distractionware forums

VVVVVV => VVVVVV Levels => Topic started by: Bruce Michez on February 09, 2015, 12:23:30 am

Title: [II], the sequel to [\]
Post by: Bruce Michez on February 09, 2015, 12:23:30 am
The story so far...  In my previous level (http://distractionware.com/forum/index.php?topic=1816.0 (http://distractionware.com/forum/index.php?topic=1816.0)), the entire crew got imprisoned in an evil artificial dimension created by terrorists.  Things looked bleak until :viridian: happened upon a weird shadow machine, which he used to clone himself.  The copy of :viridian: broke the crew out of the dimension, destroyed it using its creators' very own flawed prototype weapon, and used the shadow machine to escape.

Unfortunately, this has had some unintended consequences.  All the original :viridian: knows is that his crew have been locked up again, this time semi-legitimately for transdimensional vandalism.  As yet another rescue mission unfolds, it becomes clear that he's made a terrible mistake.  Can he put the cosmos to rights?
Update history:
Title: Re: [II], the sequel to [\]
Post by: prrg on February 09, 2015, 07:25:41 pm
Hey! Take a look at Featured Level ;)
http://spacestation.wikia.com/wiki/VVVVVV_Wiki
Title: Re: [II], the sequel to [\]
Post by: Bruce Michez on February 09, 2015, 08:00:13 pm
Hey! Take a look at Featured Level ;)
http://spacestation.wikia.com/wiki/VVVVVV_Wiki

Hah, thank you!  So...how often are you going to be featuring levels?
Title: Re: [II], the sequel to [\]
Post by: prrg on February 09, 2015, 09:37:00 pm
15 days? 1 month? Dunno, let's say... anytime a map surprises me ;)
Title: Re: [II], the sequel to [\]
Post by: prrg on February 09, 2015, 09:45:08 pm
I'm using ;) way too much
If you ;) me
;)
Title: Re: [II], the sequel to [\]
Post by: Sendy on March 20, 2015, 11:39:32 pm
I've no idea how you get through Dimensional Projector (I think that's the name). Three gravity lines directly over spikes. Am I supposed to glitch through or something? Or have I missed a scripting trigger?
Title: Re: [II], the sequel to [\]
Post by: ZeNewDragon on March 21, 2015, 08:24:32 am
Have you gone to all 3 fountains and through the purity check?
Title: Re: [II], the sequel to [\]
Post by: Bruce Michez on March 21, 2015, 12:08:28 pm
I've no idea how you get through Dimensional Projector (I think that's the name). Three gravity lines directly over spikes. Am I supposed to glitch through or something? Or have I missed a scripting trigger?
The gravity lines are there because you're not supposed to go through there yet.  When you are supposed to, you'll know.
Title: Re: [II], the sequel to [\]
Post by: Sendy on March 21, 2015, 07:45:09 pm
Ah, ok. I tried to go someplace else, and the game killed me (the rainbow death block). I suppose I have to leave the temple place and explore into the overworld. Good fun so far, though.
Title: Re: [II], the sequel to [\]
Post by: Sendy on March 23, 2015, 02:33:12 pm
Ok, well I can honestly say, that was freaking awesome. One of the best userlevels I've played. Great storyline expanding on the dimensional lore of the game. I 100%ed it on my first go, even though that meant some backtracking. It was that compelling.

Now to play the prequel, I guess.
Title: Re: [II], the sequel to [\]
Post by: Sendy on March 23, 2015, 02:34:22 pm
Oh yeah, and the Predestined Fate remix. Do we have a rockin' out smiley? We don't? Too bad. I guess this will do  :o
Title: Re: [II], the sequel to [\]
Post by: Bruce Michez on March 23, 2015, 05:00:57 pm
Ok, well I can honestly say, that was freaking awesome. One of the best userlevels I've played. Great storyline expanding on the dimensional lore of the game. I 100%ed it on my first go, even though that meant some backtracking. It was that compelling.

Now to play the prequel, I guess.

