Here's some posts linked together to help you script better!
Internal Commands (http://distractionware.com/forum/index.php?topic=1089.0)
Gamestate List (http://distractionware.com/forum/index.php?topic=1089.msg8799;topicseen#msg8799)
createentity Crewman Color List (http://distractionware.com/forum/index.php?topic=1089.msg15451;topicseen#msg15451)
Sound Effect List (http://distractionware.com/forum/index.php?topic=1089.msg13712;topicseen#msg13712)
Entity List for createentity (http://distractionware.com/forum/index.php?topic=1089.msg13668;topicseen#msg13668)
Ved Alpha (external VVVVVV editor) (http://tolp2.nl/vedalpha)
Luigi master's IS Tutorial (http://distractionware.com/forum/index.php?topic=2503.0)
Full Internal Scripting Song List
0 - Path Complete
1 - Pushing Onwards
2 - Positive Force
3 - Potential For Anything
4 - Passion For Exploring
5 - Pause
6 - Presenting VVVVVV
7 - Plenary
8 - Predestined Fate
9 - ecroF evitisoP
10 - Popular Potpurri
11 - Pipe Dream
12 - Pressure Cooker
13 - Paced Energy
14 - Piercing The Sky
15 - Predestined Fate Remix
Let me know if I'm missing anything!
Don't forget 15 is Predestined Fate Remix
a lot of these are already in Ved so put a link to that too
Add a link to ved? Ok.
Larger Than 2x2 Enemies (http://www.tolp2.nl/forum/index.php?topic=2266.0).
add this
http://distractionware.com/forum/index.php?topic=2503.0
Added
The new ved url is https://tolp2.nl/ved/?p=download
Does anyone have a list for all the extra text box colors you can make with that createcrewman glitch in internal scripting?
there are like one or two it isnt a list really
Well in that case, the list is Dark Green (Valso), Bright Blue, and Bright Green. I can't remember how you get those, though.
Quote from: Dav999 on August 03, 2012, 10:39:35 PM
Red changes to dark green, blue changes to a lighter blue, and cyan changes to light blue. I forgot the rest, because they changed into normal colors.
Quote from: Dav999 on June 10, 2016, 08:49:22 AM
Quote from: Dav999 on August 03, 2012, 10:39:35 PM
Red changes to dark green, blue changes to a lighter blue, and cyan changes to light blue. I forgot the rest, because they changed into normal colors.
How to you do that?
Quote from: SteveGamer68 on June 29, 2016, 01:34:34 PM
Quote from: Dav999 on June 10, 2016, 08:49:22 AM
Quote from: Dav999 on August 03, 2012, 10:39:35 PM
Red changes to dark green, blue changes to a lighter blue, and cyan changes to light blue. I forgot the rest, because they changed into normal colors.
How to you do that?
Put a createcrewman() after a text() command, but before its speak_active.
text(red,0,0,1)
This will be a dark-green text box!
createcrewman(-20,176,blue,0,faceleft)
speak_active
I've just done some testing, and here's the full list for text box color alterations:
Gray (invalid) | — | Dark Aquamarine |
Red | — | Dark Green (Valso color) |
Green | — | Bright Green |
Blue | — | Bright Blue |
Cyan | — | Aquamarine |
Yellow | — | Bright Green |
Purple | — | Brighter blue |
As you can tell, some of the alterations change to the same color, but none of them are the same as default text boxes. Also, I'm also still looking for a way to make an orange text box.
EDIT:
(http://i.imgur.com/1hrZSTO.png)
Here's the script to render it:
say(47) #v
playef(4)
text(gray,10,15,1)
Gray
backgroundtext
speak
text(gray,59,15,1)
Dark Auquamarine
createcrewman(-25,-25)
backgroundtext
speak
text(red,10,40,1)
Red
backgroundtext
speak
text(red,100,40,1)
Dark Green
createcrewman(-25,-25)
backgroundtext
speak
text(green,10,65,1)
Green
backgroundtext
speak
text(green,20,65,1)
Bright Green
createcrewman(-25,-25)
backgroundtext
speak
text(blue,10,90,1)
Blue
backgroundtext
speak
text(blue,20,90,1
Bright Blue
createcrewman(-25,-25)
backgroundtext
speak
text(cyan,10,115,1)
Cyan
backgroundtext
speak
text(cyan,20,115,1)
Aquamarine
createcrewman(-25,-25)
backgroundtext
speak
text(1,0,0,4) #v
say(19) #v
text(yellow,10,140,1)
Yellow
backgroundtext
speak
text(yellow,20,140,1)
Bright Green
createcrewman(-25,-25)
backgroundtext
speak
text(purple,10,165,1)
Purple
backgroundtext
speak
text(purple,20,165,1)
Brighter Blue
createcrewman(-25,-25)
speak
endtext
loadscript(stop) #v
text(1,0,0,4) #v
Is there a way to make a text box of different color without creating an entirely new crewmate? (or to at least hide the crewmate off-screen?)
