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VVVVVV => VVVVVV Levels => Topic started by: Asmodean_ on February 27, 2016, 07:51:32 PM

Title: Stellar Matter (WIP / Demo)
Post by: Asmodean_ on February 27, 2016, 07:51:32 PM
(http://i.imgur.com/kuppPyV.png)




So this is my first level, hope you like!
Stellar Matter (read: trinkets) are worth a fortune in the markets of the Milky Way. However, the only method of extraction is finding them in the middle of an arbitrarily long series of spike-filled rooms. Sounds like a job for Captain Viridian!
Please give feedback so I can improve the level!

Current Version: 904.04
Current zones: Green Zone, Purple Zone, Hard Way Zone, Redshift Blueshift, Coaster Zone, Laboratory Zone
Future zones: Turquoise Zone, (3 more), Final Zone

CHANGELOG:
[v904.04]
6 of 11 zones complete.
Bug fixes:
* Blueshift-1 tells you where to go this time.
* At the end of RedshiftBlueshift you're dumped at the checkpoint instead of right next to spikes.
* Hard Way: You can now see the entire level before trying it.
* Any/all rogue Viridians told to shut up and fly straight.

[v904.03]
4 of 15 or 20 zones complete.

[v904.02]
2 of 20 zones complete.

[v904.01]
1 of 20 zones complete. 4 of 100 flags used.
N.B. Random  :vitellary: at beginning of level will be used eventually once all twenty trinkets are available.
Title: Re: Stellar Matter (WIP / Demo)
Post by: QwertymanO07 on February 27, 2016, 08:54:25 PM
Uhh, you kinda need some screenshots here.

Actually, where's that thing?
Quote from: crazya02 on September 25, 2015, 03:31:29 AM
(http://i.imgur.com/wxutKpx.jpg)
Title: Re: Stellar Matter (WIP / Demo)
Post by: Asmodean_ on February 27, 2016, 08:57:26 PM
Quote from: QwertymanO07 on February 27, 2016, 08:54:25 PM
Uhh, you kinda need some screenshots here.

Actually, where's that thing?
Quote from: crazya02 on September 25, 2015, 03:31:29 AM
(http://i.imgur.com/wxutKpx.jpg)

I'm sahray I'll do that when I'm on the computer next.

- Sent from my Windows Phone.
Title: Re: Stellar Matter (WIP / Demo)
Post by: Lollipop on February 27, 2016, 09:22:16 PM
Quote from: QwertymanO07 on February 27, 2016, 08:54:25 PM
Uhh, you kinda need some screenshots here.

Actually, where's that thing?
Quote from: crazya02 on September 25, 2015, 03:31:29 AM
(http://i.imgur.com/wxutKpx.jpg)

in the arms of the angel lol
Title: I thought it wasn’t going to be short.
Post by: Info Teddy 2 on February 27, 2016, 09:23:30 PM
This level is too short and too meta (e.g. shouldn't have any meta-dialogue at all).
Title: Re: I thought it wasn’t going to be short.
Post by: Asmodean_ on February 27, 2016, 09:50:37 PM
Quote from: Info Teddy on February 27, 2016, 09:23:30 PM
This level is too short and too meta (e.g. shouldn't have any meta-dialogue at all).
1: It's just the first bit so I don't have to go and change everything if/when a major flaw comes up.
2: Why is meta-dialogue so bad?
Title: Also, you wouldn’t have to change everything if you made the entire level.
Post by: Info Teddy 2 on February 28, 2016, 04:02:34 AM
Quote from: Asmodean_ on February 27, 2016, 09:50:37 PM1: It's just the first bit so I don't have to go and change everything if/when a major flaw comes up.
2: Why is meta-dialogue so bad?
Meta-dialogue has no cohesion.
Title: weedle spoiler
Post by: Asmodean_ on March 04, 2016, 06:45:56 PM
Quote from: Q•be on March 03, 2016, 08:46:40 PM
Quote from: Info Teddy on February 28, 2016, 04:02:34 AM
Quote from: Asmodean_ on February 27, 2016, 09:50:37 PM1: It's just the first bit so I don't have to go and change everything if/when a major flaw comes up.
2: Why is meta-dialogue so bad?
Meta-dialogue has no cohesion.
Ignore him. I like the level, even if it's a demo - dialogues were great! The level itself is great, and the idea is great too. The Green Zone is well done, and I can't wait for this to be completed. Keep it up!

