distractionware forums

VVVVVV => VVVVVV Levels => Topic started by: FlamingBanana on August 28, 2011, 10:54:00 PM

Title: Zany Protocol TWO: BETA GOES PUBLIC
Post by: FlamingBanana on August 28, 2011, 10:54:00 PM
To break todays LONG silence, I thought I'd put some screen shots of my WIP level.
*It is 20x20
*I intend to use all 400 rooms
*I intend to attempt to name every room
*I am going to try to make 15 zones (Already completed 2 working on the 3rd)
*This is gonna be a helluva lot bigger than z1p
Here are some screen shots:
(https://distractionware.com/forum/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F2748%2Fz2ps5.jpg&hash=e550df3e6fd77365d82b6becdb11d3c5deaada31)
(https://distractionware.com/forum/proxy.php?request=http%3A%2F%2Fimg833.imageshack.us%2Fimg833%2F5998%2Fz2ps4.jpg&hash=040500bf19be111f9ee108cbe72a051ccd55183e)
(https://distractionware.com/forum/proxy.php?request=http%3A%2F%2Fimg829.imageshack.us%2Fimg829%2F1044%2Fz2ps3.jpg&hash=b66ca84d9e495c5dbcafcd8cef76210079a37f8d)
(https://distractionware.com/forum/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F2355%2Fz2ps2.jpg&hash=d96988a6969466da9d8dd837c5cea77423dafe4f)
(https://distractionware.com/forum/proxy.php?request=http%3A%2F%2Fimg64.imageshack.us%2Fimg64%2F6421%2Fz2ps1.jpg&hash=2cfcb7269c9a412a739bb86efe38c9f312db5d3e)

OPEN BETA IS HERE! v0.2 of z2p... http://dl.dropbox.com/u/36647697/z2p.vvvvvv Remember, its still in beta!
Title: Re: Zany Protocol TWO (WIP level)
Post by: Franz24 on August 28, 2011, 11:01:39 PM
Looks good, need a beta-tester?  ;)
Title: Re: Zany Protocol TWO (WIP level)
Post by: PJBottomz on August 29, 2011, 01:06:17 AM
Screenshots 2 and 4 are driving my OCD crazy! You know that if I test this, I'm going to edit it...  :-X Anyway, I will be happy to test it.
Title: Re: Zany Protocol TWO (WIP level)
Post by: Franz24 on August 29, 2011, 01:08:54 AM
Don't worry, I tested it and those screenshot are actually fine. He has used warp lines in very smart ways ^^

Edit: I looked at the wrong screenshot, you are right. XD
Title: Re: Zany Protocol TWO (WIP level)
Post by: PJBottomz on August 29, 2011, 01:11:07 AM
I meant that it uses single tiles. It drives me mad. My OCD demands that it must be at least 2-tile wide blocks. :'( IT'S MENTAL TORTURE!
Title: Re: Zany Protocol TWO (WIP level)
Post by: Sendy on August 29, 2011, 01:15:06 AM
PJ, you and I should get together and start a campaign to rid the VVVVVV editing scene of tiling errors, lol

I thought I was the only one who was driven mad by it until I came to this forum.

Anyway, the level sounds really promising, cutoff tiles or no...
Title: Re: Zany Protocol TWO (WIP level)
Post by: Franz24 on August 29, 2011, 01:16:50 AM
I think EXACTLY the same thing. You won't find any single tiles in my levels, and if you find one you'll get a free trinket from me. :shiny:
Title: Re: Zany Protocol TWO (WIP level)
Post by: Sendy on August 29, 2011, 01:25:01 AM
Quote from: PJBottomz on August 29, 2011, 01:06:17 AM
Screenshots 2 and 4 are driving my OCD crazy! You know that if I test this, I'm going to edit it...  :-X Anyway, I will be happy to test it.

