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Topics - PJBottomz

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1
VVVVVV / 2.2, ever?
« on: May 03, 2012, 02:25:45 PM »
Even though it appears that the initial buzz from VVVVVV's release is over, are you ever planning on releasing 2.2? I was so looking forward to some of the things you promised.

(And I'd appreciate a version without the pause screen, still. ;))

2
Everything else / My Realization
« on: May 02, 2012, 03:49:49 PM »
I was incredibly rude in 2011. :o

3
VVVVVV / When is 2.2 coming?
« on: January 14, 2012, 08:13:01 PM »
I've been wondering about that for a while. Do you have any idea when it'll be ready? I understand that you're probably busy with other games, so any time is acceptable.

4
At a distance / Technicolor Yawn?
« on: December 07, 2011, 06:17:35 PM »
Looking at the screenshots of At a Distance (which I can't play because I have no friends who live nearby), I have to ask: why the bright colors? Wouldn't that be painful on some one's eyes to look at after an hour or so?

5
VVVVVV Levels / "Playerz" (test) by PJBottomz
« on: December 01, 2011, 05:16:21 PM »
So, I finally came up with a new concept:



So, technically, this is what "Playerz" will be about. You have to switch between two different players, Viri and Dian. I haven't totally worked out what Viri can do (possibly something with coding [aka terminals]), but Dian can destroy gravity lines and warp tokens. You'll have to use them in different challenges to complete the level and not die. There are also seperate challenges you can do to get some trinkets that will be completely optional. If you collect them all, you get a surprise at the end.

There's no actual indication that you are switched (since there's no color changing code yet) besides a message displayed when you change. I'll probably add terminals at the start of a challenge to tell you exactly who you're playing as so you don't go through a whole challenge as Viri and end up dying when you can't remove the gravity line at the exit.

Now, this won't be out very soon. Obviously, this is going to take me quite a lot of working. Working out the changing system is done (this level is to test it to see if there are any bugs that I should take in mind before I start on the main level), and I'm sure a checking system would be easy. I might go through with the coding system, but if you have an suggestion for Viri's [must-be-possible-to-script] ability, feel free to let me know about it.

The challenges themselves shouldn't be too terribly difficult. Considering that you have to keep track of who to use on a challenge and what is being needed, I'll make them simple enough to complete, but hard enough to satisfy. I also have the idea to have a terminal tell you what the challenge is, and who you need to complete the challenge (which will be more fun in the final challenge - where you decide for yoursef! :D)

So, that should be all. Download the test, play it, and give me some feedback (this is just a simple test with 2 unnamed rooms, 2 spikes, one crewmate, and one player-changer, so don't get to hyped up for it.)

6
VVVVVV Tech Support / Colored-Text Glitch
« on: November 14, 2011, 06:18:31 PM »
I've kind of noticed this while using colored text...







It's just a guess, but I think the code for the colored text is saving the color and posistion of the command as a variable for the certain script, and any "say" command that doesn't have another crewname command on it will color as the most recently used variable. So, technically:

Code: [Select]
say(1,victoria)
[text stuff]

is doing this:

Code: [Select]
victoria = A
and the terminal "say" command checks this:

Code: [Select]
check variable(a)
if a=True goto colorcode

so, that makes:

Code: [Select]
say
[text stuff]

produce colored text, even though it's technically the "say" command for terminals. Now, if you put:

Code: [Select]
say
[text stuff]

say(1,victoria)
[more text stuff]

say
[even more text stuff]

The last "say" command will be colored, even though it's not supposed to be colored.. This problem could be avoided by having a variable for the grey/centered text, but this is just my theory.

Terry, your thoughts?

7
VVVVVV / Pause-Screen Request
« on: October 10, 2011, 02:50:05 PM »
Since the 2.1 version has fixed the pause-screen issue, it's become impossible for me to take screenshots or make recreations. Is there anyway I can make it so that it doesn't show the Game Paused screen when I click on another window?

8
VVVVVV / Lab Tileset w/ Single Tiles for Blue Color
« on: October 08, 2011, 06:25:41 AM »
Down below is the Lab tileset that I added something to - the missing single tiles for the blue color!

I've test it, and yes, tiles work fine. They are solid and you can stand on them.

Now, design away!

9
VVVVVV Levels / Roadtrip to the Moon by Rox (PJ Version)
« on: October 07, 2011, 05:42:25 PM »
DISCLAIMER: I do not own "Roadtrip to the Moon", nor did I create it. This level belongs to it's respective owner, and can be removed by the owner's request.

Hey guys! So, besides helping people with scripts and recreating stuff, I also edit people's work (because, technically, it's avalible for use in the editor if it's a vvvvvv file.), and sometimes try to make it more interesting.

