Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Lollipop

Pages: [1] 2 3 ... 29
1
VVVVVV Levels / Re: Good levels?
« on: February 24, 2019, 01:22:54 PM »
the 22nd Letter of the Modern Alphabet followed by the 24th Letter of the Modern Alphabet followed by the 22nd Letter of the Modern Alphabet followed by the 24th Letter of the Modern Alphabet followed the 22nd Letter of the Modern Alphabet followed by the 24th Letter of the Modern Alphabet

also the levels that were made for contests on discord tend to have a high average quality so check some of those out if you havent

2
VVVVVV Levels / 4-Way Pandemonium ~ The Return of Co-op VVVVVV
« on: December 30, 2018, 04:30:52 PM »
From the guy who brought you the 2-player VVVVVV level, I now present to you the 4-player VVVVVV level !!!1!!1!!1! (god help my soul)

Plot: the crew is broke, so Viridian (Player 1), Vitellary (Player 2), Vermillion (Player 3), and Verdigris (Player 4) have signed up to partake in an experiment in exchange for money.

Screenshots:

   

   

Playtime is estimated to be around 30mins ~ an hour Upon further analysis, playtime is probably around 2-3 hours at the LEAST.

HOW TO SET IT UP:

1. for starters, find 3 other people who are willing to play (this is un-ironically the hardest part of the whole setup)
2. Use some sort of communication software (Discord, Skype, it doesn't really matter) so you can all speak with each other. Don't screenshare, it'd ruin the experience.
3. Download the zip file. In the zip file, you will see files titled 4waypandemonium_p[NUMBER HERE].vvvvvv. One person for each file. That's your version of the level. Replace tiles2 with the one in the zip.
4. The MASTER file, 4 player guide.txt, and 4 player maze paths.txt are just tools you can use if you guys get stuck.
5. Everyone boots up VVVVVV and plays.

Simple, right???????????

NOTE: This level is experimental, so there's a good chance I messed up somewhere whilst making this. Please report any bugs/glitches you come across while playing the level.

and that's it, go have some fun.

also happy 2019

3
Everything else / Re: Is DWare Dying?
« on: December 25, 2018, 01:16:01 PM »
merry christmas

4
VVVVVV Levels / Re: Venturing Outside
« on: October 09, 2018, 09:39:45 PM »
the precision platforming in Scaffold and Circumstance was way harder than anything else in the level and just not fun
I had to use the editor to fix it so I could continue
I personally found them pretty easy, and Balneor doesn't seem to have any problems either, so I'll just let those stay. get better at flipping noob

in Beanstalk, you can repeatedly press action to go through the gravity line
it'd be smart to use warp tokens instead or put the line much farther down so the glitch doesn't work
fixed

there are spikes on the bottom row in The Sound of Running Water but none on the bottom in Circumstance
fixed

the terminal in Turning Point does nothing
That's intentional. Nott every terminal has to do something, they can also act as set pieces to INCREASE MOOD

if you re-trigger the terminal in progressing toward uncertainty, it plays the whole cutscene (it should probably just play the last part where it destroys the lines)
Now it says a funne thing

in progressing toward uncertainty you can use the aforementioned gravity line glitch to get stuck
I'm lazy so I'll keep it like that. For starters, you have to put in EFFORT to get stuck there. Also, one can just press r to get out. Just don't be stupid?

that being said, this level is kind of a masterwork when it comes to difficulty. it's extremely good at pushing the player just a bit out of their comfort zone.
I found myself thinking that if I designed it, it'd be a lot less challenging, but the way you designed it constantly caught me off guard!

honestly, for players better at the game than me it's a must play for sure
keep up the fantastic work!
thanks man

5
VVVVVV Levels / Re: Venturing Outside
« on: October 09, 2018, 04:22:59 PM »
(Pic 1 & 2, left to right / top to bottom) : It's possible to collect the trinket and intentionally die using R, skipping the forced backtrack. Should definitely be fixed.
Thanks, fixed that

(Pic 3 & 4) : Going from the checkpoint to the left side visually seems impossible, the same thing can be felt when trying to get to the top in the 4th pic. They're definitely both possible, but some players might be stuck because of it, so perhaps making these location look less hostile as a whole will solve it ?
left these unchanged, as long as you don't scrape against the blocks when flipping, it's not that hard of a maneuver. Players will figure it out eventually (I hope)