You mean you missed the one on screenshot 3?  :P

Actually, in screens like 2, I don't mind it so much, since it looks like it's supposed to be a run down, ramshackle piece of scenery.
Title: Re: Zany Protocol TWO (WIP level)
Post by: PJBottomz on August 29, 2011, 01:28:47 AM
AAAAGH! Why did you tell me that?!  :'(

We should probably figure out how to edit the sprites to fix this... I wonder if VVVVVV uses a seperate tileset for the editor...
Title: Re: Zany Protocol TWO (WIP level)
Post by: Franz24 on August 29, 2011, 01:34:52 AM
Here I also noticed the one in the third screenshot but I kept silent about it. Two screenshot with tiling errors is enough, we don't want people to get depressed in here D:
(don't forget by the way that the level is actually fun to play if you ignore the tiling errors.) ^^
Title: Re: Zany Protocol TWO (WIP level)
Post by: Sendy on August 29, 2011, 01:36:39 AM
I'm pretty sure the VVVVVV editor just has a logic routine that alters each tile so that on average the edge tiles get the edge graphics. Ideally we'd be able to insert any tile from any tileset, as the main game levels can. That would mean we could make arbitrary 'tesselating' shapes and generally be more creative graphically.
Title: Re: Zany Protocol TWO (WIP level)
Post by: PJBottomz on August 29, 2011, 01:37:49 AM
Quote from: Sendy on August 29, 2011, 01:36:39 AM
I'm pretty sure the VVVVVV editor just has a logic routine that alters each tile so that on average the edge tiles get the edge graphics. Ideally we'd be able to insert any tile from any tileset, as the main game levels can. That would mean we could make arbitrary 'tesselating' shapes and generally be more creative graphically.

Wat? :o

Quote from: Franz24 on August 29, 2011, 01:34:52 AM
Here I also noticed the one in the third screenshot but I kept silent about it. Two screenshot with tiling errors is enough, we don't want people to get depressed in here D:
(don't forget by the way that the level is actually fun to play if you ignore the tiling errors.) ^^

I'm sure it is. I just need to find time to test it...
Title: Re: Zany Protocol TWO (WIP level)
Post by: Franz24 on August 29, 2011, 01:39:06 AM
Quote from: Sendy on August 29, 2011, 01:36:39 AM
I'm pretty sure the VVVVVV editor just has a logic routine that alters each tile so that on average the edge tiles get the edge graphics. Ideally we'd be able to insert any tile from any tileset, as the main game levels can. That would mean we could make arbitrary 'tesselating' shapes and generally be more creative graphically.
I completely agree, maybe something for a new update?
Title: Re: Zany Protocol TWO (WIP level)
Post by: Sendy on August 29, 2011, 01:43:54 AM
Quote from: PJBottomz on August 29, 2011, 01:37:49 AM
Quote from: Sendy on August 29, 2011, 01:36:39 AM
I'm pretty sure the VVVVVV editor just has a logic routine that alters each tile so that on average the edge tiles get the edge graphics. Ideally we'd be able to insert any tile from any tileset, as the main game levels can. That would mean we could make arbitrary 'tesselating' shapes and generally be more creative graphically.

Wat? :o

You know like the scenery in the polar dimension? It's made up of big rectangular blocks that are touching each other? If you tried to make that in the editor, the large rectangles would fuse together, and you can't stop that... Whereas in the main game, clearly such a tiling can happen, which leads me to believe this is a property of the level editor wall-adding code, rather than a limitation in the level format.

EDIT: Sorry to the OP for kinda hijacking the thread a bit... >_>
Title: Re: Zany Protocol TWO (WIP level)
Post by: PJBottomz on August 29, 2011, 01:50:43 AM
So... we just have to figure out how to code and try to give the editor properties the same as the main games?

