distractionware forums

VVVVVV => VVVVVV Levels => Topic started by: Terry on July 29, 2011, 11:09:58 PM

Title: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: Terry on July 29, 2011, 11:09:58 PM
Ok! This is part two of my short VVVVVV level editor tutorial. Part one can be found here (http://distractionware.com/forum/index.php?topic=322.0), and covers the basics of getting a level up and running. This tutorial should explain the various settings and tools touched on in the last tutorial in more detail.

When you press SPACE in the editor, you'll see this toolbar pop up:

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_0.png)

There are two pages, that's page one. This is really just to remind you what the tools are - you don't need it on the screen to change tools. You can change your selected tool with the < and > keys, or by using the shortkey for the tool you want.

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_1.png)

1 - Walls: The first tool is simple enough - it allows you to place walls with the left mouse button. By default you use a single tile brush, but you can use a larger brush by holding the Z key (3x3) or the X key (5x5).

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_2.png)

2 - Backgrounds: For drawing background tiles. Z and X brushes work here too. (Some tilesets don't have backgrounds.)

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_3.png)

3 - Spikes: Spikes are spikes!

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_4.png)

4 - Trinkets: And trinkets are trinkets! You can place a max of 20 on a map due to limitations with how VVVVVV's structured, but this might change in later versions.

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_5.png)

5 - Checkpoints: Checkpoints have two orientations - on the floor, or on the celling. Click on them when they're placed to switch between them. When testing a map, you can press ENTER to spawn at the closest checkpoint.

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_6.png)

6 - Disappearing Platforms: No settings here!

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_7.png)(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_8.png)

7 - Conveyors: Click on these when they're placed to change their direction.

(You might be curious about the larger Conveyors on the right picture - these were just an optimization in VVVVVV because in the old version, having too many entities on a screen could cause some slowdown. They're not really relevant anymore)

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_9.png)

8 - Moving Platforms: Clicking on these changes their direction.

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_10.png)

9 - Enemies: Clicking on these changes their direction too. This version unfortunately only has 16x16 enemies, but hopefully a later patch will bring custom enemies of all sizes.

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_11.png)

0: Gravity Lines: Are placed horizontal by default; click the control point to make them vertical.

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_12.png)

Onto the second page of tools! First up:

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_13.png)

R - Room Text: Place and start typing! (Little bit of trivia, these weren't actually used in VVVVVV, but were implemented in early versions to give instructions. Another "early version" feature that might make a return for the editor; minor collectibles!)

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_14.png)

T - Terminals: When placed, ask you to provide a scriptname. I'll discuss scripting in the next part of the tutorial. Terminals trigger scripts when the player stands in front of them and presses ENTER.

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_15.png)

Y - Script Boxes: These are like terminals, except that they trigger their scripts as soon as they player enter them. Again, will discuss these more in part three.

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_16.png)

U - Warp Tokens: When you place a warp token, you'll be able to move to any other location in the map to place it's end point. Warp Tokens are automatically numbered so you can keep track of them. If you're trying to find the corresponding exit, just mouse over a placed token to see the room it links to.

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_17.png)

I - Warp Lines: Can only be placed on screen edges. The only place these were used in VVVVVV was in the tower level! They're partial screen warps - they allow you to warp from one side of a screen but not the other, or from a single entrance in a room. (Usually best avoided if you can just change the entire warp direction of a room instead, as using these doesn't change the background and can be confusing.)

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_18.png)

O - Lost Crewmates: The (current) goal of a level is to collect all the lost crewmates. You'll need to place at least one if you want people to be able to finish your level.

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_19.png)

P - Level Start Position: This is the where you start the level if you select it from the main menu. If a start point doesn't exist, you'll just spawn in the middle of room (1,1).

Ok, that's tools covered - now, let's move onto settings. If you hold down SHIFT, you'll see this menu:

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_20.png)

The box on the right contains reminders for saving and loading (by pressing SHIFT-S or SHIFT-L). The box on the left are the room settings. First up, to change the tileset you're using, press SHIFT-1. (To change the current room colour, press SHIFT-2.)

