Hello, my name is Mr. Pixelator, and I will now present to you...
Dimension Pixel!
...Even though it's not done yet.
Anyway, this level will be 20 by 20, and features the amazing and completely original plot of you going around rescuing crewmates! Yay!
All the areas are finished except the Final Level, which will probably be huge if i want to fill the entire map.
The overworld is sorta finished, and there is one small secret for you to find.
Screenshots:
(https://distractionware.com/forum/proxy.php?request=http%3A%2F%2Fimgur.com%2FsKgenOD.png&hash=6e8d352f494b8112b211451c1af3d836c5122a4b)
(https://distractionware.com/forum/proxy.php?request=http%3A%2F%2Fimgur.com%2FH6mGAPL.png&hash=7f41df0162ede7468d5ba4a008ee7bcb2d8b5647)
Download: https://www.dropbox.com/s/m29jg57uenxfpq8/Dimension%20Pixel.vvvvvv?dl=0
Current Version: Alpha 0.4
Changelog:
Alpha 0.4:
- Continued the Final Level. Includes the Gravitron, plus a bit of when the Polar Dimension goes all bonkers.
Alpha 0.3:
- Finished the Tower.
- Remapped the warps in the second Warp Zone so it's actually completable.
- Started the Final Level, with an unlocking sequence and everything!
Alpha 0.2.1:
- Fixed a HUGE bug where the warp lines from the first room somehow disappeared.
Alpha 0.2:
- Removed a LOT of spikes in Streaks.
- Finished the Warp Zones. WARNING: TWO OF THE TRINKETS IN THE WARP ZONE ARE PERMANENTLY MISSABLE.
- Removed the "Out of Order" gravity line in the Tower, but you won't get very far anyway.
- Renamed some rooms.
- Made Precision easier.
- Made the trinket two screens to the left of Cavern a bit harder to get.
- Added a new terminal that explains how the terminal in Cavern is a jerk.
- Fixed a lot of clipping bugs in This Place Again!.
Alpha 0.1: Initial release.
Trinkets: 18 so far
This level uses Internal Scripting.
Be sure to inform me about anything I can tweak/fix/nerf/any of that stuff for future versions. :viridian: :vitellary: :vermillion: :violet: :verdigris:
Arghhhh, so many new levels are being released....
And I haven't even played one yet! :victoria:
I'll check this out later, when I have the time.
So many levels...
I haven't gotten to play most of them yet...
I'll play this first because why not.
Looks pretty interesting.
Actually, now I need some help.
In my level, [SPOILERS]you're supposed to go through the Warp Zone twice, and I made a cutscene with internal commands and flags that uses gotoroom to [SPOILERS] bring you to a different version of the Warp Zone the second time, but when I go through the script box, nothing happens!
I should note that the exact same thing happened when I tried to make custom crewmates in the secret area, and both of these scripts were called upon by other scripts. So, what should I do?
I can put the whole script here if necessary.
Quote from: Mr. Pixelator on July 13, 2016, 06:45:20 PM
I can put the whole script here if necessary.
Well, it is necessary.
We need to see what you did so that we can point out errors and try to fix them.
Oh, and also
100 POSTS!
Quote from: LafondaSaysMeow on July 13, 2016, 07:13:21 PM
Quote from: Mr. Pixelator on July 13, 2016, 06:45:20 PM
I can put the whole script here if necessary.
Well, it is necessary.
We need to see what you did so that we can point out errors and try to fix them.
Oh, and also 100 POSTS!
Congratulations.
Also, here:
script1: (not saying the real script names because it will give it away for anyone who didn't read the spoilers)
ifflag(0,script2)
script2:say(-1)
text(1,0,0,4)
say(37)
delay(15)
flash(5)
shake(20)
playef(9)
delay(30)
squeak(cyan)
text(cyan,69,420,1)
What was that?
position(player,above)
speak_active
delay(15)
flash(5)
shake(20)
playef(9)
delay(10)
flash(5)
shake(20)
playef(9)
delay(10)
flash(5)
shake(20)
playef(9)
delay(15)
changemood(cyan,1)
delay(15)
squeak(cyan)
text(cyan,69,420,1)
I really don't like this...
position(player,above)
speak_active
delay(30)
flash(5)
shake(20)
playef(23)
gotoroom(11,0)
endcutscene()
untilbars()
loadscript(stop)
It's probably because the "wait" command doesn't exist.
