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Messages - nicholashin

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1
VVVVVV Levels / Speed Level - A level I made in 4 hours
« on: July 08, 2017, 05:25:33 AM »
It has been almost three years since I stop making levels.
I felt bored today and decided to make a level in 4 hours.
I think most rooms are not too difficult but the later rooms are quite challenging.

Map:


My other levels:
Maths Zone: http://distractionware.com/forum/index.php?topic=1699.0
Touhou x VVVVVV: Dimension Gensokyo - http://distractionware.com/forum/index.php?topic=1390.0
Difficulty Spike - http://distractionware.com/forum/index.php?topic=1507.0
Fragments - http://distractionware.com/forum/index.php?topic=1328.0
Stairs - http://distractionware.com/forum/index.php?topic=1410.0
If you are interested, you can try these too. :)

Although this seems a short time, I have tried my best to avoid bugs or bad level design.
That said, please give me some suggestions and point out bugs in case you face any. ;)

Download this level now!
↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓

2
VVVVVV Levels / Re: Complex Conveyors
« on: September 15, 2014, 10:12:11 PM »
I had a similar level before, but it wasn't as good as yours  ;)
That said I think you should be aware of the issue below:
Code: [Select]
---|---
xAx|VVV
xxx|xxx
xxx|xxx
^^^|xBx
---|---
- represents border.
| separates two rooms.
x represents empty space.
^ represents spike.

When one walks to right from A or walks to left from B, they will get killed abruptly. It may not be too apparent that one should go from A to B.

3
Whether someone likes Kaizo or not doesn't make this level a good one. The difficulty is ridiculous. I don't think demanding repetitive actions like this is a good one to introduce difficulty to a level.

4
No one is giving an actual comment to my level other than "Amazing"  :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'(
I really like this level. I am stuck on the room where it has green enemys that 2 go down and the middle row go's up and there is an indent in the middle.
I just checked the room and apparently the enemies desynced slightly. As time goes on, it makes the room very difficult to beat.
Use the new v1.1a attached in OP to fix this problem.
Also this makes me feel sad as I thought I could release a level with no glitches, but I failed to do so  :victoria: :victoria: :victoria: :victoria:

5
No one is giving an actual comment to my level other than "Amazing"  :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'(

6
VVVVVV Levels / Re: Roomnames Help
« on: August 22, 2014, 06:44:11 AM »
I don't understand the Half Life 3.
The use of numerous scripts with delays means that you have to wait forever just to pass the room. People have been waiting for Halt-Life 3 for such a long time that it feels like eternity.

7
VVVVVV Levels / Re: Maths Zone v1.1 (My last level?)
« on: August 10, 2014, 12:56:03 AM »
I updated the level to v1.1 so that you won't get stuck in the room Union.

8
VVVVVV Levels / Re: Maths Zone v1.0 (My last level?)
« on: August 04, 2014, 10:11:29 AM »
This isn't his very last level; he's merely going to be busy for a while.
Yeah that's what I meant.
Stating this because I want to BUMP this thread.

9
VVVVVV Levels / Re: Death Dungeon
« on: August 02, 2014, 11:08:47 AM »
Not a very difficult level.
You should have avoided single-tiled wall.
Other than this, it's OK for having no glaring bugs.

10
May I present you my latest level - Maths zone!! (Hooray!)

Theme: Mathematics
Design: One single zone, solely gameplay i.e. no story, minimal internal scripting
Trinkets: 12 (in 40 rooms!!)
Crewmate: :vermillion:
Difficulty: Fairly challenging

Map:

Fancy screenshots:








I will be fairly busy in life soon, so this will be my last level for the time being.
Please give me some suggestions and point out bugs in case you face any. ;)

My other levels:
Touhou x VVVVVV: Dimension Gensokyo - http://distractionware.com/forum/index.php?topic=1390.0
Difficulty Spike - http://distractionware.com/forum/index.php?topic=1507.0
Fragments - http://distractionware.com/forum/index.php?topic=1328.0
Stairs - http://distractionware.com/forum/index.php?topic=1410.0
If you are interested, you can try these too. :)

The original version has 20 downloads before removing.
v1.1 has 13 downloads before removing.

Download this level now!
↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓

11
VVVVVV Help / Re: A Poll For The Best VVVVVV Level!
« on: July 29, 2014, 08:55:36 PM »
I voted for the two ones that uses internal scripting: Back to VVVVVV and Polar Continued.
This.
I wish I could choose tOLP though.

12
VVVVVV Levels / Re: test #1
« on: July 17, 2014, 02:47:05 AM »
Those vertical channels are hard! I think this level has the right amount of difficulty.
However, you probably should use obstacles other than spikes and enemies more.

13
VVVVVV Help / Re: How to make GOOD levels
« on: July 14, 2014, 09:04:32 AM »
Your "Do":
1. Disagreed. There are many good 5x1 levels, especially if they are meant to only present a concept. In fact, it is not a good idea to force yourself making a long level since after some time, you would use up all creativity and inspiration and the product became not as good.
2. It depends. The more important thing is that the designer polished the level.
3. ALL THE YES
4. Agreed, but it's probably not the concern as player levels tend to be too hard rather than too easy.

I'll add a few points for "Do".
1. Attempt all rooms to ensure that they can be beaten consistently.
2. Give your level a title rather than "Untitled Level".
3. Implement a variety of challenges making use of different entities in the game, unless your level focuses on a particular concept.
4. Try your best to design creative challenges.
5. Add a version number to the level. Change it when you have implemented updates to it.

Your "Don't":
1. Yes.
2. Probably yes, especially if you consider the gameplay and design of the level more important.
3. Not really, because there's little indication of who first invented various mechanics. I don't mean everyone should be a blatant copycat, but sometimes the same mechanism can be implemented in a different way. The mechanics invented by others could be an inspiration of new ideas.
4. Yes.

My "Don't":
1. Boost the game's difficulty by demanding the player to be pixel-perfect or artificial limitations like checkpoint starvation.
2. Gravitrons.
3. Rely on an in-game glitch (except internal scripting) to pass a challenge.
4. Single-tiled wall (without Direct Mode), inconsistent wall etc.
5. Repeating script, long delay.
6. Many identical empty rooms as "overworld" (Add something to it to make the experience more interesting!)
7. Name your level Dimension *insert random name* or any letter repeated 6 times (I did it once though.)
8. Add random, uninspired challenges because you are few rooms away from completion.

I could think of much more, but I don't want to type them all now  ;)

14
VVVVVV Help / Re: Difficultizing levels!
« on: July 04, 2014, 10:17:10 PM »
If you can difficultize this ancient level I made, I would be really impressed.
I don't even know how to beat some of the rooms. However, I think I had made sure that the rooms could be beaten through testing.  :victoria:

15
VVVVVV Levels / Re: Sequel to Mission Polar!
« on: July 04, 2014, 01:47:16 AM »
For the wall connecting Viridian, Run! to Turn Around in the latter, some spikes are missing synchorization.
Other than this, I consider this a very good level  :)

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