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_21.png)

Ok! The next two settings concern enemies. Press SHIFT-3 to toggle between the different enemy sprites. You can currently use any of the 16x16 enemies from VVVVVV. Later versions should allow custom enemies, though.

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_22.png)

If you play this room, you'll notice these enemies go all the way from wall to wall.

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_23.png)

If you want them to have more constricted movement, you can set enemy bounds by pressing SHIFT-4. It'll ask you to draw a box. Enemy bounds are not exact, unfortunately. (If you want to get rid of enemy bounds, just draw a box containing the entire room.)

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_24.png)

Similarly, you can change platform bounds with SHIFT-5.

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_25.png)

The next setting is the room warp direction. Toggle this by pressing SHIFT-W!

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_26.png)

You can change the current roomname by pressing SHIFT-R.

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_27.png)

Finally, you can change the size of the current map by pressing SHIFT + Arrow Keys. Sorry, I forgot to add this one to the GUI!

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_28.png)

That's about it for settings. The last menu is the global menu, which you can access by pressing ESC. Descriptions we covered in the last part, scripts we'll cover in the next part - the only other thing here is the map music:

(https://distractionware.com/blog/img/2011/07july/tutorial2/tutorial2_29.png)

Ok! Hope this has cleared a few things up :) I'll post the third part soon, which will covers scripting. Later updates might add new features, which will either get added as new parts or appended to these tutorials.
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: TheoX on July 30, 2011, 12:14:23 AM
I ♥ you.

:o

Anyway... this is awesome, thanks for continuing to make directions.  I'm really looking forward to the scripting one as that's where most of my confusion is, but this cleared up one or two things for me as well.  Oh and I'm also looking forward to being able to use bigger enemies!
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: I am Ry on July 30, 2011, 12:45:54 AM
Nice and detailed! I like this tutorial :) Can't wait for part three. I wanted to wait till scripting was thoroughly covered to start messing with it. I'm having fun with this level editor so far :viridian:
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: Arkatox on July 30, 2011, 07:48:04 PM
A minor typo, you said that to load it is Shift-R, when it is Shift-L.
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: TheoX on July 30, 2011, 08:33:57 PM
Terry -

Is there a way to shrink the left and top sides of the map?  The arrow keys only seem to affect the right and bottom sides.  I'm asking this because I accidentally started my own map in a weird place.  Not that it matters too much, but I'm nit-picky about my levels.
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: Terry on July 30, 2011, 08:39:27 PM
No, not yet, unfortunately :( I'm gonna add that to the next version.
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: TheoX on July 30, 2011, 09:12:00 PM
Ok cool!  No hurry, I'm totally satisfied with the amount of things I can do with the current editor.  I'm making a level now, and it's fun!

EDIT: dammit.  I actually need to shift all 8 screens I made over about two spots, because their connection overlaps the edge of the map, so if I expand or shrink the map in ANY direction it'll cut into/spread apart my rooms.  Blast. 
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: Insani on July 31, 2011, 04:32:55 AM
Quote from: TheoX on July 30, 2011, 09:12:00 PM
Ok cool!  No hurry, I'm totally satisfied with the amount of things I can do with the current editor.  I'm making a level now, and it's fun!

EDIT: dammit.  I actually need to shift all 8 screens I made over about two spots, because their connection overlaps the edge of the map, so if I expand or shrink the map in ANY direction it'll cut into/spread apart my rooms.  Blast.

