would be able to fight back. I did die on the next-to-last room, and thought that it was the last room until I beat it. Note that none of this is saying there's anything wrong. I'm just sharing my experience with the level. The ending kinda wraps things up well enough to move on, but there is room for an epilogue in there somewhere. I'm just curious as to how it'll work, all things considered. But given that he's already started another level, I can wait.
Title: Re: (V4.3) Dimension Switchback:
Post by: Flushex on December 10, 2012, 05:34:29 PM
OKAY!

2047 deaths...

Time: 4:55:50...

Trinkets: 17/18...

phew
I feel like I accomplished something beating that freakishly large level. Anyway I stand by my original praise. That last boss fight had me tearing out my hair but it feels good to win it.
Title: Re: (V4.3) Dimension Switchback:
Post by: ToasterApocalypse on December 12, 2012, 08:22:42 AM
OKAY!

2047 deaths...

Time: 4:55:50...

Trinkets: 17/18...

phew
I feel like I accomplished something beating that freakishly large level. Anyway I stand by my original praise. That last boss fight had me tearing out my hair but it feels good to win it.

Well, if it was that hard, I'll put a setcheckpoint in the middle of the fight.
But not for a while, probably something to come with 5.0 (ch. 5/epilogue)
Title: Re: (V4.3) Dimension Switchback:
Post by: Flushex on December 12, 2012, 09:12:50 AM
Well, if it was that hard, I'll put a setcheckpoint in the middle of the fight.
But not for a while, probably something to come with 5.0 (ch. 5/epilogue)

Maybe hard isn't the best word, considering none of the rooms individually were that hard. It was just more frustrating how heavily punished you are for dying on one of the last 3 or 4 rooms. Maybe others didn't struggle with it as much as me though. I wouldn't worry about changing it unless others were to share the opinion.
Title: Re: (V4.3) Dimension Switchback:
Post by: FIQ on December 12, 2012, 02:05:03 PM
Gravicomplex has issues with gravitron ending. I always saved before them as I occasionally ended up flinging outside the level and crashing VVVVVV.
Title: Re: (V4.3) Dimension Switchback:
Post by: ToasterApocalypse on December 12, 2012, 02:46:20 PM
Gravicomplex has issues with gravitron ending. I always saved before them as I occasionally ended up flinging outside the level and crashing VVVVVV.

Remember how in your list on internal commands (notepad) you said gamestates can introduce glitches. That's one of them. It happens.
Title: Re: (V4.3) Dimension Switchback:
Post by: Pyrite on December 13, 2012, 02:06:29 PM
Gee, these catacombs sure are catastrophic.
Title: Re: (V5.0) Dimension Switchback (Epilogue!)
Post by: ToasterApocalypse on December 14, 2012, 08:23:36 AM
Epilogue released!

manofperson:

I think the hardest part of that room is the middle part with the enemies and spikes. If you get through that, you're golden.
Title: Re: (V5.1) Dimension Switchback (Epilogue!)
Post by: Flushex on December 14, 2012, 09:33:14 AM
First Download third time in a row! I check these forums way too much.

Anyway, I'm excited to play it!
Title: Re: (V5.1) Dimension Switchback (Epilogue!)
Post by: ToasterApocalypse on December 14, 2012, 09:44:07 AM
First Download third time in a row! I check these forums way too much.

Anyway, I'm excited to play it!

Yes!

Also, this is a christmas present. MERRY CHRISTMAS
Title: Re: (V5.2) Dimension Switchback (Epilogue!)
Post by: FIQ on December 14, 2012, 10:22:29 AM
"third time in a row"
To be honest, I downloaded the 5.0 before a new release of 5.x was available :P
Title: Re: (V5.2) Dimension Switchback (Epilogue!)
Post by: Flushex on December 14, 2012, 10:32:30 AM
"third time in a row"
To be honest, I downloaded the 5.0 before a new release of 5.x was available :P

Haha, fine you win. I'm just louder than you and I FEEL THE NEED TO ANNOUNCE IT TO EVERYONE EVERY TIME EVEN THOUGH NO ONE CARES.


Also, this is a christmas present. MERRY CHRISTMAS

Oh I plan to get through this way before Christmas. You better have a new level ready before then  :D
Title: Re: (V5.0) Dimension Switchback (Epilogue!)
Post by: Flushex on December 14, 2012, 11:01:03 AM
Uh oh Toast, I think I might be at a potential gamebreaking glitch (for me). Immediately loading my last save to start the epilogue I came across a problem. I then minimized and started going through your changelog and saw this:

V4.2:
Removed a testing checkpoint at the very end (after the final boss.) It was never supposed to be there.

If I'm guessing correctly, this room is "Sacraficial Room". My problem is this is where my save takes me to, as the last version I played must have still had the checkpoint. The problem here is I'm trapped. If I try to go up, I run into a wallglitch to the bottom of a room from much, much earlier in the level ("BignumberssrebmungiB" - The room with the cube like enemies arranged to look like giant numbers moving across the screen), and I also can't backtrack either as a warp token is what brought me to the area.

Any insight into this, why the wall glitch is there, and if the situation is fixable for me?
Title: Re: (V5.0) Dimension Switchback (Epilogue!)
Post by: ToasterApocalypse on December 14, 2012, 11:22:09 AM
Uh oh Toast, I think I might be at a potential gamebreaking glitch (for me). Immediately loading my last save to start the epilogue I came across a problem. I then minimized and started going through your changelog and saw this:

V4.2:
Removed a testing checkpoint at the very end (after the final boss.) It was never supposed to be there.

