Author Topic: Back to VVVVVV (V1.2.3)  (Read 79247 times)

Lord Ghetsis

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Re: Back to VVVVVV (V1.2.1)
« Reply #180 on: June 15, 2013, 11:59:04 AM »
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!
« Last Edit: June 15, 2013, 12:02:04 PM by BisonMan12 »

Lord Ghetsis

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Re: Back to VVVVVV (V1.2.1)
« Reply #181 on: June 15, 2013, 12:02:45 PM »
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

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Re: Back to VVVVVV (V1.2.1)
« Reply #182 on: June 15, 2013, 01:10:51 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

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Re: Back to VVVVVV (V1.2.1)
« Reply #183 on: June 16, 2013, 02:04:33 AM »
-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

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Re: Back to VVVVVV (V1.2.1)
« Reply #184 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.

Dav999

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Re: Back to VVVVVV (V1.2.1)
« Reply #185 on: June 16, 2013, 11:33:58 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.

How about the other info like amount of flips and deaths, and hardest room?

FIQ

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Re: Back to VVVVVV (V1.2.1)
« Reply #186 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.

FIQ

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Re: Back to VVVVVV (V1.2.2)
« Reply #187 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

Lord Ghetsis

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Re: Back to VVVVVV (V1.2.2)
« Reply #188 on: June 22, 2013, 09:55:18 AM »
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

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Re: Back to VVVVVV
« Reply #189 on: July 04, 2013, 02:41:49 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

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Re: Back to VVVVVV
« Reply #190 on: July 04, 2013, 03:32:13 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

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Re: Back to VVVVVV
« Reply #191 on: July 04, 2013, 04:20:47 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

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Re: Back to VVVVVV
« Reply #192 on: July 04, 2013, 05:15:02 PM »
Can we please get back on topic?

weee50

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Re: Back to VVVVVV (V1.2.2)
« Reply #193 on: July 16, 2013, 01:23:56 PM »
Can we please get back on topic?
Yes!

FIQ

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Re: Back to VVVVVV (V1.2.2)
« Reply #194 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:
« Last Edit: March 30, 2014, 05:46:01 PM by FIQ »