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Messages - FIQ

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61
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.

62
VVVVVV Levels / Re: Back to VVVVVV (V1.2.1)
« on: June 16, 2013, 11:20:38 AM »
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.

63
VVVVVV Levels / Re: Back to VVVVVV (V1.2.1)
« on: June 15, 2013, 11:42:15 AM »
There's spikes from Tower Tileset on the right screenshot. Why?

64
VVVVVV Levels / Re: Back to VVVVVV (V1.2.1)
« on: June 14, 2013, 11:14:14 PM »
AMAZING. 9.99/10.
Things i liked:
The Maze segment: best use of warp lines I have ever seen.
Final level: wild ride! Loved it
The internal scripting in general
One annoyance: the Game Complete thing in T4 messed up my saves and unlocked Flip Mode. But very good. Make another!
Activating Flip Mode is an oversight, I'll look into this and fix it ASAP.

But how exactly was saves "messed up"? They shouldn't become like that, and it never happened to me!

65
VVVVVV / Re: Forum closing down
« on: June 02, 2013, 05:07:29 AM »
Well, I guess that unless the plan changed, the forum will close down tomorrow besides VVVVVV Levels.

So long and thanks for all the fish!

66
VVVVVV Help / Re: Internal commands
« on: May 31, 2013, 10:35:47 AM »
Yes, you can!
But it's quite awkward and requires use of the script backgrounding technique. This in turn requires the room to have no kind of animations (enemies, platforms, conveyors) and the script can only run in that specific room, unless you use some complex tricks which makes everything even more awkward.

Well? What's the code?
Well, I said it was awkward, but you asked for it.

Background scripts executes one per tick. 30 tick is approximately 1s. Say you want it to execute for 10 seconds. I would do it like this:
Set away 5 flags to use as a binary counter before executing a full second, say flag 1-5 for the second ticker. I have 2 choices - a more complex script to make it truly 1s, or to make it 2 ticks slower. Depending on the use case, I probably do the latter.
For the actual seconds, I set away 4 flags as the second counter, say flag 6-9. I also set away a flag for noting that the counter has started, say flag 10. I also use a flag to stop the counter, say 11.
I then do scripts that execute gotoroom(X,Y) where X,Y is the room the script is in. This will make the same script trigger again immediately once it's done executing -- but it wont halt your movement. The actual script looks something like this:
(# TEXT for comments, those aren't included in the script, but it's for explaining what I'm doing)

The actual code is below. Keep in mind I haven't tested it, so there might be typos and I might have thought wrong at some points.

Code: [Select]
counter_load:
ifflag(11,stop)
iftrinkets(0,counter) # load internal script

counter:
say(5) # this is one of the few needed internal scripts
gotoroom(0,0) # allow "script backgrounding"
customifflag(5,counter5) # increase counter of flag 5
customifflag(10,counter_started) # check if it has started at all
flag(10,on) # it hasn't
text(1,0,0,4)
say(5) # text
text(gray,-1,30,1)
Counter
backgroundtext
speak
text(1,0,0,4)
say(5)
text(red,-1,90,1)
10
backgroundtext
speak
text(1,0,0,4)
say(5) # set the flags to their current time, making it output 9 once a full second pass
flag(6,on)
flag(7,off)
flag(8,off)
flag(9,on)
loadscript(stop)
text(1,0,0,4)

counter_started:
flag(5,on)
delay(0)

counter5:
flag(5,off) # Do the splitsecond counter
ifflag(4,counter4)
flag(4,on)
delay(0) # those are needed to prevent a bug in VVVVVV

counter4:
flag(4,off)
ifflag(3,counter3)
flag(3,on)
delay(0)

counter3:
flag(3,off)
ifflag(2,counter2)
flag(2,on)
delay(0)

counter2:
flag(2,off)
ifflag(2,counter1)
flag(1,on)
delay(0)

counter1:
flag(1,off)
ifflag(1,counter_full0000) # trigger a second, check at the very bottom
delay(0)

# The full counters, sorted by when they occur (in practice). The first part which doesn't exist for odd numbers are continuing branching to other seconds, simulating integers. The second part sets the flags applied for the incoming second. The third part is actual output. While I could merge part 1 and 2 under the same text(1,0,0,4) part in some cirumstances, I didn't, to make it more understandable.