Quote from: QwertymanO07 on July 13, 2016, 07:50:53 PM
It's probably because the "wait" command doesn't exist.
Actually, I meant to put "delay" there, because it says "delay" in the original script. Whoops!
But I mean nothing happens as in cutscene bars don't even appear. Absolutely nothing.
Another note: It DID work the first time, but that was when I accidentally forgot to change say(8 ) into say(37) at the beginning, and so a bunch of "regular" script stuff happened.
Try this:
say(37) #v
cutscene()
untilbars()
delay(15)
flash(5)
shake(20)
playef(9)
delay(30)
squeak(cyan)
text(cyan,69,420,1)
What was that?
position(player,above)
speak_active
endtext
delay(15)
do(3)
flash(5)
shake(20)
playef(9)
delay(10)
loop
delay(5)
changemood(cyan,1)
delay(10)
squeak(cyan)
text(cyan,69,420,1)
I really don't like this...
position(player,above)
speak_active
endtext
delay(30)
flash(5)
shake(20)
playef(23)
gotoroom(11,0)
endcutscene()
loadscript(stop) #v
text(1,0,0,4) #v
EDIT: Another thing I just thought of: internal scripts just stop if the player ever touches another script box, so make sure that's not happening.
Quote from: QwertymanO07 on July 13, 2016, 08:13:09 PM
Try this:
say(37) #v
cutscene()
untilbars()
delay(15)
flash(5)
shake(20)
playef(9)
delay(30)
squeak(cyan)
text(cyan,69,420,1)
What was that?
position(player,above)
speak_active
endtext
delay(15)
do(3)
flash(5)
shake(20)
playef(9)
delay(10)
loop
delay(5)
changemood(cyan,1)
delay(10)
squeak(cyan)
text(cyan,69,420,1)
I really don't like this...
position(player,above)
speak_active
endtext
delay(30)
flash(5)
shake(20)
playef(23)
gotoroom(11,0)
endcutscene()
loadscript(stop) #v
text(1,0,0,4) #v
EDIT: Another thing I just thought of: internal scripts just stop if the player ever touches another script box, so make sure that's not happening.
No, it isn't. The box I put down just triggers another script that leads to that one. I ran into that once in the last room of the WZ, which in itself is rather interesting...
EDIT: I tried it with say(-1) and then text(1,0,0,4) at the beginning, and it worked! Hooray!
So... Any feedback on this level so far?
Quote from: Mr. Pixelator on July 13, 2016, 09:03:31 PM
So... Any feedback on this level so far?
It has a lot in common with some terrible levels, particularly of the overambitious kind.
Quote from: QwertymanO07 on July 14, 2016, 02:42:36 AM
Quote from: Mr. Pixelator on July 13, 2016, 09:03:31 PM
So... Any feedback on this level so far?
It has a lot in common with some terrible levels, particularly of the overambitious kind.
Gee, thanks. But, I'm still working on the level, so...
Then I hope you'll be careful to avoid it in the finished product.
:verdigris:
Well, anyway, Alpha 0.2 is out now, which tweaked some stuff and added a new area.
EDIT: I just found a HUGE bug involving the warp zone. If you get that cutscene at the end of the WZ after you go through it the SECOND time, that was NOT supposed to happen and I don't know what made that happen. I will try to fix it for the next version.
Or, it may just be me not resetting my save file on the level when I changed stuff. Whatever.
EDIT: I just found ANOTHER huge bug if you start the level from the beginning. Welp, I'm releasing a new version.
Don't forget to notify me of bugs, people! Please.
