I made another level. This one isn't as buggy, and is called Dimension ABCDEF. Because, you know, I'm completely out of ideas. I don't know how to post screenshots, but if you saw this level you would probably like it. It's another 20x20 map, with 11 trinkets and five crewmates to find.
There are four areas:
Warp Zone
Lab
Space Station
And the Veni Vidi Vici Practice Arena.
Once again, unlike EEEEEE, Dimension ABCDEF doesn't have much error420----------YULGBIUgh0p9;jdnmpa9wey47p,ris00j9[ajma9[phnuorjs9ph73u ]is9k9]r
w80Oh
Seriously, why don't you put in the small effort required to upload a level for others to enjoy?
The curiosity is killing me, it's like Sophocles' plays
I am sure I have seen a player level with that name before... Concretely the one made by ToasterApocalypse that was later ripped off for that hell of a video game called I wanna Be The Boshy
Quote from: SJMistery on June 16, 2016, 09:27:28 AM
I am sure I have seen a player level with that name before... Concretely the one made by ToasterApocalypse that was later ripped off for that hell of a video game called I wanna Be The Boshy
That was Dimension ABCDEFG. My level doesn't have a G in the name, I wanted to keep it limited to six letters, like Dimension VVVVVV.
So here's what it's about: The usual "crewmates get stranded and Viridian has to find them" thing. But there's a bonus level near the entrance to the Lab, which contains Viridian's future self, telling him that once one of his crewmates has been rescued, the dimension will automatically destabilize.
I recommend playing the areas in this order:
Laboratory
Warp Zone
Veni Vidi Vici Practice Arena
Bonus Level
Space Station
Final Area
Quote from: lamourieparkinson on June 18, 2016, 08:49:02 PM
I recommend playing the areas in this order:
Laboratory
Warp Zone
Veni Vidi Vici Practice Arena
Bonus Level
Space Station
Final Area
I'm sure this would be useful information
I was already making a level on the same topic...
Oh, and here's EEEEEE. Along with a script tutorial in level form.
I think we have enough script tutorials...
Quote from: lamourieparkinson on June 19, 2016, 03:56:13 AM
Along with a script tutorial in level form.
That has already been done, multiple times.
You didn't even do IS tutorial.
(Oh wait he's new he won't know how to do that)
:o
NO say(x,color)?!?!?!?!?!?!?!?!?!??!?!?!?!?!
This isn't old-school VVVVVV!
The dialogue shouldn't matter too much. What did you think of ABCDEF, in terms of level design?
Quote from: lamourieparkinson on June 19, 2016, 03:16:01 PM
What did you think of ABCDEF, in terms of level design?
Ohhhh....
REPEATING SCRIPTS GAAAAAAAHHHHHHHHHHH
Here is a way to use flags on a script box, without those annoying cutscene bars afterwards.
You use two scripts. Heres what should be in them:
ifflag(x,nothing)
iftrinkets(0,scriptb)
say(2)
This is
a one time script!
flag(x,on)
Both flag numbers must be the same.
Nothing is a script that should have... well... nothing in it.
There are also some misalignments (which are entities or blocks on the edges of walls which will touch viridian right as he enters a room).
These can be annoying, but are also at times game breaking.
And if you want the player to go to certain places at certain times, just use keycards or other flag related things.
Also, music doesn't come back at times when it is supposed to.
(Oh, and also, try to avoid DTTHW clones. :))
This level could certainly be better, but you are getting better though! (I'll be honest, EEEEEE wasn't so good... :()
The biggest issue I noticed with Dimension ABCDEF is that the level order isn't actually enforced in-level. This can be done relatively easily with flags and destroy commands. I assumed that it was allowed to complete levels in any order, which led to me doing Space Station second and ending up stuck.