If I'm guessing correctly, this room is "Sacraficial Room". My problem is this is where my save takes me to, as the last version I played must have still had the checkpoint. The problem here is I'm trapped. If I try to go up, I run into a wallglitch to the bottom of a room from much, much earlier in the level ("BignumberssrebmungiB" - The room with the cube like enemies arranged to look like giant numbers moving across the screen), and I also can't backtrack either as a warp token is what brought me to the area.

Any insight into this, why the wall glitch is there, and if the situation is fixable for me?

Well, I made a setcheckpoint in the boss, the main problem is you have to do the level ALL. OVER. AGAIN.

R.I.P 3-4 hours of flushex's life
Title: Re: (V5.2) Dimension Switchback (Epilogue!)
Post by: Flushex on December 14, 2012, 11:25:11 AM
Uh oh Toast, I think I might be at a potential gamebreaking glitch (for me). Immediately loading my last save to start the epilogue I came across a problem. I then minimized and started going through your changelog and saw this:

V4.2:
Removed a testing checkpoint at the very end (after the final boss.) It was never supposed to be there.

If I'm guessing correctly, this room is "Sacraficial Room". My problem is this is where my save takes me to, as the last version I played must have still had the checkpoint. The problem here is I'm trapped. If I try to go up, I run into a wallglitch to the bottom of a room from much, much earlier in the level ("BignumberssrebmungiB" - The room with the cube like enemies arranged to look like giant numbers moving across the screen), and I also can't backtrack either as a warp token is what brought me to the area.

Any insight into this, why the wall glitch is there, and if the situation is fixable for me?

Well, I made a setcheckpoint in the boss, the main problem is you have to do the level ALL. OVER. AGAIN.

R.I.P 3-4 hours of flushex's life

No no no no, you HAVE to be kidding me. There's no quick work around I can do? Even if it involves me editing in a warp token somewhere just to get me back to where I'm supposed to be?
Title: Re: (V5.2) Dimension Switchback (Epilogue!)
Post by: ToasterApocalypse on December 14, 2012, 11:30:42 AM
Uh oh Toast, I think I might be at a potential gamebreaking glitch (for me). Immediately loading my last save to start the epilogue I came across a problem. I then minimized and started going through your changelog and saw this:

V4.2:
Removed a testing checkpoint at the very end (after the final boss.) It was never supposed to be there.

If I'm guessing correctly, this room is "Sacraficial Room". My problem is this is where my save takes me to, as the last version I played must have still had the checkpoint. The problem here is I'm trapped. If I try to go up, I run into a wallglitch to the bottom of a room from much, much earlier in the level ("BignumberssrebmungiB" - The room with the cube like enemies arranged to look like giant numbers moving across the screen), and I also can't backtrack either as a warp token is what brought me to the area.

Any insight into this, why the wall glitch is there, and if the situation is fixable for me?

Well, I made a setcheckpoint in the boss, the main problem is you have to do the level ALL. OVER. AGAIN.

R.I.P 3-4 hours of flushex's life

No no no no, you HAVE to be kidding me. There's no quick work around I can do? Even if it involves me editing in a warp token somewhere just to get me back to where I'm supposed to be?

I played this through myself

playtime was 1 hour

/pro/

take it was a challenge to beat that ok oh and don't save at floating checkpoints in the future
Title: Re: (V5.2) Dimension Switchback (Epilogue!)
Post by: FIQ on December 14, 2012, 12:09:51 PM
Flushex, upload your save and I'll see what I can do about it.

Shouldn't be too hard to fix manually, worst case scenario is that you'll have to re-run the boss.

Toaster: Earlier, I've only playtested your level w/invincibility on to hunt bugs. You know why? Because I found it WAY. TOO. HARD.

Sure, it's not Jaunt-hard, but it's too hard for me to enjoy.

A couple of rooms that I found could be solved w/o toning the difficulty down (but the frustration):
Spikes in Sight, is a room that I found pretty hard, mostly the tiny platform at the second part of the room. I died over and over for a while (2min) or so. Not too frustrating. However, the next room take you to a trap unless you head left immediately. Only the trap itself is something I don't like, but am fine with, if it weren't for the fact that the room earlier was a bit frustrating.

There is a room in Mark IV (I believe) which you have to tap your way through some spikes. This kind of challenge is something that I just find annoying -- because of VVVVVV's non-perfect controls which occasionally make Viridian walk too far, going into a spike.

The VVVVVVVVVVVVVVVVVVVVVVVVVVV room is interesting, and not too bad, but I don't like it being spikes below. It just makes stuff frustrating. At least expose the spikes, making people aware of them!

In general, most of the level so far is way harder than the maingame itself. This might throw people away from a level that could be a nice experience for them.
Title: Re: (V5.2) Dimension Switchback (Epilogue!)
Post by: ToasterApocalypse on December 14, 2012, 12:30:32 PM
There is a room in Mark IV

The marks only go to III. All 3 have spikes, but the only one where you have to dodge them is II. Do you mean that one?
Title: Re: (V5.2) Dimension Switchback (Epilogue!)
Post by: Flushex on December 14, 2012, 12:44:47 PM
Toaster: Earlier, I've only playtested your level w/invincibility on to hunt bugs. You know why? Because I found it WAY. TOO. HARD.

Sure, it's not Jaunt-hard, but it's too hard for me to enjoy.

Haha okay, you're joking, right? There is NO WAY the Jaunt is harder than Switchback, especially the newest version. Seriously, name one part of that short little map that's harder than that Titan boss fight. I feel like people are just messing with me now about the Jaunt.



Flushex, upload your save and I'll see what I can do about it.

Shouldn't be too hard to fix manually, worst case scenario is that you'll have to re-run the boss.


Awesome thanks! Here it is.
Title: Re: (V5.2) Dimension Switchback (Epilogue!)
Post by: FIQ on December 14, 2012, 01:02:25 PM
Toaster: Earlier, I've only playtested your level w/invincibility on to hunt bugs. You know why? Because I found it WAY. TOO. HARD.