Thank you!
Title: Re: [II], the sequel to [\]
Post by: SJMistery on March 24, 2015, 07:44:00 am
Damn, again i got lost... how many paths there are in the grey area?
Title: Re: [II], the sequel to [\]
Post by: ZeNewDragon on March 24, 2015, 07:56:06 pm
I remember that I missed a trinket in metaspace and I was disappointed to find out that I was unable to go back.

I think the other two I missed were in the transdimensional highway.
Title: Re: [II], the sequel to [\]
Post by: Bruce Michez on March 24, 2015, 11:20:49 pm
I did consider making it possible to backtrack to "Act One" areas, but decided that would've made an already maze-like level even trickier to navigate.  As it is, the best I could do was to have it so that there isn't really a bad ending for not getting 20/20, unlike the prequel where all 20 trinkets are required for :viridian:'s clone to escape certain death in the collapsing Dimension DCLXVI.
Title: Re: [II], the sequel to [\]
Post by: SJMistery on March 25, 2015, 01:47:39 pm
SImple solution: lock the warps and include a terminal advising you of what the warp does in addition to unlock the warp, so if you go to the warp you know beforehand that it will take you to the back. also, you can just tell how many trinkets are in every section, in that terminal, easing the task of finding them all
Title: Re: [II], the sequel to [\]
Post by: ZeNewDragon on March 26, 2015, 06:32:54 pm
That, or have a flag set once you enter the dimension of the ancients that allows you to open a gravity lock from either side, leading between the final level and the rest of metaspace.
Title: Re: [II], the sequel to [\]
Post by: Bruce Michez on March 26, 2015, 10:45:58 pm
Interesting suggestions...

SImple solution: lock the warps and include a terminal advising you of what the warp does in addition to unlock the warp, so if you go to the warp you know beforehand that it will take you to the back. also, you can just tell how many trinkets are in every section, in that terminal, easing the task of finding them all
The trouble with using a warp token is that I'd then have to place one somewhere in the Act One area, and have it only be available after accessing it from Act Three.  In both cases, where would I put them?

That, or have a flag set once you enter the dimension of the ancients that allows you to open a gravity lock from either side, leading between the final level and the rest of metaspace.
I think I like this idea better, since there are several screens (mainly in the side area accessed by going right from "Tales from the Transdimensional Ocean") which are split between Acts One and Three already.  It might be a while before I get around to revising this level, though, as I currently have to compose some special music for an acquaintance's wedding.  Like I said, trinkets aren't that important in this level; if they were there wouldn't be one that requires "Doing Things the Hard Way" again.  After all, this time the level isn't set in an evil dimension.

And yes, Dimension DCLXVI is indeed the name of the dimension in which the prequel took place.  It's 666 in Roman numerals.
Title: Re: [II], the sequel to [\]
Post by: Sendy on March 27, 2015, 04:27:05 pm
When I first played the game I thought I had to "complete" the temple area first, before moving out into the rest of the world. I may have just read the clues wrong but if you're thinking of patching the game, it might be good to make it clear the player must leave the temple. I thought the waterfall shrine things were going to be temple-side. That was really the only snag I ran into.
Title: Re: [II], the sequel to [\]
Post by: Bruce Michez on April 12, 2015, 07:03:25 am
I haven't started work on the patch yet, but I thought I'd drop by to warn of a potential game-breaking glitch.  In "Viridian Killed the Radio Star" there's an "alternative" checkpoint.  Don't save at this point!  If you do, then reload, the game crashes rather spectacularly.  It turns out this glitch only occurs when using the in-game editor.
Title: Re: [II], the sequel to [\]
Post by: Bruce Michez on April 14, 2015, 11:16:00 pm
Version 2 is here.  I have addressed a number of issues.
In "Viridian Killed the Radio Star" there's an "alternative" checkpoint.  Don't save at this point!
This still stands, however.  I really don't want to sacrifice the weird checkpoint.
Title: Re: [II], the sequel to [\]
Post by: The Snikle Force on April 19, 2015, 09:25:50 pm
Great level! 4.5/5! This is my first review so it might not be as intricate as some of my later ones but here goes!  It was a fun level, especially the dimension of the ancients. The metaspace part was fun too, but a little confusing. This is partially due to the emotion sensor room, which took me a ton of tries to figure out.  The room design/aesthetics was cool, particularly in the Dimension of the Ancients. And all those grey tiles in metaspace must've taken a long time to make, using only direct mode. It wasn't too hard, either.