Quote from: crazya02 on June 19, 2016, 04:11:55 PM
The biggest issue I noticed with Dimension ABCDEF is that the level order isn't actually enforced in-level. This can be done relatively easily with flags and destroy commands. I assumed that it was allowed to complete levels in any order, which led to me doing Space Station second and ending up stuck.
Okay. I'll update this level soon. BTW, that was Dimenison ABCDEF Version 1.1. 1.0 is the same, but without the bonus level.
Quote from: lamourieparkinson on June 19, 2016, 04:47:53 PM
Alright, here's the update. Version 1.2.
Instead of putting the downloads in a separate reply, edit the main post and put it there...
This is because people will only really download the first download they see, and without knowing there is an update in the replies will make them think the level has not been updated at all.
As well as this:
Quote from: lamourieparkinson on June 19, 2016, 05:06:23 PM
Differences between 1.1 and 1.2
- Music changes in the Lab and Warp Zone
- There is a room that has a warp that the terminal says you should not touch until you rescue four out of six crewmates
- There are added spikes on the path that leads to the lab
- On the same path, there is now a route which will take you to a part of the DTTHW Practice Arena
- The Space Station is closed off, and can only be reached when you enter the aforementioned warp.
Quote from: crazya02 on June 19, 2016, 04:11:55 PM
I assumed that it was allowed to complete levels in any order, which led to me doing Space Station second and ending up stuck.
There must be something wrong with you. You must go there LAST. Sigh... I've updated this level, BTW. Go to the checkpoint just south of the lab (in an orange overworld room), and you will see a path to the left. It contains a room with a warp and terminal, and the terminal tells you that you're NOT ALLOWED! To take the warp until you got the other crewmates, as it leads to the Space Station area entrance. Because of this, the entrance to the area is now closed off meaning it can only be accessed by that warp token.
Relying on externally defined rules to restrict player progress is honestly really inelegant, especially since it can be done in-level with script boxes and flags. Setting rules like this should be done very sparingly, if at all.
It would work much better to use flag-related things.
So here is how it would work.
You rescue a crewmate, but that crewmate is covered with a script box that turns a flag on.
Then you have a blocked off area with a terminal that destroys the blocked off thing (warps, gravlines)
And the terminal only destroys the warps only if that previous flag is on.
And then you keep doing that in the order in how you want the sequence of levels to work.
Example: (from the terminal destroying the warp)
say(1)
You must rescue x to continue.
ifflag(x,scriptb)
flash (Optional)
destroy(warptokens)
The rescue x is a specific crewmate, and the flag x is the flag you activated rescuing a crewmate.
OR you could do the same thing, but with a terminal instead of a crewmate activating the flag, which is basically how people create keycards.
People will just enter the warp out of curiosity because of how you laid out some of the terminals in other areas.
Do consider this advice, and do realize that you don't have to do this, it is just a suggestion.
Quote from: lamourieparkinson on June 19, 2016, 10:27:23 PM
There must be something wrong with you.
Good job at being a hypocrite.
Quote from: LafondaSaysMeow on June 19, 2016, 11:01:42 PM
People will just enter the warp out of curiosity because of how you laid out some of the terminals in other areas.
I don't think you've even played the updated version.
I wasn't talking about
my experiences, I'm talking about other peoples experiences.
Quote from: crazya02 on June 19, 2016, 10:56:37 PM
Relying on externally defined rules to restrict player progress is honestly really inelegant, especially since it can be done in-level with script boxes and flags. Setting rules like this should be done very sparingly, if at all.
:-X
See?
But like I said, you don't
have to do this, it is just a request to make the level better.
I would recommend doing it though.
Quote from: LafondaSaysMeow on June 20, 2016, 01:06:11 AM
I wasn't talking about my experiences, I'm talking about other peoples experiences.
Yeah, but you should still download the level.
You think I'm gonna waste space on putting a copy of a level on my list, when I already know everything in the update?
You even got rid of an area...
You're not even taking my advice at all.
I gave you a full-on tutorial on how to make something to make your levels a lot better, and you're not even considering it.