Me too, I had to change the walk-in cave in Rescue on Polaris to a portal into the facility.  :(
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: TheoX on July 31, 2011, 04:58:47 AM
Quote from: Insani on July 31, 2011, 04:32:55 AM
Quote from: TheoX on July 30, 2011, 09:12:00 PMdammit.  I actually need to shift all 8 screens I made over about two spots, because their connection overlaps the edge of the map, so if I expand or shrink the map in ANY direction it'll cut into/spread apart my rooms.  Blast.
Me too, I had to change the walk-in cave in Rescue on Polaris to a portal into the facility.  :(

That sucks.  I actually (for some reason) bothered to remake all my rooms.  I wonder if a move (or "shift) room option is forseeable in the future.
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: SirBryghtside on July 31, 2011, 01:17:49 PM
Quote from: TheoX on July 31, 2011, 04:58:47 AM
Quote from: Insani on July 31, 2011, 04:32:55 AM
Quote from: TheoX on July 30, 2011, 09:12:00 PMdammit.  I actually need to shift all 8 screens I made over about two spots, because their connection overlaps the edge of the map, so if I expand or shrink the map in ANY direction it'll cut into/spread apart my rooms.  Blast.
Me too, I had to change the walk-in cave in Rescue on Polaris to a portal into the facility.  :(

That sucks.  I actually (for some reason) bothered to remake all my rooms.  I wonder if a move (or "shift) room option is forseeable in the future.
On a similar note, a 'box select' option would be pretty useful. There were a lot of times when making my level that I had to move half of it in a certain direction within a room, so having that would be great :)

Thanks for the tutorial, Terry!
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: Franz24 on July 31, 2011, 02:09:17 PM
Quote from: TheoX on July 31, 2011, 04:58:47 AM
Quote from: Insani on July 31, 2011, 04:32:55 AM
Quote from: TheoX on July 30, 2011, 09:12:00 PMdammit.  I actually need to shift all 8 screens I made over about two spots, because their connection overlaps the edge of the map, so if I expand or shrink the map in ANY direction it'll cut into/spread apart my rooms.  Blast.
Me too, I had to change the walk-in cave in Rescue on Polaris to a portal into the facility.  :(

That sucks.  I actually (for some reason) bothered to remake all my rooms.  I wonder if a move (or "shift) room option is forseeable in the future.

I had the same problem, it would be great to have some kind of grid feature where you can see all the rooms and that you can move them from there (:
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: TheoX on July 31, 2011, 08:35:27 PM
Quote from: Franz24 on July 31, 2011, 02:09:17 PMit would be great to have some kind of grid feature where you can see all the rooms and that you can move them from there (:

Knytt Stories (http://nifflas.ni2.se/?page=Knytt+Stories) has a really good example of a grid system like that.
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: TheoX on August 01, 2011, 03:50:38 AM
hi again Terry -

I noticed a couple interesting things in the editor tonight.

1) Music is disabled with M and Sound is disabled with S.  I don't remember you mentioning this anywhere, but it would have explained why my music randomly stopped sometimes and I had to restart VVVVVV - I think it was just toggling while I was writing scripts and using the letters "M" and "S".  It would be beneficial to write this down somewhere in one of the walkthroughs.  If you already did, my apologies.

2) It seems that flag commands aren't done until you leave the room they were toggled in.  A minor complaint, but it did confuse me when I tried to destroy gravity lines in a room and they didn't go away until I left and came back again.  Perhaps this could be remedied in a later update?
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: SirBryghtside on August 01, 2011, 07:21:01 PM
Quote from: TheoX on August 01, 2011, 03:50:38 AM
hi again Terry -

I noticed a couple interesting things in the editor tonight.

1) Music is disabled with M and Sound is disabled with S.  I don't remember you mentioning this anywhere, but it would have explained why my music randomly stopped sometimes and I had to restart VVVVVV - I think it was just toggling while I was writing scripts and using the letters "M" and "S".  It would be beneficial to write this down somewhere in one of the walkthroughs.  If you already did, my apologies.
Actually, this reminded me of another sound issue I had - when you quit while the sound of getting a Trinket/Comrade is played, all sound is muted for some reason. Not sure if it toggles back when you press 'S', but it's still a problem.
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: PJBottomz on August 02, 2011, 05:19:18 AM
Hey, still love the game (and I hope to finish my levels [especially Jailhouse Rock])!

So, yeah, about that sound issue. If I ever type M, all sounds are turned off. Because I've been toying with scripting a lot, I'm pretty good at remembering to hit it again, but sometimes I forget.

