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Messages - FIQ

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1
VVVVVV Levels / Re: Back to VVVVVV (V1.2.3)
« on: November 19, 2019, 05:18:57 PM »
Pushed a fix for certain versions of VVVVVV behaving incorrectly with teleportations in this level.

This version also accounts for Ved features (thanks, InfoTeddy), making scripts easier to read when using Ved.

2
VVVVVV Levels / Re: Back to VVVVVV (V1.2.1)
« on: December 14, 2018, 06:33:32 PM »
Yeah, I kinda wondered that myself. He made an exact copy of Dimension VVVVVV... did he copy all the rooms of the game by hand? ???
Hmmm...
My suspicion is he copied D. VVVVVV room data into his level and then edited them. (if you can do that)
IIRC using strings on the binary gives you tile data you can copy/paste manually into the XML to copy the dimension tiles.

3
VVVVVV Levels / Re: VVVVVV Level Editor Tutorial - Part 1: The basics
« on: October 13, 2016, 03:56:28 PM »
And besides, you can easily "extend" the amount of available flags by relying on more than 1 to deactivate a script.

Let's say you've used up 90 of the flags in a level for script stuff.
If at one point you are certain that a player has to have done all these 90 things, at that point you can activate a 91th flag.
Then you can reuse the 90 other flags for more things, as long as each script also checks 91.
Simple.

And besides, what kind of level would use up all flags anyway? My own level ended up using up 16 flags for teleport history (to make cheats work), 4 flags for teleport system to work, 10 flags for various temporary purposes and to disable and/or override teleporter scripts (basically equavilent to the in-game loadteleportscript function), 16 for teleport unlockings, 8 for jukebox purposes, and 10ish (slightly less I think) for power sources and game progression in general. There's still over a third of the flags left, and I could still have optimized away quite a lot of these. Dimension Open can get away with using around 40 flags at most, it has less teleporter destinations, and while having more cutscenes, it's far more linear.

4
VVVVVV Help / Re: The Quick Question Thread
« on: September 25, 2016, 11:29:24 AM »
The game just looks at your room coordinates and whether or not "finalmode" is active to figure out what room to load. Something like this:

if custom_level: loadcustomlevelmap(x,y)
else if final_mode: finalmode(x,y)
else if <coordinates are for the lab>: labmap(x,y)
else if <coordinates are for the station>: spacestationmap(x,y)
(...)

finalmode(x,y):
if x=46, y=54: load a map
else if x=46, y=55: load another map
(...)
else: load an empty map with name Outer Space

5
VVVVVV / Re: A bug in VVVVVV
« on: August 23, 2016, 01:44:46 AM »
Nice find.

6
VVVVVV / Re: We should have a VVVVVV race.
« on: August 21, 2016, 02:10:06 PM »
Just tried my usual 16-trinket path, got 22:29 and 46 deaths.

For those wondering, what I do is to take all trinkets in the levels, plus one overworld trinket. The exact path:
* Clear SS1
* Clear Lab
* Clear SS2
* Clear Intermission 1
* Clear Tower
* Clear Intermission 2
* On the way to the Warp Zone, take the trinket that is around the rooms that look the same
* Clear Warp Zone
* Clear Final Level

7
VVVVVV Help / Re: The createentity box enemy
« on: August 18, 2016, 09:09:37 AM »
  • If using the command in room (20,3), you get a red triangle instead of the usual pink box.  I wonder if there are other rooms where a similar anomaly occurs...  edit: yes!  In (19,1) you get "OBEY", complete with the bigger hitbox!
This is actually how you spawn all of the larger than 16x16 enemies, such as skeletons, Yes Men, and that weird Ogmo bus thing.  You just spawn that enemy in the room with the same coordinates as the enemy's appearance in the main game.
Thought so.  I even got a pac-man (as seen in Edge Games) flying backwards at one point in the experiment.  FIQ would love this.
Already aware, and if I decide to mess with my dim.V clone, I will make use of this.

8
VVVVVV Help / Re: What not to put in your VVVVVV Level
« on: August 11, 2016, 11:17:27 AM »
Having challenges that can be a pain to successfully do because of Viridian's inconsistent movement. Things like:
* spike tunnels with spikes spaced apart every 3 tiles
* enemy setups that rely on you moving perfectly underneath/similar with light taps on movement buttons
* things that in general rely on very perfect movement timing that requires you to stop moving in some parts of it

9
VVVVVV / Re: VVVVVV is Really Getting Noticed
« on: August 11, 2016, 08:03:14 AM »
Well, it has been featured in various Humble Bundles, which explains why people know about it.

