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Topics - Whirligig

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1
VVVVVV Levels / Request for level designers
« on: April 01, 2013, 04:16:52 PM »
For those of us who use Mac, could you possibly make a habit of putting [1.1] or similar at the end of level topic titles that are 1.1-only? I would appreciate being able to tell without looking in the topic whether a level will run on my computer. Just a suggestion; I don't mean to sound needy or whiny.

2
VVVVVV / Flip Mode ... interesting thought
« on: March 17, 2013, 10:50:18 AM »
Ever notice that in Flip Mode, you could technically play as if it were normal mode, and the keystrokes used to win are exactly the same? So hypothetically, if you could open two copies of VVVVVV, with one set to flip mode and the other not, and both could detect keystrokes ... you could play both at once!

4
Super Hexagon / Feature Suggestions Topic
« on: September 29, 2012, 11:46:47 AM »
I'm creating this topic so people can post feature suggestions for Terry to see.

For starters, here's one that I'm sure not everyone has thought of. Seed the random generator every time you start a game based on the current time (up to the minute but not seconds). If you start multiple games in one minute, have an offset or similar. This is so two people can start simultaneous games and receive the same patterns without communication between devices. The disadvantage would be that people could hack their iPhones' date settings to get an unfair advantage in the leaderboards, but I wouldn't be too concerned about this.

5
Everything else / Forum news
« on: December 07, 2011, 06:34:49 PM »
It's been almost two years since VVVVVV was released. Shouldn't you update the News text in the upper right of the forum layout?

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Everything else / Oh look, a blog!
« on: September 15, 2011, 05:57:07 PM »
http://whirligig231.tumblr.com/

Check it out! I guess I finally have something to put in the website field in my levels ... :P

7
VVVVVV / VVVVVV Level Editor Feature Suggestions
« on: August 26, 2011, 06:39:51 PM »
This is NOT the *other* feature/bug thread. This is about entirely new gameplay ideas.

First of all, there's no guarantee that any of this will end up in the game. My idea would be to create a more extensive scripting system and have custom scriptable and collidable objects, but maybe that's a bit too much to ask for.

Anyway, ideas:

-Sticky floor - floor that you can't move on, but can flip off of. (Idea by Sendy)
-Floor (not sure what it would be called) that you can move on but can't flip off of.
-Floor that you can't move on or flip off of. :vermillion: Just kidding.
-A separate kind of wall that can be destroyed in a script (so you don't have to use gravity lines or warp tokens).
-Horizontally scrolling towers.
-Water (I'm not sure how fancy this could be without breaking the C64 style).
-Controlling which rooms exit where.
-Mobius strip, Klein bottle, and projective plane rooms. (Warp options)
-Two-way portals.

I'm not going to update this post, so just put any other ideas in replies.

8
VVVVVV Levels / "CCCCCCCCCC Retold" by Whirligig
« on: August 25, 2011, 06:39:24 PM »
CCCCCCCCCC Retold
by Whirligig



Download (v2): Here
Modified vvvvvvmusic.vvv: Here
MP3 soundtrack: Here

"Whirligig is the creator of the other ASCII demake of VVVVVV, titled CCCCCCCCCC. It’s a really clever and well put together game, that, like Robson’s YYYYYY, brings lots of it’s [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).

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VVVVVV / Beat version 2.0 for the first time ...
« on: July 29, 2011, 02:10:49 PM »


I used a LOT of savestate abuse to keep my death count down (saving and reloading whenever I died). That's why my hardest room death count exceeds the total (unless that's a bug). I'm pretty sure the hardest room in question was Upstairs, Downstairs.

Before the second part of the Final Level (after the dimension is destabilized), I had only one death, which was the last 5 seconds of the Gravitron.

I like how my total flip count ended up being a perfect square. :viridian:

I got five trophies at once (game complete and all four low death counts). I later got five of the six Super Gravitron trophies at once. I'm not going to do the time trials until they're fixed.

10
VVVVVV / Level Difficulty System
« on: July 27, 2011, 05:09:29 PM »
I propose a system for including the level's difficulty in level topics (based on the PPPPPP naming scheme):

  • Peaceful
  • Puzzling
  • Problematic
  • Punishing
  • Preposterous

Thoughts?

11
VVVVVV Levels / "Variety Show" by Whirligig
« on: July 27, 2011, 01:32:47 PM »


Variety Show

I have to give Terry some credit for this one, because he implemented all of the extra bits I couldn't because I went on a trip before the editor could.

Anyway, this is my VVVVVV 2.0 level. It's pretty simple and definitely not the hardest. I tried to include a little of everything. The level design was a bit rushed, but I'm still okay with how it turned out.

Comments?

12
VVVVVV / Fushing the Limit
« on: May 20, 2011, 03:32:59 PM »
Fushing the Limit

Someone asked me recently if I had an extended version of Fushing Onwards. It wasn't my best work, and there were a few parts I felt like I should improve, so I've come up with an improved and extended version. Credit goes to SoulEye for the original Pushing Onwards and Positive Force.

SoulEye: If you have any problem with me releasing this, let me know by all means.

Link: http://www.mediafire.com/?p8auvdq8yr7gv2c

13
VVVVVV / I'm Blue
« on: February 20, 2011, 10:45:52 AM »
Is it just me, or is there some kind of connection between this song and VVVVVV? The protagonist is blue (if a light blue), and the tempo of the song almost perfectly matches the speed of the Super Gravitron as you bounce between the beams.

14
VVVVVV / Akinator again
« on: January 04, 2011, 04:52:25 PM »
Akinator (see http://distractionware.com/forum/index.php?topic=155.0) consistently gets Viridian in 20 questions now, so I've decided that maybe it's time to add a couple of related characters. I added Terry Cavanagh to the character list, but it's going to be a while before Akinator is able to guess him, especially considering similar people like Notch from Minecraft. I also added Violet, but I've only played her once so far.

15
VVVVVV / Séxtuplo Ve
« on: December 21, 2010, 03:03:01 PM »
And here's my next image edit:



I'm not sure if "pelotilleros" is the right word, but I'm too lazy to change it.

Translating word enemies might be tricky, though. For example, in the room "Hora de ponerse serios," one would have to replace "OBEY" with "OBEDECE," nearly twice as long. In "El Cuco," the word "LIES" would become "MENTIRAS" and the level would be a ton harder. Also, there would be other translation issues as well—for instance, in "Embotellamiento," the stop signs would say different things in Spain, Mexico, and the Dominican Republic.

This was fun to make, though.

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