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Messages - Bruce Michez

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VVVVVV Levels / [II], the sequel to [\]
« on: February 08, 2015, 04:23:30 PM »
The story so far...  In my previous level (, the entire crew got imprisoned in an evil artificial dimension created by terrorists.  Things looked bleak until :viridian: happened upon a weird shadow machine, which he used to clone himself.  The copy of :viridian: broke the crew out of the dimension, destroyed it using its creators' very own flawed prototype weapon, and used the shadow machine to escape.

Unfortunately, this has had some unintended consequences.  All the original :viridian: knows is that his crew have been locked up again, this time semi-legitimately for transdimensional vandalism.  As yet another rescue mission unfolds, it becomes clear that he's made a terrible mistake.  Can he put the cosmos to rights?
  • This level is longer than its predecessor, as its 20×20 map is a lot denser this time around.
  • Like before, however, it is not intended to be as punishing as some other maps.  It focuses more on exploration and story-telling.
  • It makes much more use of Direct Mode than its predecessor, notably in places where the foreground of one tileset is combined with the background of another.
  • It also makes use of the "hidden" songs accessible via scripting, including the powerful "Predestined Fate" remix.
  • Remember that you're playing as the original :viridian: this time, not as his clone.
  • There are two new characters you'll meet, including a bad-tempered admiral who's embarrassed about his name.
  • There is now a third and final entry in this series:
Update history:
  • Original release, downloaded 42 times
  • A patch that fixes too many things to list here.  Details will be posted below.

VVVVVV Levels / Re: Final level song on jukebox
« on: February 01, 2015, 09:52:42 PM »
There are several songs that you can access via scripting that the game doesn't tell you about.  None of these require the internal scripting glitch.

music(0a) plays "Path Complete", the level complete fanfare
music(5a) plays "Pause", the cutscene music
music(7a) plays "Plenary", the game complete fanfare
music(9a) plays "ecroF evitisoP", which plays in the Tower in flip mode

And finally the one you're looking for: music(15) plays the powerful "Predestined Fate (Remixed)", but only in v2.2.

VVVVVV Levels / Re: Invisible blocks help
« on: January 31, 2015, 07:28:40 AM »
How did you knew that? You looked block at block?
No, I just happen to be using some plain black tiles in the level I'm working on.

VVVVVV Levels / Re: Invisible blocks help
« on: January 31, 2015, 04:31:31 AM »
The ones that you can walk in are #705, but only in the non-space station tileset.  For plain black tiles you can't walk in, any of the lab non-edge walls will do, ie. #280, #283, #286 etc.

What you could do is remember these numbers, then draw using the space station tileset so you can see what you're doing.  Then when you're finished, press F1 to change to another tileset (preferably Ship or Outside, since the others have their own backgrounds).  Et voilą.

VVVVVV Levels / Re: Lots Of Flashbacks!
« on: January 03, 2015, 06:48:38 AM »
Potentially a good level except:
  • Several screens, including the very first one, have an out-of-place single block at the far right.  Most notably, it is impossible to pass "Yellow Pyramid of Warp Tokens" because of such a block.  I had to open this level in the editor to see the rest.
  • In "Meeting Place", the placement of the script box means that it is possible to "rescue" :vermillion: while the script is running.  Unfortunately, this crashes the game.
There are other things that could be fine-tuned, but these are by far the most critical.

VVVVVV Levels / Re: Scripting, basics and more?
« on: December 15, 2014, 03:21:31 AM »
To change the music,use music(musicnumber) the numbers are 1, pushing onwards 2, tower music
3, lab music 4, ship music 5,menu music 6, the music that plays In The first intermission 7, the ending music(with cccccaptain and credits)7a, the Game completed music,8, the(will edit, can't remember right now,), 9, the warp zone music 10, some more music, 11 piercing the sky 12 onward plays music 9
Number 15(secret)
Remixed intermission music.

Also: music(0) gives you silence
music(5a) gives you the cutscene music
music(9a) is the backwards tower music
music(16) plays the "level complete" fanfare.

« on: December 09, 2014, 04:17:08 PM »
This is a well known glitch, but I've found a workaround.  If you place a warp line at any of the edges of (20,9), then every other exit will behave normally.

i found a glitch
if you kill yourself after using the warp token in 'master of the universe', the warp token will disappear and you can't progress the level any further

I didn't think anybody would actually do that.  What happened is this: the script that plays the cutscene when you arrive in :victoria:'s cell also sets her "rescued" flag.  (I made this level before I knew about pressing "R" to try again - hence traps like "This Time You've Gone Too Far" in the Warp Zone and "What Did the Oracle Say?" in the finale, both of which can be escaped in this way.)

Version 8, which I have just uploaded above, solves the problem.

