Back to VVVVVV (V1.2.4)

Started by FIQ, May 28, 2012, 08:41:51 PM

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Lord Ghetsis

#180
Quote from: FIQ on June 15, 2013, 06:14:14 AM
Quote from: BisonMan12 on June 14, 2013, 08:43:18 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!
Overreaction. It just said that i had unlocked flipmode, and I got scared.
EDIT: want to say yay! my concern got into the original post!

Lord Ghetsis

Quote from: crazyal02 on May 29, 2013, 01:21:25 PM
Quote from: Samario on May 29, 2013, 07:21:32 AM
Just asking a question - how do I get the grey backgrounds seen in your and VVVVVV's polar dimension(s)?

Edit the level externally with a text editor. Find the edLevelClass with your roomname. Change tilecol to 6.
Or use Direct Mode. Only in 2.1.

allison

Quote from: FIQ on June 15, 2013, 06:42:15 PM
There's spikes from Tower Tileset on the right screenshot. Why?

It looks like it's the custom tiles he's using; you can see custom font too.

Samario

Quote from: crazyal02 on June 15, 2013, 08:10:51 PM
Quote from: FIQ on June 15, 2013, 06:42:15 PM
-insert quote here-

It looks like it's the custom tiles he's using; you can see custom font too.
Yeah, I'd inserted tiles from tiles3.png into tiles2.png.
The one on the left was supposed to be grey, but stayed blue.

FIQ

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.

Dav999

Quote from: FIQ on June 16, 2013, 06:20:38 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?

FIQ

Quote from: Dav999 on June 16, 2013, 06:33:58 PM
Quote from: FIQ on June 16, 2013, 06:20:38 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.

FIQ

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

Lord Ghetsis

Quote from: FIQ on June 16, 2013, 10:28:27 PM
Changelog:
* Fixed completing the first part of the level unlocking Flip Mode
Thanks. Now i don't have to clear data every time i replay... :viridian:

weee50

Quote from: ToasterApocalypse on June 10, 2012, 01:42:54 PM

The normal path. The actual difficulty wasn't much. It was just memorising(Spelling?) the location of the spikes/enemies.

EDIT: I also died about 200 times in the platform arena  :D
It's memorizing.

blue626

Quote from: weee50 on July 04, 2013, 09:41:49 PM
Quote from: ToasterApocalypse on June 10, 2012, 01:42:54 PM

The normal path. The actual difficulty wasn't much. It was just memorising(Spelling?) the location of the spikes/enemies.

EDIT: I also died about 200 times in the platform arena  :D
It's memorizing.

That's americn english. I think it's memorising in british english.
And, do you realize you made a 12 day bump and replied to a year-old post just because of spelling? :-\

weee50

Quote from: blue626 on July 04, 2013, 10:32:13 PM
Quote from: weee50 on July 04, 2013, 09:41:49 PM
Quote from: ToasterApocalypse on June 10, 2012, 01:42:54 PM

The normal path. The actual difficulty wasn't much. It was just memorising(Spelling?) the location of the spikes/enemies.

EDIT: I also died about 200 times in the platform arena  :D
It's memorizing.

That's americn english. I think it's memorising in british english.
And, do you realize you made a 12 day bump and replied to a year-old post just because of spelling? :-X
Another spelling error! That's american, not amaricn.

Dav999

Can we please get back on topic?


FIQ

#194
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: