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Messages - Bruce Michez

#76
VVVVVV Levels / Re: Victoria's Gift (v1.1)
August 04, 2018, 11:44:52 PM
Never expected something like this to come out of VVVVVV.  The visuals in particular stood out to me, especially the ingenious use of transparency for the Modern Exhibit's spikes.  At first I thought it might be gotoroom spam à la Overdose.

I must say that I found "Do Not Attempt to Adjust the Picture" (15,4) to be on the difficult side, not helped by having "Think Fast" right after it with no checkpoint.

Also, the music in the Sculpture Exhibit reminded me a bit of "Dangerous Curves" by King Crimson.  That's not at all a bad thing, though!  I'm listening to The Power to Believe as I write this.
#77
Van Beethoven, if we're going with a Van-something theme?
#78
Vanadis, another name for the Norse god Freyja, and the namesake of the element vanadium (23V).
#79
I've found one problem already.  Going down from "Wrap Away!" (room 20,18; not to be confused with "Warp Away!") results in an out-of-bounds glitch, requiring the player to press "R".  This normally wouldn't be so bad, but in this case... well, you said it yourself in the level's description.
#80
VVVVVV Levels / Re: Thoughts on Back to VVVVVV
July 09, 2018, 09:18:01 PM
Quote from: Xandog01 on July 09, 2018, 06:00:50 PM
People are also talking about tile colour 6 in lab tileset, and they re saying its the flashing colours from the final level...

Not strictly correct.  It actually gives you the rainbow background from "Anomaly" and "Purest Unobtainium".
#81
VVVVVV Levels / Re: 12x9 map grid
June 27, 2018, 06:37:25 PM
This is fascinating!  Definitely something I'll keep in mind if I make another level.  (I don't think I have a fourth 20×20 map in me anyway.)
#82
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.
#83
VVVVVV Levels / Re: A Random Level
June 24, 2018, 04:55:38 PM
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.
#84
VVVVVV Levels / Re: Dimension Zones 2
June 18, 2018, 03:52:29 AM
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?
#85
Quote from: Info Teddy on June 03, 2018, 11:24:57 PM
Quote from: Bruce Michez on June 03, 2018, 08:59:22 PM167. 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.
#86
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.
#87
VVVVVV Levels / Re: [II], the sequel to [\]
June 03, 2018, 08:42:54 PM
Ah!  Forgot to update that.
#88
VVVVVV Levels / Re: Sector G
June 01, 2018, 11:15:44 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:
flash
music(10)
ifflag(42,donothing)
flag(42,on)
iftrinkets(0,flashdialogue)


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


Also, I wonder where "The Insidious Tunnel" might have come from?
#89
Quote from: TheFullestCircle on June 01, 2018, 09:20:43 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.
#90
VVVVVV Help / Re: How to make grey wrap effect
May 29, 2018, 09:23:21 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:
<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.