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Messages - Balneor

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VVVVVV / Re: Someone did an any% speedrun of [II]
« on: October 25, 2019, 12:35:11 PM »
Oh, looks like he has downloaded and used the first quarter of my level compilation. Thankfully a comparison through Ved shows that nothing has changed between this version of the level (Which could have been slightly altered) and the author's download, so his speedrun remains legitimate. Regardless, very nice to see.

VVVVVV / Re: VVVVVV Records: No Death Mode, Super Gravitron, Time Trials
« on: August 21, 2019, 12:09:11 PM »
Hey. This is a bit unrelated to this topic, but I just want to let you know that, the ArchiVVVVVVe contains very few levels compared to what this forum really has (After more than 8 years). As an quickly made estimation, there's pretty much over 800+ different customs to play here (Granted, with greatly variance in quality, and downloading levels may become tedious after a while), compared to the mere 170 from that compilation pack. So be sure to check out for more :viridian:

« on: August 11, 2019, 12:04:28 AM »
RIP One day too late Hey everyone :viridian:  New update with this 5th pack, containing 24 new levels made since last year (Although didn't include any of the recent contest levels). Dimension Colored I had removed in the past, but decided to add back again. Also included two new levels in the "Big Customs" folder... pretty much already it.

Ok, so more seriously. The header didn't hide it, this will indeed be the thread's last update.

The main reason (that can't be avoided no matter what) is that I'll soon have way less time to spend maintaining it.

Secondly, the pack itself currently has a lot of issues. The prime example is that I called this a fun quality pack aimed at anyone who wanted to simply have fun, but I doubt that'll be the case. Because fun is a strongly subjective concept that varies depending on one's skill over the game among other factors, the amount I thus had with all these levels here will drastically be different than anybody else. Almost all of these customs are gameplay-themed levels, and if not I usually get rid of what slows me down in order to get to the gameplay faster (That means removing some commands from scripts, or them entirely). And, some of them may be very bad, or with close to no gameplay at all, but that's because then I can just run through the place very quickly (Many of Pattoo1234's levels), which in my tastes is another type of fun to be met in this game.

So good luck having any actual fun with this pack. After all, it used to be a private compilation for quite a while but I strangely decided to make it public, without properly considering these facts. Now there were other motivations for doing this, some written in the first post. It was only with good intentions, but that alone won't hide the issues.

And last, I don't know if modifying levels, and (separately or not) distributing them without anyone's permission / knowledge is a good thing to do when making compilations in general. The problem is that this much imperfection to fix / find solutions about, would ask for too much time than I currently have. Having this in mind dissuades me from wanting to do anything with the compilation again... For now, and for the big future.

Excuse such a poor ending of a post, I honestly just want to get this over with.
For better or worse I will keep this compilation downloadable, maybe it will be disabled in the future idrk. Make a comment if you want one of the showcased levels to be removed, or for anything else, I can't imagine what. Still, all the way through it was a very nice time for me so I want to thank you all for this journey.

VVVVVV Levels / Re: bedwars: the movie
« on: August 02, 2019, 02:43:17 AM »
Strongly approved.

Everything else / Re: Only true VVVVVV fans still check the forum.
« on: July 12, 2019, 03:03:14 PM »
I personally check it at least twice everyday

VVVVVV Levels / Re: Green Dudes Can't Flip (A Chief Verdigris Stage)
« on: June 18, 2019, 02:24:02 AM »
Hey dude, how can I download your level ?

Your link brings to the front page of Discord. Are you trying to send your server link, the level being there ?

VVVVVV Levels / Re: Vndertale!
« on: June 16, 2019, 05:49:20 AM »
Pretty damn accuracy as well as impressive, nice job.

There are a lot of things to talk about about this level technically-speaking, so much that I don't feel like writing it all. Instead, here's a list of the most relevant issues :

(Picture 1) In the room (6,9), if you flip to the ceiling right above the trinket, then flip back down to collect it while triggering the cutscene, a glitch about Viridian getting stuck in place forever will be triggered. This glitch carries over to everywhere else in the game, making it unplayable as a whole. The usual way to get rid of it is to reboot V6 back. Fortunately it can only happend in this location of the level. To make sure the player won't trigger it by accident ever again, extend the script up to the ceiling, that way you can't trigger both at the same time. A similar glitch occurs upon doing the combination of triggering a script and saving a crewmate.

