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VVVVVV => VVVVVV Levels => Topic started by: Whirligig on August 25, 2011, 06:39:24 PM

Title: "CCCCCCCCCC Retold" by Whirligig
Post by: Whirligig on August 25, 2011, 06:39:24 PM
CCCCCCCCCC Retold
by Whirligig

(https://s32.postimg.org/y6qnqof79/cre_v2.png)

Download (v2): Here (https://www.dropbox.com/s/8wr0fdxdjiw5mct/cre_v2.vvvvvv?dl=0)
Modified vvvvvvmusic.vvv: Here (https://www.dropbox.com/s/7q5mk4w80kwmcj6/vvvvvvmusic_cre.vvv?dl=0)
MP3 soundtrack: Here (http://:https://www.dropbox.com/s/1959sfh07dc5vuf/F_2.zip?dl=0)

"Whirligig is the creator of the other ASCII demake of VVVVVV, titled CCCCCCCCCC. Itís a really clever and well put together game, that, like Robsonís YYYYYY, brings lots of itís [sic] own ideas to expand the basic concept of the game."

--Terry Cavanagh


When I finished and released CCCCCCCCCC, it was quite a moment. But for a long time, I was slightly dissatisfied. Sure, it was a great console game, but first of all, it was Windows-only (and kind of sucked when run under WINE). Also, the "graphics" weren't that great, etc. What I wanted was to be able to play CCCCCCCCCC with the full VVVVVV experience -- something I couldn't do until now.

Now I've decided to remake CCCCCCCCCC, to retell the story. So I give you my latest level, CCCCCCCCCC Retold.

-196 rooms, all of which are filled
-10 areas and a bonus area
-10 trinkets (one per area)

The difficulty level is higher than that of VVVVVV (I would say), and there are some very hard rooms as well as rooms that require a lot of figuring out how to get through them. So if you're having trouble on a room, I'm introducing a new feature, which will henceforth be available on all of my level topics: Room Service.

Basically, tell me you're having trouble on a room, and I'll add three hints to this post, in order of how much they give away and how "spoiler-ish" they are.

There's only one more thing I have to say, and that is:

Have fun!

Original Post:

I don't want to go into too many details about my latest VVVVVV level, but here are a few facts about it:

-It's 14 X 14, for a total of 196 rooms. Every room is used.
-It is, of course, divided into smaller areas and a hub.
-It uses pretty much every available music track except for Presenting VVVVVV.
-It has ten trinkets and a bonus area.

I'm currently looking for level testers, so if you're interested, PM me and I'll send you the level once I've fully tested it (to make sure there aren't any e.g. obvious game-breaking bugs, because I haven't played it all the way through).
Title: Re: Upcoming level -- looking for testers!
Post by: Psychopath on August 25, 2011, 07:49:36 PM
I'm gonna be lazy and just ask you here instead of through PM's :v
Title: Re: Upcoming level -- looking for testers!
Post by: Sendy on August 26, 2011, 09:03:35 AM
I'll test! Sending PM now...
Title: Re: Upcoming level -- looking for testers!
Post by: PJBottomz on August 26, 2011, 01:21:07 PM
Ugh. PM. ::)

I can test it for you, and fix a few minor things (if I see that it'll break the level, I'll kill my OCD urge and move on) for you.
Title: Re: Upcoming level -- looking for testers!
Post by: Whirligig on August 26, 2011, 04:36:02 PM
If you PM me or post here and don't get a reply, don't worry -- I won't reply until i send you the actual level. When that happens, I'll post here in case I end up forgetting anybody.
Title: Re: Upcoming level -- looking for testers!
Post by: Psychopath on August 26, 2011, 06:13:36 PM
For future reference, it's far easier to just use the distractionware forum denizens as testers instead of closed testing. A simple notice that it's a pre-release is all it takes, having a version number helps too. The first pre-release would be v0.1, the next would be v0.2. You continue increasing that number until you believe you have a stable release, you could have v0.10 if you want, it's not the decimal system so it's fair-game.

Also, it alleviates any potential impatience if you aren't around to actually distribute the .vvvvvv file.
Title: Re: Upcoming level -- looking for testers!
Post by: Sendy on August 26, 2011, 06:50:57 PM
I'm not even sure PM's are working for me. I've sent two PM's to two different people and so far nothing at all has shown up in my outbox/sent messages.
Title: Re: Upcoming level -- looking for testers!
Post by: Psychopath on August 26, 2011, 08:30:18 PM
I'm not even sure PM's are working for me. I've sent two PM's to two different people and so far nothing at all has shown up in my outbox/sent messages.