Quote from: Mr. Pixelator on July 12, 2016, 12:40:50 AM
Alpha 0.2:
- Removed a LOT of spikes in Streaks.
Lol I see I am not the only that got stuck on that room... Yeah, it deserved a nerf
Alright, I think I need help with IS again. Sorry.
So this time I'm trying to create a custom crewmate in the Final Level, but once again, nothing happens when I enter the script box.
script1:
iftrinkets(0,script2)
script2:
createentity(100,100,18,11,0) #v
I should note that the script box is on the edge of a room with vertical wrapping. Will that affect anything?
To get it to work in that way, there needs to be exactly 1 blank line below the line in script2 (if you're editing the script in VVVVVV) or exactly 0 (if you're editing with Ved, because the line that has to be there in VVVVVV is a ghost line)
Also, that #v is only used by Ved to make it recognize its own internal scripting mode properly, so adding that has no effect.
Quote from: Dav999 on July 17, 2016, 01:03:01 PM
To get it to work in that way, there needs to be exactly 1 blank line below the line in script2 (if you're editing the script in VVVVVV) or exactly 0 (if you're editing with Ved, because the line that has to be there in VVVVVV is a ghost line)
Also, that #v is only used by Ved to make it recognize its own internal scripting mode properly, so adding that has no effect.
Oh, alright. Thanks!
I only included the #v to see if it changed anything, since I used it in the last internal script.
How to beat the Warp Zone for the second time? The giant warp just brings me to the Cavern and that's all. Also, what it the ship for? D. S. S. Pixela.
Quote from: CreepiX on July 17, 2016, 02:00:00 PM
How to beat the Warp Zone for the second time? The giant warp just brings me to the Cavern and that's all. Also, what it the ship for? D. S. S. Pixela.
The ship is the little secret I was talking about and the end of the second WZ has a huge bug with flags that makes it really weird...
So for the next update, I had to remap the warps, so if you rescued Verdigris first, the level is unwinnable. If you reset your save, though, it forces you to rescue him second anyway.
Quote from: Mr. Pixelator on July 17, 2016, 04:27:44 PM
Quote from: CreepiX on July 17, 2016, 02:00:00 PM
How to beat the Warp Zone for the second time? The giant warp just brings me to the Cavern and that's all. Also, what it the ship for? D. S. S. Pixela.
The ship is the little secret I was talking about and the end of the second WZ has a huge bug with flags that makes it really weird...
So for the next update, I had to remap the warps, so if you rescued Verdigris first, the level is unwinnable. If you reset your save, though, it forces you to rescue him second anyway.
Oh. Waaaaaaa :victoria:
Oh yeah and the DTTHW remake Tower is finished and I went a little into the Final Level, but I can't figure out how to unlock the Final Level if you've rescued all five crewmates.
Quote from: Mr. Pixelator on July 17, 2016, 06:10:42 PM
Oh yeah and the DTTHW remake Tower is finished and I went a little into the Final Level, but I can't figure out how to unlock the Final Level if you've rescued all five crewmates.
I guess you should make dialogue cutscenes trigger flags, and if all 5 are triggered - you can go.
Quote from: CreepiX on July 17, 2016, 06:31:13 PM
Quote from: Mr. Pixelator on July 17, 2016, 06:10:42 PM
Oh yeah and the DTTHW remake Tower is finished and I went a little into the Final Level, but I can't figure out how to unlock the Final Level if you've rescued all five crewmates.
I guess you should make dialogue cutscenes trigger flags, and if all 5 are triggered - you can go.
Well, the (first) Warp Zone cutscene triggers a flag to take you to the second Warp Zone the second time, so that's set.
Quote from: Mr. Pixelator on July 17, 2016, 06:33:25 PM
Quote from: CreepiX on July 17, 2016, 06:31:13 PM
Quote from: Mr. Pixelator on July 17, 2016, 06:10:42 PM
Oh yeah and the DTTHW remake Tower is finished and I went a little into the Final Level, but I can't figure out how to unlock the Final Level if you've rescued all five crewmates.