10
VVVVVV / Re: The Gravitron Skip
« on: August 11, 2016, 08:00:49 AM »
How to skip BOTH INTERMISSIONS (That's right)

1. Press R in Welcome Aboard.
2. Progress through the game normally, but make sure you do The Lab as your second to last zone.
3. Go normally through the lab, UNTIL you get to 'I Smell Ozone'.
4. Flip over the checkpoint.
5. Proceed through To Victoria's room, do the dialogue, then press R.
6. Go back through the lab backwards.
7. Go to SS2.
8. In SS2, in the room Exhaust Chute, fall up to reach Driller and progress how you would during Space Station 1.
9. (THE HARD(EST) PART) After taking the Space Station 1 teleporter, press R just after Violet says 'Captain!', walk into the next room, and press R again.
10. Teleport to the teleporter part-way through Space Station 2, complete it, and complete the final zone, without doing the gravitron, or Intermission 1!

And THAT'S how you do it!
Keep in mind that you need to press R before the dialog ends with Victoria, because it sets your respawn point

11
Levels shouldn't end that way, it's not a good idea...

12
VVVVVV Levels / Re: First levels EVER?
« on: June 11, 2016, 10:52:29 AM »
First, I just made a bunch of test levels where I tried out the level editor. It was just throwaway work so I never saved any of it. I tried to figure out how to script but didn't quite understand how to make it work until I found PJBottomz' scripting tutorial. Then, one day, because I was bored, I made a replica of Space Station from the main game. However, due to a VVVVVV crash, I lost some work of it, including the entire Doing Things The Hard Way puzzle, which I never bothered to recreate at that point. From this I got the idea that I wanted to make a level that was a revisit to VVVVVV. I struggled at trying to make a tower level though, until I realized the simple fact: You can't (This is something I refused to accept, and I've spent countless time trying to pull it off until I eventually gave up, several months afterwards). Then I discovered Stalefish's level and messed around with internal scripting, reverse-engineered the internal scripting engine, and tried to find a way to do it in the 2.1 beta (because I saw that there was a lot of stuff the main game did that you couldn't do in custom levels...). I remember messing around a lot with say and reply once I figured that was probably the most likely source of an "entry point" to the internal engine, inspired by what Stalefish did. After a lot of messing around, I discovered:
say(-1)
alarmon

And then I made Back to VVVVVV, my first "proper" level. Also, funny thing, a lot of people seems to have liked it, but interestingly, Terry never ever gave any comments on it himself, something that disappointed me during the beta stage (from what I've seen in the forum in general, I've always seen him give excellent feedback, so I always wanted it). Too long I guess :P

13
VVVVVV Help / Re: Platform speed
« on: June 11, 2016, 10:36:47 AM »
If you don't want to use Ved, it is "platv" (platform velocity I guess) in the room xml lines.

14
VVVVVV Help / Re: Ingame time?
« on: June 08, 2016, 12:44:14 PM »
DO NOT
Dav didn't mention it rolled credits after
So

Do this:
gamestate(3501)
delay(50)
gamestate(0)


Or something
I forgot about that. It also unlocks flip mode now that I think about it, didn't FIQ remove it from Back to VVVVVV for that reason?
I did, kind of. It is still there, but I had to replace the game complete window with a level complete one.

15
Everything else / Re: Terry
« on: May 19, 2016, 12:24:21 PM »
I'm unlikely to add anything new to VVVVVV at this point (it's six and a half years old now!), and any updates I do in future will just be to fix compatibility with new operating systems, and things like that. Adding new features to custom levels (e.g. custom PNG minimaps, tower levels, fixing behaviours like how cutscene bars work) would branch the game into an old custom map format and a new custom map format, creating compatibility issues, which I really don't want to do!

What I *could* see happening are additions to the map editor that don't break the current map format - like, it'd be cool if there was a switch to allow internal scripting that automatically took care of implementation in the background. That sorta thing!
I have a feeling that merely mentioning that will make people ask you for that for a while ... ;p

2.1 already introduced compatibility issues -- the ability to have say()/reply() commands with more than 5 lines. Which is obviously backward compatible, but I assumed you meant forward compatible? (2.2 can play all levels that 2.0 can, except for that one level relying on the 2.0-only internal scripting bug (The one by Stalefish), but the reverse is not true. Backward compatibility is easy, forward much less so)
Personally if I had the time, and were the author of VVVVVV, hypothetically, I wouldn't mind add features that enhances the game experience to player levels, as long as it can fall back gracefully for people with outdated versions. In your examples, there's actually one feature that would fulfill that -- custom minimaps (Hell, 2.0 doesn't even have a map in first place!)

EDIT: Besides, why is this not in the VVVVVV board?

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