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Messages - TheoX

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1
VVVVVV Help / Re: Internal commands
« on: July 28, 2012, 02:07:31 PM »
Wow!  How many of these are new and how many were there before?

vvvvvvman() - you know what it does
I actually don't.  :-\

2
VVVVVV / Re: I've been gone for a year. Did I miss anything?
« on: July 28, 2012, 02:04:17 PM »
2.1.2 prerelease patch?
It adds a few commands to the scripting.
Awesome!  I was hoping for more scripting commands... now I just have to find the thread that details these.  Thanks for the info.

And a "direct mode" which makes you can choose freely the look of every tile in your level.
That sounds cool.  I must check this out immediately.  Thanks!

Quote from: Arthur
That's nice to see you're back, because you made nice levels reviews on the forum  :viridian: Welcome back!
Nice to see y'all again too!  I hope to do more level reviewing.  I'm working on a game in Game Maker and some other personal projects, but VVVVVV is on my to-do list once more... I think I'm gonna try to finish my level this summer.  It is a big ordeal for me, because I'm so meticulous when I do level design.  I really like how it's going though :)

3
VVVVVV / I've been gone for a year. Did I miss anything?
« on: July 26, 2012, 09:38:13 PM »
So I've been off the drug called VVVVVV since the end of last summer when I went back to school, but I've been looking to hook myself on it again for a while.  Were there any big updates I missed?  I couldn't find anything, so I assume not, but perhaps there were small patches or something.  I'm mainly concerned about if anything was added to the level editor.

All input appreciated!

4
VVVVVV Levels / Re: "Golden Spiral" by Rox
« on: July 26, 2012, 07:00:08 PM »
Holy shit.
I finally beat this damn level.

Rating #045
Enjoyment: 7/10
Aesthetics: 8/10
Novelty: 6/10
Difficulty: 10/10
Room Names: 8/10

A year later and I came back to this one.  I had previously been stuck on "Swing on the Spiral", and it took me another 50 or so deaths to finally clear that screen.  That and the room right before it (I forget the name) were the hardest for me.

It's been so long since I played this that I don't remember at all where the first trinket was, that I was supposed to get.  I got the one on "Weep Like a Widow", but I think I did it the easy way?

This one is fun cause it's so hard, in a masochistic kind of way.  I'm surprised I persevered.  I guess the whole level was just very "tight" and looks nice, which added to the value, and kept me playing.  And now I've probably made the oldest post resurrection on this forum.

Status: Completed (minus one trinket)

5
Well said! 

I'm not... really in the mood to create my own wall of text right now so I won't provide a very insightful reply, but I definitely think there is importance in thinking out the patterns and design of your level.  It's usually a good idea to have your own little "design scheme" that you follow when making your level, though that might come naturally to most people.

You'll probably like my level when it's done.  I'm putting a lot of thought into the look.  :)

6
VVVVVV Levels / Re: level: Vex Returns
« on: August 30, 2011, 03:13:39 PM »
Rating #044
Enjoyment: 8/10
Aesthetics: 8/10
Novelty: 4/10
Difficulty: 7/10
Room Names: 8.5/10

The story was a bit weird, but I definitely enjoyed this level.  It looked very nice; a few of the rooms were very impressive to look at.  I liked "You're in my Way" in particular because of the "missing" centers of the spikes.  Not too much new material but I liked the layout, and the challenge was fine for me.  The room names are also worth mentioning because a lot of them were very creative and interesting.

Here's a few more room complaints (other people already covered some that I wanted to mention:

"Terrain" - the room name covers up the spikes.  They should be visible.
"Worm Hole" - Same as above.
"Seismogram" - Same as above.  (what's with this?)

The last room is also a little iffy... I know the level SAYS to do the righthand section last, but what if someone just ignores all the terminals?  I don't like the idea of the last room being a dead end.  Anyway this level is still a good improvement on your previous.  Very nice!

Status: 100%'ed!

7
Nice!  You fixed a ton of the stuff that was wrong.  My revised rating:

Enjoyment: 7/10
Aesthetics: 6/10
Novelty: 5/10
Difficulty: 6/10
Room Names: 8/10

There's still a few RAE's so I'll attach pictures of where they are.  Spots where you can drift into walls.

EDIT:  You get a "Fixed-it-up" Trinket  :viridian: :shiny:

8
VVVVVV / Re: Something Creative I found out with the enemies!
« on: August 29, 2011, 06:51:37 PM »
You're funny.

Yeah, that's a very neat trick!  I'm not even sure I could reproduce it since I don't quite understand your description, but it'll be neat to see in a level!

9
VVVVVV / Re: You know what would be awesome...
« on: August 28, 2011, 07:01:09 PM »
Aaaaaaaand we have trinkets!
:shiny:
 :-*

10
VVVVVV / Re: VVVVVV Short Story - Victorious in her Quest of Love
« on: August 28, 2011, 06:59:46 PM »
It's quite weird reading such a realistic story about romance among the VVVVVV characters, but this was very well-made!  Nice work. :viridian:

11
Everything else / Re: WTH? New Smiley?
« on: August 28, 2011, 06:47:38 PM »
reminds me of something from Higurashi...




 :o

12
Rating #043
Enjoyment: 5.5/10
Aesthetics: 6/10
Novelty: 5/10
Difficulty: 7/10
Room Names: 8/10

Aah... did you play this before you uploaded it?  It's got more holes than swiss cheese.  The level looks fine and isn't terribly hard, but it definitely needs some major tweaking.  I'll start off with the good stuff first:

--------
Rooms I liked:

"Unsquishable" - nice name, and very solid layout.  Feels very Mario.