You need to manually tick the box that reads "Save a copy in my outbox." If you aren't doing that, there's your problem.
Title: Re: Upcoming level -- looking for testers!
Post by: Whirligig on August 27, 2011, 07:50:27 AM
I'm sending out the level within the next few minutes.
Title: Re: Upcoming level -- looking for testers!
Post by: PJBottomz on August 27, 2011, 07:53:38 AM
 ;D So glad to be testing. I'll try to keep my fix-it abilities off while I play (just pray that you don't have anything that sparks my OCD.)

EDIT: Okay, here are my thoughts.

HOLY HELL! THAT WAS DIFFICULT! I had to play with invincibility on just to finish it. Damn. :victoria: That should be fixed...

Anyway, for the rest: IT'S A SPOILER!

Okay, so I think that most of this level is impossible! I mean, seriously, have you tested all of this? Are you completely able to beat it?

Anyway, most of the scripts in the levels repeat if you go through it again (but it's so damn hard why would they want to?) so you should probably get some flags for that.

My favorite part was section 8, the dreary caverns. That was really creative.

I hate the tower level though... And the gravitron was just mean... And I thought I had all the trinkets, too.


Okay, done.
Title: Re: Upcoming level -- looking for testers!
Post by: Psychopath on August 27, 2011, 11:00:20 AM
Bug reports:

In the room I love dew, it is easy to get wedged into a wall. Go onto the right hand side of the room and invert gravity so you fall through the ceiling, you'll now be on the lower part of the room once you loop around. Walk to the right and you'll be stuck inside a wall and forced into a row of spikes.

There are also collision errors if you try to invert gravity to get from there back to where you came from.

There are some clipping errors when being warped in the big maze in the Puzzle Zone

In Level Up I clipped on something completely invisible as I was falling towards the exit.

Change requests:

The weaving through the first room after Dreary Caverns grows to be tiresome until you figure out the trick to get into the next room without getting skewered.
Title: Re: Upcoming level -- looking for testers!
Post by: Whirligig on August 27, 2011, 12:27:51 PM
I've played through it twice without cheating or using invincibility, etc. I didn't think it was that hard, honestly. Except a few Red Zone rooms, but I can still *do* those. Mind giving a few examples of where you're having trouble? Some of it might be easier for me because I (obviously) started out already knowing how to get through all of the rooms. If it's way too hard for most people I'll make an easy version.

The scripts repeating ... I might leave that in, but I'm not sure. The reason they do in the levels and not in the overworld is because in the overworld, they would distract you from getting to the other areas.

The trinket collection has been tested and should work -- are you sure you have all ten? There's one in every area.

I fixed the collision problem in I Love Dew -- I forgot to add wall in that corner. >_<

The Puzzle Zone maze is a huge mess, I know. I'm not even sure if it can be fixed without changing the maze's structure. There shouldn't be any serious problems (I think all of the wall collision errors result in you simply floating to the top of that wall, not anything worse).

As far as Level Up!, that happened to me too, but it's hard to reproduce, plus I have no idea what could be causing it (level editor bug, maybe?).

I added a checkpoint to the overworld room you mentioned.
Title: Re: Upcoming level -- looking for testers!
Post by: PJBottomz on August 27, 2011, 01:48:58 PM
In the hub room, you should have the teleports at the end of each level teleport you back to the warp you used to enter the zone. So much walking... T_T

Anywho, most of this was very difficult (the Puzzle Zone seemed to be the easiest).

I was sure that I got all ten trinkets. I probably just missed one. >.<
Title: Re: Upcoming level -- looking for testers!
Post by: Sendy on August 27, 2011, 03:20:41 PM
Here are the findings from my first playthrough. I enjoyed the difficulty and found it fun, but some of the trinkets, not so much... I played without cheating or using the editor, up until the point I mention in my overview.

Switching to white ink because of spoilers... I hope this helps!

Level one:

Fine

Level two:

Overused Gameplay Mechanics - This was a bit of a difficulty spike. I didn't have any problems, but I died a lot more here than anywhere else in the level, mainly because of the three enemy formations without a checkpoint, and the need to do it twice again to get the trinket. Some may find this frustrating.

EDIT: At the end of this sequence, there's a terminal. If you use it, you're frozen in place in the path of an enemy and killed :(

Aim Well - I almost always end up slamming into the spikes in the next room here. Luckily, I know which side the checkpoint is on, so it's no big deal.

Dodge or Burn - At first, it seemed like the upper enemies should be thinned a little bit. Like maybe deleting one so there's a little hole you can aim for? Bouncing through the top part felt a bit like luck, and is a move I can't make repeatedly with any confidence.

Level three:

Going up - This sequence seems to rely on memorizing where the monsters are, and for the first few goes I was slamming into them without really having chance to react. Nothing wrong with this per se, as once you get the memorization done it's quite fun.