counter_full1001:
say(2)
flag(9,off)
text(1,0,0,4)
say(5)
text(red,-1,90,1)
09
backgroundtext
speak
loadscript(stop)
text(1,0,0,4)

counter_full1000:
say(2)
customifflag(9,counter_full1001)
text(1,0,0,4)
say(5)
flag(6,off)
flag(7,on)
flag(8,on)
flag(9,on)
text(1,0,0,4)
say(5)
text(red,-1,90,1)
08
backgroundtext
speak
loadscript(stop)
text(1,0,0,4)

counter_full0111:
say(2)
flag(9,off)
text(1,0,0,4)
say(5)
text(red,-1,90,1)
07
backgroundtext
speak
loadscript(stop)
text(1,0,0,4)

counter_full0110:
say(3)
customifflag(9,counter_full0111)
text(1,0,0,4)
say(3)
flag(8,off)
flag(9,on)
text(1,0,0,4)
say(5)
text(red,-1,90,1)
06
backgroundtext
speak
loadscript(stop)
text(1,0,0,4)

counter_full0101:
say(2)
flag(9,off)
text(1,0,0,4)
say(5)
text(red,-1,90,1)
05
backgroundtext
speak
loadscript(stop)
text(1,0,0,4)

counter_full0100:
say(3)
customifflag(8,counter_full0110)
customifflag(9,counter_full0101)
text(1,0,0,4)
say(4)
flag(7,off)
flag(8,on)
flag(9,on)
text(1,0,0,4)
say(5)
text(red,-1,90,1)
04
backgroundtext
speak
loadscript(stop)
text(1,0,0,4)

counter_full0011:
say(2)
flag(9,off)
text(1,0,0,4)
say(5)
text(red,-1,90,1)
03
backgroundtext
speak
loadscript(stop)
text(1,0,0,4)

counter_full0010:
say(2)
customifflag(9,counter_full0011)
text(1,0,0,4)
say(3)
flag(8,off)
flag(9,on)
text(1,0,0,4)
say(5)
text(red,-1,90,1)
02
backgroundtext
speak
loadscript(stop)
text(1,0,0,4)

counter_full0001:
say(2)
flag(9,off)
text(1,0,0,4)
say(5)
text(red,-1,90,1)
01
backgroundtext
speak
loadscript(stop)
text(1,0,0,4)

counter_full0000:
say(5)
customifflag(6,counter_full1000) # those are different states of flags
customifflag(7,counter_full0100)
customifflag(8,counter_full0010)
customifflag(9,counter_full0001)
text(1,0,0,4)
say(5)
text(red,-1,90,1)
00
backgroundtext
speak
text(1,0,0,4)
say(2)
flag(11,on) # stop the script
loadscript(stop)
text(1,0,0,4)

67
VVVVVV Help / Re: Internal commands
« on: May 30, 2013, 11:22:08 AM »
Yes, you can!
But it's quite awkward and requires use of the script backgrounding technique. This in turn requires the room to have no kind of animations (enemies, platforms, conveyors) and the script can only run in that specific room, unless you use some complex tricks which makes everything even more awkward.

68
Remember that the amount of rooms possible in the editor is infinite. By avoiding certain rooms that leads to segfault, you can make a working level utilizing more than 400 rooms.

DAMNIT! I thought I was original by editing a map to be 20x21 here!

EDIT: N, a bump is a month or more, not FOUR DAYS.

EDIT V: Well, that works in theory, but not in practise. Even if you DO find a room which doesn't crash, you can only work in columns.
Yeah, I found that out afterwards when exploring with it a bit. That's why I contradicted myself afterwards in another post somewhere.

69
VVVVVV Levels / Re: Back to VVVVVV (V1.2.1)
« on: May 29, 2013, 03:03:07 PM »
Quote from: Back To VVVVVV Level Select
"Instable Polar Dimension"
Shouldn't it be UNstable Polar Dimension?

Quote from: Captain Viridian, VVVVVV polar destabilizing cutscene
"That doesn't sound too well..."
Um... it's "That doesn't sound too GOOD..." (not being grammarnazi, just OCD about this stuff).

Also, WHY ISN'T THIS A FEATURED LEVEL?!
Thanks for pointing out spelling/grammar issues! English isn't my main language, that's why they are there. I'll make sure to incorporate these fixes if I release 1.3 at some point.

