Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - FIQ

Pages: 1 2 [3] 4 5 ... 54
31
VVVVVV Levels / Re: SMB X VVVVVV: A Retro Crossover (FIXED)
« on: July 03, 2014, 10:24:29 AM »
I've played through the level, including the first version which you claimed was impossible, and beat it just fine. Just saying :P

32
VVVVVV Levels / Re: Sequel to Mission Polar!
« on: July 01, 2014, 01:26:47 PM »
The De-wrap invention introduction room lacks the necessary script to switch you to Vermilion FYI.

EDIT: All right, just completed it. Great level! :)

33
VVVVVV Levels / Re: Back to VVVVVV (V1.2.2)
« on: June 19, 2014, 12:48:00 PM »
2.2 made it impossible to access Super Gravitron if you're invincible. This level bypasses this alltogether, so depending on what is done regarding the *other* current method (talking to Victoria), I'll either push a 1.2.3 fix or a 1.3 fix that does this as well.

34
VVVVVV Levels / Re: VVVVVV Level Editor Tutorial - Part 3: Scripting
« on: June 17, 2014, 12:21:48 PM »
How about Script command index and hints?
It's not really a tutorial, but a full reference to the (simplified) VVVVVV scripting language.

35
VVVVVV Levels / Re: Back to VVVVVV (V1.2.2)
« on: June 13, 2014, 04:46:16 PM »
Version 1.3 is coming along rather nicely. Expect a new version in due time. This will most likely be my final release (apart from potential bug fixes) until I start messing with other things.

The major new features are as follows (DISCLAIMER: may change for the final release):
* Improved intro cutscene
* Improved dialog
* New teleporter interface, replicating the main game teleporter system as good as possible
* Improved achievement system (to replace "challenge trinkets")
* Remixed Predestined Fate available for 2.2 users
* Challenges which rely too much on luck (as a result of VVVVVV being a bit slippery) altered
* Improved a few trinket challenges
* New purpose for the hub to replace old teleport system
* No Death mode (works similar to the main game)
* Time Trial mode (randomized level order, go through them all as fast as possible)
* Bug fixes

36
VVVVVV Help / Re: Can't run VVVVVV 2.1.2
« on: May 10, 2014, 11:34:48 AM »
Following this is probably the only source of hints you'll get.

37
VVVVVV Help / Re: Can't run VVVVVV 2.1.2
« on: May 07, 2014, 07:18:20 AM »
As I said, it's only if you know what you're doing. You're better of waiting until 2.2 if you don't understand what I'm saying!

38
VVVVVV Help / Re: Can't run VVVVVV 2.1.2
« on: May 06, 2014, 03:34:27 AM »
If you still want to test, and have a bit of know-how, you can try this:
* Go to the VVVVVV settings folder - in %APPDATA%/.vvvvvv in Windows and ~/.vvvvvv/ in Linux. Mac is irrelevant since Mac can't run 2.1.
* Open the file unlock.vvv in a text editor
* Here you'll see various stuff for your VVVVVV progress. You can also use this to fool around with achievements (trophies) and whatnot, but that's not what we'll do now
* At the bottom you should see the following:
<advanced_mode>X</advanced_mode>
<advanced_smoothing>X</advanced_smoothing>
<advanced_scaling>X</advanced_scaling>
<openGL>X</openGL>

Try to change X to 0 and try start VVVVVV again.

If these aren't there, insert it below <swnrecord>X</swnrecord> but before </Data>.

Only recommended if you know what you're doing, and make sure to create a backup file before fooling around here

39
VVVVVV Levels / Re: The V Flip 1.1
« on: April 28, 2014, 10:39:35 AM »
I don't really like mandatory gravitrons, especially not if they don't throw anything new and interesting to the table.

... Yes, I realize that I have it myself, but that one is skippable, and I didn't realize that everyone else would use it too.

40
VVVVVV Help / Re: HELP: GAME COMPLETE
« on: April 26, 2014, 11:24:40 AM »
Look at my hubteleport scripts, one of them should have a bunch of gamestates in the 3k range along with a couple of delays to avoid the "All Crew Members Rescued!" message. Keep in mind though, the gamestate used will create a Level complete! screen. The reason for this is because the game complete one unlocks Flip Mode.

41
VVVVVV Help / Re: -
« on: April 21, 2014, 05:45:53 PM »
the Direct Mode designing is amazing
P\ease te\\ me wh/ch rooms /n the Easy/Hard vers/ons of 333333 that have D/rect Mode enab\ed.
Oh, you're probably using the wrong version then!
The Direct Mode version used to be 3DS exclusive for a while because the download link of the newer version was dead. Hold on a sec, I'll link the proper version...