Now I'm gonna sit back and watch you reply to the top part of this reply.
Quote from: LafondaSaysMeow on June 20, 2016, 10:18:53 AM
You think I'm gonna waste space on putting a copy of a level on my list, when I already know everything in the update?
You even got rid of an area...
The ORIGINAL version didn't have that area, and the one you downloaded is 1.1, not 1.0. You have to get 1.2 because updates.
And you don't know everything in the update. Download the new version and figure out the other new stuff by yourself. There's plenty more that I didn't tell you.
Quote from: LafondaSaysMeow on June 19, 2016, 11:01:42 PM
It would work much better to use flag-related things.
So here is how it would work.
You rescue a crewmate, but that crewmate is covered with a script box that turns a flag on.
Then you have a blocked off area with a terminal that destroys the blocked off thing (warps, gravlines)
And the terminal only destroys the warps only if that previous flag is on.
And then you keep doing that in the order in how you want the sequence of levels to work.
Example: (from the terminal destroying the warp)
say(1)
You must rescue x to continue.
ifflag(x,scriptb)
flash (Optional)
destroy(warptokens)
The rescue x is a specific crewmate, and the flag x is the flag you activated rescuing a crewmate.
OR you could do the same thing, but with a terminal instead of a crewmate activating the flag, which is basically how people create keycards.
You know, I don't really care about the order the people go in, but Space Station MUST be done last. I won't do the flag command for the other areas.
Quote from: lamourieparkinson on June 20, 2016, 01:15:04 PM
Quote from: LafondaSaysMeow on June 20, 2016, 10:18:53 AM
You think I'm gonna waste space on putting a copy of a level on my list, when I already know everything in the update?
You even got rid of an area...
The ORIGINAL version didn't have that area, and the one you downloaded is 1.1, not 1.0. You have to get 1.2 because updates.
And you don't know everything in the update. Download the new version and figure out the other new stuff by yourself. There's plenty more that I didn't tell you.
You only replied to the top part, like they predicted.
Quote from: LafondaSaysMeow on June 20, 2016, 10:18:53 AM
You're not even taking my advice at all.
I gave you a full-on tutorial on how to make something to make your levels a lot better, and you're not even considering it.
Now I'm gonna sit back and watch you reply to the top part of this reply.
Did you even read this part? This seems much more important that what you focused on.
OMFA.
That will require a BIIIIG bugfix update.
Quote from: lamourieparkinson on June 20, 2016, 01:25:00 PM
You know, I don't really care about the order the people go in, but Space Station MUST be done last. I won't do the flag command for the other areas.
Then do it the complicated way, where you have different flags leading to each other.
Or you could have 4 flags at the start and when you rescue a crewmate they get turned off, but if one of the flags are on, then the entrance destroyer will give the error message.
OR
Make them off by default
Turn them on when you rescue a crewmate
then test for it
ifflag(69,destwarps)
destwarps:
destroy(warptokens)
Quote from: LafondaSaysMeow on June 20, 2016, 07:02:15 PM
Then do it the complicated way, where you have different flags leading to each other.
That is kinda what I meant.
Since there are multiple crewmates.
You said turn them on at the start which uses an extra script
No.
Before that.
Read the quote.
If only the last one matters, I feel that the most efficient way would be like:
ifflag(x,stop)
ifflag(y,stop)
ifflag(z,stop)
ifflag(a,stop)
{flash}
destroy({gravitylines/warptokens})
Have the flags on at the start and turn them off when you rescue a crewmate. The curly braces are there for parenthesis because those are taken.
Alright, I fixed the ending problems myself:
SJ, the level is literally unplayable now. I got all the crewmates needed to get to the space station, but the terminal still says I didn't get them all. :victoria:
Alright, didn't realize Vermilion was on the final level too and i put a flag on him too, fixed .It was as simple as removing the flag:
I can officially refer to what you did to my level as version 1.3.
