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Messages - Sendy

#46
VVVVVV / Re: One way walls
November 04, 2011, 09:01:34 PM
Quote from: PJBottomz on November 04, 2011, 08:01:31 PM
The one-way walls are awesome, but you can't flip off the vertical ones. :( They would be useful for create trap rooms, where you end up stuck with no place to go. Also, the dissolving 1x1 tiles are awesome! I found them a while ago, but I think it's unfair that they only come in 1 color. Weren't they in the VVVVVV prototype?

I kinda like that you can't flip on the one way tile. I may introduce them to the player and get more mileage out of them as "anti flip floors" than as one way barriers. I'm sure there's a puzzle or at least a good annoying timing challenge in there  :vermillion:
#47
VVVVVV / Re: One way walls
November 04, 2011, 07:07:47 PM
Quote from: Terry on November 04, 2011, 04:37:16 PM
Quote from: Sendy on November 04, 2011, 03:23:27 PM
I found another unused gameplay tile! It's a pink 1x1 dissolving platform that breaks really quickly. That's got some mileage in it for an evil gimmick for a stage methinks  :viridian:

Oh, don't use too many of those; it'll crash the game :D

:victoria:

Thanks for the warning anyway :)

EDIT: A quick cursory test seems to reveal that you can use them safely provided you don't put a whole mess of them in any one screen. I think they're pretty neat... I'd advise caution with them, though.
#48
VVVVVV / Re: One way walls
November 04, 2011, 03:23:27 PM
I found another unused gameplay tile! It's a pink 1x1 dissolving platform that breaks really quickly. That's got some mileage in it for an evil gimmick for a stage methinks  :viridian:
#49
No, I wondered the same, but I was able to recreate it. You have to time it perfectly so that the heart is as high as it can be when you're passing under, and that it's on it's 'small' frame of animation. The large frame will collide with you even at it's apex.

In the update I'm thinking of releasing, there are spikes under the heart  :D

Which is funny because it looks like the heart is bouncing on the spikes.
#50
I'm going through the easy version of this level in the new version to make a few subtle improvements, mainly in the Direct Mode and in giving the dialogs colour. Going through and playing around with it I found it's actually possible to get under the heart in "... The One You Love"  :D
#51
VVVVVV Levels / Re: level: Lost in Intermission (Preview)
November 02, 2011, 09:08:29 PM
Good work for a first try at direct mode. I'd say it needs a bit more visual focus, and there are some cutoff tiles that just end abruptly, but on the whole it looks nice and plays well for early game material.
#52
VVVVVV / Re: Patch
November 02, 2011, 08:43:49 PM
Speaking of the spikes with backing tiles, it's weird how they're only available in one colour. Better than nothing, but I suppose when we get the big patch, we'll be able to add the other varieties by importing them as extra graphics.
#53
VVVVVV / Re: One way walls
November 02, 2011, 07:48:22 PM
Thought so... Due to it's nature it's pretty easy to create one way systems in VVVVVV anyway. Though the horizontal varieties might be useful.
#54
VVVVVV / One way walls
November 02, 2011, 06:04:52 PM
Anyone else found the one way walls in direct mode? They kinda look like yellow girders, but they only let you through in one direction each. These will come in handy for making puzzles even more of a headache  :D

If you see this Terry, were these ever destined to be part of the game? Did you find they didn't add much to it? They might make an interesting gimmick.
#55
VVVVVV / Patch
October 29, 2011, 11:10:01 PM
Awesome.

Direct mode. Winning!
Level maps. Winning!
Better performance. Winning!
Fixed gravbeam alignment with spikes! Winning!

Now do I get back into level making now, or wait for the even cooler update? Hmmm....  :vermillion:
#56
In my defense, I really do believe I've done everything I can, by providing two difficulty levels. The changes in the 'easy' mode were thought out in a way that makes the levels easier, without diluting the content, something I'm quite proud of achieving...

I guess you can't please everyone, and difficulty is the hardest thing for me to judge (I'm too much of a platformer nerd/expert for my own good :P ). Thanks for tying it anyway, and persevering.

Incidentally "easy" mode is only called such because "intermediate" didn't fit in the level select display.
#57
VVVVVV Levels / Re: just hold left
September 29, 2011, 12:16:38 AM
Hopefully nobody missed the fact that the first screen of the Final Zone in my level was a DDA  :D
#58
VVVVVV / Re: VVVVVV Review
September 08, 2011, 12:42:47 AM
Troll thousand, troll hundred and trollty-troll million, trollty troll thousand, seven trollzand and troll point troll recurring
#59
VVVVVV / Re: Hardest trinket?
September 07, 2011, 01:53:59 PM
I fear Prize for the Reckless the most. I don't know, it's just the thought of getting to Shenanigans and accidentally hitting one of those checkpoints that are put RIGHT IN THE WAY on CONVEYORS! And then having to work your way back just for the privelege of starting again  :D
#60
Everything else / Re: Think it's silent enough?
September 06, 2011, 10:48:31 PM
They're not floating, they're just supported by strata in an unseen third dimension  8)

.......

Ok, but that still doesn't stop them looking like shit  :P