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Messages - blue626

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16
Of course no invincibility, how would I know it only happened when I die if I couldn't die?

Oh, right. (face-palm)

I'm pretty sure Building Apport had to do with it.

It was just an idea, though. I don't know why it's related to invisible blocks... in what position in the room the block is? Maybe post a screenshot of the entire room?

Also, :viridian:'s height is key in the room.
(oh god, not the room)

Look at the top, the gap between the ceiling and the disappearing platform is 2 tiles (I think...).  :viridian: is taller than 2 tiles, so I don't understand how I could pass that room...
Oh, wait, I just realised it's from right to left and not reverse, like I thought. (face-palm)

17
coords are 12, 5.

... 12,5 is, in the main game, "Building Apport" (the Tower's exit). I wonder if that's related...
Did you have any scripts in that room? Also:
Are you sure it only happens when you die?
[edit]Were you using invincibility?[/edit]

Off-topic: Are you sure that room was possible (even w/o the glitch)? The top disappearing platform seems to make it impossible due to :viridian: 's height...

18
Weird. :o

What were the coordinates of the room?
Did you have horizontal and vertical moving platforms in that room (probably not)?
Were any of those platforms quicksand/disappearing (probably not)?
Yes, I'm trying to know why that happens.

EDIT: Only after posting this I noticed the white text. Speaking seriously, I doubt it will be fixed.

19
VVVVVV Levels / Re: Dimension Open/The Open Level Project v1.1
« on: June 24, 2013, 03:39:54 PM »
Continued, didn't finish yet, still with v1.0.1.
Time: ≈1h48m. Deaths: ≈930 Trinkets: 10/17.
Currently in the polar dimension, at the room "Spike Switch", or whatever it's called (didn't try that room yet, just reached it).

  • That yellow room I mentioned earlier is still the hardest so far. Was it supposed to be so hard?
  • I forgot to tell you this the last time, but I thought I needed to do more "swimming in oil" in the apparently empty room before the trinket, took me a bit to realise there was only one way there...
  • I forgot to tell you this the last time too, but I think that those instructions I mentioned need to explain what terminal KE is... that it's not a destination select terminal like the others...
  • I don't see the difficulty of the trinket in "More art"...
  • "Ribbon Chess" is the 2nd hardest room, I think. Sometimes I couldn't jump enough even if falling a bit and then flipping! Was I supposed to to the room above when flipping in the top right? I suppose so... the flip at the start is 5 tiles left and 5 tiles up, that one is 5 tiles left and 4 tiles up. The first one is already hard, that one should be impossible. So, you somehow used Dir. Mode. to make just part of the hole to be the warp line and to make some tiles act like one-way-down tiles (or something like that). Original, if that was intended! One problem, if you go to the left or right edges of the room above, you get collision errors...so was it intended to go up there or not?! Or were those collision errors the ones fixed in 1.1. I suspect there were some in "Ribbon Chess" itself, but I didn't test those...
  • In "Hyperactive square", I collected the trinkat and then died w/o touching the CP! I think you should fix that...
  • The 1st part of the prison is very original! A suggestion: is it possible to make :viridian: teleport to a spike, hiding it by a longer flash(x), so that it's really a death? And I get why the cops were like :vermillion: : "Officer Vermilion". I guess that makes sense...
  • ...Backgrounds in the prison like the ones that wrap around every side when the room actually doesn't... file editing, right? That makes me wonder if the rooms that wrap around and have the lab background (I forgot the keycard collected after that) required file editing too, or just have warp lines...
  • The destabilized ruby zone is original too!... and so is the zone that starts at (14;1). What gotoroom can do... I admit the last was a bit confusing I just went forward, backward, forward, until I reached "True Polar". Same with the room "Lost".
  • In "True Polar": "Teleporter version: 6.9"... ... ... Who made that line? :D
  • In one of the rooms in the Polar dimension (one that's split int various columns and has lots of grav. lines and enemies): Move the 1st CP to the left. Right now it makes the 1st garv. line useless as you don't nneed to flip: you can just touch it. A similar thing happens in other CP of the same room, but that's unfixable. In the same room there's another useless grav. line, it's the last one. You can just flip directly to the exit... or is it to prevent wrapping?

Very good, so far...

Toaster, I think you should remove the map in the OP, it's too spoiler-ish...

I need a little help.

I'm on my first trip to Deep Space, but I can't seem to find out what to do after getting the "oil" trinket and downloading the yellow card.  Help...?

Spoiler: Have you tried backtracking?

20
VVVVVV Levels / Re: D. 3x6 - Easy Mode - HD remix download
« on: June 24, 2013, 02:42:03 PM »
HOW MUST ONE IMPORT CUSTOM MAPS ON THE 3DS I NEED TO KNOW (sorry if too demanding)

This level is included in the 3DS version. Look for "Dimension 333333".