Can you? I think you may need SJMistery's permission for that.
SJ, you'll let me call this Version 1.3, right?
BTW, a sequel is in the works.
Quote from: Vultarix on June 24, 2016, 03:32:09 PM
Can you? I think you may need SJMistery's permission for that.
Quote from: lamourieparkinson on June 24, 2016, 04:07:28 PM
SJ, you'll let me call this Version 1.3, right?
BTW, a sequel is in the works.
yes, of course he can. it's HIS LEVEL.
helping out by fixing bugs on your own initiative means that you 1. not only don't get a say in the level's development or what will be done with your revision, but 2. you may not be attributed for your work.
Quote from: ShinyKitten07 on June 24, 2016, 05:11:18 PM
Quote from: Vultarix on June 24, 2016, 03:32:09 PM
Can you? I think you may need SJMistery's permission for that.
Quote from: lamourieparkinson on June 24, 2016, 04:07:28 PM
SJ, you'll let me call this Version 1.3, right?
BTW, a sequel is in the works.
yes, of course he can. it's HIS LEVEL.
helping out by fixing bugs on your own initiative means that you 1. not only don't get a say in the level's development or what will be done with your revision, but 2. you may not be attributed for your work.
I made this level! SJ only improved it!
Quote from: lamourieparkinson on June 24, 2016, 09:02:34 PM
Quote from: ShinyKitten07 on June 24, 2016, 05:11:18 PM
Quote from: Vultarix on June 24, 2016, 03:32:09 PM
Can you? I think you may need SJMistery's permission for that.
Quote from: lamourieparkinson on June 24, 2016, 04:07:28 PM
SJ, you'll let me call this Version 1.3, right?
BTW, a sequel is in the works.
yes, of course he can. it's HIS LEVEL.
helping out by fixing bugs on your own initiative means that you 1. not only don't get a say in the level's development or what will be done with your revision, but 2. you may not be attributed for your work.
I made this level! SJ only improved it!
that's what I said
What's up with the random YouTuber names being used as room names in the Warp Zone? It's stupid.
Also, please put a checkpoint in the first room of the lab. It's annoying for the music to stop and start playing again whenever I die.
Quote from: ZeNewDragon on June 25, 2016, 04:06:57 AM
Also, please put a checkpoint in the first room of the lab. It's annoying for the music to stop and start playing again whenever I die.
There's already a checkpoint just before the Lab. You're basically requesting for there to be two checkpoints in a row.
And besides, SJMistery edits people's levels. I'm sure he can do this job himself.
Quote from: lamourieparkinson on June 25, 2016, 12:51:53 PM
Quote from: ZeNewDragon on June 25, 2016, 04:06:57 AM
Also, please put a checkpoint in the first room of the lab. It's annoying for the music to stop and start playing again whenever I die.
There's already a checkpoint just before the Lab. You're basically requesting for there to be two checkpoints in a row.
Then move it. :-X
Quote from: lamourieparkinson on June 24, 2016, 04:07:28 PM
SJ, you'll let me call this Version 1.3, right?
BTW, a sequel is in the works.
Is That What Kids Are Calling It Now?Name it as you want lol.
Quote from: ShinyKitten07 on June 24, 2016, 05:11:18 PM
Quote from: Vultarix on June 24, 2016, 03:32:09 PM
Can you? I think you may need SJMistery's permission for that.
Quote from: lamourieparkinson on June 24, 2016, 04:07:28 PM
SJ, you'll let me call this Version 1.3, right?
BTW, a sequel is in the works.
yes, of course he can. it's HIS LEVEL.
helping out by fixing bugs on your own initiative means that you 1. not only don't get a say in the level's development or what will be done with your revision, but 2. you may not be attributed for your work.
Mostly what he said, tough due to "Abducted Once More" being literally just the hub level when I took it, that level is the only exception of a fixed level that will include my name when finished.