Sure, it's not Jaunt-hard, but it's too hard for me to enjoy.

Haha okay, you're joking, right? There is NO WAY the Jaunt is harder than Switchback, especially the newest version. Seriously, name one part of that short little map that's harder than that Titan boss fight. I feel like people are just messing with me now about the Jaunt.



Flushex, upload your save and I'll see what I can do about it.

Shouldn't be too hard to fix manually, worst case scenario is that you'll have to re-run the boss.


Awesome thanks! Here it is.
I have only played the hard version of it. Also, I'm not there yet (@ titan boss) ;)

I'll see about your save.
Title: Re: (V5.2) Dimension Switchback (Epilogue!)
Post by: FIQ on December 14, 2012, 01:24:56 PM
Flushex: I have good and bad news.

The good news is that I fixed your save. It was easy.
The bad news is that.. well... you can see for yourself.

Go into the turbo-looking background or whatever you want to call it.
Title: Re: (V5.2) Dimension Switchback (Epilogue!)
Post by: Flushex on December 14, 2012, 01:27:46 PM
I have only played the hard version of it. Also, I'm not there yet (@ titan boss) ;)

I'll see about your save.

Speaking of hard, I seem to recall 2 or 3 trinkets in the Dimension Tunnel in Back to VVVVVV that involved falling through like 6 rooms dodging through enemies as you go in an extremely narrow passage way. I think I died several hundred times on those trinkets alone before I succeeded, so we're all guilty of a little cruelty.

Flushex: I have good and bad news.

The good news is that I fixed your save. It was easy.
The bad news is that.. well... you can see for yourself.

Go into the turbo-looking background or whatever you want to call it.


Uh oh... Okay I'll check it out, and thanks again.
Title: Re: (V5.2) Dimension Switchback (Epilogue!)
Post by: ToasterApocalypse on December 14, 2012, 01:30:42 PM
I have only played the hard version of it. Also, I'm not there yet (@ titan boss) ;)

I'll see about your save.

Speaking of hard, I seem to recall 2 or 3 trinkets in the Dimension Tunnel in Back to VVVVVV that involved falling through like 6 rooms dodging through enemies as you go in an extremely narrow passage way. I think I died several hundred times on those trinkets alone before I succeeded, so we're all guilty of a little cruelty.

Flushex: I have good and bad news.

The good news is that I fixed your save. It was easy.
The bad news is that.. well... you can see for yourself.

Go into the turbo-looking background or whatever you want to call it.


Uh oh... Okay I'll check it out, and thanks again.

Bring a screenshot, I wanna see
Title: Re: (V5.2) Dimension Switchback (Epilogue!)
Post by: FIQ on December 14, 2012, 01:32:57 PM
I have only played the hard version of it. Also, I'm not there yet (@ titan boss) ;)

I'll see about your save.

Speaking of hard, I seem to recall 2 or 3 trinkets in the Dimension Tunnel in Back to VVVVVV that involved falling through like 6 rooms dodging through enemies as you go in an extremely narrow passage way. I think I died several hundred times on those trinkets alone before I succeeded, so we're all guilty of a little cruelty.
Basically Veni Vidi Vici, though the challenges seperately are easier. A friend of me who playtested the level before it ended up here told that he actually found the first trinket (which involved dodging spikes in a repeating pattern with them appear on different sides each room for 6 rooms) easy, the second one (involving enemies in various patterns) insanely hard (due to the room pictured below), the third one (which was little of both, but not in a too hard manner) in the middle :P

This, to be exact:
(http://i47.tinypic.com/2iq4nm.png)

But yeah, I get your point. :)
Title: Re: (V5.2) Dimension Switchback (Epilogue!)
Post by: Flushex on December 14, 2012, 01:36:24 PM
Yeah the first one I did get relatively quickly. Those second two were rough.

Anyway the bad news is I don't have enough trinkets right? So I have to restart anyway to get them before I can play the epilogue.
Title: Re: (V5.2) Dimension Switchback (Epilogue!)
Post by: FIQ on December 14, 2012, 01:45:36 PM
Yeah the first one I did get relatively quickly. Those second two were rough.

Anyway the bad news is I don't have enough trinkets right? So I have to restart anyway to get them before I can play the epilogue.
Exactly :P
Title: Re: (V5.2) Dimension Switchback (Epilogue!)
Post by: Dav999 on December 14, 2012, 01:56:28 PM
Yeah the first one I did get relatively quickly. Those second two were rough.

Anyway the bad news is I don't have enough trinkets right? So I have to restart anyway to get them before I can play the epilogue.
Exactly :P

Can't you change that in the save file?
Title: Re: (V5.2) Dimension Switchback (Epilogue!)
Post by: SomniRespiratory Flux on December 14, 2012, 02:31:15 PM
Hmm. I'll download and play this sometime soon. However, if Flushex didn't have enough trinkets to play the epilogue, then I assume you need all of them. And I missed more than he did. So unless the fixing of the save took some of them away, which I doubt is the case, I'll have to replay the level as well. No huge deal. The boss fight at the end, the Spike Cavern, and the Gravitrons are the only parts I particularly remember having trouble with (I really suck at Gravitrons :victoria:), and anything else was just mild repetition and frustration. Plus it would allow me to see any changes on parts of the level I had saved after passing (which was a good solid chunk of it). So I'm not too worried.