"1up" - I like the design of this one for some reason.  Unique looking, for sure.

"Stupid Sexy Trinket" - haha, is this a Simpsons reference or a more obscure Yume Nikki reference?  Either way it cracked me up.

"Moon Door" - I liked the rooms below this.  Nice simplistic challenge.

"HE COMES" - Zalgo?

"Just Pretend I'm a Girl" - This... is hilarious.

--------
Rooms that need improvement:

"NO GOING LEFT!!" - Grrr, unavoidable death upon entering room.  Please don't do that, no matter how funny the room name is.

"Down Here" - if you go down the wall to the left, you enter the wall in some other room...

"I added spikes!" - if you hit the warp line in most places toward the right, you go through it into space, or walls in another room.  This is almost unavoidable; I really don't get how you didn't see this.  Move the line down one space and it should be fixed.

"End Level" - Same issue as above, easy to slip through if you squish between the wall and the top of the screen.

"Flushing Noise" (?) - The player is more inclined to enter the lower passage, therefore missing the trinket to the right.  Consider redesigning this area.

"Catch it" - First, the platform is way too small upon entering this room.  Second, the rooms below are unavoidable death traps, and have no room names.  Third, I figured the top way led to a trinket because it seemed more secretive, but it was actually rightward that led to a trinket, and I had to navigate backward once I saw "Stupid Sexy Trinket".  Definitely consider redesigning this whole area.

"Stupid Sexy Trinket" - Jumping up [in the top section] is an unavoidable death trap... why didn't you just make a ceiling?  Same with the rooms to the left and right.

"Warp Zone" (?) - How is the player supposed to know which one to take?  I missed at least 3 trinkets in this level, and I explored everywhere so I assume they were in the other warps (I took the rightmost one).  Redesign recommended; let the player come back here maybe?

"You Want This Trinket?" - Death trinket = a no no.  Also, the rooms directly above and below this are subject to RAE (Room Alignment Error) from the sky area too.

The whole sky area is pretty much a nightmare too, so I'm not going to point out specific screens.  There's RAE's everywhere, and unavoidable death traps involving spikes in weird places.  You need to play through this level multiple times yourself and go through it with a fine tooth comb, it's really rough right now.

Status: Completed (missing some trinkets).

13
VVVVVV Levels / Re: level: Cyberspace
« on: August 24, 2011, 01:22:53 PM »
Rating #042
Enjoyment: 8/10
Aesthetics: 8/10
Novelty: 2/10
Difficulty: 4/10
Room Names: 5/10

This one is definitely an improvement over your previous levels!  It played very smoothly, no glitches or particularly frustrating rooms.  This level looked quite nice as well, though I noticed a lot of similarities to rooms from the actual VVVVVV.  You took some room names from it too, and though that's no big deal, it makes your level look a little less "yours".  Anyway, here's some room complaints:

"Diagnal" - did you spell it that way on purpose?  Or is it supposed to be "Diagonal"?  Not a big complaint, this is actually one of my favorite rooms in the whole level.  It looks very nice.

"Wrong Turn" - why does this room even exist?  Just close the top in the room below it.  I hate unavoidable deaths T_T

"...or slow" (is that what it was called?) - There's not much room to get past the enemy here.  It's a bit harder than anything else in the level, which feels wrong.

Nothing else to say.  You're getting better!

Status: 100%'ed!

14
VVVVVV Levels / Re: Dizziness by The Shinobi
« on: August 23, 2011, 07:01:36 PM »
Rating #041
Enjoyment: 9/10
Aesthetics: 8/10
Novelty: 7/10
Difficulty: 2.5/10
Room Names: N/A

Hah, I really liked this one!  Really the definition of "short and sweet".  The rooms looked pretty nice and I thought you took the concept of "looping rooms" one step further to make a neat concept.  Not very hard at all, but that was fine.  I have nothing to complain about except that there were no room names!  But I guess they're technically not necessary.  Actually, there was one point, I think in the 4th room, where you can enter and die immediately.  That entrance should probably be re-sculpted.

Status: 100%'ed!

15
VVVVVV Levels / Re: Infinity: The open source VVVVVV level
« on: August 23, 2011, 05:13:25 PM »
TheoX, have you played the first 2 levels (the initial ones I put in) and would consider doing a serious review?

Let me start off by saying I actually thought this whole idea was something different: I thought it was one level made by different people, but each person would design a few rooms.  I didn't realize that it was a hub of smaller levels, which I think is also a cool idea, but in a different way.

I don't think I'll do a regular review considering the constantly-changing aspect of this level, but I played a bit of the first level and I do have a few things to criticise:
 - There's a few places where I died right as I entered a room.  Pretty much all instances of this should be eradicated for a better playing experience.
 - In that green room with all the vertical lines, it's almost impossible to fit into the space with the crewmate because it's 3 blocks tall.  Flat openings in general should always be 4-tall or more.

I'll come back to this, really busy right now irl.

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