Dimension.EXE (Finished!)

Started by Epsilon, February 26, 2013, 05:23:22 AM

Previous topic - Next topic

What part(s) where your favourite?

The beginning
1 (20%)
When TIME 2 GET SRS came
0 (0%)
Violet denying that she and Verdigris made out
1 (20%)
Vitellary saying that Viridian needs to save Verdigris when he already saved Verdigris
3 (60%)
The Final Zone
0 (0%)

Total Members Voted: 5

Epsilon

Uh...... Hi! This is the first player level i'm releasing! So basically, the story is that the dimension Viridian is in is glitched and crazy and stuff and its because "dimension.exe is not responding" and he traverses the glitchy level.
Poll added because I want to know what part people liked the best, maybe I'll input it in other levels...
so far, there's...
> A lot of viridian talking to himself (Even more in 1.2.2!)
> A lot of dialouge, most of which is important
> No trinkets, though I will impliment some later... (As of 1.1, there is one trinket!)
> A plot!

> As of 1.2, two crewmates!
> As of 1.2.2, Final level started and 3 crewmates, the fourth is just so you can play past Vitellary. Yes, this one is rescueable!
> As of 1.2.3, or the finished version, Final Part added and now, Victoria and Vermilion are rescuable!

so the download is right below the thingie, and I hope you enjoy the level! It's fully do-able.
Feedback is appreciated!

oh and have a screenshot:

here!

Finished as of March 23rd, 2013!

.

#1
It's not too shabby, but some suggestions/possible bugs:
1. Use flags to make sure talking scripts are running once only.
2. Typo: "defiantly" in G-G- OUT-GET
3. The enemy bound in MALWARE DETECTED is either unrealistic or intended. Can't tell.
4. Maybe you can use things like say(1,green) to make coloured dialogues.
5. You can get out of LOL very easily. This is not good as you can run into walls easily by this.
e.g. If you flip in astronomical landing, say hello to wall glitch :D
6. You may want the enemies to sync somehow. It can get annoying timing enemies if they go too out of sync.
7. Try to use less single-tiled walls. They can look bad at times.

Epsilon

Quote from: nicholashin on February 26, 2013, 09:06:32 AM
It's not too shabby, but some suggestions/possible bugs:
1. Use flags to make sure talking scripts are running once only.
2. Typo: "defiantly" in G-G- OUT-GET
3. The enemy bound in MALWARE DETECTED is either unrealistic or intended. Can't tell.
4. Maybe you can use things like say(1,green) to make coloured dialogues.
5. You can get out of LOL very easily. This is not good as you can run into walls easily by this.
e.g. If you flip in astronomical landing, say hello to wall glitch :D
6. You may want the enemies to sync somehow. It can get annoying timing enemies if they go too out of sync.
7. Try to use less single-tiled walls. They can look bad at times.

Everything is fixed besides the flags thing, the enemy bound and the coloured text boxes. I know nothing about flags, I've tried the coloured text boxes but it still was grey and the I cant get rid of the stupid bound. ene I'll update the download in the first post.

FIQ

Quote from: Kayya on February 26, 2013, 11:16:01 PM
Quote from: nicholashin on February 26, 2013, 09:06:32 AM
It's not too shabby, but some suggestions/possible bugs:
1. Use flags to make sure talking scripts are running once only.
2. Typo: "defiantly" in G-G- OUT-GET
3. The enemy bound in MALWARE DETECTED is either unrealistic or intended. Can't tell.
4. Maybe you can use things like say(1,green) to make coloured dialogues.
5. You can get out of LOL very easily. This is not good as you can run into walls easily by this.
e.g. If you flip in astronomical landing, say hello to wall glitch :D
6. You may want the enemies to sync somehow. It can get annoying timing enemies if they go too out of sync.
7. Try to use less single-tiled walls. They can look bad at times.

Everything is fixed besides the flags thing, the enemy bound and the coloured text boxes. I know nothing about flags, I've tried the coloured text boxes but it still was grey and the I cant get rid of the stupid bound. ene I'll update the download in the first post.
Colored text boxes only work that way in 2.1, just saying.

Epsilon

Quote from: FIQ on February 26, 2013, 11:17:34 PM
Quote from: Kayya on February 26, 2013, 11:16:01 PM
Quote from: nicholashin on February 26, 2013, 09:06:32 AM
It's not too shabby, but some suggestions/possible bugs:
1. Use flags to make sure talking scripts are running once only.
2. Typo: "defiantly" in G-G- OUT-GET
3. The enemy bound in MALWARE DETECTED is either unrealistic or intended. Can't tell.
4. Maybe you can use things like say(1,green) to make coloured dialogues.
5. You can get out of LOL very easily. This is not good as you can run into walls easily by this.
e.g. If you flip in astronomical landing, say hello to wall glitch :D
6. You may want the enemies to sync somehow. It can get annoying timing enemies if they go too out of sync.
7. Try to use less single-tiled walls. They can look bad at times.