I think the best way to fix this is to not allow M to disable sound while in the editor, only in the gameplay.

Pretty nice game! Can't wait for the Scripting Tutorial. Really need it. XD
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: Arkatox on August 04, 2011, 03:23:49 AM
Quote from: TheoX on August 01, 2011, 03:50:38 AM
1) Music is disabled with M and Sound is disabled with S.  I don't remember you mentioning this anywhere, but it would have explained why my music randomly stopped sometimes and I had to restart VVVVVV - I think it was just toggling while I was writing scripts and using the letters "M" and "S".  It would be beneficial to write this down somewhere in one of the walkthroughs.  If you already did, my apologies.
So that's why my sound kept quitting. I thought it was another glitch like the time trial restart music glitch. :/
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: Insani on August 20, 2011, 03:52:49 PM
Uhhh, any idea on when the scripting tutotial's coming?  :(
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: Terry on August 20, 2011, 11:28:17 PM
I'm taking the weekend off to do Ludum Dare :viridian: After that I'm gonna finish up my OWN custom level, and after that I'll get back to the 1001 various other things I have to do, like write that scripting tutorial!

To be honest, it looks like there's no real need for it - the commands in the first tutorial post that increpare left seem to be enough; almost every level I play seems to have scripting to the level that the first scripting tutorial's gonna cover anyway.
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: TheoX on August 20, 2011, 11:37:53 PM
Ooh your OWN custom level?  Exciting!

Make sure to post something about the game(s) you make at Ludum Dare!  Sounds like fun!
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: PJBottomz on August 20, 2011, 11:39:15 PM
*ahem*

Technically, there IS a scripting tutorial already.

<----
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: Insani on August 23, 2011, 07:18:29 AM
Quote from: PJBottomz on August 20, 2011, 11:39:15 PM
*ahem*

Technically, there IS a scripting tutorial already.

<----

That arrow's in the wrong position.

You horrible person.

Let's get a divorce.  :-*
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: PJBottomz on August 23, 2011, 10:06:21 PM
 ???

Uh... That was, er... weird. :o Let's pretend that never happened.
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: Dispensers Heal on September 21, 2011, 09:01:49 PM
And, with 2.1 on the horizon...

:viridian:UPDATE AHEAD!
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: SaltyBarcode on January 01, 2012, 12:36:38 PM
Eagerly awaiting scripting tutorial... My entire level depends on scripts and I've no idea how to use them :|
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: ToasterApocalypse on May 13, 2012, 02:12:44 PM
Quote from: SaltyBarcode on January 01, 2012, 12:36:38 PM
Eagerly awaiting scripting tutorial... My entire level depends on scripts and I've no idea how to use them :|

Brief tutorial.

say= terminal
reply= Viridian

say(1)
Hello.

reply(1)
This is an example.

That is simple "say and reply" commands.

delay(X)
Replace X with a number, preferably above 10. Paused for a second or so.

music(X)
Changes the music. Replace X with a number between 1-11 (0 for silence.)

sad and happy commands change Viridian's face.
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: Dav999 on July 22, 2012, 01:18:16 PM
Quote from: ToasterApocolypse on May 13, 2012, 02:12:44 PM
say= terminal
reply= Viridian

say(1)
Hello.

reply(1)
This is an example.

Why do you need to write "say= terminal  reply= Viridian"? Isn't that just standard?
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: Hilbert on July 22, 2012, 01:48:38 PM
Quote from: Dav999 on July 22, 2012, 01:18:16 PM
Quote from: ToasterApocolypse on May 13, 2012, 02:12:44 PM
say= terminal
reply= Viridian

say(1)
Hello.

reply(1)
This is an example.
You don't. He is just saying that the say command will make a gray box and the reply command will make a viridian text box.