Version 7 is now up.  It makes a number of aesthetic changes. 
  • :vermillion:'s very vertical section has a new look, inspired by shape worrior t's "Ultimate Trinket Challenge".
  • The other place that is significantly changed is the room that leads to the final section: now it actually looks like a flawed prototype weapon.  This should also make it clearer that what you're supposed to do is to use that terminal after rescuing :vitellary:, :violet:, :verdigris:, :vermillion: and :victoria:.
  • Almost all warp lines (or "partial warps" in in-universe parlance) are now marked with direct-mode waves.  This was my main motivation for choosing a different look for :vermillion:'s section, as the "space station" tileset doesn't let you do that.
  • Finally, it is now possible to have all 400 screens in your map display.  Getting to the final cutscene with all 20 trinkets turns the map back on again.

Can I put the checkpoint one space above/below the platform?
I think that would technically solve the problem, although nobody likes the sight of floating checkpoints.  It's also worth mentioning that the number of times you can safely respawn on a crumbling platform depends on the room's colour (it's complicated).

I found another flaw in challenge 9.  By mashing the "action" button, it is possible to glitch through the gravity line and thus get the trinket really easily.  (This is the same glitch that allows you to take some shortcuts in the final level of VVVVVV proper.)  You could fix this by increasing the distance between the gravity line and the floor.

Not bad, but as I discovered with my big level, it's generally not a good idea to put checkpoints on crumbling platforms.  This is because if you respawn on such a platform too many times, the game crashes.

you could simply put the checkpoint slighly distanced of the platform, floating in the air, it should remove the issue definitively
I did consider that, but everyone hates floating checkpoints.

Having to REPLAY the blue room twice was a nightmare fuel.
Yes, the "What Did the Oracle Say?" trap in the last area is really mean.  It was worse in an unreleased early version, though: the three near-identical rooms on the left were originally completely identical; the direct-mode waves indicating warp lines were a late addition.  Nothing like that in the sequel, I promise.

i found a glitch on "this dimension just got weird". the crumbling platforms dissapear if you respawn too much (probable due to the nature of the room) and it freezes forcing you to restart. i saved last time with 2 crewmates and i have to pass again the 3 hardest levels and backtrack again to get a trinket i missed, when i already had 20/20 and was in the final sequence  >:( >:( >:( >:( >:( >:( >:( >:(

Oh dear.  That never happened to me, and I'm terrible at that room too.  I have found that the crumbling platforms change appearance after a few attempts, and actually quite liked the effect.  The platforms disappearing and freezing the game, however, is not good.  Oops.  Noted.
edit: Just reproduced the glitch myself - I see what you mean!  I'm sure I'll think of something.
2nd edit: It turned out that the number of times you can respawn on a crumbling platform before crashing the game depends on the colour of the room (!).  Crumbling platforms in this situation change colour in a fixed order, at the end of which the game runs out of tiles to move on to, and therefore crashes.  Being the second-to-last colour in the sequence, blue was a really bad choice for the room's colour.  Therefore, I have changed it to cyan, and the original post has been updated with version 6.  This doesn't technically remove the glitch, but it should make it much less likely to happen in practice.

Intended as a large, but fairly no-nonsense level, in the tradition of 333333 but (hopefully) less punishing.  I do not use internal scripting.

Story: The data from the secret lab has fallen into the wrong hands (remember that terminal from the main game?) and :viridian: and company are therefore now imprisoned in an evil dimension.  You play as :viridian:'s clone - this came about because I figured the last NPC you rescue should be :viridian: himself.

  • The "Wait for It" trinket challenge in :vitellary:'s section was inspired by the "Desert Bus" level from way back, but you won't be waiting anything like that long.
  • Teleportation in various places becomes available after you rescue :verdigris: from this dimension's Warp Zone.  (20,9) is the teleport hub for a simple reason: that room always warps in all directions, because in VVVVVV proper those are the co-ordinates of the Super Gravitron.
  • I find :victoria:'s section to be the hardest - in particular, the third and last trinket challenge.
  • When you get to a room that looks like "Doing Things the Hard Way", don't panic - it's not what you think it is.
  • There are two endings.  Getting all 20 trinkets doesn't unlock any extra area, but it does get you the good ending.
  • As promised, there is now a sequel, in which you will get to see what happened to :viridian:'s clone, and find out what this dimension is actually called.
  • And here is the third and final installment:

Update history:
Version 5 was the first released, downloaded 9 times.
Version 6, which was downloaded 7 times, addressed a serious technical issue in the final section.
Version 7, which was downloaded 5 times, made some aesthetic changes and hopefully made a few things clearer.
Now updated with version 8, which moves a checkpoint so you can no longer permanently lock :victoria: in her cell.  (See below)

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