The Basement - Exiting left on the celing leads directly into spikes.

The Playroom - Exiting right on the celing, ditto. Though at least this time you'd have to be pretty stupid to do that!

Level four:

Positive Force - In the top lane you can exit right and appear buried inside a conveyor. Not game breaking stuff, but I would fix it if it were me.

Pressure Cooker - It's possible to exit up, and appear under the conveyor in the room above, only you're invisible because the room name blocks you. This would be quite confusing for a casual player, but isn't a huge problem.

Peircing the Sky - Sometimes, bouncing off of the top of the room will cause you to appear right on an enemy.. This caused several cheap deaths on my first run, because it's right where instinct lead me to try and bounce!

Popular Potpourri - I don't know, this just felt like a really weak room. The moving platform passing through the other platforms looked confusing and meh (use a bounding box to stop the platform!), and the gravity line along the top is suddenly spikes in the next room - I don't like that kind of discontinuity personally.

Pending Silence - Aesthetic gripe - the name is obscuring the floor that the spikes are on. It would look nicer with an extra layer of wall.

Phear - A lot of people have problems with 2-block openings surrounded by death. I enjoyed the challenge, but I've learned to limit that kind of thing mostly to optional challenges or hard mode versions.

Potential for Anything - I didn't need the leftmost platform to clear this room. I'm pointing it out in case you want to enforce your solution. It can be nice to be given some freedom, though.

Level five:

Small Big Difference - I found the top shock hole jump really difficult. In fact at first I thought it was impossible, but I got it in the end. Optional challenge, so no biggie.

Level six:

Away! - You can get stuck in the bottom left and right corner walls, and it sends Viridian crazy (I thought he'd just pop through the floor, but no...)

I Love Dew - You need to also plug the bottom right warp problem here... Also, maybe make the upper right wall 3 blocks thick like the other walls are, if you can? It's sorta throwing the visual balance off.

Level seven:

What's up? - Many will complain about your decision to have a Veni clone as part of the main course. I know I did this in my level, but I honestly found this harder than both mine and the original VVVVVV sequence. A couple of the rooms are also hard to 'read' in that you have zero time to respond to a bend because it's upon you right after a screen flick. That said, I did appreciate that you didn't go mental with this and the general course design, and I enjoyed the challenge, and beat it eventually. There's NO way I'm going back for that trinket, though! Seriously? All that and then a 2-block hole with spikes either side!? >_<

I Mean It - See the outcrop on the bottom left? I died so many times there because there's no time to respond to it. I know, muscle memory, but I find muscle memory works best when you've got a few microseconds to respond to visual clues. I'd push the spikes further up the screen if I were you. The rest of the course I thought was very reasonable and quite fun, but many will want an easier option. Perhaps consider widening it here and a couple of other places (such as the bottom right exit of At the Top?)

It was nice to see some screen wrapping in a Veni clone!

Level eight:

Very creative! And I didn't find any problems in any of the rooms. I did, however, find I could see the walls fairly easily, even though they were very dark. I think this will largely depend on the settings of the player's monitor. The guide lines in the background were a nice touch.

Eaten by a Grue - Found this quite challenging... :)

Level nine:

Arrghhhh!! I hate quizzes in games! I would have needed paper to do the algebra question, and I couldn't be bothered, so I just brute forced it.

The lying question got pretty much the same response from me... Maybe I'm being stupid and it's obvious, but I just guessed my way through.

The perfect square question also... Noticing a theme here? I'm not even sure, off the top of my head, what a perfect square is...

The 3D Maze was much more my cup of tea. Quite enjoyed that, as it fits in with the feeling of the game.

The memory test... This was quite a fun test, but I was unsure where I was supposed to start counting - at the very next room, or at the start of the teleporter sequence. You should clarify.

Level ten:

Level Up! - I'm not keen on the fact that you can exit left on the celing and appear on spikes. Given that this is near a checkpoint I'd fix it, but this is more a matter of taste. One spike in this room should be enough to provide continuity (and you might want to shunt the C over one as well, so respawners don't flail into the spike)

Masochist's Meal - Too many 2-block safety zones for my liking. Yes, it's possible, but it's not fun like the other challenges on the main path. I gave up on the trinket after getting very close.

Digits of Precision - >_< So not fun... There's simply no drama to these jumps. The difference between win and lose just isn't interesting. It's like throwing four dice until you get six on them all.

The Room Name Illusion - NO! JUST NO! I got through the last room after MANY tries, and you kill me with spikes deliberately hidden behind the room name?! That's cheap... This was the point that I decided to edit the level so I didn't have to go through that again.