Why do you need to write "say= terminal  reply= Viridian"? Isn't that just standard?
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: Dav999 on July 22, 2012, 02:04:17 PM
Quote from: RoskillaHULK!! on July 22, 2012, 01:48:38 PM
Quote from: Dav999 on July 22, 2012, 01:18:16 PM
Quote from: ToasterApocolypse on May 13, 2012, 02:12:44 PM
say= terminal
reply= Viridian

say(1)
Hello.

reply(1)
This is an example.
You don't. He is just saying that the say command will make a gray box and the reply command will make a viridian text box.

Why do you need to write "say= terminal  reply= Viridian"? Isn't that just standard?

I've seen scripts in which it really says say= terminal  reply= Viridian at the top! So maybe some people think it's necessary? ::)
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: Lord Ghetsis on April 14, 2013, 07:33:59 PM
Yeah, I'm new to the editor. How do you reopen the level after closing it?
Thx
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: Fussmatte on April 14, 2013, 07:41:00 PM
Quote from: BisonMan12 on April 14, 2013, 07:33:59 PM
Yeah, I'm new to the editor. How do you reopen the level after closing it?
Thx
If you're using 2.0, press Shift + L and type in the name of your level.
If you're using 2.1, just press L instead.
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: Chillius on April 15, 2013, 05:42:35 PM
Quote from: ToasterApocalypse on May 13, 2012, 02:12:44 PM
Quote from: SaltyBarcode on January 01, 2012, 12:36:38 PM
Eagerly awaiting scripting tutorial... My entire level depends on scripts and I've no idea how to use them :|

Brief tutorial.

say= terminal
reply= Viridian

say(1)
Hello.

reply(1)
This is an example.

That is simple "say and reply" commands.

delay(X)
Replace X with a number, preferably above 10. Paused for a second or so.

music(X)
Changes the music. Replace X with a number between 1-11 (0 for silence.)

sad and happy commands change Viridian's face.

Happy(X) Replace the (X) with a colour like Pink or You can type Violet or whatever. then go to your crewmate and it will be happy
same thing with sad(X)
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: Chyulix on June 29, 2013, 07:47:57 PM
Wow.  :o I thought VVVVVV's level editor had a glitch. I learned something new. Instead if doing: say(1) test. I'm supposed to do:
say(1)
Test.
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: weee50 on June 30, 2013, 08:39:05 PM
Quote from: I am Ry on July 30, 2011, 12:45:54 AM
Nice and detailed! I like this tutorial :) Can't wait for part three. I wanted to wait till scripting was thoroughly covered to start messing with it. I'm having fun with this level editor so far :viridian:
If you see something in underline, it means that it only works with 2.1.

X is a number, c is a color (giving arguments: cyan (:viridian:), purple and pink (:violet:), blue (:victoria:), red (:vermillion:), yellow (:vitellary:) and green (:verdigris:) (There is none for gray) and s is a script name.
say(x) - Create a text box with x lines. Text below the command will be the text.
say(x,c) - Create a text box over crewmate c with x lines, and color c. Text below the command will be the text.
say - Create a text box with 1 line. Text below the command will be the text.
reply(x) - Create a text box over :viridian: with x lines. This acts in the same way as say(x), only with the player's text box.
reply - Create a text box over :viridian: with x lines. This acts in the same way as say(x), only with the player's text box.

In 2.0, with say(x), say(x,c) and reply(x), you can have up to 5 lines. In 2.1 you can have 11.

music(x) - Play song x. The numbers are the same as in the main menu, and 0 for silence.
flash - Make the screen flash
happy - Makes :viridian: happy
sad - Makes :viridian: sad
happy(c) - Makes crewmate c happy
sad(c) - Makes crewmate c sad
destroy(warptokens) - Destroy all warp tokens on the screen.
destroy(gravitylines) - Destroy all gravity lines on the screen. (It won't always work)
flag(x,on) Turns flag x on. There are flags 0-66 and 68-99.
flag(x,off) Turns flag x off.
ifflag(x,s) If flag x is on, go to script s.
iftrinkets(x,s) If you have at least x trinkets, go to script s.
map(on) - Turns the map on
map(off) - Turns the map off
squeak(c) - Makes a crewmate squeak
squeak(on) - Turns crewmate squeaking on
squeak(off) - Turns crewmate squeaking off

That's all I know for now! Hope that helped! :)

P.S. There is no flag 67.
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: allison on July 02, 2013, 01:16:06 AM
Quote from: weee50 on June 30, 2013, 08:39:05 PM
P.S. There is no flag 67.

