The Unofficial VVVVVV Level Editor Bug Report and Feature Request Center - Now 100% more organized!
[BUGS/GLITCHES]
{GENERAL}
-*Maybe a warning if people have leaks more than 3 spaces tall / 2 spaces wide to help fight leaks
-Occasional bug in which the letterbox for cutscenes appears, and persists for the rest of the level (Likely related to moving out of the script box's range and scripting errors)
-There is no character select (A serious crime)
-Certain enemies and props are missing (Which is normal)
-"if" commands (and possibly everything in scripts except for say and reply sections) interpret the script names as lowercase and without spaces, so they don't work if referencing a script with spaces or with uppercase letters.
-Large say and reply commands sometimes don't show up.
{SPIKES}
-Wrapped screens break spikes (http://www.youtube.com/watch?v=LPx9Nhjdouk&feature=related)
{MOVING/DISAPPEARING/CONVEYER PLATFORMS}
-Reverse Quicksand (http://www.youtube.com/watch?v=sIf7E587L5Q)
-destroy(platforms) is broken
-Disappearing platforms don't block moving ones
-Moving platforms don't block moving platforms
-Wrapped screens break moving platforms (http://www.youtube.com/watch?v=2ux3dUUTtO4&feature=related)
-Colliding vertical and horizontal moving platforms apparently cause a bug
-Having a conveyer tile in the top left corner of a screen negates all spike damage
{GRAVITY LINES}
-"If you place a horizontal gravity line at the very top or very bottom of the screen, you'll flip into the next screen."
{WARP TOKENS}
-Disappearing warp tokens (http://www.youtube.com/watch?v=GPhUl4IEnjc)
[REQUESTS]
{GENERAL}
-Disable "M" turning off sound while scripting or change it entirely
-Custom content (Enemies; map props)
-Character selection
-Teleporters
-Different colored textboxes
-Ability to rotate spikes against different walls (If two or more walls are involved)
-Fire once script command
-Tweakable platform/enemy speed
-Twitching Letters in roomnames (Gvnsmoke 1966)
-Bosses (Stompable?)
-Horizontally scrolling rooms
-Characters oriented horizontally (Flip from left wall to right wall, change control scheme)
-"Power up" items (Like scripted invincibility, a "double flip", SHOES, etc.)
-Additional moods (Like you see in the emoticons here)
{TILESETS}
-Backing for all tile sets
-Combining tilesets (Like the dead ends near the warpzone)
-Backing and spikes on the same tile
-Spike color
-Gray tileset
{CREWMATES}
>-Scriptable crewmates which don't have to be saved who are able to:
-Land on platforms
-Be killed by spikes and enemies
-Walk along with the captain (like in the intermissions and after you find them)
-Move
-Flip
-Be taken off screen
-Be put on screen
-Changeable moods
-Change colors
-Be affected by warp direction
{OBJECTIVES}
-Alternate goals in general
-Script to immediately end level
{PLATFORMS}
-Script to start and stop platforms
{A NOTE FROM SENDY WHICH I DIDN'T CLASSIFY}
"
I have a fairly simple GUI request that I hope Terry sees so I'm making the font bigger. I'm finding it hard to draw straight lines in fullscreen mode without a mouse cursor onscreen. Currently I'm getting a block movement cursor which is quite unpredictable and leads to a lot of rubbing out and correcting when trying to make straight lines!"
-Sendy
THIS GAME
*NEEDS*
SHOES
The slide up to victory thing is caused if you use shift + W makes warp lines, so watch out for that.
:-X No it's not. It's from collision errors.
IMNSHO, if you can cross a screen boundary (wrapped or otherwise) and the first tile on the next screen is either a wall or a spike, that's bad level design 99.9% of the time.
I think that, if you cross into a wall, the game should crash itself and have text stating "YOU HAVE COLLISION ERRORS" come up.
You know, keep everybody on their toes.
Request: It's rather small but make a text appear on the screen that says "Music turned on/off " and "Sounds turned on/off " along with a Key that's separate from most of the commands.