At least I know both of the trinkets I missed were added with Chapter Four or so. When only up until Chapter Three was finished, I had all the trinkets. So either more were added before the Gravicomplex or, more likely, I missed them in the last areas. So at least I can rest somewhat easily on that. :viridian:

EDIT: FIRST TO DOWNLOAD V5.2!  :P
Title: Re: (V5.2) Dimension Switchback (Epilogue!)
Post by: FIQ on December 14, 2012, 02:56:15 PM
Yeah the first one I did get relatively quickly. Those second two were rough.

Anyway the bad news is I don't have enough trinkets right? So I have to restart anyway to get them before I can play the epilogue.
Exactly :P

Can't you change that in the save file?
Well, that would be cheating.
Title: Re: (V5.2) Dimension Switchback (Epilogue!)
Post by: blue626 on December 15, 2012, 09:14:47 AM
When do you expect having the 2.0-compatible version done?
I'm planning playing this... but considering that I have other things to do in VVVVVV besides playing player level, I still have other player levels to play and how frequently I play VVVVVV; if I started playing now, at 15 Jan. 2013 I wouldn't have it finished yet.

Also, in the OP, there are 2 "known bugs" lists and they're not equal.
Title: Re: (V5.2) Dimension Switchback (Epilogue!)
Post by: ToasterApocalypse on December 15, 2012, 09:51:17 AM
When do you expect having the 2.0-compatible version done?
I'm planning playing this... but considering that I have other things to do in VVVVVV besides playing player level, I still have other player levels to play and how frequently I play VVVVVV; if I started playing now, at 15 Jan. 2013 I wouldn't have it finished yet.

Also, in the OP, there are 2 "known bugs" lists and they're not equal.

I fixed the known bugs lists.

As for the 2.0 version, we'll need dav999 for that, but I know how to do 2-line textboxes now.
Title: Re: (V5.2) Dimension Switchback (Epilogue!)
Post by: blue626 on December 15, 2012, 11:08:29 AM
Is it that hard to convert to 2.0-compatible?
To do:
-Insert text(a,0,0,4)|say(5) between internal commands (and change value of 2nd say command to 5)
-In text boxes, put text(a,0,0,4)|say(5) between squeak and the text command, put speak_active immediately after it. This only allows 2-line text boxes and you probably already knew this...
-Split sentences/phrases so that there's 2 lines per text box. Split at ","s, for example.

Okay, maybe it's that hard, but I thought about something related to the text command that I don't have time to post now.
Title: Re: (V5.2) Dimension Switchback (Epilogue!)
Post by: SomniRespiratory Flux on December 15, 2012, 05:05:48 PM
Ok, just a progress update, if anybody cares. I've finished Chapter 1 again, and I must say some parts of it were definitely made harder since I last played it. I have 10/20 :shiny: so far, and since I know that from here out places will start closing after being cleared, I want to make sure I get all of them (especially since if I only get the ones I remember/got last time through and the two that were added, that leaves me one short of playing the epilogue. And I really want to see what happens in the epilogue.

So... Yeah. This was rather pointless, other than showing that someone is specifically trying to see the epilogue. Which I have already said I was. And others have as well. So yeah. No point at all. :D
Title: Re: (V5.2) Dimension Switchback (Epilogue!)
Post by: FIQ on December 15, 2012, 08:11:08 PM
Toaster, this is just my opinion but I think you should NOT close areas permanently after clearing them once, unless they contain no trinkets (modifying part of the dialogue should be enough), and put a big warning before chapter 4 if you don't have enough trinkets to see epilogue (and preferably don't have any trinkets possible to miss in ch4, as it's point of no return once you get to The Titan).
Title: Re: (V5.3) Dimension Switchback
Post by: TwiGav on January 04, 2013, 04:00:50 PM
Bump.

I request an LP of this player level.
Title: Re: (V5.3) Dimension Switchback
Post by: ToasterApocalypse on January 04, 2013, 04:54:12 PM
Bump.

I request an LP of this player level.

I only have unregistered bandicam, but I can do some sort of a playthrough without commentaries. Even though, there is still the advertisementing link at the top of the video thing, plus my computer may flip out and drop FPS rapidly (it happened in 555555)
Title: Re: (V5.3) Dimension Switchback
Post by: TwiGav on January 04, 2013, 05:48:09 PM
I'm fine with that, Toaster.  I'll accept anything if it means seeing the whole level.
Title: Re: (V5.3) Dimension Switchback
Post by: ToasterApocalypse on January 05, 2013, 06:27:44 AM
I'm fine with that, Toaster.  I'll accept anything if it means seeing the whole level.
Alright.

While recording, I ran into 2 problems I'm fixing. The empty corridor room in ch.2 wraps on all sides (I think?) and the game crashes when beating the epilogue.

ALRIGHT, here they are.

One (http://www.youtube.com/watch?v=KPz5at3tUvo&feature=youtu.be)
Two (http://www.youtube.com/watch?v=ERshx9VdsVs&feature=youtu.be)
Three (http://www.youtube.com/watch?v=QF23s2Vs9ZY&feature=youtu.be)
Four (http://www.youtube.com/watch?v=5oXsPFGS924&feature=youtu.be)
Five (http://www.youtube.com/watch?v=6va3wYSR6fo&feature=youtu.be)
Six (http://www.youtube.com/watch?v=KK0_9wyUB0w&feature=youtu.be)
Seven (http://www.youtube.com/watch?v=M2UpW_59sN8&feature=youtu.be)
Eight (http://www.youtube.com/watch?v=0jeaxI6X8tI&feature=youtu.be)
Nine (http://www.youtube.com/watch?v=DxO2eUUORH4&feature=youtu.be)
Ten (http://www.youtube.com/watch?v=q9UJngrK9_A&feature=youtu.be)
Eleven (http://www.youtube.com/watch?v=4lToMAhn4Q4&feature=youtu.be)
Twelve (http://www.youtube.com/watch?v=nE-DfDaRoPs&feature=youtu.be)
Thirteen (http://www.youtube.com/watch?v=5kXN2KTwFdE&feature=youtu.be)
Title: Re: (V5.3) Dimension Switchback
Post by: TwiGav on January 06, 2013, 12:20:37 PM
Okay, so I finally downloaded this and loaded it up.  Now it's time for a stream of consciousness.

[spoiler/]-Spikes in Sight...  Man, that's hard!
-OH YEAH, GOT PAST THE TOP PART I AM A SUPER PLAYER (not really)
-Just got to the Climber's Prize trinket room.  :vitellary:
-I'm not interested in trinkets, so I'ma just skip the challenge.
-I had no idea you could put things that far down.  WOW.
-I like the incorporation of puzzles in here.  *at first gravity line room*
-Finally got to the next room.  I wonder what's through that warp...
-CURIOSITY KILLED THE VIRIDIAN.
-Thanks for getting a FREAKIN WILLY WONKA SONG stuck in my head.
-110 deaths already...  Oh, lordy!
-Dang it, gonna invincibility skip this room.  THANKS.
-Four and twenty blackbirds baked in a pie~
-This level is taking a long time to load... :victoria:
-I keep forgetting that Sickening Squares isn't that one room in SS2 where you have to go when the first creature hits the top, not the bottom.
-I just invincibility skipped two rooms in a row.
-Illusion, huh.  At least there aren't any spikes.
-...Oh.
-It's the Gravitron again!
-Let's play a game.  I'd like that.
-Got let's play a game in one try.  "YEAH"
-No repeats or hesitation.
-The category is...
-SPIKES.
-Spike pointing left.
-Spike pointing up.
-Spike pointing down.
-Red spike.
-...Spike pointing right.
-ZUT.  I just lost a game of Concentration with myself.
-I don't see how Concentration is even POSSIBLE!  And I thought you were evil before...
-I've had enough of this for now...  28 minutes and 170+ deaths.  Not even past the first level.  Thanks, Toaster.[spoiler]
Title: Re: (V5.3) Dimension Switchback
Post by: ToasterApocalypse on January 06, 2013, 01:21:53 PM
28 minutes and 170+ deaths.  Not even past the first level.  Thanks, Toaster.[spoiler]

(http://25.media.tumblr.com/tumblr_lhwgehEH8n1qcnpgso1_400.gif)

YOU'RE WELCOME
Title: Re: (V5.3) Dimension Switchback
Post by: ToasterApocalypse on January 31, 2013, 12:56:51 PM
bump btw
Title: Re: (V5.3) Dimension Switchback
Post by: GlitchMr on February 15, 2013, 08:20:43 AM
I have a strange problem in Chapter 2.

(https://dl.dropbox.com/u/63913412/stuck.png)

I don't know how to go forward. Here is my save.

Code: [Select]
<?xml version="1.0" ?>
<Save>
    <!-- Save file -->
    <Data>
        <worldmap>1,1,1,1,1,1,1,1,0,1,0,0,0,0,0,0,0,0,1,0,1,1,1,1,1,1,1,0,0,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,0,1,1,0,1,1,1,1,0,0,1,1,1,0,0,0,0,0,1,0,0,1,1,1,1,0,0,0,0,0,1,1,1,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,1,0,0,0,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,0,1,0,0,0,1,0,1,1,1,0,0,1,1,1,1,1,1,1,1,0,1,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,0,0,0,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,1,0,0,0,0,0,1,1,1,1,1,</worldmap>
        <flags>0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,</flags>
        <moods>0,1,1,1,1,1,</moods>
        <crewstats>1,0,0,0,0,0,</crewstats>
        <collect>1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,</collect>
        <customcollect>0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,</customcollect>
        <finalx>50</finalx>
        <finaly>50</finaly>
        <savex>196</savex>
        <savey>136</savey>
        <saverx>108</saverx>
        <savery>107</savery>
        <savegc>0</savegc>
        <savedir>1</savedir>
        <savepoint>216160</savepoint>
        <trinkets>13</trinkets>
        <crewmates>0</crewmates>
        <currentsong>8</currentsong>
        <teleportscript></teleportscript>
        <companion>0</companion>
        <lastsaved>0</lastsaved>
        <supercrewmate>0</supercrewmate>
        <scmprogress>0</scmprogress>
        <scmmoveme>0</scmmoveme>
        <frames>7</frames>
        <seconds>13</seconds>
        <minutes>40</minutes>
        <hours>1</hours>
        <deathcounts>681</deathcounts>
        <totalflips>4792</totalflips>
        <hardestroom>The Trinketeer</hardestroom>
        <hardestroomdeaths>60</hardestroomdeaths>
        <showminimap>1</showminimap>
        <summary>Dimension VVVVVV, 1:40:13</summary>
    </Data>
</Save>

I've changed saverx to 111, but I'm sure I wasn't supposed to modify save to go forward.
Title: Re: (V5.3) Dimension Switchback
Post by: Hejmstel on March 23, 2013, 04:19:48 PM
Bump

I don't know where to go
I've beaten the Warp Zone
What now
I'VE LOOKED ALL OVER THE PLACE!
Title: Re: (V5.3) Dimension Switchback
Post by: Hejmstel on March 23, 2013, 11:50:31 PM
BUMP
ANSWER ME >:D >:D >:D
I WANT TO PROGRESS
Title: Re: (V5.3) Dimension Switchback
Post by: ToasterApocalypse on March 24, 2013, 03:02:26 AM
BUMP
ANSWER ME >:D >:D >:D
I WANT TO PROGRESS