PS: How did you get those quick-to-disappear tiles that were used in , [II], and so on? I know it's direct mode, but which tile?
Title: Re: [II], the sequel to [\]
Post by: Bruce Michez on April 20, 2015, 03:09:55 am
Great level! 4.5/5! This is my first review so it might not be as intricate as some of my later ones but here goes!  It was a fun level, especially the dimension of the ancients. The metaspace part was fun too, but a little confusing. This is partially due to the emotion sensor room, which took me a ton of tries to figure out.  The room design/aesthetics was cool, particularly in the Dimension of the Ancients. And all those grey tiles in metaspace must've taken a long time to make, using only direct mode. It wasn't too hard, either.

PS: How did you get those quick-to-disappear tiles that were used in [ I], [II], and so on? I know it's direct mode, but which tile?
Thank you!  Actually, a little way into making this level I discovered a way to draw quickly with the grey warp zone tileset.  Basically, the tile numbers are the same as one of the colours of the Space Station (used for the Ghost Ship in this level), which uses a completely different set of graphics.  So you can draw the room with the Space Station tileset, change the room's colour to blue with thick diagonal stripes, turn direct mode on, and change the tileset to one of the others.  Et voilà.

For the record, the plain black background is tile #705 (non-space station tileset only), and the fast-crumbling blocks are tile #10.
Title: Re: [II], the sequel to [\]
Post by: Vultarix on September 28, 2015, 11:57:36 pm
Is there going to be a [III]?
Title: Re: [II], the sequel to [\]
Post by: Bruce Michez on September 29, 2015, 06:15:50 am
Is there going to be a [III]?
It's not out of the question.
Title: Re: [II], the sequel to [\]
Post by: Vultarix on October 03, 2015, 09:05:24 pm
I hope there will be one.

[III]. The amazing 'three-quel'.  :D
Title: Re: [II], the sequel to [\]
Post by: ZeNewDragon on October 04, 2015, 05:54:23 pm
To be honest, I don't really think this level needs a sequel. The story and dialogue is all good and the design is concise and totally fair. It's one of the best experiences I've had with a player level and it's leaps and bounds an improvement over [/]. A sequel probably wouldn't be able to live up to it.
Title: Re: [II], the sequel to [\]
Post by: SJMistery on October 04, 2015, 07:20:39 pm
never underestimate one of our best level creators!
Title: Re: [II], the sequel to [\]
Post by: VeeC7 on October 24, 2015, 01:52:04 am
Nice level, the metaspace was cool,
Tip: To make your level better, I recommend that you use internal scripting,
Title: Re: [II], the sequel to [\]
Post by: ZeNewDragon on October 24, 2015, 03:02:10 am
Tip: To make your level better, I recommend that you use internal scripting,

No. This really has zero need whatsoever for internal scripting.
Title: Some rooms in metaspace are familiar
Post by: VeeC7 on October 24, 2015, 04:11:04 am
I remember most of the rooms in metaspace from Dimension VVVVVV and the prequel
For example:
We Have Normality = The Sensible Room
Bus Crash = B-B-Busted
Stasis = The Final Challenge
Viridian Killed The Radio Star = Welcome Aboard
Under Pressure = Comms Relay
Aircraft Billy = Manic Mine
Entrance Only = Exit Only
Emergency Teleport = Exposition Room
D'oh, Really, Middle Of The Road, Far From Home, Solar Eclipse, LTIA Part V, and Tearfulness = the DTTHW challenge
Find Yourself = If I can't find a Warp Token...
Onwards and Downwards = House Of Mirrors
Checkpoint Processing = Even Shadows Need To Breathe
Sideways Pear = one of the rooms before the warp zone
This Room Had No Name = one of the rooms in the overworld
More Snakes = another overworld room in the main game
Joe's Building Salvage, Emotion Sensor, Incomplete Solution, and The Naughty Corner = Secret Lab
Title: Re: [II], the sequel to [\]
Post by: allison on October 24, 2015, 05:55:26 am
Tip: To make your level better, I recommend that you use internal scripting,