Today's level is: Roadtrip to the Moon by Roger Svanlund (aka Rox)

Rox is best known for having three levels included with VVVVVV, "Roadtrip to the Moon","Line Wrap", and "Golden Spiral".

"Roadtrip to the Moon" is one of my favorite levels on VVVVVV! It features a bunch of difficult challenges and shiny trinkets, and short but difficult final challenge. But, I found some problems with it (well, problems to me) that I didn't like.

First, it was made in the 2.0 version, so Rox didn't have the use of Direct Mode or coloured text. Not that the text mattered, because THERE WERE NO SCRIPTS. That's a serious crime to me, mostly because there's no storyline. Sadface.

Anyway, I spent the last few *cough*4to5*cough* hours adding a storyline! I've thourghly tested each script to make sure it functions properly. There are 4 different endings, all of which depend on how many trinkets you get. See if you can get them all!

I've also used Direct Mode to make a few minor fixes. Try to spot them (as long as you can avoid stuff while falling and looking somewhere else *hint*)

Screenshots (Original Version):



(Rox, if you don't want this to be avalible, I can delete it. It'd be no problem. I usually keep these edits as my personal version. I don't know why I felt the need to share this. :P)

10
VVVVVV / An Important Question for Terry
« on: October 07, 2011, 12:59:55 PM »
You said there was going to be a way for single script execution. Will it be a code or some kind of property-like thing you have to set? If it's a code, should I futureproof my scripts with it now?

11
VVVVVV / PJBottomz' Time Trials
« on: September 30, 2011, 06:12:28 PM »
Sorry if you don't want this to be here Terry; you can delete this if you want.

Here are my runthroughs of the Time Trials:

1. Space Station 1
http://www.youtube.com/watch?v=MWqIk305PoU

2. The Laboratory
Coming Soon

3. The Tower
Coming Soon

4. Space Station 2
Coming Soon

5. Warp Zone
Coming Soon

6. The Final Level
Coming Soon

12
VVVVVV / Viridian is a Girl
« on: September 28, 2011, 05:09:27 PM »
This was a link on an old topic to a blogspot of a girl who makes dolls of characters from popular games and TV shows. I found this Viridian doll (which is awesome), but read the text next to it:



... That just completely changes the entire spectrum of VVVVVV (no, I'm not sexist). But hey, that means that there aren't 4 boys and 2 girls on the DDS Souleye anymore!

:viridian:Does intergalactic space travel make my butt look big?

13
Everything else / Advertisers Galore?
« on: September 26, 2011, 10:28:21 PM »
I've been noticing that people are actually come to advertise stuff on here. Usually, when you click on a topic with a link that says something OTHER than a level, it'll contain info about cheap deals and a link to a website.

The best thing to do is to report this to Terry by clicking the, "Report to Moderator" button, and putting the comment simply as, "This message is spam." I've done this many times, and Terry gets rid of each advertiser, and the forum is all good.

I would like help on this though - if you see a suspicious topic, check it out, and if it's spam, report it.

Together, we can keep distractionware distracting with levels, not deals on stuff no one wants. :viridian:

14
VVVVVV / Lollipop
« on: September 18, 2011, 11:22:13 AM »


^_^

15
VVVVVV Levels / New WIP Level
« on: September 18, 2011, 06:27:02 AM »
I recently started working on a new level. It's kind of like CCCCCCCCC - 10 zones, a hub, and a final level. The hub is about 5x3, and the first zone (which has already been designed) is four screens long and one screen down. Of course, I'm planning on making the next few larger.

Here's two shots of my favorite screens from Zone 1.


"Under Pressure" is my absolute favorite room in Zone 1. It's a tribute to my favorite room in VVVVVV, "Not As I Do." Yep, I'm a nutcase.


"Row-Pez and Pull-Ease" comes a close second to my favorite Zone 1 room - mostly because of the name, but because a moving platform riding along a gravity line is the shit. It looks freaking awesome.

I'm not going for heavy scripting like I did in, "This is Portal", but rather for the quality challenges of the rooms. In fact, I've been reconsidering some of the stuff I did in the first zone because it's so hard. The only scripting I've placed so far are the scripts that give access to the Zones. The trinkets are keys to getting in, and you get them at the end of each Zone. The number of trinkets you have determines which Zone you get into - 1 trinket for Zone 1, 2 trinkets for Zone 2, and so on. The first trinket is given to you in the hub area, and then the rest are in the zones.

I don't know when this will be finished, and I can't place a deadline for it. I'm not really rushing this level.

So, thoughts?

EDIT: Demo updated - contains zones 1, 2, 3 & 4, and a two-screen non-challenge intermission level.

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