- - -

All of your dialogue scripts repeat. In the long run and for the player this wastes time, breaks the flow of the gameplay and doesn't make a lot of sense in the story.
You can design the level in such a way that the player will never cross them ever again (like in a one-way, linear room progression, or section where the player can not or has no reason to go backwards).
But more conventionally, we use what's called a "load script" to get rid of this problem. This uses flags, so if you don't really know how to use them, simply copy the code back :

Inside the script that the player will cross in-game (Let's name it "important"), you want to write these two lines :

Make sure that nothing is written inside the script named "stop" (You can name it whatever you want, even filling in nothing at all works).
The script "loadascript" (Once again, name it all you want), is where the dialogue needs to be added at. At the end of that particular script (Or the dialogue end), do not forget to write this crucial line :

"x" represent the number identity of the flag, and you can use up to a hundred per level. Make sure that the same one is used in both instances of its utilisation, in the mother script "important".

Doing that, scripts will never repeat again.

- - -

Here's yet another bug in V6 regarding dialogue. If 17 or more dialogue commands such as "say" or "reply" are used in a row with nothing else in-between, one of the following textboxes will not show up, missing parts of the story. Furthermore, the game crashes if you press the buttons to keep clearing the text(Fastforwarding), a bit too quickly. A fix is to add a delay command between the dialogue commands, and that before the 17 limit:
That command normally freezes Viridian. But it can be used to fix this issue for unrelated reasons. x is a number used to determine the length of the delay. For instance, half a second of wait for Viridian is roughly a value of x = 15. Choose what value you want, but never below 6 or it won't work.

- - -

In a few rooms (6,3 & 9,8), there are a couple unfilled roomtext entities . Why is this a problem ? Well, due to yet another glitch in VVVVVV, these empty roomtext will sometimes be filled with completely unrelated text (Either coming from the level itself, or other customs). Not only can it be off-topic, but that text can also overlap with other ones, making reading impossible.

Maybe I'll write more later. But anyways, this remains very cool despite all of this.

I fixed all of the bugs(at least the ones in the post lol) and I ensured that the said trinket is possible.

Well actually, upon checking the level again I see that the unfilled hole issue in the 7th image (And in other rooms, at least five more) is still there, as well as the collision errors in the 4th, 6th & 7th & 8th, looks like only half of the problems are fixed :verdigris: I also forgot, but (3,3) has two of the checkpoint +diss° platform problematic setup. I would say only the first one (at the bottom) is worth fixing, as the one on the top will not cause much issue, since going to another room "resets" the progression of the crash-inducing glitch.
But all of this isn't much of a big deal, I understand if you want to move on.

That trinket still cannot be collected, however. Not because the place it is in (5,7) is impossible, but rather because that room isn't even reachable to begin with. Unless I am wrong, and please say it, the singular, only way to get even near it is to get to (13,8) then get through two warp-tokens. But you cannot go to 13,8 in the first place because of the (Now visible) wall blocking the way in the room with the "power" text (12,8).  Just to be sure, here are the two rooms side to side.

The trinket room itself is pretty simple, yea. On the other hand, (7,11) is ridiculously difficult because of the jump to the top (Where Viridian is) being just barely doable, and it is fair to say that if you do not know the game's physics well enough, that jump is simply not clearable (And doesn't look like it anyways). Removing one block from the column should make it reasonnable again.

Anyways, hoping you manage to make coins working (Unless it's just trinkets). Maybe join the :viridian: Discord, if you use it ? Your Museum level is also not too bad, was a little entertaining.

VVVVVV Levels / Re: Your best Friend File Fixed now! Thanks!
« on: June 12, 2019, 02:13:47 PM »
Saw and finished the level. It's pretty alright for a first creation (If this is not mistaken ?).

Here are some small issues with the level :

(Pic 1 to 8, left > right / up> down) There's a lot of collision errors / ways to clip through walls and get out-of-bounds. Whenever you have a one-block gap between another tile and a room transition (Like in this first screenshot), Viridian can get stuck if he enters this room from top-left, and basically slide upward through the level.

(Pic 9) A couple more screens than what I am showing here, have unfilled holes in them. Looks like an oversight.

(Pic 10) Try to avoid putting checkpoints on top of disappearing platforms, if you can. Or have a one-block gap in-between them. When the player respawn, that platform begins to glitch out by using other, unintended textures, until a crash occurs.

(Pic 11) Umm, not sure if we can really collect that trinket. The only inbounds way would be to get to the power zone at the right of (12,8), but there are invisible blocks preventing us from accessing there.

Sorry if this isn't particularly helpful, didn't have a lot of improving suggestions to write this time (Also not my most thought-out post)...but whatever. Nice :viridian:

The only notable problems in this level, are repeating scripts and "staying black cutscene bars" glitch.