Quote from: prrg on March 30, 2017, 12:49:31 PM
Is there a way to make a text box of different color without creating an entirely new crewmate? (or to at least hide the crewmate off-screen?)
you realize he's creating the crewmates at coordinate -25,-25 right
that literally hides them offscreen
I do realize that but when I created the crewmate at coordinate -25, -25 he just fell down from the corner of the screen to me.
Quote from: prrg on March 30, 2017, 03:08:36 PM
I do realize that but when I created the crewmate at coordinate -25, -25 he just fell down from the corner of the screen to me.
Make sure there are solid tiles near -25 -25.
uh
Do like
-200 -200
What happens if you say , have the crewmate created be a color number higher than 6 , say 10. What color text would that result in?
I think it'll just reset to 0.
If you're talking about the createcrewman() textbox color glitch, unfortunately crewmate color does not affect it. In fact, crewmate color just never affects anything.
Dav , how do you make an orange text box??
You can't.
HOW DOES ONE MAKE VOON
ALSO
Quote from: 5tr4 on April 01, 2017, 11:20:36 AM
Dav , how do you make an orange text box??
Quote from: QwertymanO07 on April 01, 2017, 01:23:38 AM
If you're talking about the createcrewman() textbox color glitch, unfortunately crewmate color does not affect it. In fact, crewmate color just never affects anything.
Actually, as far as I remember the equivalent color number is filled in for the red color value, so you can influence the color very slightly.
Quote from: 5tr4 on April 01, 2017, 11:20:36 AM
Dav , how do you make an orange text box??
Simple, either just find out where the text box colors are stored in the machine code of VVVVVV and customize them (and tell anyone playing your level to do the same), adjust the settings of your monitor to be so strange that text boxes show up differently (and tell anyone playing your level to do the same), or just add hypnotizing elements to your level.
Or you could alter the tiles.png to alter the color of one of the textboxes
Textboxes are made with code, so unfortunately, that wouldn't work.
Quote from: Dav999 on April 01, 2017, 04:05:16 PM
Actually, as far as I remember the equivalent color number is filled in for the red color value, so you can influence the color very slightly.
I just tested this, and it affected blue instead, so that puts us even further from orange.
Guys I figured out how to get an orange text box!!! FIRST MAKE A BLUE TEXTBOX , THEN ENABLE MAGNIFIER , THEN TURN ON INVERTED COLORS!! THE BLUE TEXT BOX BECOMES ORANGE!!!1!! THIS TOTALLY WORKS
Shouldn't blue turn to yellow, though?
No. Also , why is there a filter on tolp which replaces any instance of "VVVVVV" with "Super Hexagon"??
My text isn't working.
...
say(16) #v
text(green,0,0,2)
Right. Can you just teleport me
already?
position(green,above)
squeak(green)
speak_active
delay(10)
endtext
flash(5)
playef(9)
shake(20)
gotoroom(1,9)
gotoposition(112,112)
play(8)
endcutscene()
loadscript(stop) #v
text(1,0,0,4) #v
I don't see what the problem could be...
Quote from: weee50 on April 02, 2017, 01:23:39 PM
My text isn't working.
...
say(16) #v
text(green,0,0,2)
Right. Can you just teleport me
already?
position(green,above)
squeak(green)
speak_active
delay(10)
endtext
flash(5)
playef(9)
shake(20)
gotoroom(1,9)
gotoposition(112,112)
play(8)
endcutscene()
loadscript(stop) #v
text(1,0,0,4) #v
I don't see what the problem could be...