@Officer Captain
Maybe not a complete game crash. Just, you know, end the level.
@xTwoTails
The text idea is good, but no matter what, if the "music" button is a letter, when typing a script, it'll like be turned off. I recommend of all letters to use "Z". I hardly see any level with the letter Z.
It probably feels unappreaciated. Poor little Z. :'( IT'S SO LONELY!
You could still play the level if the game didn't crash. There's obviously no other way to prevent people from looking over map leaks without crashing the game.
Are you talking about total game crash or something elsE?
Well, you know, those kind of crashes you see on scary movies and such, with ear breakingly loud cracking audio, and the words which come up on screen.
They deserve it.
Because I was confused in my other thread and I'm not sure if my final conclusion was clear or not, I'll bring this up here:
Combining horizontal and vertical moving platforms can cause a problem where V will sink into the top of the vertical platform.
YMMV.
Has anyone effectively combined them both in one screen?
I've got quite a few ideas.
Teleporters (like ones in the actual game)
Backing for the Warp Zone Tileset
Colored text boxes for crewmates
Script commands to force movement
Teleport script command
Happy and Sad commands for crewmates
Alternate level goals
Code to end level in a script
Ability to destroy/create things
Add a fish enemy (because I'm a horrible artist :P)
Add human enemies (like, guards and and stuff)
That's all I've got. For now. :D
Continuing PJ's list with my own thoughts, the things I yearned for were:
1) Being able to choose the direction of certain tiles, such as spikes and wall surfaces, without the editor deciding for me. (Perhaps two modes, one where the editor decides as it does now, and one where multiple clicks rotate objects)
2) Being able to change the colour of the spikes. Seriously. Given that the spikes are THE focal element in the game, it'd be nice to be able to colour co-ordinate them with screen designs. Related to this, it would also be sweet to choose a different colour for the enemies, conveyors, etc, to make colourful rooms.
3) Being able to mix tilesets, as VVVVVV does in several places. There are some really cool looking graphic styles you can get with this.
4) Being able to place backing and spike on the same tile :)
5) Being able to choose enemy and platform speeds, and possibly giving each enemy it's own bounding square? That might be making things a little too complex, but it's how Jet Set Willy and it's modern editors work ;)
That's my lot... 10 more rooms and my big level will be done :vermillion:
While trying out different ways to recreate an elevator for my Metroid-style level, I found a weird effect that appears to have a script carry over from one screen to another when combined with warp tokens. I uploaded a video here: http://youtu.be/GPhUl4IEnjc
(Trying my best to explain this) I had a leftover script box from a previous attempt that destroyed the warp tokens. At the bottom of the elevator, Viridian flips into the warp tokens, which have the script box adjacent to the top. What happens is that Viridian warps to the screen that takes him up the elevator, but the script activates and destroys the warp token in the next screen. (And he proceeds to get lost in time and space.) After deleting the script the elevator worked like I thought it should.
So I guess it has to do with collision detection and perhaps Viridian is still technically "moving" on the original screen during the warp flash? (Or maybe I have this all wrong...)
Here's a really cool glitch :D
Place a conveyor in the top left square of a room, and our Captain :viridian: is completely invulnerable to VVVVVV's whilst in that same room.
8)
-Large say and reply commands sometimes don't show up.
-"if" commands (and possibly everything in scripts except for say and reply sections) interpret the script names as lowercase and without spaces, so they don't work if referencing a script with spaces or with uppercase letters.
Glitch Alert!
If you place a horizontal gravity line at the very top or very bottom of the screen, you'll flip into the next screen. :verdigris:
Request Alert!
Crewmates need to be able to:
- Land on platforms
- Be killed by spikes and enemies
- Walk along with the captain (like in the intermissions and after you find them)
- Move
- Flip
- Be taken off screen
- Be put on screen
- HAVE CHANGEABLE MOODS!!!!
- Change colors
- Be affected by warp direction
Maybe it's just me, but iftrinketsless(number,script) doesn't seem to work.