Okay
I'll upload 5.4 when I get on the computer
Title: Re: (V5.3) Dimension Switchback
Post by: Pyrite on March 24, 2013, 12:34:50 PM
HELP ME WHAT DO I DO
the game gives no direction whatsoever after you beat the first level and I have no idea where to go. You should at least give some direction after you get teleported back to the D.S.S. Souleye for the first time, since all passages are blocked off. :victoria:
Title: Re: (V5.3) Dimension Switchback
Post by: Hejmstel on March 24, 2013, 12:37:33 PM
HELP ME WHAT DO I DO
the game gives no direction whatsoever after you beat the first level and I have no idea where to go. You should at least give some direction after you get teleported back to the D.S.S. Souleye for the first time, since all passages are blocked off. :victoria:
Title: Re: (V5.3) Dimension Switchback
Post by: Pyrite on March 24, 2013, 12:39:42 PM
Also a bug, when you rescue Verdigris it doesn't have the Violet cutscene like it should, it just stays in the room you're supposed to teleport out of until you walk over to the terminal as an invisible Verdigris and activate it. Then you go to the ship with no direction whatsoever.
Title: Re: (V5.3) Dimension Switchback
Post by: ToasterApocalypse on March 24, 2013, 12:54:07 PM
Also a bug, when you rescue Verdigris it doesn't have the Violet cutscene like it should, it just stays in the room you're supposed to teleport out of until you walk over to the terminal as an invisible Verdigris and activate it. Then you go to the ship with no direction whatsoever.

That's a bug
I'm too dang lazy to fix it
Title: Re: (V5.3) Dimension Switchback
Post by: Hejmstel on March 24, 2013, 01:16:12 PM
Also a bug, when you rescue Verdigris it doesn't have the Violet cutscene like it should, it just stays in the room you're supposed to teleport out of until you walk over to the terminal as an invisible Verdigris and activate it. Then you go to the ship with no direction whatsoever.

That's a bug
I'm too dang lazy to fix it
Toaster's (http://i.imgur.com/DGR4BFI.png) post
click on the 900th part  :D
Title: Re: (V5.3) Dimension Switchback
Post by: Lord Ghetsis on June 19, 2013, 04:30:03 AM
HELP ME WHAT DO I DO
the game gives no direction whatsoever after you beat the first level and I have no idea where to go. You should at least give some direction after you get teleported back to the D.S.S. Souleye for the first time, since all passages are blocked off. :victoria:
I second. Can't figure out where to go.  :victoria: I ended up just playing it in the leveleditor.
Title: Re: (V5.3) Dimension Switchback
Post by: Lord Ghetsis on June 22, 2013, 09:53:53 AM
Also a bug, when you rescue Verdigris it doesn't have the Violet cutscene like it should, it just stays in the room you're supposed to teleport out of until you walk over to the terminal as an invisible Verdigris and activate it. Then you go to the ship with no direction whatsoever.
Ah well that makes sense.  :verdigris: Does that prevent further direction? And is anyone getting this?
Title: Re: (V5.3) Dimension Switchback
Post by: Epsilon on June 22, 2013, 01:17:37 PM
Also a bug, when you rescue Verdigris it doesn't have the Violet cutscene like it should, it just stays in the room you're supposed to teleport out of until you walk over to the terminal as an invisible Verdigris and activate it. Then you go to the ship with no direction whatsoever.
Ah well that makes sense.  :verdigris: Does that prevent further direction? And is anyone getting this?
I got it once - It's a script that isn't activating properly.
To progress, you just need to find the flag that opens the gate, then make a script that turns that flag on. That's what I did.
Title: Re: (V5.3) Dimension Switchback
Post by: Lord Ghetsis on June 23, 2013, 07:33:33 AM
Also a bug, when you rescue Verdigris it doesn't have the Violet cutscene like it should, it just stays in the room you're supposed to teleport out of until you walk over to the terminal as an invisible Verdigris and activate it. Then you go to the ship with no direction whatsoever.
Ah well that makes sense.  :verdigris: Does that prevent further direction? And is anyone getting this?
I got it once - It's a script that isn't activating properly.
To progress, you just need to find the flag that opens the gate, then make a script that turns that flag on. That's what I did.
Thanks. Know the name of said script? There are sooo many of them.  :victoria: ToasterApocalypse, do you know what script that is?  :verdigris:
Title: Re: (V5.3) Dimension Switchback
Post by: weee50 on June 30, 2013, 03:56:56 PM
BUMP
ANSWER ME >:D >:D >:D
I WANT TO PROGRESS

Okay
I'll upload 5.4 when I get on the computer
You mean BUMP.
Title: Re: (V5.3) Dimension Switchback
Post by: ToasterApocalypse on July 02, 2013, 06:52:31 AM
BUMP
ANSWER ME >:D >:D >:D
I WANT TO PROGRESS

Okay
I'll upload 5.4 when I get on the computer
You mean BUMP.

fin



dav's forum thingy (http://tolp.net16.net)
Title: Re: (V5.4) Dimension Switchback
Post by: bugmenot on July 04, 2013, 01:11:59 PM
the game hangs at the end, the "farewell" screen. i have got all the trinkets and have 2.1
Title: Re: (V5.4) Dimension Switchback
Post by: ToasterApocalypse on July 13, 2013, 06:06:55 AM
the game hangs at the end, the "farewell" screen. i have got all the trinkets and have 2.1

That's a bug. I don't know what causes it. What also happens is the game segfaults at the end script, probably because the script is too long.
Title: Re: (V5.4) Dimension Switchback
Post by: bugmenot on July 13, 2013, 11:54:26 AM
So shorten it.
Title: Re: (V5.4) Dimension Switchback
Post by: TmanDaCool1 on October 15, 2014, 04:27:46 PM
Sorry for the bump, but when I collect Vermillion, I get stuck and can't move.  :victoria:

