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Messages - Bruce Michez

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46
VVVVVV Levels / Re: 12x9 map grid
« on: June 27, 2018, 11:37:25 AM »
This is fascinating!  Definitely something I'll keep in mind if I make another level.  (I don't think I have a fourth 2020 map in me anyway.)

47
I'm just curious.  My late father got one in 1995 because he needed it to run Sibelius (yup, the sheet music processor).  I don't really need it any more, because Sibelius has long since moved to Windows, but nonetheless I'm happy that it still works.  I can still clear TwinWorld (quite a difficult and substantial platformer) in one sitting.

48
VVVVVV Levels / Re: A Random Level
« on: June 24, 2018, 09:55:38 AM »
This one's... just... bizarre.  I don't know whether this is the best or worst level I've played in a while.

All I can say for sure is that the first section, the one with a lot of moving platforms and a long conveyor, was at least an interesting idea.

49
VVVVVV Levels / Re: Dimension Zones 2
« on: June 17, 2018, 08:52:29 PM »
There are some confusingly, disconcertingly good ideas here.

There's also extreme frustration, boredom and... a... SWASTIKA.  That's a bit much, isn't it?

50
VVVVVV Help / Re: What not to put in your VVVVVV Level
« on: June 04, 2018, 06:59:25 PM »
167. A terminal that can only be activated in free-fall, requiring frame-perfect precision to proceed.  That's assuming it's possible at all.  I'll update this post afterwards.
depends on what you mean by "free-fall"

your x and y speed have to be within a certain, small threshold to be able to activate terminals

in the case of my "annoying terminal" level, the 1 frame you can activate the terminal has viridian on the hyperspeed platform as well

Okay, just pulled it off successfully.  Even so, it would indeed be annoying to come across that challenge in a normal level, so:
169. A terminal that can only be activated within a window of 1 frame, especially if it also requires extremely precise positioning.

51
VVVVVV Help / Re: What not to put in your VVVVVV Level
« on: June 03, 2018, 01:59:22 PM »
167. A terminal that can only be activated in free-fall, especially if required to proceed.  Turns out it's impossible, and the level I'm thinking of has a different solution.

52
VVVVVV Levels / Re: [II], the sequel to [\]
« on: June 03, 2018, 01:42:54 PM »
Ah!  Forgot to update that.

53
VVVVVV Levels / Re: Sector G
« on: June 01, 2018, 04:15:44 PM »
In all fairness, the single tiles in "Isosceles" looked like a simple oversight to me.  It's easily done when using the Lab tileset sans Direct Mode.

You can use a flag to make the dialogue in "A Flash of Blinding Light" only happen once:
Code: [Select]
flash
music(10)
ifflag(42,donothing)
flag(42,on)
iftrinkets(0,flashdialogue)

And in script "flashdialogue":
Code: [Select]
sad
reply(1)
Gah! What the-
happy

Also, I wonder where "The Insidious Tunnel" might have come from?

54
VVVVVV Help / Re: What to do when starting out on distractionware!
« on: June 01, 2018, 03:46:19 PM »
There's an element of distractionware that I'm confused about.
Under your name it says "Crewmate", "Captain", "Professor", "Doctor", etc.
What does that mean, and how do I change it?
Your "rank" here advances when you have made a certain number of posts.  I think "Captain" requires 200.

It is a thoroughly flawed system as many people with "Captain" rank have achieved it by favouring quantity over quality.

55
VVVVVV Help / Re: How to make grey wrap effect
« on: May 29, 2018, 02:23:21 PM »
There are two ways.

1. You can edit your level with a text editor.  Near the end of the file, you will find a series of lines that look like this:
Code: [Select]
<edLevelClass tileset="3" tilecol="3" platx1="0" platy1="0" platx2="320" platy2="240" platv="4" enemyx1="0" enemyy1="0" enemyx2="320" enemyy2="240" enemytype="2" directmode="1" warpdir="1">The Traffic Lights Turn Blue Tomorrow</edLevelClass>Each of these corresponds to one room of your level. 
In the above example, this is a blue room using the Warp Zone tileset (tileset="3" tilecol="3").  The Polar Dimension uses this tileset, too.  Change the value of tilecol to "6" for each room you want to have the grey warp background.

2. Or you can use Ved.

56
Me?  The way that the custom level format is very conducive to story-telling.  Especially with internal scripting, though I didn't even need that until the third time...

57
VVVVVV Help / Re: Let's Brainstorm Room Names!
« on: May 26, 2018, 09:06:05 AM »
Share and Enjoy - this could be anything, but...
Go Stick Your Head in a Pig - the above after a cave-in or other natural disaster in-story.

58
VVVVVV Levels / Re: Dimension Screen Demo!
« on: May 26, 2018, 08:30:46 AM »
This is a joke, right?  It's a legitimate challenge just to avoid crashing the game!

In "A press!", for example, both trinkets can conflict with a script box, which freezes :viridian: in place.  Attempting then to reload the level, without closing VVVVVV itself, turns the checkpoint and terminal in the first room into stationary grey crewmates, and :viridian: still won't budge.

The death-trap warp tokens both teleport :viridian: into the ceiling of the first room, which activates the "You died, Please restart your game!" on an infinite loop as :viridian: constantly phases between rooms.  Again this necessitates a restart of VVVVVV itself.

I don't really feel any reason to carry on here.

59
Everything else / Re: The Music Thread
« on: May 26, 2018, 02:03:51 AM »
Does sheet music count, too?

http://www.cpdl.org/wiki/index.php/Set_me_as_a_seal_(Bruce_Michez)

Slightly relevant because composing this song, back in 2015, resulted in an update for [II] getting slightly delayed.

60
VVVVVV Levels / Re: CCCCCC
« on: May 22, 2018, 02:34:40 PM »
Good start, although that title is already taken.  (Mrytp is doing a series on the whole alphabet, starting from AAAAAA.)

I particularly liked the "Talky Terminal" sequence, and I thought "Broken Vridge" was a particularly cleverly-hidden trinket.

In the future, you might want to consider using Direct Mode, as it can be used to make 1-tile walls look much more polished.  This is helpful if you want to keep using dense room layouts like the ones in this level.

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