While we can clearly see that Chara was certaintly aware of these problems, due to flag commands being used in scripts from time to time, they mostly were misused. At least concerning the scripts in (8,3) (12,4) (10,9). He should go for a "load script" type of command. Here's a quick summary, from one of my recent posts :

create a script called "story" containing story elements that you want the player to trigger and see.
Inside "story", write only this :


It's important to know that there should be absolutely nothing inside the script named "stop".
Inside the one named "loadascript", there should be the story, but make sure that the flag is activated when you access that script.

Besides, there are a lot of very minor issues, like an unfilled hole (12,7), player getting seemingly stuck if he enters the room in (4,8) while having reverse gravity, possible wall-clipping at (5,1)...
But it's stuff that won't annoy the player very much, if at all.

Either way, this remains functional, and is part of distractionware's VVVVVV community history.

VVVVVV Levels / Re: My Levels
« on: April 29, 2019, 12:34:39 PM »
Hey dude, that's nice to see. I found a couple issues, mostly during the gameplay portion :

(Picture 1, left > right / up > down) The room name hides the ground we walk on. It may not be of a huge inconvenience here, but it definitely can be problematic in others situations.
Unless it is part of the level design, I would suggest trying to avoid it, when realistically possible.

(Pic 2) There is a unfilled hole at the bottom-left corner.

(Pic 3) This script repeats. In 99% of such cases, this wastes the player's time when he retriggers it, while not making a lot of sense either (The other 1% are for intentional design choices).
While this issue can be "dodged" if you make sure the player never crosses them ever again (Like in a one way, linear level or section where the player is not expected to go backwards), this one is guaranteed to be triggered more than once, statistically.
I saw that you used flags, that's very nice to see. There is a way to fix this issue by using them. The technique is called a "load script" :

create a script called "story" containing story elements that you want the player to trigger and see.
Inside "story", write this :


It's important to know that there should be absolutely nothing inside the script named "stop". Inside the one named "loadascript", there should be the story, but make sure that the flag x is activated.

By using this technique, you can make cutscenes stop repeating themselves, such as this one.

(Pic 4 - 5 - 6 - 7 - 8 - 9) The rooms labelled "Short run", "...again", and "Entrance With No Maze" (4, 5 and 6) have a lot of collision errors, and missing transitions.
Between 4 and 5, the player is instantly thrown at the action without much warning. He can also get inside the wall in 4, if he ever goes back for one second.
Between 5 and 6, it's the same deal. You are supposed to enter 6 from the bottom, but nothing indicates that it is the actual way to go. And a wall is blocking the transition off to 6, so the player has an even greater chance of getting stuck inside the tiles.
6 has a lot of collision errors.
In 7, 8 and 9, I give a repaired look and overview about what these 3 rooms could shape up to be.

In any cases, I hope these couple points will help you improve your buildings skills. I don't know if this is one of your first levels, but it is more than fine to play. Hoping to see more of you man :viridian:

VVVVVV Levels / Re: Balneor's Fun Level Pack
« on: April 21, 2019, 06:36:03 AM »
And now we've gotten full circle with this update ! Last quarter pack updated to v1.2. I want to recall that most of these levels are slightly altered versions of the ones you can normally download from the makers. It's mostly bug and small gameplay related alterations, in order to make the customs less annoying to play in some places. You should be able to retrace them back if wanted.

List of levels that were removed from this pack :
The V Flip v1.1 (Stylzm), Tower of Doom v1.1 (PyNe), The Satellite Base (LucasK), The Colour Spiral (Derp Department), The Spikement (Prrg), Vacation Wrecked Demo (510lliw), Vex's Stronghold (Damn It AL to Hell), Villi Searching (Veec7), Viridian to the Future (Starspire & Veec7), VVVVVVII (ChristaMoose), VVVVVV Adventure (Shape worrior t), Zany Protocol (Flamingbanana).
Making 12 levels to be removed and 66 remaining. 279 total in this entire compilation.

I'm happy that this long "quality-control" project of mine has ended, at last. That doesn't mean there won't be any more updates coming up. I have one brand new, fifth pack planned for the one-year anniversary of this topic. Not much we can do there, aside waiting up for that time to come and for people's new creations to arise. So see us then again, in a couple months.

« on: April 15, 2019, 09:35:52 AM »
An alright level, it definitely has some its entertainment value. Welcome :viridian: I liked that one obstacle that's supposed to be a congregation of spikeballs, looked neat to the eye.

While it is fairly playable, a few issues (one notably) drags that aspect down a little bit.