21
VVVVVV Levels / Re: VVVVVV Editor for 3DS?
« on: June 24, 2013, 10:57:57 AM »
Dav999: Really, I think that the fact that the 3DS having an editor like that while the comp. version doesn't would be weird. I would really like for both versions to have something like that, though. :viridian: That way, people don't have to come here to learn how to script! Even better with the functions like teleport and backgorundtext... as long as they wouldn't depend on a glitch like the one we have currently (I would find that weird). That way it would be like a 2.3... no doubt, a lot of work.
Wait, I've just thought that maybe you thought of it that way because it would be hard to make a virtual keyboard for the script editor. Correct? Hmm... If it weren't hard, all we would need is the current one... and maybe some built-in scripting tutorial (in text).

...Terry, will the iOS/Android version have a level editor, or the ability to import levels? :viridian:

I don't even know if he or anyone is working on it. His last tweet about it, AFAIK, was months ago. How would importing levels work, anyway? I haven't tried downloading anything from my iPod or iPad...

22
VVVVVV Levels / Re: Dimension Open/The Open Level Project v1.0.1
« on: June 21, 2013, 01:11:14 PM »
After ≈56 mins and 530 deaths I have completed the Space Station, got the yellow keycard and collected 7 trinkets.
  • The hardest room so far is most likely the spike-stairway yellow unnamed room in the Open Space (or whatever it's called). It's very hard compared to the other rooms in that area. You should make it easier.
  • There are differences between the keycard scanner terminals. Some, like the diamond one, say "Searching for (DIAMOND) keycard..." (or something like that), while others say "Searching for keycard...". I think some don't have a blank line in the middle of the text box, but I don't remember that well... you should make them all equal.
  • I see you used the terminal teleport system from Back to VVVVVV, adding the red text box with the destination. :)
  • You should maybe put instructions in the teleport system... it's not like everyone that will play this level has played Back to VVVVVV. :P
  • Besides the following (which isn't important), no glitches, so far! :)
  • I think there were some collision errors if you flip in "Tow Places at Once". It doesn't really matter, though, they're not so notcieable. Changing the height of the floor might chnage the room too much.
  • I'm amazed that a level with nearly 400 rooms only has 17 trinkets! :o I've heard of a 5x5 level with 20 trinkets! Adding more now is too late, I guess...

23
VVVVVV / Re: A VVVVVV wiki and fansite
« on: May 31, 2013, 03:16:23 PM »
"Bump" because someone made an interesting edit recently...
That person apparently saw my post in the middle of the Internal Commands thread (did that person read all ≈640 replies?!), where I said that the Polar dimension would be probably 264x264 in size, thus having 2128=3.403x1038 rooms. That is wrong. As someone said in the "Polar Dimension" thread, it's most likely 232x232. That is 264 and, like I calculated in the original post in "Internal commands", that's 1.845x1019. I'll change the value to the correct one, as that's a good idea. Before the edit, it had no specified size, even saying that it could either be only one room or infinite rooms.
Strangely enough, the same person changed the number of "Outer Space" rooms, which was previously "At least one", to "2999(...)99943". I assume that was equal to 3x1038-57 (the number of rooms in the Polar Dimension excluding Outer Space is 57). Why would the decimal part of the number (without counting with the 1038) be ignored? ??? Why subtract that large number (which wasn't even correct) with that small number, writing all the 9s?
I'll replace it with 264-57≈1.845x1019. That's considering x and y dimensions really are each 32-int integers... they most likely are.

24
VVVVVV Help / Re: Internal commands
« on: May 24, 2013, 03:27:58 PM »
If you happen to have version 2.0., then you don't have direct mode and what Dav999 said doesn't help here. Can't help you more.

In fact, I'm confused...

Also, is it possible to have the animated tiles seen in the second half of The Final Level in the editor?
(By "animated tiles", I mean make them animate via a script or whatever else is necessary (unless it's built into gamestate 200 and I'm doing it wrong...))

I think there is, you just need Direct Mode in 2.1 for it:

I found something interesting.
In the Space Station tileset, tile 740 animates when finalstretch mode is on!

(...)

Also, is it possible to have the animated tiles seen in the second half of The Final Level in the editor?
(By "animated tiles", I mean make them animate via a script or whatever else is necessary (unless it's built into gamestate 200 and I'm doing it wrong...))
No.
Well yes in theory, but not in practice. You cannot use gamestate 200 for it.

 ???

25
VVVVVV Help / Re: Internal commands
« on: May 24, 2013, 11:01:57 AM »
Yes There is actaully.

Try looking at some tiles in Direct mode

Why would you answer it again? ???

I think there is, you just need Direct Mode in 2.1 for it:

I found something interesting.
In the Space Station tileset, tile 740 animates when finalstretch mode is on!

26
I managed to do a faster S rank in the Warp Zone (again, no trinkets): 1:19. Attached.
Also, I tried to use the Tower's shortcut mentioned in the old TT thread and only managed to be faster by one second (1:31), even after completing the level twice while trying. 2nd time screenshot attached. I guess I just have to keep trying...
And isn't 1:31 in 2.x. equal to 1:32 or so in 1.x. because of the glitch (already mentioned)?