Technically there is, but using it messes stuff up.
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: TheJonyMyster on July 02, 2013, 05:05:59 AM
Quote from: Terry on July 29, 2011, 11:09:58 PM
5 - Checkpoints: Checkpoints have two orientations - on the floor, or on the celling. Click on them when they're placed to switch between them. When testing a map, you can press ENTER to spawn at the closest checkpoint.

False. You spawn at the earliest placed one.
Title: -
Post by: Info Teddy on March 06, 2014, 10:15:56 AM
Quote from: TheJonyMyster on July 02, 2013, 05:05:59 AM
Quote from: Terry on July 29, 2011, 11:09:58 PM5 - Checkpoints: Checkpoints have two orientations - on the floor, or on the celling. Click on them when they're placed to switch between them. When testing a map, you can press ENTER to spawn at the closest checkpoint.
False. You spawn at the earliest placed one.
/'m not even sure what the game wou\d def/ne as "c\osest". The checkpo/nt c\osest to your cursor?
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: christian2004 on May 26, 2014, 10:45:33 AM
Quote from: TheJonyMyster on July 02, 2013, 05:05:59 AM

False. You spawn at the earliest placed one.
[/quote]

You spawn at the checkpoint in the room  :-X
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: moth 🦋 on July 30, 2014, 09:50:47 PM
Quote from: christian2004 on May 26, 2014, 10:45:33 AM
Quote from: TheJonyMyster on July 02, 2013, 05:05:59 AM
False. You spawn at the earliest placed one.

You spawn at the checkpoint in the room  :-X

IF  there is, perchance, TWO checkpoints, then
Quote from: IF there is, perchance, TWO checkpoints, then
You spawn at the earliest placed one.
(It's true)
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: Ally 🌠 on September 25, 2015, 09:51:19 PM
Quote from: christian2004 on May 26, 2014, 10:45:33 AM
Quote from: TheJonyMyster on July 02, 2013, 05:05:59 AM

False. You spawn at the earliest placed one.

You spawn at the checkpoint in the room  :-X
[/quote]
Quote fail
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: Mega Mayo on May 23, 2016, 08:44:09 PM
Would there be any way in the future to change terminals into speaking crewmates?
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: allison on May 23, 2016, 08:55:34 PM
Quote from: Mega Mayo on May 23, 2016, 08:44:09 PM
Would there be any way in the future to change terminals into speaking crewmates?
There's a scripting exploit to do that.
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: Lollipop on May 23, 2016, 08:56:17 PM
Quote from: Mega Mayo on May 23, 2016, 08:44:09 PM
Would there be any way in the future to change terminals into speaking crewmates?

(https://distractionware.com/forum/proxy.php?request=http%3A%2F%2Fbulletin.equinoxpub.com%2Fwp-content%2Fuploads%2F2016%2F05%2FJesus-facepalm.jpg&hash=ee4a9a2dfbce3393bacc80f010fbbbf581835b1f)