You need to put squeak green before text(hurghreiu) or after speak_active
But even if I remove the squeak command entirely (and change the say command) it doesn't work. And if I add another text box (and change the say command) it shows up fine, but the other text still doesn't show up.
Move the delay(10) to below the endtext.
This also doesn't work, it just makes the terminal print this:
endcutscene
loadscript(stop) #v
This is the script:
say(38) #v
play(5)
text(green,0,0,1)
This is the whole Polar Dimension?
position(green,above)
squeak(green)
speak_active
text(yellow,0,0,3)
Well, with such a small dimension
at the time, why would we need a
huge polar dimension?
position(center)
squeak(green)
squeak(yellow)
speak_active
text(green,0,0,3)
You have a point. Now, you implied
that the 20th trinket would be in
this dimension.
position(green,above)
squeak(green)
speak_active
text(green,0,0,1)
So where is it?
position(green,above)
squeak(green)
speak_active
text(yellow,0,0,3)
You'll have to extract the trinket,
which is being used as a battery,
from the generator.
position(center)
squeak(green)
squeak(yellow)
speak_active
play(15)
endtext
endcutscene()
loadscript(stop) #v
text(1,0,0,4) #v
Move the squeaks above all the text()s, you can't have one right before speak_active.
I'm not sure if you really can't, but I've never seen it done like that before, so yeah, try and see if that's causing the problem.
My hideplayer() command isn't working, here's the script (I turned on internal scripting mode in Ved). Everything else works fine though, it just seems to ignore the hideplayer() command. I'm using VVVVVV 2.2 Make and Play edition if that helps.
hideplayer()
createcrewman(56,8,yellow)
changetile(yellow,20)
createcrewman(88,8,blue)
changetile(blue,20)
changecolour(blue,yellow)
createcrewman(120,8,blue)
changetile(blue,20)
changecolour(blue,yellow)
createcrewman(152,8,blue)
changetile(blue,20)
changecolour(blue,yellow)
createcrewman(184,8,blue)
changetile(blue,20)
changecolour(blue,yellow)
createcrewman(216,8,blue)
changetile(blue,20)
changecolour(blue,yellow)
Viridian flashes a few times for a second when spawning, and because that script isn't using any kind of delay like cutscene bars with untilbars(), that hideplayer() runs before the game is done hiding and showing the player a few times itself.
How do I make headings?
Headings in a regular text box, or massive "Level Complete" style?
If in a regular text box, you can use backgroundtext before speak/speak_active for that first text box to immediately continue with the script (and don't forget to use speak for the second text box instead of speak_active, otherwise you'll immediately erase the first one)
Massive ones aren't possible.
QuoteQuote from: prrg on March 30, 2017, 12:49:31 PMIs there a way to make a text box of different color without creating an entirely new crewmate? (or to at least hide the crewmate off-screen?)
Quote from: prrg on March 30, 2017, 03:08:36 PMI do realize that but when I created the crewmate at coordinate -25, -25 he just fell down from the corner of the screen to me.
Quote from: shiny k on March 30, 2017, 02:06:13 PMyou realize he's creating the crewmates at coordinate -25,-25 right
that literally hides them offscreen
Quote from: lol...ipops2 on March 30, 2017, 04:33:16 PMMake sure there are solid tiles near -25 -25.
Quote from: -Kiwi Alexia ♡ on March 31, 2017, 12:28:06 AMuh
Do like
-200 -200
the cause of the crewmate appearing onscreen despite offscreen coordinates is to due the room warping on all sides, either because you set it to be that way or because you're in the super gravitron room at (20, 9). place a warpline to fix this.
Quote from: lol...ipops2 on March 30, 2017, 04:33:16 PMMake sure there are solid tiles near -25 -25.
you cannot place solid tiles (or any tiles) near (-25, -25) because 0. it is offscreen and 1. it cannot be stored in the room data.
Quote from: -Kiwi Alexia ♡ on March 31, 2017, 12:28:06 AMuh
Do like
-200 -200
that wouldn't help, because the crewmate will still wraparound onscreen due to the room warping on all sides.
Quote from: lol...ipops2 on April 01, 2017, 03:31:15 PMHOW DOES ONE MAKE VOON
if you look in dim. open's
createvoon script, you'll see color 17 is used for the
createentity crewmate.