EDIT: Oops! I accidentally posted this on the wrong thread!
Title: Re: (V5.4) Dimension Switchback
Post by: SJMistery on October 16, 2014, 05:41:04 AM
yeah, i also get stuck in the last cutscene, after getting the 20th trinket. i wish i could edit the level on the make and play edition, i would solve the problem in a minute  :victoria:
Title: Re: (V5.4) Dimension Switchback
Post by: ToasterApocalypse on October 17, 2014, 10:38:06 AM
o
ya
i no longer maintain this level
or any other level i make
so
as a giant 'fuck you' (except not really) im not gonna fix bugs
k
Title: Re: (V5.4) Dimension Switchback
Post by: stylzm on October 17, 2014, 11:13:09 AM
o
ya
i no longer maintain this level
or any other level i make
so
as a giant 'fuck you' (except not really) im not gonna fix bugs
k
Profanity is wrong.
Title: Re: (V5.4) Dimension Switchback
Post by: allison on October 17, 2014, 01:11:18 PM
o
ya
i no longer maintain this level
or any other level i make
so
as a giant 'fuck you' (except not really) im not gonna fix bugs
k
Profanity is wrong.
Good, I never f*cking swear
Title: Re: (V5.4) Dimension Switchback
Post by: SJMistery on October 17, 2014, 02:44:42 PM
it was as simple as create a warp token at the start of the heaven to get to the last zone... if i jut could open the level with the editor...
Title: Re: (V5.4) Dimension Switchback
Post by: Lollipop on October 17, 2014, 03:12:34 PM
o
ya
i no longer maintain this level
or any other level i make
so
as a giant 'fuck you' (except not really) im not gonna fix bugs
k
Profanity is wrong.
Good, I never fucking swear

*facepalm*
Title: Re: (V5.4) Dimension Switchback
Post by: allison on October 18, 2014, 08:20:22 AM
Good, I never fucking swear

*facepalm*
(http://socalmountains.com/e107_files/public/1345239693_504_FT171692_foghorn-leghorn-thats-a-joke-son-you-missed-it-flew-right-by-ya.jpg)
Title: Re: (V5.4) Dimension Switchback
Post by: TmanDaCool1 on October 21, 2014, 03:12:39 AM
I am having another bug. When I rescue  :verdigris: , the game doesn't do anything. But in editor mode, it works just fine! Why?  :'( :'( :'( :'( :'(



EDIT: OK, now it seems to work when it wants to. PLEASE fix, the level is unplayable with this bug!  :victoria:
Title: Re: (V5.4) Dimension Switchback
Post by: TmanDaCool1 on October 21, 2014, 03:16:28 AM
Yet another bug, the terminal in Minesweeper doesn't seem to do anything!  :victoria:
Title: Re: (V5.4) Dimension Switchback
Post by: SJMistery on October 22, 2014, 07:44:49 AM
pikachu, you can load the level in editor? i cant even do that... i you can, simply add a warp token at the end of the levels to ensure that if you get stuck, you can simply save, quit and reload it and take the warp token to go to the intended destination
Title: Re: VIRORANGE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Post by: TmanDaCool1 on October 25, 2014, 08:46:44 AM
(http://blog.myob.com/blog/wp-content/uploads/2012/12/spam.jpg)
Please delete all of those images.
Title: Re: (V5.4) Dimension Switchback
Post by: shiny k on October 25, 2014, 08:50:36 AM
He did that on "hi here is my map"
Title: Re: (V5.4) Dimension Switchback
Post by: ZeNewDragon on November 04, 2014, 05:38:35 PM
...So is this no longer getting updated? I'm going to go ahead and leave a feedback dump anyway. Take it with a bit of salt.

I think what you've done using internal scripting here is really interesting. I really like the duplicate rooms before the Polar Dimension in Chapter 1, and the rotating rooms in Chapter 3.

In terms of the plot, it's pretty over the top (which I enjoy), but the dialogue is really heavy-handed in some places. Vertigo killing Vermilion at the end of chapter 2 in particular feels a tad bit bizarre, a lot of it due to the wording (the whole deadly bacteria thing feels out of place, too). An exchange more like:
Quote
"Rats, I missed! I only had a single charge of that!"
 :viridian: "Please don't tell me..."
 :viridian: "He'll respawn, right?"
 :viridian: "...right?"
"That blast sets the game to no-death mode. Your friend isn't coming back."
 :viridian: "So he's really gone?"
*sad*
 :viridian: "...Vermilion..."
feels better to me, and it would leave a bigger impact on me as a player.

Along with that, some of the other dialogue in the level feels robotic because it doesn't use contractions.

In terms of actual gameplay, from what I've played so far, the level is hard, but little of it has been flat out ridiculous. That being said, there are definitely a few screens that feel a bit excessive. The screen with the biggest issues, I think, is Line Guards. Not only can the player get stuck very easily in the single block platforms connecting to the grav lines, but the last portion of the screen requires a bit too much precision on the player's part to get through after the section preceding it. It feels daunting because of the distance between there and the checkpoint. It's not the worst thing in the world, but I thought I would mention it.

Catastrophic Cavern has this same problem. Even though the section after the middle row wasn't particularly difficult, it still felt daunting. It didn't help that the next screen had a gravity line at the bottom that bounced me up into the previous screen and into an enemy while I was scouting out the room. I had to do the entire thing again. Dick move.

In the Switchback Stabilizer room, I didn't realize that I would respawn there when I died. A checkpoint on the ceiling (pre-flip) would be nice to have as an indicator of that.

The level as a whole is surprisingly linear. I would've liked to see both of the first two levels open at the start, but this would probably require more scripting work than it would be worth.

The level is prone to breaking after the Gravitron segments. I haven't completed it yet because of it.