I doubt Terry would feature this, he hasn't even commented on the level. Not sure if he even played it :P

Terry did talk about featuring Dimension Funland though, and that would be his first featured level since months.

70
VVVVVV Help / Re: Internal commands
« on: May 28, 2013, 05:33:17 AM »
C) No, it doesn't if you execute it right; does anyone know where that test level is where you can move normally while gotoroom constantly changes the room?

I don't remember where I posted it, but here it is again. By using the different tiles instead of different colors, you can get the animation. This would obviously have to be used sparingly.
Yeah, but how do you make A DOORWAY with this? Also - proof-of-concept of all instability tiles cycled through coming soon.
Make 3 scripts. One script for the most part of the room, one part near the exit, and one on the opposite side of the exit. The script at the exit turns on a flag, the "main" script turns it off, and the script on the opposite side checks if the flag is on. If it is, perform a roomchange with gotoroom().

Not sure if it would work, I haven't tested it but it should be doable. Keep in mind this is just theoretically, it isn't really feasible to do an actual level with animating tiles, unless it's like 1 room :P

71
VVVVVV Help / Re: Internal commands
« on: May 25, 2013, 12:58:59 PM »
Let me rephrase.
You can do this. You cannot use gamestate 200 for it. You must use gotoroom() kinda like how you make scripts execute in the background. And an insame amount of rooms, even w/o color change (4 per room except for the green ones which require 16 IIRC). And an insame amount of scripts, which will hit the limit in no time unless you plan to do this for like 1 room.

That's what I meant with "not in practice".

72
VVVVVV Help / Re: Internal commands
« on: May 24, 2013, 12:26:03 PM »
8 Blocks in the Y Axis
Thanks for your help.

Also, is it possible to have the animated tiles seen in the second half of The Final Level in the editor?
(By "animated tiles", I mean make them animate via a script or whatever else is necessary (unless it's built into gamestate 200 and I'm doing it wrong...))
No.
Well yes in theory, but not in practice. You cannot use gamestate 200 for it.

73
VVVVVV Help / Re: Internal commands
« on: May 23, 2013, 04:04:45 AM »
You must place the bottom gravity line precisely, or VVVVVV will screw up once the gravitron runs out of time. Even if you do place it correctly, a few edge cases still causes flinging, which can be seen in some of the player levels with gravitrons which aren't inserted 100% correctly.

74
VVVVVV / Re: Advanced Map Renderer?
« on: May 20, 2013, 03:44:32 AM »
Each room is 320*240 pixels.
Take a fullsized map, and you get 6400*4800 pixels, or ~30MB
And that's the size of the picture fullsized.

Also, the source of that application is outdated compared to the EXE. None of them are free of bugs, but the latest version fixed a major bug regarding tile colors for anything that isn't Space Station. The new version still renders Outside Tileset (tileset="1") with the space station tileset, though...

75
VVVVVV / Re: Invincibility speedruns
« on: May 10, 2013, 01:48:02 PM »
(Yes, I know, late reply, even if I read the post in the day or the day after it was posted).

regarding skipping I'm Sorry - yes, that IS possible but very hard to pull off so I didn't do it.
You can also skip Three's a Crowd by the same bug, which I didn't do either (but I did skip in three's a company in the final level as that one is easier to do).

I think the space between the grav. line and the floor/ceiling is the same on I'm Sorry and Three's Company. I thought it was the same in Three's a Crowd, but I'm not sure...

As I wrote in the video info, the timer issue is due to a bug in VVVVVV. Its' timer shows a higher number than what has actually went. There's actually another topic in the forum describing this.

Where? The only bugs related to time that I know is the one that the Time Trial counter in 2.x. is slower than in 1.x. and real time, so that 5:00 real time ≈ 5:00 in 1.x. ≈ 5:06 in 2.x. Since it was faster than real time, it's not this bug. The another one, which I reported myself, is that the Time Trial counter starts at 0:00 when it's actually 0:01 (counting from the time Viridian started moving). It was 7 seconds fast, so that's not the one either. Where's that bug described?
That *is* the bug I'm talking about... You're doing something wrong
5:00 real time = 5:05 vvvvvv time, 12:45 real time = 12:58 vvvvvv time.
(keep in mind I didn't begin the run on 0:00 @ video)

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