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Messages - The Brass

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1
VVVVVV Levels / Re: Palace of Peril by Blublu
« on: February 24, 2015, 12:50:23 PM »
Just in case someone else still gets stumped on it:

It is possible to get stuck on the trinket in the yellow zone. The problem is that the only checkpoints which reset the 2-gravline just before the trinket are the three in the room below the 2-gravline. From those, it is impossible to reach the 3-gravline that unlocks the trinket without hitting the 2-gravline. The way back is blocked by the 7-gravline; the way forward requires hitting the 2-gravline at least once. If the 2-gravline isn't fully reset, you can't get through its room without hitting any checkpoints.

Thus, it's only possible to get the trinket on the first time you pass throught the 7-gravline. If you die or hit a checkpoint between that and getting the trinket, you can no longer get it. This applies even if you never unlocked the 3-gravline covering the trinket. So what you have to do is flawlessly get the trinket the first time you play the yellow zone. If you make any mistake, you have to reset.

2
VVVVVV / Re: VVVVVV Fanbook
« on: June 25, 2012, 03:33:01 PM »
http://imgur.com/

Simple, unobstructive and fast.

4
VVVVVV / Re: Hardest trinket poll/Trinket Order
« on: May 20, 2012, 12:30:57 PM »
The top 5 is DTTHW, Edge Games, Purest Unobtainium, Prize for the Reckless and Tower #2.

5
VVVVVV / Re: I am in awe.
« on: May 13, 2012, 12:50:07 PM »
It's strange that I haven't, considering how regularly I check Giraka's WTF story blog.

6
VVVVVV / Re: Meaning of VVVVVV
« on: May 03, 2012, 01:12:09 PM »
..was this intended? :o

Like hell it was, considering Terry's previous denial of the Anomaly-Iji connection and Daniel Remar repeatedly denying that anything in his games referred anything last week.

7
VVVVVV / Re: Level Sequence
« on: February 04, 2012, 05:43:50 PM »
Lab
SS2 for the science talk
Tower for the wheee
Warp Zone

Oh, but in the (leaked :victoria:) beta, I went SS2 first because lab was a bit harder to find.

8
VVVVVV / Re: Any VVVVVV wallpapers?
« on: January 22, 2012, 06:17:33 AM »
This one has OK resolution.

Then there's this.

9
VVVVVV / Re: Spike Data
« on: January 13, 2012, 01:14:45 PM »
no i didnt really count them  :victoria: i wanted to see how many people would freak out at that.
We already had this. You can't freak anyone out with that.

10
VVVVVV / Re: Is this a glitch or a secret?
« on: January 11, 2012, 03:45:17 AM »
Interesting. I'm pretty sure it's there to make sure you don't unfairly miss getting the trinket. Think about it: you free the moving platform from above, and then kill yourself. But the platform is on the left side of its movement path, and is now stuck and unusable! Oh noes! So the moving platform is teleported to the right so that you can use it to get the trinket no matter what. How unlike the person who created Doing Things The Hard Way.

In that video, the moving platform is actually teleported into the gap, and common sense would say that it's free to move. However, it's a custom coded event, so it won't move unless the disappearing platform is stepped on. That's also why there's no checkpoint in Exhaust Chute.

12
VVVVVV / Re: Terry Pwns Again
« on: October 18, 2011, 01:21:44 PM »
Was it really necessary to resurrect a year-old topic to echo congratulations for a long-past event?

That's what I told Vex the first time...
>implying you're not his main inspiration

13
VVVVVV Levels / Re: VVVVVV is NP-Hard: A level-as-proof
« on: October 02, 2011, 12:24:09 AM »
Awesome, awesome work. Always nice to learn something new. Nice to see such passion for this game. Great level design, too. Just one flaw - the crewmates can be skipped. I suggest you use gravlines to block the exit wires, and place a [flag(X, on) destroy(gravitylines)] script on top of the crewmate, and [ifflag(X, [destroy(gravitylines)]] on the entrances. That way you only have to beat the challenge once.

14
VVVVVV Levels / Re: Wallicious
« on: September 26, 2011, 07:46:15 PM »
That wasn't too hard. Beat with 3 deaths and two trinkets on the second time through.

15
VVVVVV Levels / Re: [5x5] Exponential Decay
« on: September 25, 2011, 12:44:13 PM »
If you want to make a difficult level, don't use fake difficulty. "Up and down" is just ridiculous. The room itself is very hard, and when you exit it, you'll fly straight on top of a disappearing platform, with spikes both above and below, and a checkpoint on the ceiling taunting you. So put a second checkpoint on the floor so that people don't have to do that room thrice. The same happens with "Highway to hell". Put a checkpoint on the platform in the corner in "Warm-up" to encourage players to go for it instead of staying still.

In the warp section, the warp destinations effectively have randomness to them. Many warps make you randomly spawn on a spike. The green room was all about hoping you appear above a platform in the last warp room instead of a spike. In the token hell room, I thought the warp from the middle room to the right middle room was a death-warp because I flew straight into the warp to the death room below. Require less precision.

I could see the difficulty get easier. You did succeed in that. Hairpin wasn't as bad as it was hyped up to be. But there's no need for the first floor to be empty. The second floor contains the classic "difficult room" gimmicks, backsliders and high-frequency enemies. It should be simple to create easier rooms than that which still require something more than running.

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