Just a little spoiler to put you all at ease while I finish this goddamn level:

All of the terminals are directly controlled by the Level Creator. After the first twenty (or maybe just fifteen) zones and trinkets, dat sass gets to him and he grabs the crewmates and puts them "at the end of an arbitrarily long spike-filled corridor for no particular reason for you to risk your live numerous times to traverse, as that seems to be the only thing you ever do here"
Title: Re: Stellar Matter (WIP / Demo)
Post by: Domo on March 08, 2016, 08:23:57 PM
I like the humor. It was actually fun to read all dialogs/terminals.
But why post an alpha stage? We need a full 20x20, 35-zone, 20-trinket mega-level!!!
Title: Re: Stellar Matter (WIP / Demo)
Post by: i don't use this site anymore, please don't look at my posts on March 08, 2016, 09:44:38 PM
Quote from: Domo on March 08, 2016, 08:23:57 PM
I like the humor. It was actually fun to read all dialogs/terminals.
But why post an alpha stage? We need a full 20x20, 35-zone, 20-trinket mega-level!!!

So that people don't get antsy, like maybe A POSSIBLE LEVEL I KNOW.  (http://distractionware.com/forum/index.php?topic=1732.5)
Title: Re: Stellar Matter (WIP / Demo)
Post by: Asmodean_ on March 12, 2016, 07:14:54 PM
Update: Version v904.03 released - contains 4 zones: Green Zone, Purple Zone, Hard Way Zone, Redshift Blueshift.
Title: Re: Stellar Matter (WIP / Demo)
Post by: QwertymanO07 on March 13, 2016, 04:18:44 AM
I played the level, and here are my thoughts:

Blueshift #1: This screen is brutal.  It has spike pits of the maximum jump length, which really needed an antepiece (http://tvtropes.org/pmwiki/pmwiki.php/Main/Antepiece).  Another glaring flaw is that—once you destroy the warp tokens—there's no way to tell which pit is the correct one, so unless you're lucky, you have to do the screen twice.  If you just added some subtle indication of the correct one, it would be much better.

Hard Way Zone: You forgot something that everyone seems to forget: showing the entire track before sending you in.  The main game does this, making it more fair.  Not that it really matters, though; it would be best if you swapped this zone out for something else later in development.

Map Size: I simply can not imaging you fitting 20 zones in this map, especially since now that you have areas that rely on map wrapping, you can't change its size.  You might be able to rearrange it with Ved, but it'll still take some work.

Stagger: I really like this screen for some reason.  I don't really know why, since its just like an unnamed screen in "Pyramid of Doom"; but I guess yours is prettier.

Dialogues: I liked the checkpoint tutorial joke.  That's about all that stood out to me.

File Name: Why isn't the level file named "dim904", why not something like "stellarmatter904"?

In conclusion: it's rough, but I think it has potential.
Title: Re: Stellar Matter (WIP / Demo)
Post by: Asmodean_ on March 13, 2016, 04:52:02 PM
Quote from: QwertymanO07 on March 13, 2016, 04:18:44 AM
I played the level, and here are my thoughts:

