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Messages - FIQ

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796
VVVVVV Levels / Need help/tips about scripting
« on: February 20, 2012, 02:52:06 PM »
Hi.
First at all, is there any way to see if a flag is off? I know I can see if it's on, but not the opposite. I can do something ugly like this, but I prefer a better way;

sample1
ifflag(N,sample3)
flag(N,on)
ifflag(N,sample2)

sample2
flag(N,off)
(do things)

sample3
stop

I was thinking on creating a way to store and check exactly which trinkets the user has gotten. I was going to do this this way:

Room w/o trinket ----- Room with trinket
    [SCRIPTBOX1] ----- [SCRIPTBOX2]

The scriptbox2 would do the following:

Store the amount of current trinkets. This can be done by storing in a binary table. Say, I have 15 trinkets in my level. Then, I can use for example flag 90-93, and store them binary. For example, if I have 1 trinket, I will store them this way:
90 - off
91 - off
92 - off
93 - on

And if I have ten, I will store them this way:
90 - on
91 - off
92 - on
93 - off

Then, scriptbox1 is used to compare the previous count, stored in these flags, with the current one. If they mismatch, the user took the trinket in that other room. Then, you can store the "trinket found" data in another flag.

First, I was going to create a scriptbox that is placed at the exact point that the trinket is. However, this doesn't seem to work - you have to mis-align them by 1 pixel in some direction. I don't like this - it enables you to trigger the script while dodging the trinket (probably only done intentionally, but i don't like quirks like this in my levels! :p). Another possibility is to place the trinkets in a pit (forcing you to take it once you go into it), but that limits a bit where I can place trinkets.

Second - is there a possibility to execute an external script without checking for flags or trinkets? I guess I can do iftrinketsless(21,script), but there should be a better way...

EDIT: I MIGHT be able to place a scriptbox and a trinket in the same position by editing the .xml file manually, but I prefer avoiding manual edit.

797
VVVVVV / The Gravitron
« on: February 19, 2012, 12:38:12 PM »
Screw that!  :P

The Gravitron is one part of the game which I found most fun (the others being The Tower, Space Station 2l, Super Gravitron (how suprising I like this when I liked the normal?!). Of course every part was fun, but these I liked the most.

Anyway, I'm trying to do a no death run. I can do it pretty well, two times I've ended up in Intermission 1 and died on "Don't be Afraid" (I realised after that how I could do it with 100% success). I guess I will die on Not as I do next time I run no death and ending up in int1...

Anyway, I'm also training at The Gravitron because I failed miserably there the first time I played (~50 deaths or something?), and to success No Death, I'll have to finish this. I can do it very well now, usually under 10 deaths. But there's one annoying part!

60-50 - No comment, just a plain show on how The Gravitron works (at least that was my feel on it the first time I played)
50-40 - This was VERY HARD for me the first time, and many times during my "training" on it - until I realised a way to make it much easier, by following the stream. By timing a "switch position" four times, and else just following with the squares, I can succeed this 9 times of 10.
40-30 - Same as 60-50, but this time from the other direction
30-20 - Here's my problem. For some reason, I *just can't do it*. If I die 6 times in The Gravitron, 5-6 of them is here. Ironically, I can do the harder version of this (in Super Gravitron) almost flawlessy (50% survival) in Super Gravitron
20-10 - A bit annoying at first, but you'll learn
10-0 - An interesting part - this part is harder if you've done better at the other parts (the squares come more often). A lot of deaths make this part very easy, when a complete survival (I did that *once* and died on 4.76, but ended up with 1 death total - my record at the moment) makes this part way harder.

Anyone else that had problems with 30-20? For you that don't know, 30-20s is when 1 square arrives on one side, and 1 another at the opposite side, in a "inverted" place. For example, 2 squares, 1 at topleft, 1 at bottomright. Etc.

/FIQ

EDIT: Just after posting this, I played it. 6 deaths. Guess what part they was in?

798
VVVVVV / Level format
« on: February 15, 2012, 07:51:00 AM »
Hi!
I just wonder, is there any documentation on the level format (the custom levels, that is)? I've looked into it a bit for myself and played around with modifying parameters with entities' "parameters" (that I suppose that pN is?). For example, I found out that setting p1="16" @ an enemy makes it act somewhat (but quite buggy!) like the one in B-B-B-Busted. I suppose that the internal level format is not the same, obviously, but it would be interesting to know what VVVVVV does with a custom level internally. Does it translate the .xml file to the same format as the internal engine is, or does it use a custom engine?

Also, I guess submitting a level with the entities "hacked" isn't permitted, due to the risk assigned?

For example, I tried to set p1="11" on an enemy. The result? A lot of strange boxes appeared out of nowhere and VVVVVV segfaulted pretty quick after that (probably due to too many entities on the screen).

Why am I playing with this? I like to experiment with things to find out what it does.

/FIQ

799
VVVVVV Tech Support / Re: "Fake" spikes
« on: February 15, 2012, 07:11:12 AM »
Another level quirk (only possible to get affected by using invincibility - trying to go that way w/o invincibility will not take you the entire way - you're 1 pixel too far away), but still pretty major in terms of level design): Your Bitter Tears... Delicious has a 2 "pixels" wide wall at the right wall in the straight way down to (or away from) Doing Things The Hard Way, while Getting Here is Half the Fun has 3. I.e:

(...)
#>         <###
#>         <###       Getting Here is Half the Fun
#>         <###
------------------
#>         <##
#>         <##         Your Bitter Tears... Delicious
#>         <##
(...)

