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Messages - Sendy

#31
*ting*
#32
Well, it's me again. I'm back  :D. Been a bit distracted with family stuff but now I want to sort this out since I was really pleased with the new version of 333333 that I made with the advanced editor!

A fair few people have expressed interest in this version so here it is! This is the version that made it onto the console but not the PC.

How is it different than the normal file? It uses Direct Mode extensively to create a more interesting 8-bit world, and some aspects of the gameplay have changed slightly based on feedback I got on the original version.

For some reason, when I load this file into the latest version of VVVVVV's level editor, all the Direct Mode stuff is gone and/or turned into spikes!
Thankfully, it functions normally in-game!

I also have a hi-fi version of the Difficult-mode game - exactly the same but harder, but for some reason I'm having trouble finding it and verifying what file it is, what with different VVVVVV versions and several files strewn everywhere on my HD. I'll get back to this thread when I've found this, since I've had a couple of requests asking for this.

Oh, you can also skip the first terminal dialog now by jumping straight into the gravity beam (it will disappear and allow you to pass).

Sendy
#33
Hi... Sendy here. Just to say that it looks like the "final" version of my level (with better graphics and a few balancing issues) didn't make it to the PC version, though it was on the forum for a little while I guess. Kinda sad as I put in a lot of extra work and felt the enhancements really helped it. Still, I'm glad to find out that the 3DS at least got the latest version of the map :)

I'll ask Terry if he'd mind updating the old file on his website with the new one. I have both hard and easy mode with "advanced" (giggle) graphics and that's what people should be playing ;)

Sorry for bumping an old thread, but, seems justified.  :viridian:
#34
I'm 99% done with updating the Hard Mode version of the level. It only took about an hour and a half, I was expecting it to be a lot more tedious. I did it by having 2 vvvvvv's open (that makes vvvvvvvvvvvv I guess) and copying the differences across.

So now you can suffer the evil version in glorious post-patch HD! I guess I'll send them both off to Terry tonight to see if he wants to host them.
#35
VVVVVV Levels / Re: "Hidden Temple" - now version 2.1!
November 16, 2011, 02:55:37 PM
It's super nice to see attention being paid to the fine details. Too many levels are 'slapped on the net' without any finetuning to the gameplay or aesthetics, so hopefully this is the beginning of a new trend across the board :)
#36
I want that background in vvvvvv  :D
#37
That was good. Reasonably fun to play and bonus points for the aesthetics being presented well. The 2nd half of the final gauntlet was silly hard, compared to the rest of the level, but I managed to nail it after a few tries.

If you go on to make a larger level, I'm sure it'll be good.
#38
Thanks :) Well, I'm hoping to one day be a professional game/level designer and game musician, so they're two things I take deadly seriously ;)

My last score on this level by the way:

20 trinkets
84 deaths
35:10 time

That's probably round about my best score.
#39
Screamshots plox?
#40
VVVVVV Levels / D. 3x6 - Easy Mode - HD remix download
November 10, 2011, 03:04:49 PM
Teh linx: http://www.sendspace.com/file/dj0dls That should work for now.

EDIT: The doanload link is above the 'Share' button. I always think it's disgusting design work to try and fool people into clicking adverts. Capitalism gone awry!

Weyalp, here's my Easy Mode revamp. New graphics, scripts, transitions and aesthetic details available from the latest patch really bring out the atmosphere, I think. I tried not to overdo it - the game has a kind of monochrome bent in the first place, so most of the stuff I added was in neutral colours (grey, white, etc) or otherwise subtle.

I MAY transfer this look to the Hard Mode version at some stage, but that will be a bit of a tedious project. Probably I'll do this by basing it on the Easy Mode, and copying the spikes and enemies from Hard Mode that got deleted. Part of me likes the idea of the contrast of new and old aesthetics between them. Working in the limited monochrome palette really gave a certain flavour.

Maybe some people will prefer the older graphics?

Beyond surface details, I also tweaked a couple of parts to be easier, or to fit with their surroundings more. I also changed some of the dialogue, and other details, just because in hindsight I thought it would be better that way.

Still waiting for someone to LP this on youtube :P *throws down gauntlet*

Enjoy!
#41
Quote from: PJBottomz on November 07, 2011, 02:44:49 AM
Quote from: Sendy on November 06, 2011, 08:15:14 PM
Thanks PJ... It's fun adding what is basically leftover junk graphics that were unused in the original game and making new stuff out of them.. I'm particularly pleased with the 'smog clouds' and some of the transitions between screens you can make with Direct. I didn't bother to make every screen a transition, though. I just did it where I thought it would add to the atmosphere.

I don't know how to use the new scripting commands, so as of yet, no, just graphic updates and a couple of level tweaks for the easier.

The smog clouds are very inventive! Anyway, for your future reference:

Colored Text - say(X,crewname)
Crewnames can be: Violet, Victoria, Vermilion, Verdigris, Vitellary, Viridian

Crew Mood Change - happy(crewname)
Crewnames can be: Violet, Victoria, Vermilion, Verdigris, Vitellary

Hope that helps! If needed, I can fix the scripts for you. I promise I won't change ANYTHING in the storyline at all.

Thanks, that was helpful as I was in a hurry :)
#42
Thanks PJ... It's fun adding what is basically leftover junk graphics that were unused in the original game and making new stuff out of them.. I'm particularly pleased with the 'smog clouds' and some of the transitions between screens you can make with Direct. I didn't bother to make every screen a transition, though. I just did it where I thought it would add to the atmosphere.

I don't know how to use the new scripting commands, so as of yet, no, just graphic updates and a couple of level tweaks for the easier.
#43
I've looked everywhere and can't find anything on it.  :victoria:
#44
Oh, cool! I'm pretty much done really. Playtesting's done, I just have to insert the coloured text commands. And then prolly playtest again quickly ;)
#45
Here's a few screenies showing the kind of minor graphical update I'm giving the level. I'm also making a couple of bits easier.









EDIT: Spot the blooper :)