No. This really has zero need whatsoever for internal scripting.
I agree. The idea that internal scripting is necessary for a good level is surprisingly prevalent.
Title: Re: [II], the sequel to [\]
Post by: Vultarix on October 27, 2015, 03:03:52 am
THE VULTARIX LEVEL RATING SERVICE GIVES THIS LEVEL: 98%!  :viridian:

Why? Because it's relation and comparism (yeah, it's a word) to the main game is excellent, while leading the player off on his own adventure.

This level inspired me to begin making Dimensional Unity.

Clap Clap Clap Clap Clap! [UNCRINGED!]
Title: Re: [II], the sequel to [\]
Post by: Epicperson456 on October 30, 2015, 03:16:35 am
Weird shadow machine, rename this level to [|], then the sequel would be [/]. Why? Because [\][|][/] = \|/  :)
Title: Re: [II], the sequel to [\]
Post by: VeeC7 on October 30, 2015, 03:28:38 am
No,
Title: Re: [II], the sequel to [\]
Post by: allison on June 05, 2016, 06:57:52 pm
I somehow didn't play this level when it first came out. It's always a great treat to discover a well-done level you haven't played before, and this level is goddamn fantastic. The storyline is a particular standout; merely breaking away from the constant crew-saving is commendable, but you actually went and crafted an interesting take on the dimensional lore on top of that. Not to mention that it's considerably better than [\], which to be honest was rather frustrating to play and mostly depended on the crew-saving that its sequel escapes from.

New users take heed: This is an example of a top-notch level.
Title: Re: [II], the sequel to [\]
Post by: Lollipop on June 05, 2016, 07:14:22 pm
yeah, this level is in my top ten. It was also in my best vvvvvv levels list

edit: which i can't find, where'd my vvvvvv levels for newcomers thread go
Title: Re: [II], the sequel to [\]
Post by: Ally 🌠 on June 05, 2016, 07:17:27 pm
im gonna feature
Title: Re: [II], the sequel to [\]
Post by: QwertymanO07 on June 05, 2016, 07:20:40 pm
yeah, this level is in my top ten. It was also in my best vvvvvv levels list

edit: which i can't find, where'd my vvvvvv levels for newcomers thread go
It went here:
http://distractionware.com/forum/index.php?topic=2446.0
Title: Re: [II], the sequel to [\]
Post by: Ally 🌠 on June 05, 2016, 07:21:18 pm
okay featured
Title: Re: [II], the sequel to [\]
Post by: SJMistery on June 06, 2016, 04:06:56 pm
epic bump
Title: Re: [II], the sequel to [\]
Post by: lol...ipops2 on June 06, 2016, 05:12:11 pm
epic bump
The last post was yesterday, this was bumped in may.
Title: Re: [II], the sequel to [\]
Post by: SJMistery on June 06, 2016, 07:02:49 pm
october 29th-> june 5th
Title: Re: [II], the sequel to [\]
Post by: allison on June 06, 2016, 07:10:22 pm
Oh my god we've had this pointless conversation a million times
Title: Re: [II], the sequel to [\]
Post by: shiny on June 10, 2016, 06:05:24 am
exactly
Title: Re: [II], the sequel to [\]
Post by: Info Teddy on June 03, 2018, 02:02:12 pm
  • Warning: Don't save in "Viridian Killed the Radio Star"!
you can save there. box-shaped checkpoints cannot crash the game (http://distractionware.com/forum/index.php?topic=1938.msg35166#msg35166). at worst, they put the game into a softlock if you spawn at them in the in-game editor, putting viridian into a state where he falls upwards and when touching a ceiling he has the death sprite (this is the same state that happens if you try to flip him with flipgravity). but i don't like using the in-game editor
Title: Re: [II], the sequel to [\]
Post by: Bruce Michez on June 03, 2018, 08:42:54 pm
Ah!  Forgot to update that.