I guess you should make dialogue cutscenes trigger flags, and if all 5 are triggered - you can go.
Well, the (first) Warp Zone cutscene triggers a flag to take you to the second Warp Zone the second time, so that's set.
Well. I rescued Violet first and it still takes me to the Cavern. Where must I go?
P. S. HOW DO YOU MAKE COLOURED WARP TOKENS??!?!?!?!
as far as i can see, there's 1 misplaced block at Space Station Entrance.
(https://distractionware.com/forum/proxy.php?request=http%3A%2F%2Fimage.prntscr.com%2Fimage%2Fb4ab043f36eb4cc59fb6f0588ecadb32.png&hash=40ca5556fa32c3c161a9da6554b7113d61a48a42)
Quote from: Shadeblast on July 17, 2016, 07:07:06 PM
as far as i can see, there's 1 misplaced block at Space Station Entrance.
(https://distractionware.com/forum/proxy.php?request=http%3A%2F%2Fimage.prntscr.com%2Fimage%2Fb4ab043f36eb4cc59fb6f0588ecadb32.png&hash=40ca5556fa32c3c161a9da6554b7113d61a48a42)
:vitellary: :vitellary: :vitellary: OH NOES!!!!!!!!! I'll fix it right away.
Also, when I enter the level editor right after playing a level, it randomly plays Positive Force in the level editor.
also, pixelator, didn't we met in GD wikia?
huh?
Quote from: Shadeblast on July 17, 2016, 07:21:51 PM
also, pixelator, didn't we met in GD wikia?
huh?
Um...
:verdigris: ...Nooooooo...
Also, when I try the flags thing, the cutscene bars just stay on.
Also, other than that, I'm done with this update!
Also, the Final Level features some new characters, as well as an old friend we haven't seen since [SPOILERS]
Quote from: Mr. Pixelator on July 17, 2016, 07:25:41 PM
Quote from: Shadeblast on July 17, 2016, 07:21:51 PM
also, pixelator, didn't we met in GD wikia?
huh?
Um...
:verdigris: ...Nooooooo...
ffs
i was TehBlastrX here
ask Vultarix
ask Shiny
ask everyone who known me
Quote from: Shadeblast on July 17, 2016, 07:31:11 PM
Quote from: Mr. Pixelator on July 17, 2016, 07:25:41 PM
Quote from: Shadeblast on July 17, 2016, 07:21:51 PM
also, pixelator, didn't we met in GD wikia?
huh?
Um...
:verdigris: ...Nooooooo...
ffs
i was TehBlastrX here
ask Vultarix
ask Shiny
ask everyone who known me
I was just kidding, and the Verdigris thing is something he says in this level.
what the f*ck is GD wikia
First Undertale, now GD, when are people going to learn that the game in favor is VVVVVV?
Never
Except for me because I am a good contributor.
Not
So...
I still have that problem with the Final Level entry.
i hope that this level is gonna be good
dimension blast is greater
Try ifcrewmates(number,scriptname). I'm not sure if this command exist, but it's worth trying.
Quote from: CreepiX on July 18, 2016, 11:25:32 AM
Try ifcrewmates(number,scriptname). I'm not sure if this command exist, but it's worth trying.
Nope, that doesn't exist. The only way to do that is by using flags.
Well, I might have done something stupid, which was make a continuous chain of scripts with ifflag, which eventually led to the warp unlocking script.
At the start of the level, turn on the same amount of flags as the amount of crewmates required. (Since I think that is what you mean. I haven't played the level yet :victoria:)
When you rescue a crewmate, turn one of those flags off.
At the unlocking script (the one asking for crewmates), make it so that if you have one of those flags, then permission is denied. But after those ifflags will be the unlocking sequence.
Quote from: Mr. Pixelator on July 18, 2016, 01:42:53 PM
Well, I might have done something stupid, which was make a continuous chain of scripts with ifflag, which eventually led to the warp unlocking script.