Blueshift #1: This screen is brutal.  It has spike pits of the maximum jump length, which really needed an antepiece (http://tvtropes.org/pmwiki/pmwiki.php/Main/Antepiece).
Fixed by making it slightly easier and making the first one the antepiece instead of the second one.
Quote from: QwertymanO07 on March 13, 2016, 04:18:44 AM
Another glaring flaw is that—once you destroy the warp tokens—there's no way to tell which pit is the correct one, so unless you're lucky, you have to do the screen twice.  If you just added some subtle indication of the correct one, it would be much better.
Done (and lampshaded).
Quote from: QwertymanO07 on March 13, 2016, 04:18:44 AM
Hard Way Zone: You forgot something that everyone seems to forget: showing the entire track before sending you in.  The main game does this, making it more fair.  Not that it really matters, though; it would be best if you swapped this zone out for something else later in development.
You can now do this, but it's optional and I can't make it any more mandatory without breaking it. It's staying, though.
Quote from: QwertymanO07 on March 13, 2016, 04:18:44 AM
Map Size: I simply can not imaging you fitting 20 zones in this map, especially since now that you have areas that rely on map wrapping, you can't change its size.  You might be able to rearrange it with Ved, but it'll still take some work.
There are probably only going to be 10 zones (I thought 6 x 20 = 60 so I could fit it but obviously not) and a final zone. Really CBA to get Ved.
Quote from: QwertymanO07 on March 13, 2016, 04:18:44 AM
Stagger: I really like this screen for some reason.  I don't really know why, since its just like an unnamed screen in "Pyramid of Doom"; but I guess yours is prettier.
Never underestimate the power of direct-mode'd backing. The backing line (that shows the path through the Green Zone) goes over itself.
Quote from: QwertymanO07 on March 13, 2016, 04:18:44 AM
Dialogues: I liked the checkpoint tutorial joke.  That's about all that stood out to me.
Don't worry it'll get better.
I think.
Quote from: QwertymanO07 on March 13, 2016, 04:18:44 AM
File Name: Why isn't the level file named "dim904", why not something like "stellarmatter904"?
Because it's quicker to type in. I'll rename it once it's finished etc. It was originally going to be Dimension 904 but that's the most generic name I've ever seen.

All these fixes and a new zone in an upcoming update!
Title: Re: Stellar Matter (WIP / Demo)
Post by: Lollipop on March 13, 2016, 05:27:47 PM
I'm not a huge fan of Ved either, but once it's complete i bet its going to be amazing

EDIT: I like this level alot. The design is pretty good, and the meta-dialogue is quirky. I can't wait for the finished version!
Title: Re: Stellar Matter (WIP / Demo)
Post by: allison on March 13, 2016, 06:25:43 PM
Quote from: Lollipop on March 13, 2016, 05:27:47 PM
I'm not a huge fan of Ved either, but once it's complete i bet its going to be amazing
I've been using it exclusively lately since it can do pretty much everything the built-in editor can and a bit more.
Title: Re: Stellar Matter (WIP / Demo)
Post by: ZeNewDragon on March 13, 2016, 09:21:36 PM
Why the hell does the last warp token in the shift zone put me on a ledge next to spikes instead of just putting me over the checkpoint?

Also, having to guess which exit to take in the first blueshift is atrocious.
Title: Re: Stellar Matter (WIP / Demo)
Post by: QwertymanO07 on March 14, 2016, 05:12:41 AM
Quote from: Asmodean_ on March 13, 2016, 04:52:02 PM
Never underestimate the power of direct-mode'd backing. The backing line (that shows the path through the Green Zone) goes over itself.
Yeah, I noticed that, but forgot to mention it.  Maybe that kind of thing is why I like this level.