Of course, Terry's already working on this, so there's no need...
Title: Re: Zany Protocol TWO (WIP level)
Post by: Franz24 on August 29, 2011, 09:18:03 AM
A lot of things in the main game were hardcoded in, so I hope it's possible....
Title: Re: Zany Protocol TWO (WIP level)
Post by: FlamingBanana on August 29, 2011, 11:41:41 AM
So, do either of you PJ or Sendy want a beta of my level? I'll PM you both with a copy.
PJ, feel free to OCD my level, but send me a copy when you're done. Its still in beta, so i'd like to have some input.
Title: Re: Zany Protocol TWO (WIP level)
Post by: PJBottomz on August 29, 2011, 09:51:02 PM
Okay, I'll do that. Just let me chill. Just spent three hours writing a one-page story. X_X I am beat...
Title: Re: Zany Protocol TWO (WIP level)
Post by: PJBottomz on August 29, 2011, 10:21:41 PM
 :o Couldn't even get past the first screen.

I'm going to use invincibility just for the sake of completing.

EDIT: ...

Terminal in "Split Ends" does nothing...

Tiny invisible block causes collision error in "One foot to the flip"

Collision Error at the entrance of "Upwards, but not yet" from "Split Ends"

Left "Easier in Concept" using the upper exit and ended up next to the trinket in Tinker. O-O Not sure how, either...

Collison error at the entrance to "split ends" from "central nerve"

Cutscene bars in the script in "Thinking Ahead"

That's not even half of it! Most of this looked to be impossible, and the mapping errors KILLED ME. This needs serious fixing that even I can't offer. You need to have, like, Terry fix this.
Title: Re: Zany Protocol TWO (WIP level)
Post by: Sendy on August 30, 2011, 12:20:45 AM
There's some interesting ideas, but this needs a LOT of work, even on existing screens, most of which PJ has pointed out. Incidentally, I headed right, the first nontrivial room was very very difficult, and eventually I found my way in a 4-way wrapping room without a warp token. The interesting thing about such a situation is that there's NO WAY OUT  :victoria:
Title: Re: Zany Protocol TWO (WIP level)
Post by: FlamingBanana on August 30, 2011, 11:12:19 AM
Ok, I'll take all the errors you sent me backwards, PJ.

CUTSCENEBARS: This is a flag fail. Not sure how to fix it.
Split Ends: Franz24 has pointed this out to me, and i fixed it.
Tinker: No, I dont know how it does that either
Split Ends-Upwards, but not yet: Havent noticed, will fix.
One foot to the flip: Didn't notice, will fix.
Split ends terminal (wow, that level has some problems): Should work, but it wont let you past the gravity line, because THATS HOW I DESIGNED IT. And it works totally fine for me.

Sendy:
I am totally sure I did not do that. What was the name of the room? I'm going to go over all the 4 wrapping rooms.
Twice is the charm- Has 2 warp tokens.
Dont make this harder...-Has a warp token
Tinker- Has a warp token.

Thats it.
Title: Re: Zany Protocol TWO: BETA GOES PUBLIC
Post by: FlamingBanana on September 04, 2011, 12:13:59 AM
 Sorry to double post, but

v0.2 OPEN BETA IS HEREEEEEEEE  :viridian: :viridian: :viridian:
Title: Re: Zany Protocol TWO: BETA GOES PUBLIC
Post by: dinoquark on September 07, 2011, 08:53:05 PM
Did someone say beta?  :vermillion:

I'm using the 2.0 client, not sure if any of the bugs don't show up in the beta
patch. Also I didn't check for previous reports, so some (lots?) of these bugs have probably already been mentioned.  :verdigris:

About Thursday:
Jumping onto the bottom of the block on the lower right intersects you with the
floor (can cause death by spikes)

Central Nerve: left and right passages floors don't line up, can intersect with
wall. Also, coming up from the below room on the right or middle,
it's possible to get beneath the floor and being unseen until you move out from
under it.

Split ends: momentary intersection with floor when jumping down from above room
in the middle or left passage.

S.P.S Grandeur: Typo - "Breking through the barriers of space and time", plus
standing on the title text in that one spot is a little odd.

He doesnt think ahead: typo - missing an apostraphe. Also it's possible to get
stuck on the tiny block (possibly a game engine bug).
To reproduce bug without getting stuck: stand on floor beneath far right block,
with the block centered above the middle of your head, flip, observe.