That might work, but it is harder to do. Wait, do you have it working now?
Quote from: LafondaSaysMeow on July 18, 2016, 01:46:27 PM
At the start of the level, turn on the same amount of flags as the amount of crewmates required. (Since I think that is what you mean. I haven't played the level yet :victoria:)
When you rescue a crewmate, turn one of those flags off.
At the unlocking script (the one asking for crewmates), make it so that if you have one of those flags, then permission is denied. But after those ifflags will be the unlocking sequence.
Quote from: Mr. Pixelator on July 18, 2016, 01:42:53 PM
Well, I might have done something stupid, which was make a continuous chain of scripts with ifflag, which eventually led to the warp unlocking script.
That might work, but it is harder to do. Wait, do you have it working now?
No, the chain of scripts just kept the cutscene bars on and did nothing else.
And when I use ifflag(x,stop) the cutscene bars stay on.
But, it does work properly if all the flags are off! Yay!
So, I'm releasing the update now. However, you'll have to restart from the beginning of the level to ensure that all the flags are turned on.
(Did you notice that I add a new head at the end of the original post with every update?)
Okay, now I have yet ANOTHER problem. :P
In the Final Level, I'm trying to make a crewmate (created with createcrewman) turn to face Viridian. The first few times it worked. Then I tried to change something, and then went back and undid that change, but when I tested it again, the crewmate wouldn't turn around! This has not worked since then. What should I do?
can you show us the script please?
Quote from: LafondaSaysMeow on July 20, 2016, 01:32:23 PM
can you show us the script please?
Fine, but it may spoil stuff.
script1:say(-1,red)
text(1,0,0,4)
say(32)
text(gray,125,150,2)
And then the main control panel
started spouting out weird errors...
speak_active
endtext
squeak(red)
text(gray,125,150,2)
And then the ship just dumped us
all here.
speak_active
endtext
squeak(yellow)
text(gray,50,160,1)
Very interesting.
speak_active
endtext
squeak(red)
text(gray,125,160,1)
Hey, who's that up there?
speak_active
endtext
delay(15)
changedir(gray,0)
delay(15)
squeak(yellow)
text(gray,50,160,1)
Oh, hi, Viridian!
speak_active
endtext
endcutscene()
untilbars()
loadscript(stop)
So, um... Is anyone going to help me with this? :verdigris:
You have to use gotoroom() to refresh the room, then respawn all the crewmates in the exact same positions, changing the AI as necessary.
But what I find weird is that before it was fine, and then I changed changedir(gray,0) to changeai(gray,faceplayer), and then changed it BACK, but it STILL doesn't work.
Hey, guys! Remember me? :P
So, Alpha 0.4 is out now, which adds more to the Final Level.
More info in the original post, if you didn't bother to read that before reading this.
Quote from: Mr. Pixelator on July 28, 2016, 04:27:24 PM
Hey, guys! Remember me?
yeah its not like you vanished or anything
Sorry for not having said anything. I have been stuck on a room for long. Will resume reviews soon.
EDIT: THE GREEN CREWMATE CANNOT BE REACHED! WTF?
Quote from: SJMistery on July 29, 2016, 02:19:29 PM
Sorry for not having said anything. I have been stuck on a room for long. Will resume reviews soon.
EDIT: THE GREEN CREWMATE CANNOT BE REACHED! WTF?
Uh... Well, you'll reach him later, and I never changed the dialogue to account for that, so yeah.
The game went HPshit after completing the gravitron. Did you remember to place the warp walls correctly and to NOT include ANY script below the bottom inversion plane?
Quote from: SJMistery on July 29, 2016, 05:47:55 PM
The game went HPshit after completing the gravitron. Did you remember to place the warp walls correctly and to NOT include ANY script below the bottom inversion plane?
Yes, and yes... What's wrong?
I remember how if you're near the edge of the screen after completing the Gravitron, you may go flying out to nowhere, never to be seen again. I have no idea how to fix that. :verdigris: