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Messages - FIQ

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46
VVVVVV Levels / Tower of Lirpa (V1.0)
« on: April 01, 2014, 01:52:41 AM »
EDIT: Happy April Fools everyone!

Original post
------------------
Vermilion has gone missing, again!
Viridian has to venture into an unknown place where Vermilion said he was going, and find him. On the way, he stumbles upon a mysterious, long, tower, not unlike The Tower back in VVVVVV. Can you save Vermilion in the end? Play the level to find out!

This is a level that I've worked on in secret for a while. After looking through VVVVVV internals with a memory checker (if you don't know what this is - think gameshark or cheat engine). I discovered that a particular bit enables a scrolling level (The Tower, etc). I also noticed that this bit was very close to the flag range. As earlier found, you could set "flags" beyond the 0-99 range by flag(x,on) and thus modify other stuff in RAM. By doing some calculations, I attempted to set a towermode flag by this, and to my surprise, it worked!

Whoa, I had no idea this was even possible! --Terry

O_O --simonroth

what's so special about this? --Notch

Because The Tower uses a 3rd tileset with a very different tile structure, and the rooms in question can't have tileset 3 by default, I had to work with tileset 1 but use tileset 3 numbers. This makes the level look really weird for a split second in the tower, but it fixes itself very quickly. This way, I could create a tower level, and funnily enough, without a single line of internal scripting!

Download: http://home.fiq.se/vvvvvv/toweroflirpa/1.0.vvvvvv

47
VVVVVV Levels / Re: Back to VVVVVV (V1.2.2)
« on: March 30, 2014, 05:32:57 PM »
So I felt like fooling around with VVVVVV the last week, and had some fun fooling around with some attempt at a "debug"/cheat menu ("debug" since I didn't really use it for debugging, even thought it could have been helpful had it been available as one). It was mostly intended for personal use for messing around with, but since others seemed to like it, I guess I could incorporate it available by the in-level cheat code system. It controls the same as my already existing level select, only with a far better looking UI.

Why? Because I can.

The result is this:

48
VVVVVV Help / Re: HELP: TELEPORTERS
« on: March 28, 2014, 05:15:14 PM »
You mean the Game Saved text? Or the - PRESS ENTER TO TELEPORT - text? Or both?

1: possible in most situations
2: yes, but only in certain situations, but pressing enter wouldn't actually do anything

49
VVVVVV Levels / Re: "TriVVVVVVia" Demo
« on: March 27, 2014, 05:59:11 AM »
Ah the 2.0 internal scripting method found by Stalefish.

Yeah, this level only works in 2.0. I *could* port this to one of the methods I found that work over both versions, but there's a potential problem - an upcoming release. I don't know whether or not that one will have that bug left...

50
VVVVVV Levels / Re: "Line Wrap" by Rox
« on: February 10, 2014, 11:48:49 PM »
I also am unable to make it past "Don't Fall Down" on the DS version! :victoria:
The DS version is a bit less liberal with how far out from the platform you can go before jumping. This makes this part *significantly* harder (borderline impossible). It can be done, I actually managed it twice, but usually if I play this level on the DS version, I just turn on invincibility to bypass this.

I have both versions, and I have to say that it's literally impossible on 3DS, but easy on PC. It's because on PC, you can fall a tiny bit off ledges and still jump, giving you an advantage of about 4 pixels. On 3DS, you have to have at least a pixel on the block's surface, and you can't get the extra pixel over without falling to your death.
Not impossible, but insanely hard.

There was actually another jump with a similar issue in the first version of VVVVVV for the 3DS (which was completely impossible and not just very hard), but it was fixed in the update by moving a conveyor belt. So mechanics definitely changed. http://www.gamefaqs.com/boards/647860-vvvvvv/62150863

51
VVVVVV Levels / Re: VVVVVV Editor for 3DS?
« on: August 11, 2013, 07:59:36 AM »
UberHacker uses AT&T just like Luigi700 and they both can't get on. It's a known problem that AT&T blocks the host tolp.net16.net is on... :victoria:
Ever thought about using a real, non-free hosting provider?

52
VVVVVV Levels / Re: Escape from the Lab! A debut level by Woliken
« on: July 31, 2013, 05:23:03 PM »
While I haven't finished this yet, I have to say that I like this. A lot.
Good work.

53
VVVVVV Levels / Re: MY AWESOME LEVEL. THAT I MADE MYSELF.
« on: July 26, 2013, 12:59:22 PM »
After loading the level in the level editor to fix the you-die-infinitely bug (you accidentally used the "rescueable crewmate" entity instead of the player entity), I'm greated by a 1-room level with no kind of explanation.
No offense but I don't exactly understand the point of this, but given your way of writing I would assume you're trolling.

54
VVVVVV Levels / Re: Script commands index and tips
« on: July 19, 2013, 02:34:31 PM »
Small bump.
I think it's a good idea to mention which scripts activate cutscene bars and which make :viridian: stop.
We already know that say and reply create cutscene bars and make  :viridian: stop. And, from how the script that makes scripts only execute once works, we know that iftrinkets (as well as ifflag) don't make Viridian stop (or create cutscene bars).
Delay doesn't create cutscene bars but does make Viridian stop (until it ends, I suppose). I suppose if it isn't executed, even though the script that contains it is entered, it doesn't make Viridian stop.
Flash, destroy and music don't make Viridian stop nor create cutscene bars. I suppose it's the same for happy, sad, map and squeak?
It may be a good idea to write about this because people may not know what this script does:

delay(60)
flash

(It obviously includes an empty line).
It doesn't just make a flash effect around 2 seconds (60 ticks) after it's activated. What it does is make :viridian: stop for around 2 seconds, as soon as it's activated, and then make a flash effect.

Another thing: I read somewhere someone saying that, in the method to execute scripts only once, the stop script doesn't need to exist. I removed that script in my level and then executed a script which I didn't modify or even seen for a long time. IIRC, it had the method to execute scripts only once shown here. It worked! It worked normally the first time, left the room, reentered and it didn't do anything the 2nd time.
I got issues when I didn't have that script once, but perhaps it was unrelated.

55
VVVVVV Levels / Re: VVVVVV Editor for 3DS?
« on: July 04, 2013, 08:15:29 AM »

I like the visuality, but the people on 3DS probably don't know what any of this means, so instead of the code for ifflag or iftrinkets or stuff, do something like "If flag 1 is on, go to ______", "Turn flag 1 on" and "Viridian replies '________'". Also, maybe more crew colors such as Voon, Vaelyn and Veil, and you can pick which crewman to say the lines. Oh, and you can use 0-100 flags, but not 67. :)

I support! :viridian:

Good idea about the "If flag 1 is on, go to ______" and "Turn flag 1 on" stuff (I just wrote it like that in the screenshot because there wasn't enough space), maybe it should even be renamed to make clear what it actually is, but there should probably remain backward compatibility. That would mean no additional crew colors, and it would just give a warning when you try to use flag 67, or an explanation as to why it's not available (flag 100 doesn't exist, btw). I think "Viridian replies" is not really necessary though, you can just do it with showing the text box like it's going to be shown.
If you want to compromise between backward compatibility and user friendlyness, make the list able to show flag 1-99, and alias flag 67 to flag 0.
If you want to maintain user friendlyness most, fix that stupid bug.

56
VVVVVV Levels / Re: Completed my VVVVVV level, but...
« on: July 01, 2013, 08:32:04 AM »
Can't help you, but try uploading to mediafire or something like that in case you can't zip.

57
VVVVVV Levels / Re: Script commands index and tips
« on: June 26, 2013, 07:23:24 AM »
Added a note about flag 67.

58
VVVVVV Levels / Re: Dimension Open/The Open Level Project v1.0.1
« on: June 18, 2013, 12:49:58 PM »
So...wanna hear what I have to say as it pops into my head?  Wanna watch someone die multiple times due to idiocy?  Want just a good laugh?  LOOK NO FURTHER!

http://www.youtube.com/watch?v=ZqJZhwbBqoE  I'm starting up my latest episodic series right here.

And I also have more just floating around my channel all the same: http://www.youtube.com/user/Rioshoa

Just thought I'd put that out there.
Just some kind of warning - You refused to do the hardest trinkets in my level for them being too hard. While I was the designer of those challenges, and that might make me find them easier -- some parts in TOLP, I found harder than in that part.

Just saying! Good luck!

59
VVVVVV Levels / Re: Back to VVVVVV (V1.2.2)
« on: June 16, 2013, 03:28:27 PM »
Back to VVVVVV 1.2.2 has been released.

Changelog:
* Fixed completing the first part of the level unlocking Flip Mode
* Fixed typos: instable->unstable, (...) sound too well... -> (...) sound too good...
* Fixed a minor tiling error in Inversed Floors
* Moved T4 slightly to the right

60
VVVVVV Levels / Re: Back to VVVVVV (V1.2.1)
« on: June 16, 2013, 03:14:18 PM »
I fixed the flip mode unlocked bug. The solution was trivial, but I had to replace the "Game complete!" textbox by a "Level complete!" one (which, IMO, is better than making a custom "GAME COMPLETE" textbox which looks way worse), as forcing the game to show the former makes it unlock flip mode as a side effect, w/o the possibility to cancel the process in the middle (as it's loaded on the same "gamestate" as the gamecomplete window).

I'll put up a fix shortly after solving a couple of other minor bugs.

How about the other info like amount of flips and deaths, and hardest room?
Those are left intact.

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