My VVVVVV level

Started by weee50, July 04, 2013, 09:33:26 PM

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Do you love my level? Should I make a version 2?

I do love your level and I should make a version 2.
5 (50%)
I do love your level.
2 (20%)
I should make a version 2.
2 (20%)
Neither :(
1 (10%)

Total Members Voted: 10

weee50

I have a game-ish VVVVVV level. This is my first level! It has 26 in-game levels (24 normal in-game levels) It has:


       
  • Internal scripting
  • Bosses ( OH, No!) (They are KaizoPerson () and :( (King)
  • Tileset 7 (By using TextEdit to open the .vvvvvv file)
  • Awesomeness
  • 2 Trinkets
Click here to download.

CHANGELOG:
1.1:
Fixed spikes that make the King impossible

1.0:
Initial release

.

#1
I can't leave the room Boss 1: Kaizoofperson when it still has 3/3 health.
Don't use warp lines with warp direction :D

Also, you're sure that I can go to the terminal when King has 2/3 health?

I fixed these in level editor and beat the level, and I think this is pretty fun.

allison

Quote from: nicholashin on July 05, 2013, 08:59:29 AM
Also, you're sure that I can go to the terminal when King has 2/3 health?

I have a problem with this too; if just ONE SPIKE on the far right was removed, it would be far more reasonable.

weee50

#3
Quote from: crazyal02 on July 05, 2013, 03:55:16 PM
Quote from: nicholashin on July 05, 2013, 08:59:29 AM
Also, you're sure that I can go to the terminal when King has 2/3 health?

I have a problem with this too; if just ONE SPIKE on the far right was removed, it would be far more reasonable.
Fixed! Click on it again!

allison

Finished! That was fun, and there was some clever use of Tileset 7 too.

Lord Ghetsis

Quote from: crazyal02 on July 05, 2013, 10:06:39 PM
Finished! That was fun, and there was some clever use of Tileset 7 too.

Tileset 7? Tell me more.

allison

Quote from: BisonMan12 on July 05, 2013, 11:22:31 PM
Quote from: crazyal02 on July 05, 2013, 10:06:39 PM
Finished! That was fun, and there was some clever use of Tileset 7 too.

Tileset 7? Tell me more.

Tileset 7 can only be used via external editing. Technically, every invalid tileset behaves like 7.

Walls are solid cyan, backing is solid green. Spikes are Space Station style, and always face up. Background is Space Station style too. Interestingly, if the room was originally, say, Lab tileset, then the spikes and walls that are Lab-style will remain, and you can place Tileset 7 objects in addition to them.

weee50

#7
Quote from: crazyal02 on July 05, 2013, 11:26:50 PM
Quote from: BisonMan12 on July 05, 2013, 11:22:31 PM
Quote from: crazyal02 on July 05, 2013, 10:06:39 PM
Finished! That was fun, and there was some clever use of Tileset 7 too.

Tileset 7? Tell me more.

Tileset 7 can only be used via external editing. Technically, every invalid tileset behaves like 7.

Walls are solid cyan, backing is solid green. Spikes are Space Station style, and always face up. Background is Space Station style too. Interestingly, if the room was originally, say, Lab tileset, then the spikes and walls that are Lab-style will remain, and you can place Tileset 7 objects in addition to them.
And I looked at the roomname to get the tileset 7. In this case:
...<edLevelClass><tileset>7</tileset>...>Level 5</edLevelClass>...

ToasterApocalypse

There's a tilecol=7 too, but it crashes in VVVVVV 2.1. Basically, it's just a tileset with glitchyness. But what's interesting is:


  • The enemies are red
  • Moving/Disappearing platforms are invisible
  • The conveyor belts are blue and display no direction.

weee50

Quote from: ToasterApocalypse on July 06, 2013, 11:42:11 AM
There's a tilecol=7 too, but it crashes in VVVVVV 2.1. Basically, it's just a tileset with glitchyness. But what's interesting is:


  • The enemies are red
  • Moving/Disappearing platforms are invisible
  • The conveyor belts are blue and display no direction.
Hey, I think that was your 999th post!

allison

#10
Quote from: weee50 on July 06, 2013, 12:21:13 PM
Quote from: ToasterApocalypse on July 06, 2013, 11:42:11 AM
There's a tilecol=7 too, but it crashes in VVVVVV 2.1. Basically, it's just a tileset with glitchyness. But what's interesting is:


  • The enemies are red
  • Moving/Disappearing platforms are invisible
  • The conveyor belts are blue and display no direction.
Hey, I think that was your 999th post!

According to this page, he's saving his 1000th for tOLP2.

But getting back on topic... Invalid tilecols will display various tiles from other tilesets or even ones that are only available in Direct Mode. The only exceptions are:

tilecol 6 in Warp Zone=Polar Dimension
tilecol 6 in Lab=Glitchy walls like normal, but with the flashing background in Anomaly and Purest Unobtanium

weee50

Do you want to know how I made the bosses?

allison

Quote from: weee50 on July 09, 2013, 10:57:44 AM
Do you want to know how I made the bosses?

Multiple sets of rooms, one set for each number of hitpoints, setcheckpoint at the beginning, gotoroom(x,y) to "damage" it?

weee50

#13
Quote from: crazyal02 on July 09, 2013, 01:32:34 PM
Quote from: weee50 on July 09, 2013, 10:57:44 AM
Do you want to know how I made the bosses?

Multiple sets of rooms, one set for each number of hitpoints, setcheckpoint at the beginning, gotoroom(x,y) to "damage" it?
Yes!


Code (boss1) Select
say
Ha ha ha!

reply
Stop! Who are you?

say(2)
Me? I am-HA HA HA!- KaizoPerson! Now
goodbye!

say(-1)
text(1,0,0,4)
say(4)
play(14)
gotoroom(3,8)
setcheckpoint()
text(1,0,0,4)
say(4)
endtext
endcutscene()
untilbars()
loadscript(stop)


Code (bossdecrease1) Select
flash

say(-1)
text(1,0,0,4)
say(2)
gotoroom(1,9)
text(1,0,0,4)
say(4)
endtext
endcutscene()
untilbars()
loadscript(stop)


weee50