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Messages - YouKnow

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VVVVVV Levels / Re: Portal VVVVVV
« on: September 01, 2011, 02:00:55 PM »
It was pretty good.  The writing was great, the rooms were fun, but graphics-wise, it looked a little unpolished.

Personally, I always think floating spikes look out of place.  A couple lines of text were a bit hard to read because they were on the edge of the ceiling.  There was also I think two checkpoints half-floating, but those are just my opinions.

Also try to avoid having a spike pit less than 4 blocks away from a room exit/entrance.  It's always annoying to run right into them on the first go.

Overall, it was short, sweet, and fun.

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VVVVVV Levels / Re: "Jail Break" (v1.2.2) by YouKnow
« on: August 31, 2011, 09:46:31 PM »
Just played it and it was fantastic!

Loved the puzzles,
loved the keypad,
loved the scripting (and I agree with all your Requests for scripting)
loved the non-talking friends!


...

Terry should definitely feature this,
Why? Because it's old-school VVVVVV-fun!

Thank you, thank you, you're too kind. :P

One small bug in the final frontier level (well bug, just a mistake), there is a background piece in one of the gravitylines ;)

Huh...  I'll get rid of that when I have more stuff to update/fix with it.

The difficulty was just like Terry said just right, the hardest level was in my opinion The Clouds, The Cacti, and Cobra
and the last challenge until I found the easy (right) way to do it  ::) (won't spoil it :))

There's not really a right way to do that one.  It's what ever works first for the player, really.  :viridian:

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VVVVVV Levels / Re: "Jail Break" (v1.2.2) by YouKnow
« on: August 15, 2011, 10:20:55 PM »
Just got round to playing this one! This is very neat, and the difficulty was just right for me! The keypad puzzle is very inventive too, that must have been a nightmare to script, heh.

The mute crewmates made me sad though :victoria:

Thanks!  I didn't find the keypad scripting too hard to make.  I am a novice programmer, so that might've helped a bit.

Also, there's a hidden cutscene that mentions you.  :viridian:  I wonder if anyone has found it yet.

I ran into a bug which bars you from the rest of the level -- After rescuing your not-Vermilion crewmates from their holding cells, the terminal which is supposed to let you past in the room "diVot" just states that you may only pass after rescuing 4 crewmates from their cells. Above all, to mock me, it keeps the thick black letterbox lines used for the cutscenes, probably something in the scripting.

...or maybe I'm doing something wrong? :verdigris:

Anyway, through what I had played, it was a relatively fun level. The puzzles here worked, and the dialogue was amusing. Nice work.

Thanks also!  I just ran though it again and can't seem to replicate the bug you're talking about.  Sounds like a script might have been changed some how.  If you can't get around it, redownloading the level should work.

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VVVVVV Levels / Re: VVVVVV Level Editor Tutorial - Part 1: The basics
« on: August 03, 2011, 04:23:25 AM »
I can think of a way that involves many flags and many different scripts, although it would have a limitation on where you can place the mess in physical space.

It's probably better to wait for Terry to implement something like that if he ever will.

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VVVVVV Levels / Re: Ship - A PJBottomz Level (Beta Version Only)
« on: August 02, 2011, 01:28:52 PM »
I'm typing this as I play through it:

In Random Hallway, coming from the left, I don't like how close those spikes are on the floor.  It's one of those deaths you can't see coming.

In Spike Room, the checkpoint is in a bad place.  If you die in another room and respawn in that room, you get killed by the platform pushing you into the spikes.

There's a collision/alignment error in the top right corner of Processing Room Exit.

In Processing Room, personally, I would put spikes in the ceiling of the right exit, so players don't walk right into the spikes in Too Close for Comfort.  Also, again, this is just me, but I would put spikes underneath that trinket instead of a teleporter token, so the player knows they'll die if they just fall right in.  There's a couple more unforeseen death points like this in this level, but I'm guilty of the same thing in my level.

There's another collision error if you fall at the bottom left corner of Storage Room Exit.

Are the enemies in Secret Passage suppose to be impossible to get around?

There's another walking right into spikes moment in Lab Hall Pt. 2 on the left.

In Computer Storage, I would put that checkpoint on the right at the base of the spike shaft, so the player doesn't have to make that little flip every time he/she messes up in the next room.

That's all I've found so far.  I haven't gotten all the trinkets yet, though.

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VVVVVV Levels / Re: "Jail Break" by YouKnow
« on: August 01, 2011, 11:26:17 PM »
I have to apologize.

As you see in my signature, I am working on a level similar to this. I had no idea that this existed until now. I don't want you to think that I'm ripping you off by making my jail level, so, if you feel that I'm simply mimicing your work, which I will not try not to if you let me go on, I'll delete my level. I've only made and scripted 6 out of 400 or so.

No problem.  The name of my map really only comes from the rooms "Ultimatum" and "A Silly Cell".  It's not much of a jail beyond that.  I wouldn't even mind if you made a password room like mine, so go ahead with your map.

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VVVVVV Levels / Re: "Jail Break" by YouKnow
« on: August 01, 2011, 07:02:39 PM »
Thanks for the feedback.

@Thatguy
Yeah, that's one of the things I didn't like about the finale, it's a little buggy.  I went through it a couple times and there wasn't a problem for me.  I'll look back and see what I can do.

EDIT: Oh boy, I just went back and played it and that is a fatal bug.  :victoria:

@TheoX
First of all, thanks for the compliments.  :viridian:  In The Clouds, The Cacti, and Cobra, I was thinking of making the passage a little bigger, but when I was playtesting, it only took me about 20 tries, which I thought was a decent amount.  I might widen that passage by a block or two.

In One-Button Room, I had a checkpoint in the middle of that sequence, which lessened repetitiveness, but it became too easy for me (probably because I went through it 30 times prior to that.)  I'll add that back in next version.

Tight Timing was another easy one for me, and I agree that going back out is harder and probably more annoying since you figured you were done with it.  I suppose I could make another one-way passage and possibly a small and much easier exit challenge for that room (Not enough space).

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VVVVVV Levels / "Jail Break" (v1.2.2) by YouKnow
« on: August 01, 2011, 04:56:14 PM »
Jail Break (v1.2.2)







It's a small little map, 5x5, and it's moderately easy compared to some custom maps I've played.  There's quite a few secrets for its size despite there being only 1 trinket, and it's very script heavy (70 scripts) so, although I'm sure it's bug free, keep an eye out for them anyway.

Tell me what you think, etc.  Personally, I think the finale could be better.

Change Log: (Spoilerz)
v1.2.2:
-Ok, NOW I'm done.  This is the final version until scripting gets updated.  :violet: :violet: :violet:
-Moved triggerred script boxes at the very end so you don't walk into them when the level finishes, which causes the screen to stay black and not go back to the player levels menu.
-Moved music1 script box in diVot to its correct place

v1.2.1:
-GAH fixed triggerintro2/intro2 scripts from repeating if you left the room and came back.  (Since when did that happen anyway?  Scripts seem to change themselves on me.  :victoria:)

v1.2:
-Removed the four trinkets (It uses a flag check instead of a trinket check at the end now)
-Added an actual hidden trinket
-Removed a few spikes from Hey! Listen! (I'm finding it too hard for what it's suppose to be)
-Changed the aesthetics of Sore Throat a bit to match the adjacent room.
-Moved a check point in The Teasing Terminal
-Widened the triggercaptainslog script box so speedy players don't fall into the next room after activating the script
-Moved the checkpoint in diVot for some reason
-Widened a platform in the finale so the checkpoint isn't on the very edge.
-Moved warp tokens around again in the finale
-Widened passage in The Bottom Fork so you don't land on the one block wide ledge as it narrows.
-Also the map is an attachment now instead of a Mediafire link

v1.1.1:
-Removed random room text in diVot (I don't even remember putting that there)
-Took the version number out of the description. (It's in the file name now)

v1.1:
-Added one-way exit in Tight Timing
-Widened the exit in The Clouds, The Cacti, And A Cobra
-Added a checkpoint half way through One-Button Room
-Moved some teleporter tokens furthur away from their respective gravity lines
-Moved the top gravity line in the second finale room to prevent it from disappearing
-Added another secret script

Requests for scripting: (unless I'm stupid and you can already do some of these things.)
-One-time scripts would save time and be less complicated for intro cutscenes.
-Crewmate speech (my map parodies this 5 times)
-Ability to control Viridian's and the crewmates' movement for cutscenes
-Destroy(Warplines)
-Scripts that can be set off again without having to leave the room to reset it.
-Ability to make a conditional script without having to split it up into a trigger script and the actual script.
-ifflagoff()
-if2flag(flag#,flag#,scriptx) or something like that.  I split it up into 3 scripts to accomplish this, which is pretty annoying. Also, I can't seem to get this method to work again. I have to have some text after the ifflag() function for some reason.

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