27
I really does seem like an extremely big level. It was already mentioned that it's 20x20, and, if I counted the empty rooms correctly, it has at least 398 rooms!! Nearly (and perhaps really) 400!! This is most likely the biggest level ever (or has other 20x20 level got more?).
I'll play this after I finish D. 333333, if the stable version is already out by then (I don't like playing betas...). I'll comment even when I haven't played everything! I'll just warn that, for several reasons, I might finish this level months from now. :P

28
VVVVVV / Re: Invincibility speedruns
« on: May 11, 2013, 01:14:21 PM »
(Yes, I know, late reply, even if I read the post in the day or the day after it was posted).

regarding skipping I'm Sorry - yes, that IS possible but very hard to pull off so I didn't do it.
You can also skip Three's a Crowd by the same bug, which I didn't do either (but I did skip in three's a company in the final level as that one is easier to do).

I think the space between the grav. line and the floor/ceiling is the same on I'm Sorry and Three's Company. I thought it was the same in Three's a Crowd, but I'm not sure...

As I wrote in the video info, the timer issue is due to a bug in VVVVVV. Its' timer shows a higher number than what has actually went. There's actually another topic in the forum describing this.

Where? The only bugs related to time that I know is the one that the Time Trial counter in 2.x. is slower than in 1.x. and real time, so that 5:00 real time ≈ 5:00 in 1.x. ≈ 5:06 in 2.x. Since it was faster than real time, it's not this bug. The another one, which I reported myself, is that the Time Trial counter starts at 0:00 when it's actually 0:01 (counting from the time Viridian started moving). It was 7 seconds fast, so that's not the one either. Where's that bug described?
That *is* the bug I'm talking about... You're doing something wrong
5:00 real time = 5:05 vvvvvv time, 12:45 real time = 12:58 vvvvvv time.
(keep in mind I didn't begin the run on 0:00 @ video)

Actually I think I started thinking wrong, then thought right, and you thought as wrong as I did at the 1st time. Let me explain:
When I said this, I was wrong:

(...) 5:00 real time ≈ 5:00 in 1.x. ≈ 5:06 in 2.x.

I should have said this:
5:00 2.x  ≈ 5:06 real time and 5:00 1.x ≈ 5:00 real time.
This is correct. Yes, I did check the post that reported the bug.

Since it was faster than real time, it's not this bug.

^^^
This is correct (or I think it's correct), in fact, the below is correct too:

(...) the Time Trial counter in 2.x. is slower than in 1.x. and real time (...)

Also, I noticed it showed the total time (as 12:58) when the YouTube timer was at 12:51... ???

If I remembered correctly when I said that (EDIT: I did), then it's faster than real time. IIRC, it started at 0:03 video time (assuming it starts at the beginning of the 1st cutscene) (EDIT: It's true), so it was actually in 12:48 (EDIT: or 12:42, if it stops as soon as the "Game Complete" text appears), making it even faster than it seems.
Where am I wrong? I'm going to check the video... EDIT (on quick edit): Checked, see other edits above.

29
VVVVVV / Re: Invincibility speedruns
« on: May 10, 2013, 01:09:02 PM »
(Yes, I know, late reply, even if I read the post in the day or the day after it was posted).

regarding skipping I'm Sorry - yes, that IS possible but very hard to pull off so I didn't do it.
You can also skip Three's a Crowd by the same bug, which I didn't do either (but I did skip in three's a company in the final level as that one is easier to do).

I think the space between the grav. line and the floor/ceiling is the same on I'm Sorry and Three's Company. I thought it was the same in Three's a Crowd, but I'm not sure...

As I wrote in the video info, the timer issue is due to a bug in VVVVVV. Its' timer shows a higher number than what has actually went. There's actually another topic in the forum describing this.

Where? The only bugs related to time that I know is the one that the Time Trial counter in 2.x. is slower than in 1.x. and real time, so that 5:00 real time ≈ 5:00 in 1.x. ≈ 5:06 in 2.x. Since it was faster than real time, it's not this bug. The another one, which I reported myself, is that the Time Trial counter starts at 0:00 when it's actually 0:01 (counting from the time Viridian started moving). It was 7 seconds fast, so that's not the one either. Where's that bug described?

30
VVVVVV / Re: Forum closing down
« on: May 09, 2013, 05:56:19 AM »
It seems Terry removed the forum's link from the main site... I think everywhere the game is available (like Steam) has a link to here, anyway.

Okay, I added a VVVVVV board to the tOLP forum :viridian:

I would do it only when this entire forum except the levels board gets locked, if I were you. However, this board has been more inactive than normal in the last days, and one thread was already reposted there...
where should I post now? I'll just register early anyway, might post in General Discussion.

And, Doormat, technically, your forum is still called "The New Distractionware Forums"... look at the name of the tab/window and immediately above the center of a page (like above a board's index).

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