Recent Posts

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21
VVVVVV / Re: Createentity List
« Last post by -Kiwi Alexia ♡ on April 22, 2019, 05:46:52 PM »
no it isnt

its one of the ai types that you use with changeai
22
Everything else / Re: ask me to do a 8bit cover of any song u want
« Last post by shiny k on April 22, 2019, 05:41:32 PM »
https://beepbox.co/#6n31sbkbl00e01t5m0a5g01j7i0r1o3410T0w1f1d1c0h0v0T0w0f1d1c0h0v4T0w1f1d1c0h0v4T2w1d1v0b004i00p1E09tPhR0gEw120kNQEmK4A8ihHHFGGTnnlSSQBg00


short, but maybe like it.
oh my gosh thats amazing!! no idea how you did those chords so well, im impressed....
fun fact:

you can set the chords to this for a less "wobbly" arpeggiated feeling!!
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Everything else / Re: ask me to do a 8bit cover of any song u want
« Last post by shiny k on April 21, 2019, 12:52:43 PM »
25
VVVVVV Levels / Re: Balneor's Fun Level Pack
« Last post by Balneor on April 21, 2019, 06:36:03 AM »
And now we've gotten full circle with this update ! Last quarter pack updated to v1.2. I want to recall that most of these levels are slightly altered versions of the ones you can normally download from the makers. It's mostly bug and small gameplay related alterations, in order to make the customs less annoying to play in some places. You should be able to retrace them back if wanted.

List of levels that were removed from this pack :
The V Flip v1.1 (Stylzm), Tower of Doom v1.1 (PyNe), The Satellite Base (LucasK), The Colour Spiral (Derp Department), The Spikement (Prrg), Vacation Wrecked Demo (510lliw), Vex's Stronghold (Damn It AL to Hell), Villi Searching (Veec7), Viridian to the Future (Starspire & Veec7), VVVVVVII (ChristaMoose), VVVVVV Adventure (Shape worrior t), Zany Protocol (Flamingbanana).
Making 12 levels to be removed and 66 remaining. 279 total in this entire compilation.

I'm happy that this long "quality-control" project of mine has ended, at last. That doesn't mean there won't be any more updates coming up. I have one brand new, fifth pack planned for the one-year anniversary of this topic. Not much we can do there, aside waiting up for that time to come and for people's new creations to arise. So see us then again, in a couple months.
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Everything else / ask me to do a 8bit cover of any song u want
« Last post by Valso22 on April 19, 2019, 04:47:40 PM »
any questions?
29
VVVVVV / Re: Createentity List
« Last post by Valso22 on April 18, 2019, 03:35:57 PM »
What is AI state?
is like the id of what does the ai do or the status of the ai
30
VVVVVV Levels / Re: COOLIO
« Last post by CaptainJabby on April 15, 2019, 11:59:56 AM »
An alright level, it definitely has some its entertainment value. Welcome :viridian: I liked that one obstacle that's supposed to be a congregation of spikeballs, looked neat to the eye.

While it is fairly playable, a few issues (one notably) drags that aspect down a little bit.

(Pic 1 & 2, from left > right / up > down) By far the biggest issue in your level. There is an over abundance of "blind drops" segments (And especially in that second area), where you blindly fall through unexplored and spikes-filled rooms at lightning speed, not having any way to react back to the challenges whatsoever. They just cause unavoidable deaths, and honestly more harm than good.
As the maker this may not be of an issue at all (Because he knows the layout well), but players are guaranteed to die at least once for reasons unrelated to skill. As such they're quite annoying and unfun to deal with, and even more at large numbers.
This room, although not that big of a deal in retrospective, remains an example of this. You are supposed to get to the room above by removing the grav. line using the terminal, but you'll die there almost immediately because we aren't expecting the need to move left. Bit of a time waste in my opinion.  Of course, it depends on the difficulty of such section. If you're likely to die at least a couple times on it then that's okay, if however the section can be summarized with "Don't stand in the middle / left / right", the kind of stuff you can beat 100 times in a row, then all things considered it should be scrapped.
 
Still, I saw that in a few places you gave the player hints or prior visualisation to these, which is a good way to make them more tolerable. Using room text (> v < ^) works nicely too.

(Pic 3) By doing a trick called a "line clip", it's possible to pass through horizontal gravity lines like the one at the start. It consist in pressing the flip button twice and very quickly, but only if the line is close enough to the ground, like here. Moving it two tiles up will disallow it.

(Pic 4 & 5) About aesthetics. This ceiling does have spikes on one side but not the other. It's hard to explain but it doesn't look right. On top of that the player might accidentally die if he ever go from 5 to 4 and up from the ceiling.

(Pic 6) The idea behind this hint is good, but it itches me that its gravity line counterpart isn't there. Here I simulated this idea with the painted white line. The terminal could then be destroying it.

(Pic 7) This part is a lot tougher than it looks, and it feels out of place in this otherwise pretty simple to beat level.

   
   

Despite the blind drop problem, this fully built 11x11 level remains very playable, which is more than fine :viridian: Is that one of your first customs ?

I'm glad you had some fun with it, Balneor, and I'll definitely improve on those issues, mainly the blind drop problem. I made this level a while back, and it actually is one of my first custom levels. Thank you for the advice!:viridian:
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