And that's it so far. I've really been enjoying a lot of this level. I realize you're probably not working on it anymore, but I figured I may as well voice my opinions.
Title: Re: (V5.4) Dimension Switchback
Post by: SJMistery on November 05, 2014, 11:12:36 AM
considering he just said he no longer cares about the level, we could fix it ourselves simply making contrlC+contrlW to a test level. too bad my PC cannot load it on the editor without crashing, i would have done it weeks ago...
Title: Re: (V5.4) Dimension Switchback
Post by: allison on May 01, 2015, 06:04:15 PM
I am having another bug. When I rescue  :verdigris: , the game doesn't do anything. But in editor mode, it works just fine! Why?  :'( :'( :'( :'( :'(



EDIT: OK, now it seems to work when it wants to. PLEASE fix, the level is unplayable with this bug!  :victoria:
Has anyone figured out the cause of this bug? I ran into it as well.
Title: Re: (V5.4) Dimension Switchback
Post by: ToasterApocalypse on May 02, 2015, 06:58:36 AM
I am having another bug. When I rescue  :verdigris: , the game doesn't do anything. But in editor mode, it works just fine! Why?  :'( :'( :'( :'( :'(



EDIT: OK, now it seems to work when it wants to. PLEASE fix, the level is unplayable with this bug!  :victoria:
Has anyone figured out the cause of this bug? I ran into it as well.
it's probably something to do with flags
Title: Re: (V5.4) Dimension Switchback
Post by: @Kreator on May 02, 2015, 08:41:10 AM
...So is this no longer getting updated?
Well, I found a weakness in one of the rooms, making the level easier, so I don't know about that... :)

KRTHIRTYEIGHTOR IS HAZORS CONFURMD LOLOLOLOLOL
Title: Re: (V5.4) Dimension Switchback
Post by: SJMistery on May 16, 2015, 09:12:52 AM
i know you care little of it now, but there is a way to get off bounds. it requires going with the invincibility to the section where you have to bounce between two gravity lines at the end of the first level (yeah, i will resort to anything to find glitches on every level)
Title: Re: (V5.4) Dimension Switchback
Post by: Starspire on December 10, 2015, 05:24:54 PM
I am having another bug. When I rescue  :verdigris: , the game doesn't do anything. But in editor mode, it works just fine! Why?  :'( :'( :'( :'( :'(



EDIT: OK, now it seems to work when it wants to. PLEASE fix, the level is unplayable with this bug!  :victoria:
Has anyone figured out the cause of this bug? I ran into it as well.
it's probably something to do with flags

IT PROBABLY HAS SOMETHING TO DO WITH BUMPING A YEAR LONG THREAD EVEN I DON'T--

oh wait.
Title: Re: (V5.4) Dimension Switchback
Post by: SJMistery on December 11, 2015, 05:21:58 AM
vultatrix, i released a version that does not present this problem and also adds a extra room to get around the dreaded "unplayable epilogue problem".
if you want it look for it under the name "Dimension Switchback fixed" on the archiVVVVVVe 2.0 or ask me and i'll send it in a MP
Title: Re: (V5.4) Dimension Switchback
Post by: Starspire on December 11, 2015, 09:29:57 AM
MP? My Pony?

Or M? Personal Message? Because you can't send attachments by PM. But I'll find it.
Title: Re: (V5.4) Dimension Switchback
Post by: @Kreator on December 11, 2015, 10:45:09 AM
vultatrix, i released a version that does not present this problem and also adds a extra room to get around the dreaded "unplayable epilogue problem".
if you want it look for it under the name "Dimension Switchback fixed" on the archiVVVVVVe 2.0 or ask me and i'll send it in a MP
wait dimension switchback had to be fixed?!?
and to think i chose today to try to beat the whole level in one day
Title: Re: (V5.4) Dimension Switchback
Post by: SJMistery on December 12, 2015, 03:35:04 AM
if you try to get all trinkets and get to the epilogue to get the 20th, the game gets YOLO and screws up the final cutscene. i added a secondary exit to get around this (with a nasty surprise between  :vermillion: )
Title: Re: (V5.4) Dimension Switchback
Post by: Coralbits on May 14, 2016, 08:36:54 PM
2 things:
One: where is the link? I'm stupid af rn so apologies
 
Two: how can I start a thread? I'm new here
Title: Re: (V5.4) Dimension Switchback
Post by: shiny k on May 14, 2016, 08:38:34 PM
Why would you bump this
that isn't okay
HOWEVER!
Welcome, and don't post in topics that aren't on the first page! You start a thread by hitting the NEW TOPIC button.
Title: Re: (V5.4) Dimension Switchback
Post by: Lollipop on May 14, 2016, 10:05:08 PM
2 things:
One: where is the link? I'm stupid af rn so apologies
 
Two: how can I start a thread? I'm new here

Link is long gone ask someone
Title: Re: (V5.4) Dimension Switchback
Post by: QwertymanO07 on May 14, 2016, 10:08:22 PM
It's in here somewhere:
http://distractionware.com/forum/index.php?topic=2446.0
Title: Re: (V5.4) Dimension Switchback
Post by: allison on May 14, 2016, 11:53:17 PM
Why would you bump this
that isn't okay
HOWEVER!
Welcome, and don't post in topics that aren't on the first page! You start a thread by hitting the NEW TOPIC button.
I'd say it's fine given that it's a question relevant to the subject of the thread.
Title: Re: (V5.4) Dimension Switchback
Post by: Dav999 on May 15, 2016, 01:59:44 AM
I'd say it's fine given that it's a question relevant to the subject of the thread.
This.

The usefulness and relevancy of a post are much more important than the amount of days that passed since the previous post was made.