you already can
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: Ally 🌠 on May 23, 2016, 11:07:32 PM
Quote from: crazya02 on May 23, 2016, 08:55:34 PM
Quote from: Mega Mayo on May 23, 2016, 08:44:09 PM
Would there be any way in the future to change terminals into speaking crewmates?
There's a scripting exploit to do that.
What do you mean
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: QwertymanO07 on May 24, 2016, 12:33:43 AM
I'm guessing they mean like "Press ENTER to talk to Vitellary", because anything else would be stupid.
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: allison on May 24, 2016, 12:34:55 AM
Quote from: QwertymanO07 on May 24, 2016, 12:33:43 AM
I'm guessing they mean like "Press ENTER to talk to Vitellary", because anything else would be stupid.
Jesus christ they're a new member you can't expect them to know about internal scripting right off the bat
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: Ally 🌠 on May 24, 2016, 12:59:48 AM
Uh...
Hello? I was new and already knew internal scripting...?
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: moth 🦋 on May 24, 2016, 01:19:09 AM
Quote from: crazya02 on May 24, 2016, 12:34:55 AM
Quote from: QwertymanO07 on May 24, 2016, 12:33:43 AM
I'm guessing they mean like "Press ENTER to talk to Vitellary", because anything else would be stupid.
Jesus christ they're a new member you can't expect them to know about internal scripting right off the bat
well I practiced internal scripting for years before joining
think of me as a ninja who went to train in the mountains or something
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: QwertymanO07 on May 24, 2016, 01:59:34 AM
And hey, my first post is about internal scripting.
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: allison on May 24, 2016, 02:07:30 AM
Yes, it's a thing that has happened, but not an expectation.
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: QwertymanO07 on May 24, 2016, 03:28:53 AM
I can see where you're coming from, but with the thread stickied, it is easier than ever to find out about internal scripting.  Either way, we'll find out when Mega Mayo posts again.
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: BCGAMING2017 on May 19, 2017, 08:29:30 PM
1 year later (almost)... Wow, I'm also surprised that this is the 50th reply in the discussion...
Anyways, is there a limit of enemies that you can put in one room?
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: cheesefactory on May 19, 2017, 09:33:24 PM
I don't think so, but there is a limit to how much space there is to put enemies into. I hope you weren't considering a room with 50 enemies though...
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: allison on May 20, 2017, 07:41:09 AM
I know that the game can only render so many entities in gameplay before it crashes
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: MJKhoi on April 01, 2018, 05:44:03 PM
I've seen quite a few user-created levels that use some of the larger enemies, such as the red thing from B-B-B-Busted and Mad Carew's Ghost, any tips on how to find and use them?
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: Ally 🌠 on April 02, 2018, 12:34:41 PM
you can use createentity() in certain rooms to create them
the room list: http://distractionware.com/forum/index.php?topic=2881.0

createentity is an internal command, so learn internal here: https://glaceon.ca/V/tutorials/#internalif
Title: Re: VVVVVV Level Editor Tutorial - Part 2: Entities and Room Settings
Post by: Info Teddy on June 11, 2018, 10:02:20 PM
Quote
Quote from: Mega Mayo on May 23, 2016, 08:44:09 PMWould there be any way in the future to change terminals into speaking crewmates?
Quote from: alek on May 23, 2016, 08:55:34 PMThere's a scripting exploit to do that.
Quote from: Lollipop on May 23, 2016, 08:56:17 PM(https://distractionware.com/forum/proxy.php?request=http%3A%2F%2Fbulletin.equinoxpub.com%2Fwp-content%2Fuploads%2F2016%2F05%2FJesus-facepalm.jpg&hash=ee4a9a2dfbce3393bacc80f010fbbbf581835b1f)
you already can
Quote from: -Kiwi Alexia ♡ on May 23, 2016, 11:07:32 PMWhat do you mean
Quote from: QwertymanO07 on May 24, 2016, 12:33:43 AMI'm guessing they mean like "Press ENTER to talk to Vitellary", because anything else would be stupid.
and then at this point the conversation degenerated into pure nonsense in typical distractionware fashion
here is something actually helpful. although to disappoint qwerty's such high standards you can only get "press enter to activate terminal". activityzones that say "press enter to talk to <guy>" call hardcoded main game scripts
Quote from: Info Teddy on April 29, 2018, 03:58:38 AMdo,32
createcrewman,-21
loop
everybodysad
createactivityzone,#
changemood,cyan,0
basically we're overflowing the activity zone id to be the activity zone of the last terminal in the room in the entity order (the last terminal to be placed in the room), and then spawning it. the number for do is 33 minus the amount of entities already in that room (the player counts as one).