Everything is fixed besides the flags thing, the enemy bound and the coloured text boxes. I know nothing about flags, I've tried the coloured text boxes but it still was grey and the I cant get rid of the stupid bound. ene I'll update the download in the first post.
Colored text boxes only work that way in 2.1, just saying.
I don't have 2.1 and I don't feel like updating it. Is there another way to do it in 2.0 or is it 2.1 only?

FIQ

Quote from: Kayya on February 26, 2013, 11:19:57 PM
Quote from: FIQ on February 26, 2013, 11:17:34 PM
Quote from: Kayya on February 26, 2013, 11:16:01 PM
Quote from: nicholashin on February 26, 2013, 09:06:32 AM
It's not too shabby, but some suggestions/possible bugs:
1. Use flags to make sure talking scripts are running once only.
2. Typo: "defiantly" in G-G- OUT-GET
3. The enemy bound in MALWARE DETECTED is either unrealistic or intended. Can't tell.
4. Maybe you can use things like say(1,green) to make coloured dialogues.
5. You can get out of LOL very easily. This is not good as you can run into walls easily by this.
e.g. If you flip in astronomical landing, say hello to wall glitch :D
6. You may want the enemies to sync somehow. It can get annoying timing enemies if they go too out of sync.
7. Try to use less single-tiled walls. They can look bad at times.

Everything is fixed besides the flags thing, the enemy bound and the coloured text boxes. I know nothing about flags, I've tried the coloured text boxes but it still was grey and the I cant get rid of the stupid bound. ene I'll update the download in the first post.
Colored text boxes only work that way in 2.1, just saying.
I don't have 2.1 and I don't feel like updating it. Is there another way to do it in 2.0 or is it 2.1 only?
If you want to exploit a bug, there's a way to do it in both 2.0 and 2.1.

Fussmatte

Short, but nice. Would've been nicer if it were longer though.

Epsilon

Quote from: Doormat on February 27, 2013, 01:01:31 AM
Short, but nice. Would've been nicer if it were longer though.

It is still a beta, you know. I think I'm going to work on expanding it sometime today or tomorrow. Hopefully, today.

Fussmatte

Quote from: Kayya on February 27, 2013, 01:11:49 AM
It is still a beta, you know. I think I'm going to work on expanding it sometime today or tomorrow. Hopefully, today.

Oh okay
Oh and just a question but why do you always write like this?

Epsilon

Quote from: Doormat on February 27, 2013, 01:19:58 AM
Quote from: Kayya on February 27, 2013, 01:11:49 AM
It is still a beta, you know. I think I'm going to work on expanding it sometime today or tomorrow. Hopefully, today.

Oh okay
Oh and just a question but why do you always write like this?

It's just something I do. A typing quirk, if you must.

SomniRespiratory Flux

Hm. Just played through it. It is short, but that isn't a problem per se. The only thing I noticed is something that I honestly probably complain about too much, but whatever. Sometimes the floor height doesn't line up right from room to room. It doesn't cause enough of a wall glitch to really damage the level, but it stutters if you try to walk from the lower floor to the higher floor. I guess it just bothers me somehow. All that said, though, nice level, and I look forward to future creations. :viridian:

Epsilon

Alright, guys! I got 1.2 finished, it adds a few more rooms, a bugfix (the room malware detected is now harder), and added some more spikes. The end is supposed to be viridian and verdigris and violet talking, but i don't know how to internally script so it just says a script is needed. also, more backing!  :viridian:

Fussmatte

Quote from: Kayya on February 28, 2013, 02:27:28 AM
Alright, guys! I got 1.2 finished, it adds a few more rooms, a bugfix (the room malware detected is now harder), and added some more spikes. The end is supposed to be viridian and verdigris and violet talking, but i don't know how to internally script so it just says a script is needed. also, more backing!  :viridian:
You could always add (NAME) to the header of a textbox to show who's talking - that's what I'm gonna do in the 2.0 version of Dimensional Derping.

Epsilon

Quote from: Doormat on March 01, 2013, 01:18:19 AM
Quote from: Kayya on February 28, 2013, 02:27:28 AM
Alright, guys! I got 1.2 finished, it adds a few more rooms, a bugfix (the room malware detected is now harder), and added some more spikes. The end is supposed to be viridian and verdigris and violet talking, but i don't know how to internally script so it just says a script is needed. also, more backing!  :viridian:
You could always add (NAME) to the header of a textbox to show who's talking - that's what I'm gonna do in the 2.0 version of Dimensional Derping.

Don't know what you mean by header, but I did put 'Verdigris:' or 'Violet:' before one of them talked. This also means, its a small update, updated version going to be added to OP and all that stuff.

Fussmatte

Quote from: Kayya on March 01, 2013, 02:57:02 AM
Don't know what you mean by header, but I did put 'Verdigris:' or 'Violet:' before one of them talked. This also means, its a small update, updated version going to be added to OP and all that stuff.
That's what I meant.

Oh, also, be careful typing colons at the very end of a line in scripts, as the game will chop off everything into another script because of the way the scripts work in the .vvvvvv file.