Another thing about the Green Zone is that you can easily skip Intersection by simply timing your flip so you land in the platforms while still in the first section.  You might want to fix that or make a special dialogue line for it.
Quote from: Asmodean_ on March 13, 2016, 04:52:02 PM
Because it's quicker to type in. I'll rename it once it's finished etc. It was originally going to be Dimension 904 but that's the most generic name I've ever seen.
If it's any consolation, I have to manually type the "qwerty-" in every level I make.  You could also change the name just before uploading.
Title: Re: Stellar Matter (WIP / Demo)
Post by: moth 🦋 on March 14, 2016, 02:21:04 PM
Quote from: QwertymanO07 on March 14, 2016, 05:12:41 AM
Quote from: Asmodean_ on March 13, 2016, 04:52:02 PM
Because it's quicker to type in. I'll rename it once it's finished etc. It was originally going to be Dimension 904 but that's the most generic name I've ever seen.
If it's any consolation, I have to manually type the "qwerty-" in every level I make.  You could also change the name just before uploading.
If this helps, any time I want to work on the polar paradox (which is rare but still) I have type "The Polar Paradox" and then go to my levels folder to find the most recent version, ex. "The Polar Paradox1.5.16". I obviously don't remember when it was last worked on, so I have to do this EVERY SINGLE TIME.
Title: Re: Stellar Matter (WIP / Demo)
Post by: Asmodean_ on March 14, 2016, 05:29:22 PM
Quote from: ZeNewDragon on March 13, 2016, 09:21:36 PM
Why the hell does the last warp token in the shift zone put me on a ledge next to spikes instead of just putting me over the checkpoint?
Yeah I just noticed that. I just always got to that token going left after wrapping round so I never spiked myself. Moved it to the checkpoint.
Title: Re: Stellar Matter (WIP / Demo)
Post by: i don't use this site anymore, please don't look at my posts on March 14, 2016, 06:42:46 PM
Quote from: crazya02 on March 13, 2016, 06:25:43 PM
Quote from: Lollipop on March 13, 2016, 05:27:47 PM
I'm not a huge fan of Ved either, but once it's complete i bet its going to be amazing
I've been using it exclusively lately since it can do pretty much everything the built-in editor can and a bit more.

I would use it more but Ved runs very slowly on my computer, like 6 FPS. Does anyone know how to help?
Title: Re: Stellar Matter (WIP / Demo)
Post by: Ally 🌠 on March 14, 2016, 06:54:11 PM
Quote from: Vultarix on March 14, 2016, 06:42:46 PM
Quote from: crazya02 on March 13, 2016, 06:25:43 PM
Quote from: Lollipop on March 13, 2016, 05:27:47 PM
I'm not a huge fan of Ved either, but once it's complete i bet its going to be amazing
I've been using it exclusively lately since it can do pretty much everything the built-in editor can and a bit more.

I would use it more but Ved runs very slowly on my computer, like 6 FPS. Does anyone know how to help?
Turn your refresh rate to 60fps
Title: Re: Stellar Matter (WIP / Demo)
Post by: i don't use this site anymore, please don't look at my posts on March 14, 2016, 08:05:38 PM
How do i do dat
Title: Re: Stellar Matter (WIP / Demo)
Post by: Dav999 on March 14, 2016, 08:23:16 PM
Quote from: Vultarix on March 14, 2016, 08:05:38 PM
How do i do dat
You're on Windows 7, right?

Right click the desktop > "screen resolution" > "advanced settings" > "monitor" tab. (labels may be different because I translated them)

Also please post what your current refresh rate is, so I can note that in case someone else has this problem.
Title: Re: Stellar Matter (WIP / Demo)
Post by: i don't use this site anymore, please don't look at my posts on March 15, 2016, 01:08:27 AM
Im st 60 Hertz but thats the only one
Title: Re: Stellar Matter (WIP / Demo)
Post by: Asmodean_ on March 16, 2016, 06:05:55 PM
New update: v904.04

6/11 zones complete, all things above (except Ved stuff I cba to do any of that) fixed.
See first page for download
Title: Re: Stellar Matter (WIP / Demo)
Post by: Lollipop on March 16, 2016, 06:53:58 PM
wait, why is it v904? what happened to the first 903?
Title: Re: Stellar Matter (WIP / Demo)
Post by: Asmodean_ on March 17, 2016, 09:04:00 AM
Well it's dimension 904 cause that's the model of my laptop.
Title: Re: Stellar Matter (WIP / Demo)
Post by: Lollipop on March 17, 2016, 04:29:15 PM
ok why not  :P
Title: Re: Stellar Matter (WIP / Demo)
Post by: Asmodean_ on March 19, 2016, 07:00:50 PM
Quote from: Asmodean_ on February 27, 2016, 08:57:26 PM
Quote from: QwertymanO07 on February 27, 2016, 08:54:25 PM
Uhh, you kinda need some screenshots here.