(Pic 5) : Just a wonder, is it actually possible to get inside this 3-tiles wide corridor ?  The overall room layout gives this impression, but the actual way is at the top, near the checkpoint... Maybe I haven't tried enough, but it'd be cool if it really was accessible.
changed so that it's possible now


(Pic 6 & 7) : Going to the right grav° line, we have to move at the right time from the middle.. except there is no gap between the bottom line and spikes, making for some uncontrollable deaths sometimes... although I get why it would make for some difficulty. Here's a tweaked version of the same section in the 7th pic, maybe easier but better that way.. ?
Left unchanged, I played through the room 5 times and didn't experience any problems.

6
VVVVVV Levels / Venturing Outside
« on: October 08, 2018, 08:54:47 PM »
merry thonksgiving to all the canadians out there

Simple 6x6 level, no IS or anything fancy like that. There are even trinkets to get!




Please report any bugs, and feel free to give feedback.


7
VVVVVV Levels / Re: Zephyr's Mini 10x10
« on: October 07, 2018, 08:04:21 PM »
this level is actually super clever holy

especially the part with the lasers, that was really interesting. i'd really like to see you do more stuff with this laser mechanic later

some things:

- in the very first room, perhaps you should get rid of the playtesting unlock script lol
- making the solution for a puzzle require knowledge of other games is kinda mean (i havent played zelda sooo)
- there are a lot of holes everywhere, whats up with these
- deactivating the purple lasers after getting the cyan lasers deactivated is impossible??? (unless im missing something) had to cheat my way through it
- the super fast boxes are cool and all, but they get annoying quick
- maze of summons is a super cool room

the level could use some polish, but the concepts presented are actually really interesting.

hope to see more cool stuff from you!



8
VVVVVV / Re: hey, name's Zephyr(ite), i'm new here!
« on: October 04, 2018, 09:23:46 PM »
hope you make some nice levels

9
VVVVVV Help / Re: Let's Brainstorm Crewmate Names/V Words
« on: October 04, 2018, 06:02:53 PM »
vernacular

10
VVVVVV Levels / points for prison escape (the only level submitted)
« on: April 12, 2018, 07:06:23 PM »
Room Layout (4.5 points):

The rooms are nice, the mix of area tiles is nice-looking. The custom graphics are also nice (although the orange death things in the Vandara section are kind of weird)

I took half a point off because you re-used quite a number of rooms from the game/the prototype, I know it's for the whole time travel concept, but it just feels a bit lazy to me.

Gameplay (4 points):

Those coins you used in the prototype section were cool, I didn't know you could use those.

Verdigris' section is amazing. The concept is great (and also reminds me of a certain flash game). Like WSM mentioned, the rest of the level doesn't live to how awesome the gimmick was. Turning into a square was pretty cool too, great use of I.S. Also was a fan of the "enlarged" section.

Trinkets (1 points):

The trinkets are ok, but some of them are a lot harder than others.

8.5/10 + 1 (for trinkets)

Solid level with cool concepts, good stuff :)

11
VVVVVV Levels / Re: Starting a Level Contest!
« on: February 11, 2018, 03:14:55 PM »
so uh i wont be making a level anymore (kinda lost interest) but i should still be able to judge

12
VVVVVV Levels / Bouquet of Spikes
« on: January 14, 2018, 11:27:21 PM »
found this old unfinished level whilst digging through my levels folder, so i finished it up and here it is. (no screenshots because i am lazy)

11x7 (all rooms filled)

I wonder if it's possible to tell when I picked this level back up just from the room design...

13
VVVVVV Levels / Re: Starting a Level Contest!
« on: January 13, 2018, 12:27:18 PM »
wait am i supposed to make a level and judge?

14
VVVVVV Levels / Re: Starting a Level Contest!
« on: January 13, 2018, 08:37:55 AM »
i can judge

15
VVVVVV Levels / Re: Starting a Level Contest!
« on: January 09, 2018, 04:17:45 PM »
ill do it

Pages: [1] 2 3 ... 29