Pearl's Gravitron - Wow, that was a really cool challenge. I felt pushed, and when I won, I felt I'd deserved it. This is a perfect 'functional end of level boss' screen for me... I just know that some players will find this too hard, though!

General notes:

Rooms I haven't mentioned are the ones I enjoyed and found no problems with. However, overall, while I appreciated the lack of tiling errors (horrible half-walls and the like) - I thought you could have made much more use of backing and other elements to 'prettify' the rooms. Subtle use of the different types of backing can really bring the aesthetics of a level to life.

There was also a spelling error in the second half of the game, but I can't remember where it was. I'll post when I run into it again.

The plot - I found that Viridian causing thousands of deaths made me distance myself from him. I didn't care about him because he was guilty and didn't seem to care. If he had simply unknowingly endangered the other dimension, it would have been more immersive, IMO. It's a small point, though.

I completed the game with 7 trinkets, and only got the normal ending.
Title: Re: Upcoming level -- looking for testers!
Post by: PJBottomz on August 27, 2011, 03:35:34 PM
Uh, a rather large bug.

I collected all 10 trinkets and I unlocked the bonus area (which was VERY interesting, I might add). But, when I tried to leave, the gravity line in the screen below the entrace (it didn't have a name) blocked me from exiting. :(

You might wanna fix that.
Title: Re: Upcoming level -- looking for testers!
Post by: Sendy on August 27, 2011, 03:47:32 PM
And now some overall, non-spoilery wordy things...

Overall I found this very fun. I'm fed up with the current rash of small, rushed minilevels being dashed out for the hell of it, so this is one of my favourite levels so far. I also happen to like levels which are difficult, but not stupid insane. With a bit of work improving the already good aesthetics, and a round or two of bugfixing, this will be another feature-worthy game-sized level!  :-*

EDIT: Endgame Statistics:

628 deaths, 1:18:48. Some of this was time spent actively bugseeking, though most was probably deaths in "I mean it" which I think killed me equally in both directions.
Title: Re: Upcoming level -- looking for testers!
Post by: Psychopath on August 27, 2011, 05:13:34 PM
That tower was actually pretty easy for me. I got the trinket immediately once I had seen the entire thing and died at the top. Then I flipped from the trinket location and did the entire thing over again and landed at the exit. Apparently others had greater difficulty with it, maybe I'm just crazy good without really noticing it :vermillion:

The 2 block safezones within spikes were a bit annoying, though. I did manage my way through them but that sort of precision can get annoying when having one's toe stub the base of a spike means death. That trinket was a royal bitch to get, but I got it without cheating.
Title: Re: Upcoming level -- looking for testers!
Post by: Whirligig on August 28, 2011, 03:43:30 PM
Some notes on what I'm hearing so far:

-"Small Big Difference" was interesting from a development standpoint. I kept moving the beam up one tile at a time, finding the "bare minimum" setting and moving it up one more to make it easier. Then, I decided to make the trinket force you to do the hard version. So a one tile difference is a HUGE difficulty difference, hence the name.
-In "What's Up?" you can actually get the trinket and die at the same time; it's not that hard to get.
-In "Eaten by a Grue," note the two floors you have to flip between to get through the room. The top one isn't safe, but if you stay on the bottom floor, the enemy will pass inches over your head and you'll be fine.
-In "Digits of Precision," you can skip over a couple of the safe areas if you flip far enough.
-Viridian didn't actually kill everyone in the Polar Dimension -- Pearl just thinks he did. Besides, she has no idea where her family is, so they're as good as dead to her. The more I think about it, the more of a ripoff of Myst III: Exile it seems to be.
Title: Re: Upcoming level -- looking for testers!
Post by: PJBottomz on August 28, 2011, 06:13:33 PM
You forgot about the bonus area bug.
Title: Re: Upcoming level -- looking for testers!
Post by: Whirligig on August 29, 2011, 03:29:48 PM
I didn't forget about it -- the notes weren't meant to be a comprehensive list. I fixed that bug already.
Title: Re: Upcoming level -- looking for testers!
Post by: PJBottomz on August 29, 2011, 03:35:31 PM
Oh.  :-[
Title: Re: Upcoming level -- looking for testers!
Post by: Whirligig on August 30, 2011, 03:36:35 PM
I re-uploaded it, so all you need to do is re-download from the same link. I sent out the link again just in case.
Title: Re: Upcoming level -- looking for testers!
Post by: bigkahuna on September 01, 2011, 08:05:11 AM
Nice presentation, good aesthetics, good storyline relatively, challenging.

Very great and enjoyable level! Here are a few of my thoughts.

"Beginners should panic now": Laughed here :)

"Presenting VVVVVV": The first two times I tried it, I missed the checkpoint and couldn't get back up to it... put it on the floor?

"Pressure Cooker": Flipping to the roof causes you to slide on the invisible conveyor belt and get lost for a while... moving
   too much to the right causes you to glitch into another room.

"Phear": several times, going down the vertical shaft caused me to get impaled on an invisible spike (and end up in the wall somehow)

"Discharging": pausing to go up on the first gravity line allows you to skip past the shockers.

The Spike Tower level: SERIOUSLY?!?! I really hated this, mainly because of Veni Vidi Vici (which I finished, but grew tired the entire genre of puzzles after that). I skipped over that part.

Dreary Caverns: Very well designed, I really liked this.

I really liked the final challenge. It was confusing at first, but very interesting concept and fun challenge.
Title: Re: Upcoming level -- looking for testers!
Post by: Whirligig on September 03, 2011, 04:25:46 PM
Sendy: Found the spelling error. I'm assuming you mean the "final challege"?
Title: Re: Upcoming level -- looking for testers!
Post by: PJBottomz on September 03, 2011, 04:31:05 PM
Whirligig, not to be a jackass, but after you finish a zone, instead of warping right to the beginning of the hub, you should just warp the person back to the part of the hub where you enter the zone. At first, it's okay, but by the time you get to Zone 5's hub room, it sucks. :-X
Title: Re: Upcoming level -- looking for testers!
Post by: FlamingBanana on September 03, 2011, 04:58:56 PM
Area 4 is EXTREMELY difficult. I can get as far as the second level, going backward, but i cant get any farther.
Title: Re: Upcoming level -- looking for testers!
Post by: Whirligig on September 07, 2011, 04:36:19 PM
Well, due to my busy schedule that will only get busier, I'm hoping to get the level out tomorrow. This means that if you have anything else to say (or that needs to be fixed), say it now!
Title: Re: Upcoming level -- looking for testers!
Post by: FlamingBanana on September 07, 2011, 05:25:03 PM
I beat it with only 2000000000 deaths.

HAH!
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: BillyTheBanana on September 09, 2011, 08:19:49 PM
I never played the ASCII version, but I loved this! I'm amazed that you were able to make ten worlds that each felt fundamentally unique. The difficulty was just right for me, including all ten trinkets, which I enjoyed getting. (The only easy one was in the "small difference" room, in which I didn't see any difference between the top and bottom half of the screen!) As was mentioned, it's possible to see the walls in the world where they're presumably supposed to be invisible. I assume you got it to work easily in your ASCII version. Too bad there's no way to do it in the editor, because I felt like I was missing out on a fun level.

Everybody complained about the Veni Vidi Vici world, but I thought it was a cool idea to take a short, highly challenging sequence with no checkpoints and use that as an entire world. The only thing I found odd was that it seemed easier to land on the trinket (smack in the middle of the room) than on the regular exit. Also, I didn't like having to do it twice in order to get the trinket.

Did you ever consider a reward for getting the puzzles right on the first try? I thought maybe that's how the trinket was going to be obtained there. I felt kind of cheated when I didn't get anything for thinking through the puzzles rather than using trial and error.

Some other rooms I liked:
Toad in the Hole - I like that you had to stay in the same column for a couple flips. I always enjoy sequences that make you move around in one area instead of just constantly pushing forward.
You Got the Map - Took me a second to realize what I was looking at, but I enjoyed the "lightbulb moment" of understanding.
Room Name Illusion - lol
Warp Away
Aim Well
Going Up/Not So Fast/The Roof - Nice to have some open-ended obstacles occasionally.
Burning Bridges
Find the Liars (Love the connection to the next puzzle especially. Very clever)
Bonus Level "storage chambers" - lol

Didn't like:
Potential for Anything - Felt awkward. I found it easier to ignore the leftmost platform.
My Lady's Chamber - I didn't see any logical way to get through this, so I just repeatedly jumped in blindly until I made it.

I just have one question about something I didn't understand... Why do you hate Sony?
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Martze on September 11, 2011, 04:26:31 AM
Great level. It's nice to see someone else really explore the shock idea in depth. Though, you made me regret ever coming up with the idea on some of those screens.

Since this seems to be becoming a recurring trend on these really large levels: please, please stop making keyboard-smashingly hard final areas, and making me replay them if I miss one of the trinkets. I mean, I dis what I always do--edit the level to add a warp point--but I shouldn't have to do that.

I have to say that all of your "precision" screens made me furious. VVVVVV's controls are just a little too slippery for those. The main game is designed to fit the controls, but your brand of precision challenges aren't. The reason I love Mega Man (if my avatar doesn't make it clear) is because the controls are so tight, making platforming a total breeze. It's not the first time I've wished Viridian had the ability to start and stop on a dime.

Also, you can go to hell for making "Gift Wrap."

I very much enjoyed this level.
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Whirligig on September 11, 2011, 02:10:04 PM
Quote
(The only easy one was in the "small difference" room, in which I didn't see any difference between the top and bottom half of the screen!)

It's there. The lower version is easy for me, while the upper version is much trickier. It's only a tile difference in the gravity line placement.

Quote
As was mentioned, it's possible to see the walls in the world where they're presumably supposed to be invisible. I assume you got it to work easily in your ASCII version. Too bad there's no way to do it in the editor, because I felt like I was missing out on a fun level.

You could have turned down your brightness. :P In the ASCII version, the entire screen was invisible except for a small "flashlight" area around the player. It was really cool-looking. Of course, the two versions are mostly completely different as far as level design, with only a few similarities and shout-outs (e.g. the general ideas of levels 1, 3, 4, 5/6, 7, 8, and 10).

Quote
Some other rooms I liked:
Toad in the Hole - I like that you had to stay in the same column for a couple flips. I always enjoy sequences that make you move around in one area instead of just constantly pushing forward.

Heh, that was unintentional! You're "supposed" to jump into the first gap as the enemy is bearing down on you, then flip into the third gap, wait a bit, and flip to the exit.

Quote
My Lady's Chamber - I didn't see any logical way to get through this, so I just repeatedly jumped in blindly until I made it.

Right. The key is figuring out the correct timing. If you use one of the enemies as a guide of when to fall, it's easy as heck. Other than that, it is just blind trial and error. :P

Quote
I just have one question about something I didn't understand... Why do you hate Sony?

Because their consoles suck. Just kidding. In the game, it's actually a bit of an easter egg: look closely at this room and the rooms around it, especially the enemies, and you might get the reference.
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Derbos on September 15, 2011, 09:57:52 AM
Absolutely loving this level, enjoying the gameplay more than the original VVVVVV and the difficulty seems to be just right for me.

Annoyance: In one of the shock levels (I forgot to save the room name) There's a checkpoint when you're done with the room at the top, but one of the Cs is going right through where you spawn so if you get caught there you die to this thing continuously for like 10-15 seconds before you get some breathing room again.

Didn't really like the trivia level or the invisible wall levels, but even they had some moments.
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Whirligig on November 13, 2011, 12:51:16 PM
http://distractionware.com/blog/2011/11/featured-vvvvvv-level-cccccccccc-retold-by-whirligig/ (http://distractionware.com/blog/2011/11/featured-vvvvvv-level-cccccccccc-retold-by-whirligig/)

Well, this was a bit of a surprise to me. Thanks, Terry!
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Damn It AL to Hell on November 13, 2011, 02:43:16 PM
Pretty fun level, hard as hell though, but I'm not complaining, it's a bit harder than VVVVVV itself, so you've blown that standard out of the water. 9.99/10  :viridian: , it's not a perfect 10/10, but I'll give you a trinket face of sympathy and liking.

:shiny: _ :shiny:
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Terry on November 13, 2011, 05:35:38 PM
http://distractionware.com/blog/2011/11/featured-vvvvvv-level-cccccccccc-retold-by-whirligig/ (http://distractionware.com/blog/2011/11/featured-vvvvvv-level-cccccccccc-retold-by-whirligig/)

Well, this was a bit of a surprise to me. Thanks, Terry!

I actually meant to feature it pretty much right after you posted it, but I got busy and it slipped my mind! Sorry it took so long.
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Whirligig on November 14, 2011, 03:04:28 PM
Pretty fun level, hard as hell though, but I'm not complaining, it's a bit harder than VVVVVV itself, so you've blown that standard out of the water. 10/9.99  :viridian: , it's not a perfect 10/10, but I'll give you a trinket face of sympathy and liking.

:shiny: _ :shiny:

You mean 9.99/10. 10/9.99 would be about 10.01001/10. :D

As I've heard, "4 out of every 3 people have trouble with fractions."
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Damn It AL to Hell on November 14, 2011, 04:17:54 PM
Wow, that's actually true, I usually struggle with fractions in Algebra.
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Arthur on April 19, 2012, 01:48:48 AM
It's the level that made I discovered the glitch that makes you can activate a script after respawn! (I didn't want it!)
It's always strange to respawn in Half Slalom without the gravitylines ???.
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Keiji on April 28, 2012, 04:04:51 PM
Whoo, I actually managed to finish this one (I gave up on level 4 I think on original C10...)

The last few rooms were really, really frustrating though. Toad in the Hole especially.

