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Messages - xtravisage

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VVVVVV Levels / Re: TVVVVVV Tropes - The mashup that no one asked for!
« on: February 05, 2019, 08:21:14 PM »
I'm aware that this page is a bit old, but while playing this custom I've experienced a small inconvenience that caused a major repercussion in my playthrough, :violet:

Because I had the curiosity of going back to the previous room, after having cleared the final dialogue and saved at the last checkpoint, the warp tokens which were originally blocking my path suddently came back, and since I couldn't trigger the dialogue that makes them disappear anymore, I was basically softlocked and was forced to re-complete the entire custom from scratch, which I was determined to do.

Here's a screenshot of the mentionned room :

Now I tried to hide it for spoilers sake, but there doesn't seem to be such function here.

The fix would be to make those said warp tokens disable forever, even when leaving the room or loading a save-file at the end. Or removing that checkpoint, although that would just get around the problem itself. That's probably not going to happend any time soon, but I'm warning.






Also hi, I'm new here :viridian:

Wow gosh, I haven't checked this thread in a while.

Uh, yeah, I'm not too surprised I left a glitch like that in.  I was usually pretty good about keeping flags set and stuff but I'm not surprised I got sloppy towards the end, haha.  Not much to be done about it now, though, I guess just be advised to not leave that room once you enter.

(one thing I will throw out there.  There's actually a secret ending in this little game.  Now, that ending will probably also be slightly messy, but let's just say you don't technically have to save all the crewmates to reach the end)

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VVVVVV Levels / Re: TVVVVVV Tropes - The mashup that no one asked for!
« on: September 01, 2017, 09:07:34 PM »
Great level, I loved the theme of the rooms named after tropes and 'Breather Boss' made me laugh. Some other sections were really tricky though, I was proud to get through it without having to use invincibility.

Thanks!

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VVVVVV Levels / Re: TVVVVVV Tropes - The mashup that no one asked for!
« on: August 29, 2017, 05:51:43 AM »
Not since "The Jaunt" have I come across a level so clever in concept, and yet so over-the-top with its difficulty.  "That One Boss" in particular drove me to the point of turning on invincibility, as did most of the last section.

In fact, I can't see how "That One Boss" is possible in theory, much less in practice.

Thanks for the feedback!

Yeah, I really should've playtested this more with other people.  It's kind of hard to gauge difficulty when I'm the designer and I know exactly what to do.  I was never fully satisfied with That One Boss; the idea was supposed to be to watch its pattern and wait for just the right moment, but I just sort of got used to waiting about 9 bounces of the first enemy and then running, which works but is kind of unintuitive.  I may have to go back and redesign that.

Were there any parts that did hit the right balance of difficulty for you?

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VVVVVV Levels / TVVVVVV Tropes - The mashup that no one asked for!
« on: August 25, 2017, 11:21:52 AM »
Hello all, I made a level!



It started with the idea of a VVVVVV level where every room name is a page on TV Tropes, with obstacles based on that trope, and it kind of spiraled out of control from there.  Long story short, I finally got around to finishing it after like 3 years, and it's ready to be played!  There's 6 "dungeon" areas to go through, each with its own theme and a boss fight at the end, plus some fun dialogue involving the crewmates and the mysterious villain.  It doesn't fill the whole 20X20 grid, but it's pretty sizable.

You can get it here.  I also attached the a zip file if that link doesn't work.


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VVVVVV Help / Move while running a script?
« on: July 22, 2015, 07:16:14 PM »
I'm making a custom level and I'm going to have a big escape sequence at the end.  I want to use flashes as a part of this, and I figured out a way to make the screen continuously flash.  Problem is, :viridian: stops completely whenever the script runs.  Is there any way to make the flashing happen in the background while :viridian: moves, or will I have to just do something else?

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VVVVVV Levels / Re: SMB X VVVVVV: A Retro Crossover (FIXED)
« on: July 03, 2014, 01:02:01 PM »
I've played through the level, including the first version which you claimed was impossible, and beat it just fine. Just saying :P
Huh.  Good to know.  I guess you can pass that gravity line.

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VVVVVV Levels / Re: SMB X VVVVVV: A Retro Crossover (FIXED)
« on: July 02, 2014, 11:29:20 AM »
What I mean is, you're too big to fit through.
No, you're not.  Like I said, I've played through these screens.  They're not impossible.

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VVVVVV Levels / Re: SMB X VVVVVV: A Retro Crossover
« on: June 28, 2014, 01:29:00 PM »
The Golden Knot, Bowser's Spiky Castle, Deadly Body Hair...
Oh no, trust me, those are very possible.  I tested them out myself.  They're difficult, but quite possible.  Assuming the download didn't corrupt or something.

Anyway, please, if anyone else has played it, tell me your thoughts!

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VVVVVV Levels / Re: SMB X VVVVVV: A Retro Crossover
« on: June 26, 2014, 04:41:17 AM »
At some points, spikes completely block your progress. You can't pass them. Please fix  :viridian:
There shouldn't be anywhere you can't get past.  Which screen(s) are you talking about?

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VVVVVV Levels / Re: SMB X VVVVVV: A Retro Crossover
« on: June 25, 2014, 04:02:32 PM »
There are some of terrain errors. The game is impossible. Please fix.

Where?  I tested it several times and I didn't see anything.  What do you mean by "terrain errors"?

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VVVVVV Levels / SMB X VVVVVV: A Retro Crossover V1.1
« on: June 24, 2014, 10:30:05 AM »
Hello all, this is my first custom level.  It started out with me trying to put level 1-1 of Super Mario Bros. into the creator for fun.  But it kinda just morphed out of control from there.  It's got two Mario-like levels, two VVVVVV-like levels, and a final level.  I also started it way before I knew you could expand the grid, so it's only 5x5, but I crammed as much as I possibly could into that grid.  In any case, it turned out pretty good, quite difficult (at least, by my standards) and with a bit of humor here and there.  I won't spoil the plot or anything (the most gripping plot in all of existence! ::)), but you do rescue  :verdigris: :violet: :vitellary: :victoria: :vermillion: these guys.  Anyway, play it, have fun, and tell me what you think! :-*

EDIT: I have replayed the level and fixed a few things.  I also got rid of a gravity line near the end that unintentionally did make the game impossible.  Very few changes to level design, but one typo fixed and a warning added at the point of no return to avoid an entirely possible unwinnable situation I didn't foresee.  Sorry if anyone was affected by that  :'(.

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