Only 8 to go: see previous bug about single tile blocks and getting stuck.

Green feels blue: small bug - inching off cliff above leads to dying from spikes
while embedded in the floor. Looks bad.

Gonna break your heart someday: going up to the next room on the very left
side of the passage leads to collision errors.

20/20: from the green floor, you can walk left to the next room and jump to
intersect with the red wall or even get on top of it

Would be nice to have a checkpoint betweeen 4 square and do the wave, or maybe
I just stink at getting past waves in gravity tunnels.

Engine bug: checkpoints can be (very briefly) activated after death (much like gravity line flips,
script based "shocks" from that one user level, and platform breaking), to see this try and get to the checkpoint in precision scissors and die horribly.

Additionally Precision Sissors trinket is pretty hard (I had to give up), not
gonna say it's too hard. but consider adding a checkpoint to the uper right nook
or something depending on desired difficulty and feedback.

Only 8 to go: enter from green feels blue and there's small collision error.
Exit into green feels blue on ceiling and get surprised spikes.

Galaga: how the hell do you get the trinket?

Three cheers for humanity: small collision error when entering from ceiling of
galaga.


PHEW! And that's enough for now, might explore more of the level later.
Title: Re: Zany Protocol TWO: BETA GOES PUBLIC
Post by: FlamingBanana on September 07, 2011, 10:43:08 PM
Its the beta version of the actual level, not of the client...   :verdigris:

About Thursday: Fixing...
Central nerve: Fixing...
Split ends: Fixing...
S.P.S Grandeur: Fixing...
He doesn't think ahead: I should probably get rid of the single blocks all together...Fixing...
Only 8 to go: Fixing...
Green feels blue: Will try to reproduce
Gonna break your heart someday: Will try to reproduce
20/20: Fixing...
4square-do the wave: Its supposed to be a hard part, but i should probably make 4square easier.
Engine bug: I dont remember having a room by this name.
Precision scissors: Well, the trinket is supposed to be hard.
Only 8 to go: Will put more spikes, which always fixes the problem.
Galaga: You arent supposed to yet. Eventually you'll warp in there.
Three cheers for humanity: Fixing...

TOLD you it was beta.
Title: Re: Zany Protocol TWO: BETA GOES PUBLIC
Post by: dinoquark on September 07, 2011, 11:33:12 PM
oh I meant engine bug like a (probable) bug in the game engine as opposed to something that seemed like your fault :0
Title: Re: Zany Protocol TWO: BETA GOES PUBLIC
Post by: FlamingBanana on September 08, 2011, 12:24:11 AM
Oh. :)

Well I'll have 0.2.1 out with all those fixed pretty soon.
Title: Re: Zany Protocol TWO: BETA GOES PUBLIC
Post by: PJBottomz on September 08, 2011, 11:48:27 PM
For some reason, whenever I look at the title, I think of virtual bananas... ???
Title: Re: Zany Protocol TWO: BETA GOES PUBLIC
Post by: FlamingBanana on September 18, 2011, 05:10:20 PM
OK, 0.2.1 is out. Changelog-

-Added onto the second lab level
-Added a lot more room names
-Added some outside levels
-Fixed a bunch of dinoquarks (haha, get it? probably not...)

Sorry for the long silence, been playing fantasy football.  :vermillion: Is wanting feedback on the new additions!

(and yes, Lightning strikes sequence is meant to be impossible. Well, not meant to, but i'm still fixing it up.)
Title: Re: Zany Protocol TWO: BETA GOES PUBLIC
Post by: Damn It AL to Hell on September 18, 2011, 11:51:39 PM
Oh hell yeah I'm doing this one! I enjoyed the other one, this one ought to be good!

Title: Re: Zany Protocol TWO: BETA GOES PUBLIC
Post by: Dispensers Heal on September 22, 2011, 01:38:26 AM
Just compress it into a .zip folder next time.