I love what you did with It's Hard to Forget (or whatever it's called) and the shock tokens. And PEARL'S GRAVITRON :vermillion:

I did kinda undermine the invisible block area though by standing up so that I could view the screen from a funny angle...


Using Piercing the Sky for the last level also kinda ruined things, not directly, it's a great song, but for some reason that song is ridiculously loud compared to the others, so I just had to unplug my headphones as it was deafening :S

If only you could use the F10 music in V6!
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Whirligig on May 09, 2012, 03:30:39 PM
Heh, I don't even know if any of the F^10 stuff compares to Souleye's music IMO. Thanks, though! It's good to know that people like this level. :viridian:
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Vallu on July 15, 2012, 03:10:25 AM
How to download this? The link gives me only a page with some kind of codes...?
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Dav999 on July 15, 2012, 03:41:42 AM
How to download this? The link gives me only a page with some kind of codes...?

That's the contents of the file, but if you right click you can download it, and if necessary change the extension to .vvvvvv.
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Vallu on July 15, 2012, 03:58:37 AM
Thank you! Downloaded it, going to play a little later. If Terry featured it then it HAS to be good.
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Hilbert on July 23, 2012, 05:44:33 AM
I still can't download it. HELP!
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: FIQ on July 23, 2012, 05:46:32 AM
I still can't download it. HELP!
Right click on the link, press "Save Target As" or whatever it's called in your browser, and choose the VVVVVV levels directory.
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Dav999 on July 23, 2012, 05:58:05 AM
How can you survive Pole Dance? :(

EDIT: Never mind, I found the trick. :)
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Hilbert on July 23, 2012, 12:17:45 PM
HOW CHANGE FILE TO .vvvvvv????
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Dav999 on July 23, 2012, 12:49:21 PM
HOW CHANGE FILE TO .vvvvvv????

Rename it. If you use Windows, and you don't see file extensions, you may need to change in the folder options in the control panel, and if you're on a Mac, you may need to right click > show info to rename it there, because it would automatically rename it to .vvvvvv.txt.
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: FIQ on July 23, 2012, 01:19:07 PM
HOW CHANGE FILE TO .vvvvvv????
You can still play it thought (just not open it in the level editor).
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Dav999 on July 23, 2012, 02:56:12 PM
HOW CHANGE FILE TO .vvvvvv????
You can still play it thought (just not open it in the level editor).
In that case, a level file should be playable with any extension, even if you change it to .jpg, .exe, .zip, .mp3, .$$$, .etc, ...
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Whirligig on July 23, 2016, 08:56:49 PM
I have a huge announcement: version 2 of CCCCCCCCCC Retold has just been released!

You can get it from the beginning of this topic.

Changes:


So yeah, go check it out!
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: AllyTally ♡ on July 24, 2016, 05:33:22 AM
>Releases in 2011
>Updates in 2016
wat

Anyways, this is really cool that you updated it.
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: SJMistery on July 24, 2016, 05:53:52 AM
>Releases in 2011
>Updates in 2016
wat

Anyways, this is really cool that you updated it.
"Mejor tarde que nunca", they say on my home...
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Whirligig on August 01, 2016, 12:31:15 PM
I've added a modified version of vvvvvvmusic.vvv to use with the level, including nine previously unseen tracks made by me! I really love this new soundtrack; it fits the levels of CCCCCCCCCC better than the original VVVVVV soundtrack in my opinion.

To use it, replace the vvvvvvmusic.vvv file in your data.zip with this file and start up the game! just put it in your VVVVVV documents folder and start the game up.
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: allison on August 01, 2016, 02:50:34 PM
Note: it will not work if you simply place this file in the VVVVVV documents folder.
Are you using 2.2? It adds an asset modding feature that lets you do exactly this.
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: AllyTally ♡ on August 01, 2016, 03:00:14 PM
To use it, replace the vvvvvvmusic.vvv file in your data.zip with this file and start up the game!
Do not.
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Lollipop on August 01, 2016, 03:23:04 PM
you shouldn't be touching ANYTHING in your data.zip

EVER
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: allison on August 01, 2016, 03:53:08 PM
you shouldn't be touching ANYTHING in your data.zip

EVER
I mean, it's not necessarily going to break everything (http://distractionware.com/forum/index.php?topic=2618.msg27337#msg27337) but it's not really needed for most operations anymore.
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Whirligig on August 01, 2016, 06:10:06 PM
Note: it will not work if you simply place this file in the VVVVVV documents folder.
Are you using 2.2? It adds an asset modding feature that lets you do exactly this.