Actually, where's that thing?
Quote from: crazya02 on September 25, 2015, 03:31:29 AM
(http://i.imgur.com/wxutKpx.jpg)

I'm sahray I'll do that when I'm on the computer next.

- Sent from my Windows Phone.

It only took me the best part of a month but finally I do have screenshots! (http://i.imgur.com/kuppPyV.png)
Title: Re: Stellar Matter (WIP / Demo)
Post by: Lollipop on March 19, 2016, 08:11:03 PM
holy crap that's a nice screenshot

cant wait for the finished version
Title: Re: Stellar Matter (WIP / Demo)
Post by: Lollipop on March 21, 2016, 01:42:17 AM
https://youtu.be/d97pU7JA4po

welp
Title: Re: Stellar Matter (WIP / Demo)
Post by: moth 🦋 on March 21, 2016, 02:17:33 AM
So I played it. It was pretty standard, except one thing.
THE.
FREAKING.
CUTOFF.
TEXTBOXES.
Okay, look. In older versions of VVVVVV, you could only have five lines. Now, we can have up to eleven. ELEVEN.
Not only that, but your textboxes are too small as well. as long as it is one character away from being on the edge of the screen, it will fit. If you are having long monologues, or are just trying to fit a sentence in, then use this (or you know use the ELEVEN lines you are given). This is sorta common knowledge...
Title: Re: Stellar Matter (WIP / Demo)
Post by: Lollipop on March 21, 2016, 02:20:26 AM
Quote from: ShinyKitten07 on March 21, 2016, 02:17:33 AM
So I played it. It was pretty standard, except one thing.
THE.
FREAKING.
CUTOFF.
TEXTBOXES.
Okay, look. In older versions of VVVVVV, you could only have five lines. Now, we can have up to eleven. ELEVEN.
Not only that, but your textboxes are too small as well. as long as it is one character away from being on the edge of the screen, it will fit. If you are having long monologues, or are just trying to fit a sentence in, then use this (or you know use the ELEVEN lines you are given). This is sorta common knowledge...
woah man take a chill pill fairly sure this is his first level (and it's a damn good first level)
Title: Re: Stellar Matter (WIP / Demo)
Post by: Asmodean_ on March 21, 2016, 07:40:36 AM
Quote from: ShinyKitten07 on March 21, 2016, 02:17:33 AM
So I played it. It was pretty standard, except one thing.
THE.
FREAKING.
CUTOFF.
TEXTBOXES.
Okay, look. In older versions of VVVVVV, you could only have five lines. Now, we can have up to eleven. ELEVEN.
Not only that, but your textboxes are too small as well. as long as it is one character away from being on the edge of the screen, it will fit. If you are having long monologues, or are just trying to fit a sentence in, then use this (or you know use the ELEVEN lines you are given). This is sorta common knowledge...

Two words.

Backwards Compatibility.
Title: Re: Stellar Matter (WIP / Demo)
Post by: QwertymanO07 on March 21, 2016, 07:52:37 AM
But who has the old version?

Really, all you need to do is keep your clauses intact.
Title: Re: Stellar Matter (WIP / Demo)
Post by: Asmodean_ on March 21, 2016, 08:28:45 AM
Quote from: QwertymanO07 on March 21, 2016, 07:52:37 AM
But who has the old version?

Really, all you need to do is keep your clauses intact.
All you have to do is press action. It's not like the second half of the sentence is on the other side of the world.
Title: Re: Stellar Matter (WIP / Demo)
Post by: QwertymanO07 on March 21, 2016, 08:36:01 AM
The problem isn't that it's harder to read, it's that it looks ugly.
Title: Re: Stellar Matter (WIP / Demo)
Post by: moth 🦋 on March 21, 2016, 10:33:03 PM
Quote from: Asmodean_ on March 21, 2016, 07:40:36 AM


Two words.

Backwards Compatibility.
so what? there is absolutely no point. The news songs that were added now crash the game. And anyway, it's STILL FIVE LINES. NOT FOUR. I see this as an excuse. If you are really going to pull this, then at least make two versions: one with crappy textboxes and one without.