(while --- is the screen border between rooms)

800
VVVVVV Tech Support / Music in the level editor
« on: February 13, 2012, 03:05:53 PM »
Hi again!
I was almost frightened for a few minutes ago when opening the editor - and suddenly "Positive force" popped up out of nowhere (It's great music, just totally unexpected). Especially as I don't even use it in my test level.

After some investigation, I came to the conclusion:
Somehow, VVVVVV keeps track of your last coordinate, and starts some music based on that IF, and only IF, that coordinate triggers a music file in the original game.

For example, I played around in 10,1 in my own level, saving, quitting and went into the editor - and Positive Force started to play. I realised 10,X is where The Tower is.
Tried to play with this, and placed myself just right where The Laboratory begins (that labyrinth in the start), and then fired up the editor again. The Laboratory music didn't start to play as expected - but Passion For Exploring did. So clearly there's something related to this.

I can be wrong though - but this is completly reproducible for me.

801
There are missing libraries in the .tgz.

Also, IIRC you should run ./VVVVVV, not _64. ./VVVVVV will... do things, not sure about what it really does, some library linking I think. Just running VVVVVV_64 segfaults here as well

802
VVVVVV Tech Support / "Fake" spikes
« on: February 13, 2012, 11:28:51 AM »
Hi!
I was experimenting with Direct Mode and mapping and found out that there was different kinds of spikes. I'm currently using the Space Station tileset.
I found out that there's 6 kinds of spikes actually working (6-9, 49, 50). I also found out some spikes in the 11xx range - that didn't actually work! They're used for different kinds of backgrounds. Which led me to think about Exhaust Chute, as there's 8 different kinds of spikes there, two for up/down w/o background, two for full background - but ALSO there's spikes for the "background corner"! That I didn't manage to get working when I played around with the level editor. I fired up my save file with invincibility turned on and went to Exhaust Chute. And guess what - the spikes there indeed doesn't work (As i went through them - with invincibility, all normal spikes are solid).

The spikes I'm talking about in Exhaust Chute is:

VVVVVVVVVVVVVVV     VVVVVVVVVVVVVV




       ^^^^^                          ^^^^^

Is this going to be fixed? :p

803
VVVVVV / Re: VVVVVV 3DS to launch next week
« on: February 13, 2012, 06:40:18 AM »
Is it the same as the US one (which have a non-working Flip Mode and some problems with the "bonus" soundtrack in Final Level)?

804
VVVVVV Tech Support / Re: Viridian disappeared
« on: February 06, 2012, 01:38:12 PM »
Quicksaving on tower levels (The Tower, Panic Room and The Final Level) doesn't work properly in 2.0. In 2.1, it works, however.

805
VVVVVV / Re: "Not as i do" -- the most annoying room?
« on: February 03, 2012, 01:50:23 PM »
I though this room was pretty easy actually - it just took me a few tries.

Doing Things The Hard Way was waaay worse - took me around 1000+ tries the first time. And I'm not kidding.

1 hour and 40 minutes gone of my life on that thing...

I ended up training a bit so I could do it properly if I ever would re-run VVVVVV (which has happened a few times now), now I can do it in ~5 tries. A big difference.

806
VVVVVV / Re: Level Sequence
« on: February 03, 2012, 01:47:42 PM »
1: Space Station I (how suprising)
2: The Tower
3: The Laboratory
4: Warp Zone
5: Space Station II (I can never remember where it lies...)

But the first time I did a playthrough, it went more like this:

1: Space Station I
2: The Laboratory
3: Space Station II
4: The Tower
5: Warp Zone

807
VVVVVV / Re: Source code
« on: February 03, 2012, 01:45:36 PM »
Would be interesting to read (allthough I'm not that comfortable with C++) - but I have understanding for Terry not wanting to release the source.

808
VVVVVV / Re: How Much Time Do You Have Played On VVVVVV?
« on: January 28, 2012, 03:55:23 PM »
Let's just say "too much"!

809
VVVVVV / Cyan dialog color?
« on: January 28, 2012, 03:45:44 PM »
Hi. I've had some fun with the internal-script-activation bug. No, I'm not planning on using it in a submitted level. Actually that would be a very bad idea as I discovered that segfaults are a common thing when playing with this (Also I messed up my save one time :P)

Anyway, somehow I triggered some strange text box color. Is it used at all? Which color is it defined to then?

EDIT: If it wasn't obvious - yes, I'm currently using 2.0. Mocking with bugs can be fun : D



The code I used was:
say(6)
#
reply(5)
#
createcrewman(50,50,blue,0,faceleft)
speak_active
#
#

The result were that above ^ two times with the box placed in a different place both times.

810
VVVVVV / Re: VVVVVV Quiz
« on: January 28, 2012, 01:17:00 PM »
Answers are below (how surprising)

1: C
2: D
3: A
4: D
5: As long as you don't feel like doing a sequence break (which will glitch the game anyway), C

6: Don't know, but I died there once in No Death Mode. Don't ask...
7:  :vitellary: and :violet:
8: I'm assuming you're still talking about the Space Station? Green Grotto then.
9: 20
10: The room with the teleporter
11:  :violet:
12:  :vitellary: and  :victoria:
13:  :vermillion:
14: Can't remember
15:  :vitellary: (I think?)
16:  That he was unsure about if they ever would be able to escape the polar dimension
17: The antenna
18: doomS and Swoop
19: COMBINE! *merge into a giant version of the characters* (is it called VVVVVVman? At least it is in the scripting - vvvvvvman()) *wreaking havoc* *undo the merge*
20: "about 10 seconds"

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