It doesn't seem to support vvvvvvmusic.vvv -- I'm not sure why. Anyone have success with this?
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Whirligig on August 01, 2016, 06:13:10 PM
In other news, should you want to listen to the music outside the game, check the first post--I added an MP3 download!
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: shiny k on August 01, 2016, 06:25:14 PM
Note: it will not work if you simply place this file in the VVVVVV documents folder.
Are you using 2.2? It adds an asset modding feature that lets you do exactly this.

It doesn't seem to support vvvvvvmusic.vvv -- I'm not sure why. Anyone have success with this?
yes it does
I've it multiple times with multiple files and I can confirm without any reasonable doubt that it works perfectly
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Whirligig on August 01, 2016, 06:50:43 PM
Note: it will not work if you simply place this file in the VVVVVV documents folder.
Are you using 2.2? It adds an asset modding feature that lets you do exactly this.

It doesn't seem to support vvvvvvmusic.vvv -- I'm not sure why. Anyone have success with this?
yes it does
I've it multiple times with multiple files and I can confirm without any reasonable doubt that it works perfectly

Oh, so it does. Whoops!
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: shiny k on August 01, 2016, 07:16:30 PM
Note: it will not work if you simply place this file in the VVVVVV documents folder.
Are you using 2.2? It adds an asset modding feature that lets you do exactly this.

It doesn't seem to support vvvvvvmusic.vvv -- I'm not sure why. Anyone have success with this?
yes it does
I've it multiple times with multiple files and I can confirm without any reasonable doubt that it works perfectly

Oh, so it does. Whoops!
Funny story: I actually made a cccccccccc vvvvvvmusic but yours is better :P
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Whirligig on August 01, 2016, 07:26:27 PM
Funny story: I actually made a cccccccccc vvvvvvmusic but yours is better :P

Would you be willing to send me yours? I'm curious as to what it has.
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: shiny k on August 01, 2016, 08:16:45 PM
Funny story: I actually made a cccccccccc vvvvvvmusic but yours is better :P

Would you be willing to send me yours? I'm curious as to what it has.
it's incomplete and the song order is all wonky but here
https://www.dropbox.com/s/2xjw1l0bb0ta7cu/vvvvvvmusic%20-%20ccc.vvv?dl=0
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Trinket4067 on August 01, 2016, 08:24:02 PM
I actually have a plan on making a full-on remake of your game CCCCCCCCCC with textures and all, with bonus rooms included
I will be using Shiny's vvvvvvmusic for this, but yours is pretty good sounding! I like the remixed music!
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Bruce Michez on August 02, 2016, 10:04:08 AM
Note: it will not work if you simply place this file in the VVVVVV documents folder.
Are you using 2.2? It adds an asset modding feature that lets you do exactly this.

It doesn't seem to support vvvvvvmusic.vvv -- I'm not sure why. Anyone have success with this?
yes it does
I've it multiple times with multiple files and I can confirm without any reasonable doubt that it works perfectly

Oh, so it does. Whoops!
Okay, it works for me now.  The first time I tried, the game crashed about a second into the familiar "Passion for Exploring".  Must've been a fluke.  I of course did not dare try anything with data.zip.

I particularly liked the remixed "Potential for Anything" and the new track in the Red Zone.

I should mention while I'm here that this level, together with 333333, was the inspiration for my own two- three-part Square-Bracketed saga.  Could there perhaps be a sequel in the works?
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Whirligig on August 02, 2016, 06:39:54 PM
I actually have a plan on making a full-on remake of your game CCCCCCCCCC with textures and all, with bonus rooms included
I will be using Shiny's vvvvvvmusic for this, but yours is pretty good sounding! I like the remixed music!

Yeah, definitely use the original tracks for that.

I particularly liked the remixed "Potential for Anything" and the new track in the Red Zone.

I should mention while I'm here that this level, together with 333333, was the inspiration for my own two-part Square-Bracketed saga.  Could there perhaps be a sequel in the works?

That track was originally for a completely different project, but it seemed to fit this one better. I'm glad you liked it! And I don't want to make any promises yet. But maybe.
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: Shadowspirit on August 06, 2016, 05:34:05 PM
How Do You Do The "Find THe Liars" Question in area 9?
Tried every answer hundreds of times and it didn,t work
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: lol...ipops2 on August 06, 2016, 05:52:19 PM
AWESOME LEVEL DUDE!
Title: Re: "CCCCCCCCCC Retold" by Whirligig
Post by: VesperBond94 on April 05, 2017, 11:48:38 PM
Has anyone else had a ton of trouble with Avoidance? The way it keeps freezing always sends me into the spikes!  :vermillion:
Title: Re: nicebu.mp
Post by: fraZ0R on April 06, 2017, 04:01:53 AM
I didn't have trouble with it.