...Here it is!
http://distractionware.com/forum/index.php?topic=1542.msg17616#msg17616

42
VVVVVV Help / Re: About maps
« on: April 21, 2014, 10:48:41 AM »
Dimension 333333 is the level I like the most. The level design provides a lot of new interesting ideas compared to earlier levels, the Direct Mode designing is amazing and the best looking I've seen out of all levels I've played, it provides interesting challenges, and the dialog, especially the 20/20 trinkets one, is interesting and was definitely worth it. The level is a bit on the hard side though, even the "easy" version of it.
Dimension 333333, along with the main game itself, was also what provided the inspiration for me for Back to VVVVVV.

...speaking of which, I'm surprised and flattered over how many people voted my own level as their favorite. :o
Thanks for the support! :viridian:

43
VVVVVV Levels / Re: -
« on: April 16, 2014, 12:51:19 AM »
So yeah, about that debug thing, VVVVVV 2.0 doesn't like it at all. And I don't want to spend work on something that might even break completely in the upcoming update as well, so I'll stall it for now.
However, I've looked into something else. Would anyone be masochistic enough to do a no death run of this level? : D
I've looked into areas which rely too much on Viridian's "jerky" movement (as Riosha would put it) making the areas being hard not because of the challenge but rather because of frustrating controls, to fix these, and then release a 1.3 with included No Death Mode and some other goodies to make it relevant for non-masochists as well.

Features in this case:
* No Death mode, including a cutscene toggle
* Gravitron chaining bug fix
* Replicated VVVVVV jukebox
* Trinket checker in Secret Area acknowledging the 22nd trinket
* A changed trinket challenge (this time without a forced restart)
* Adjustments of challenges relying on Viridian's "jerky movement"
* Improved level completed screens
* More crewmate interaction
* Major rework of intro cutscene - it's far too long as it is right now.
* Rework of the hub system. The hub system is rather cool IMO, but I would prefer using a system which works more like the main game does, and this is actually possible to implement in a feasible manner.
* maybe more?
You forgot the fact that you can st/\\ go to the po\ar d/mens/on a second t/me. On the second t/me, you can sk/p the cutscene that stab/\/zes the d/mens/on and run /nto the stab/\/zed vers/on of "The Gang's A\\ Here". / th/nk /t on\y works /after/ you go to the po\ar d/mens/on the f/rst t/me.

A\so, p\ease te\\ us how to get that debug th/ng. / see you're test/ng the \eve\ /ns/de the ed/tor, so sure\y /t must be some sort of gamestate or /nterna\ scr/pt.
or maybe you just edited the game
I don't understand what you mean with the second polar dimension visit. I'm aware that it happens. What is the issue?

As for the cheat menu interface, it is done by creating text manually using createentity() with inversion planes. Thus, a lot of entities is made. This causes VVVVVV 2.0 to crash for some reason, but the issue isn't present in 2.1.

44
VVVVVV Levels / Re: Back to VVVVVV (V1.2.2)
« on: April 15, 2014, 06:32:50 PM »
So yeah, about that debug thing, VVVVVV 2.0 doesn't like it at all. And I don't want to spend work on something that might even break completely in the upcoming update as well, so I'll stall it for now.
However, I've looked into something else. Would anyone be masochistic enough to do a no death run of this level? : D
I've looked into areas which rely too much on Viridian's "jerky" movement (as Riosha would put it) making the areas being hard not because of the challenge but rather because of frustrating controls, to fix these, and then release a 1.3 with included No Death Mode and some other goodies to make it relevant for non-masochists as well.

Features in this case:
* No Death mode, including a cutscene toggle
* Gravitron chaining bug fix
* Replicated VVVVVV jukebox
* Trinket checker in Secret Area acknowledging the 22nd trinket
* A changed trinket challenge (this time without a forced restart)
* Adjustments of challenges relying on Viridian's "jerky movement"
* Improved level completed screens
* More crewmate interaction
* Major rework of intro cutscene - it's far too long as it is right now.
* Rework of the hub system. The hub system is rather cool IMO, but I would prefer using a system which works more like the main game does, and this is actually possible to implement in a feasible manner.
* maybe more?

45
VVVVVV Help / Re: New level editor?
« on: April 12, 2014, 01:05:07 PM »
WHOA :o

Well, I know it's not a new editor coming (since that post is from 2011, and as said, is about the main game), but I would love to mess around with that thing and compare it to the custom level editor. :)

Pages: 1 2 [3] 4 5 ... 54