(Pic 1 & 2, from left > right / up > down) By far the biggest issue in your level. There is an over abundance of "blind drops" segments (And especially in that second area), where you blindly fall through unexplored and spikes-filled rooms at lightning speed, not having any way to react back to the challenges whatsoever. They just cause unavoidable deaths, and honestly more harm than good.
As the maker this may not be of an issue at all (Because he knows the layout well), but players are guaranteed to die at least once for reasons unrelated to skill. As such they're quite annoying and unfun to deal with, and even more at large numbers.
This room, although not that big of a deal in retrospective, remains an example of this. You are supposed to get to the room above by removing the grav. line using the terminal, but you'll die there almost immediately because we aren't expecting the need to move left. Bit of a time waste in my opinion.  Of course, it depends on the difficulty of such section. If you're likely to die at least a couple times on it then that's okay, if however the section can be summarized with "Don't stand in the middle / left / right", the kind of stuff you can beat 100 times in a row, then all things considered it should be scrapped.
Still, I saw that in a few places you gave the player hints or prior visualisation to these, which is a good way to make them more tolerable. Using room text (> v < ^) works nicely too.

(Pic 3) By doing a trick called a "line clip", it's possible to pass through horizontal gravity lines like the one at the start. It consist in pressing the flip button twice and very quickly, but only if the line is close enough to the ground, like here. Moving it two tiles up will disallow it.

(Pic 4 & 5) About aesthetics. This ceiling does have spikes on one side but not the other. It's hard to explain but it doesn't look right. On top of that the player might accidentally die if he ever go from 5 to 4 and up from the ceiling.

(Pic 6) The idea behind this hint is good, but it itches me that its gravity line counterpart isn't there. Here I simulated this idea with the painted white line. The terminal could then be destroying it.

(Pic 7) This part is a lot tougher than it looks, and it feels out of place in this otherwise pretty simple to beat level.


Despite the blind drop problem, this fully built 11x11 level remains very playable, which is more than fine :viridian: Is that one of your first customs ?

Everything else / Re: Hi.
« on: April 06, 2019, 01:42:34 PM »
hi. Please.

I used to play VVVVVV all the time but I really only play it sometimes now (sometimes = not very often at all)

Yeah I did this to fulfil the little ember inside me saying "make an account on the distractionware forums". I may seriously post here though


Awful joke aside, hope you'll be having it chill. The place might not seem much alive, but it definitely is (At least behind the scenes, in the Discord server. Both places have important uses).

VVVVVV Levels / Re: My first level: maze
« on: March 27, 2019, 02:40:05 PM »
Alright, finished it. The hidden exit part wasn't as painful as I thought. Anyways, I keep what I say about this maze being very well put together, it's pretty impressive.

Here are the couple issues I mentionned earlier, found a couple others in the meantime. Nothing huge, but still :

(picture 1, left > right / up > down) 3-tiles vertical openings are known to be problematic sometimes - Viridian can't always enter them, depending on your position. There aren't a lot of them fortunately, but these two (Circled in red) are used many times over a playthrough. For example, in order to enter the left opening, you must use the moving platforms, and not like the actual ceiling / ground. Even worse with the right opening, you must come from the room above, and not from the ground. Anyways all this is to say that it would be good to make these one tile wider, so we can enter them with ease and not lose time.

(Pic 2) A bit of an oversight. In most of the small trinket sections, it looks like you usually put a checkpoint in front of the way before the trinket. This is to ensure the player has to beat the challenge in reverse afterwards. But this one probably was an oversight. It's possible to superimpose a cp and trinket onto the exact same position on Ved, and you can only touch both these at the same time... Unless if there is another checkpoint in the same room that the player uses, and if he presses R the frame before touching those overlapping objects. Which can happend in this room, so it may not be a good solution... unless you move the right checkpoint to the adjacent room, but that creates a new problem. Not a big deal either way.

(Pic 3) Upon first playthrough, I almost missed the script on the ground by entering the room from the ceiling.

(Pic 4) Small collision error, you can clip through the wall and move up. There are spikes above so this endeavour is useless, but it's here nonetheless.

(Pic 5 & 6 & 7) Relatively the biggest issue here. But once again, it's very minor and doesn't appear much elsewere. One thing these three rooms have in common, is that the moving entities are synchronised in such a way that, you'll have to wait a couple seconds for most of the attempts, which quickly gets annoying (Personally speaking). The solution is again pretty simple, mostly about moving the entities to other positions and testing the section's flow. It's a very common gameplay issue.

(Pic 8, last) I can't get back down from the top. This happened because I realised the left path was leading to a trinket, and thus attempted to go back. Truthfully it isn't that much of an issue, because it's required to go through that section a handful of times for completion, so there will other attempts. But it seems not tested. The whole portion could be displaced (Everything to be moved one tile down, and ennemies to be synchronised in order to make the descent possible), but that might not do good... Whatever happends :verdigris:

So yea, those are my thoughts. Definitely something worth playing, although it might not be for everyone. All good :viridian:

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