Author Topic: VVVVVV Level Editor Tutorial - Part 1: The basics  (Read 141042 times)

allison

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Re: VVVVVV Level Editor Tutorial - Part 1: The basics
« Reply #60 on: June 30, 2013, 03:24:01 PM »
pressing m *anywhere* right now mutes the game.  try pressing m again.
Maybe 2.2 should fix that.

Except that it looks like 2.2 will not be a thing.

Dav999

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Re: VVVVVV Level Editor Tutorial - Part 1: The basics
« Reply #61 on: June 30, 2013, 03:25:36 PM »
pressing m *anywhere* right now mutes the game.  try pressing m again.
Maybe 2.2 should fix that.

Actually, 2.1 already turns that option off if you're in the script editor. Typing a word in a script which contains the letter M already turned music off, for example.

weee50

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Re: VVVVVV Level Editor Tutorial - Part 1: The basics
« Reply #62 on: June 30, 2013, 03:37:17 PM »
Quick question: in the level editor, it seems that breakable platforms don't block moving ones as they do in Laboratory 2 (Prize for the Reckless, Exhaust Chute). Any particular reason for that?
You mean Space Station 2. There is no lab 2 for 10427859437589347598345345 times!

Mathias70770

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Re: VVVVVV Level Editor Tutorial - Part 1: The basics
« Reply #63 on: July 30, 2014, 10:50:47 AM »
Can anyone tell me how to make a polar dimension?

allison

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Re: VVVVVV Level Editor Tutorial - Part 1: The basics
« Reply #64 on: July 30, 2014, 12:21:25 PM »
Can anyone tell me how to make a polar dimension?
First, make sure the room you want to be polar-dimension style is using the Warp Zone tileset. Open your level file (*.vvvvvv) with a text editor. Scroll down until you find text that looks something like this:

Code: [Select]
            <edLevelClass tileset="3" tilecol="X" platx1="_" platy1="_" platx2="_" platy2="_" platv="4" enemyx1="_" enemyy1="_" enemyx2="_" enemyy2="_" enemytype="_" warpdir="_">Y</edLevelClass>
What "_" is depends on the room. "X" is what you want to change.
Make sure that Y is the same as the name of your room! If it isn't, you're editing the wrong room. Each edLevelClass line represents the data for a room in your level.

Change X (whatever it is) to 6. If your room has no name, give it a temporary one so you can find it. Using the Find feature with your roomname as the text will make things quicker.

Repeat this for all the rooms in the polar dimension.

SJMistery

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Re: VVVVVV Level Editor Tutorial - Part 1: The basics
« Reply #65 on: November 04, 2015, 12:54:39 AM »
What exactly happens if you do not use the warp zone tileset and change the colour name to 6+? and with the WZ tiles colour 7+?

allison

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Re: VVVVVV Level Editor Tutorial - Part 1: The basics
« Reply #66 on: November 04, 2015, 06:50:28 AM »
What exactly happens if you do not use the warp zone tileset and change the colour name to 6+? and with the WZ tiles colour 7+?
It starts using tiles outside of the intended tileset and looks really buggy.

AllyTally ♡

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Re: VVVVVV Level Editor Tutorial - Part 1: The basics
« Reply #67 on: November 06, 2015, 03:36:52 PM »
What exactly happens if you do not use the warp zone tileset and change the colour name to 6+? and with the WZ tiles colour 7+?
Lab tileset with colour to 6 makes the rainbow background. You just MIGHT want to be in direct mode for placing blocks though... Unless you want the tileset with the diamond enemy as the floor.
RIP ENGLISH

lol...ipops2

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Re: VVVVVV Level Editor Tutorial - Part 1: The basics
« Reply #68 on: November 07, 2015, 08:00:16 AM »
I'd still like to know this before it gets forgotten:

Also, question.. If you use Iftrinketsless(1,scriptname), shouldn't it go to 'scriptname' if you have 0 or 1 trinket(s)? Iftrinkets(2,scriptname) works if you get 2 trinkets, but Iftrinketsless doesn't seem to work for me.

Also, is there a possibility to move around during a script, like during a delay? If not, i hope this feature will be there in the future  :victoria:

You see, this is ideal for making a gravitron with the following script:

Delay(600)
Destroy(gravitylines)

If you would put 2 gravity lines, and a script box field between, this would almost be the same as the real gravitron in the story. Except for the timer.. oh well, maybe a timer during a delay is some cool feature for the future aswell  :viridian:

Bump? Just use internal scripting
Code: [Select]
say(-1)
text(1,0,0,4)
say(2)
gamestate(10)
text(1,0,0,4)
endtext
endcutscene()
loadscript(stop)

shiny k

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Re: VVVVVV Level Editor Tutorial - Part 1: The basics
« Reply #69 on: November 07, 2015, 08:16:01 AM »
INTERNAL SCRIPTING WASN'T EVEN DISCOVERED THEN.
STOP BUMPING TOPICS TO CORRECT PEOPLE THAT DIDN'T EVEN HAVE THE SAME TOOLS AS YOU BY TELLING THEM TO USE THOSE TOOLS.

That Souleye Crewmate

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Re: VVVVVV Level Editor Tutorial - Part 1: The basics
« Reply #70 on: November 07, 2015, 08:17:41 AM »
I'd still like to know this before it gets forgotten:

Also, question.. If you use Iftrinketsless(1,scriptname), shouldn't it go to 'scriptname' if you have 0 or 1 trinket(s)? Iftrinkets(2,scriptname) works if you get 2 trinkets, but Iftrinketsless doesn't seem to work for me.

Also, is there a possibility to move around during a script, like during a delay? If not, i hope this feature will be there in the future  :victoria:

You see, this is ideal for making a gravitron with the following script:

Delay(600)
Destroy(gravitylines)

If you would put 2 gravity lines, and a script box field between, this would almost be the same as the real gravitron in the story. Except for the timer.. oh well, maybe a timer during a delay is some cool feature for the future aswell  :viridian:

Bump? Just use internal scripting
Code: [Select]
say(-1)
text(1,0,0,4)
say(2)
gamestate(10)
text(1,0,0,4)
endtext
endcutscene()
loadscript(stop)
Are you insane?
Are you really...
I can't take this shit anymore. I CANNOT.

@Kreator

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Re: VVVVVV Level Editor Tutorial - Part 1: The basics
« Reply #71 on: November 07, 2015, 09:57:26 AM »
pass the bleach please

That Souleye Crewmate

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Re: VVVVVV Level Editor Tutorial - Part 1: The basics
« Reply #72 on: November 07, 2015, 10:36:54 AM »
i also like the "bump?"
the question mark does it.
cause it's a bump after 4 years!

FIQ

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Re: VVVVVV Level Editor Tutorial - Part 1: The basics
« Reply #73 on: April 20, 2016, 11:56:07 PM »
INTERNAL SCRIPTING WASN'T EVEN DISCOVERED THEN.
STOP BUMPING TOPICS TO CORRECT PEOPLE THAT DIDN'T EVEN HAVE THE SAME TOOLS AS YOU BY TELLING THEM TO USE THOSE TOOLS.
Actually, it was.
But nobody used it since Terry fixed that bug in 2.1 (The one Stalefish used to get colored textboxes in 2.0 is essentially just another internal scripting exploit, and the first (public) one of its kind).

Also, it's hardly a bump when the thread is stickied. But yes, suggesting someone to use something 4 years later is not likely to help.

shiny k

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Re: VVVVVV Level Editor Tutorial - Part 1: The basics
« Reply #74 on: April 21, 2016, 03:48:06 PM »
just let us be angry in peace ok