Things I would request
- The letter twich that is seen in the final level (Untouchavles)
- A way to make a scrolling level like The Tower
- ALL the enemies seen in the game
- A way to use more than one tileset on one screen
- Break commands
- Gravitron-like blasters (optional)
- Flashing colors with changing patterns (like in the final level)
- Teleporters
- Steam Achievements (optional)
- The gray shade seen in the bonus levels
That's all my ideas....for now :verdigris:
Most of that has already been requested (except for the letter twitch).
(http://img14.imageshack.us/img14/7190/yeayuhhh.png)
Wearable hats
Whahaha... Best post ever! :D
I have a fairly simple GUI request that I hope Terry sees so I'm making the font bigger. I'm finding it hard to draw straight lines in fullscreen mode without a mouse cursor onscreen. Currently I'm getting a block movement cursor which is quite unpredictable and leads to a lot of rubbing out and correcting when trying to make straight lines!
I just realized that there isn't a Tower tileset.
Hey, I cleaned up the post! Everything is going to be okay!
You forgot "Bosses."
(http://img847.imageshack.us/img847/8158/quik.png)
Noted.
Quote from: Officer Captain on September 18, 2011, 03:11:54 AM
(http://img847.imageshack.us/img847/8158/quik.png)
Noted.
I meant more along the terms of "robot ya gotta attack the weak point of."
Nobody said that VVVVVV can't turn into your usual run and gun with inversed gravity game.
Well, what can he even USE as ammunition? Tiles?
Just have it similar to "stomp on boss's head" format.
You harness the energy of the ever moving stars in the background.
Suggestion:
1 Custom background from computer
2: Horizontal Viridian (In some levels if they choose or are in scripts).
3: Custom music.
4: Play as crewmates.
5 Special Items (Coins) (Switch in Midair Item) (Invincibility)
6: Trinkets unlock an item.
7: Cutscenes
8: Map
9: Quick Save
OH! And a boss!
[/quote]
AND KEEEEEEEEEEEËEEEEYS TO KEY BOXES AND SUPER SAIYAN VIRIDIAN MWAHAHHAHAHAHHAHAHAHHAHAHAH
:victoria: Oh gawd.
:vitellary: No wai!
:violet: THATS WHAT SHE SAID!
:verdigris: That is... AWESOME!!
:vermillion: :shiny: :viridian: Holy shiz! A chaos emerald!
Quote from: robloxfan1999 on September 19, 2011, 01:04:14 AM
Suggestion:
1 Custom background from computer
What the world are you suggesting? o.o It's fine as it is...
2: Horizontal Viridian (In some levels if they choose or are in scripts).
3: Custom music.
The music that's in the game should fit most of your needs. There is a song for every-taste.
4: Play as crewmates.
THIS... I'd love to play as Vedigris :verdigris:
5 Special Items (Coins) (Switch in Midair Item) (Invincibility)
It's been suggested, although I don't think we need a "Midair item" or "Invincibility". It's a level Editor, it uses items, tiles, enemies that are SEEN in the main-game. If there is a new item, he'll probably have to edit the main game so we know how it works. At least that's how I feel.
6: Trinkets unlock an item.
Would be neat... although you can Script Trinkets to destroy gravity lines for example.
7: Cutscenes
8: Map
Indeed, a 400Room without a map is not pretty XD
9: Quick Save
You have a Save Feature o.o You mean teleporters?
OH! And a boss!
I don't think this game needs a boss.... how would you defeat it? XD
[/quote]
Huh, now that you think about it, the ability to preform another flip in midair sounds interesting, but I don't think there would be too many ways to make a puzzle out of it.
Oh, and maybe you're suggesting the ability to play VVVVVV in the background of the desktop?
Oh, and the boss requires defeat by making it either a Type A Advancing Boss of Doom or a "stomp"able boss.
It's my turn to bump this...
How about giving the characters in VVVVVV shoes? For stomping?
...nah.
Hey, it was your idea.
Anyways, I'll add all of the previous items I didn't include from the last couple of posts into the main post
They shouldn't wear shoes because they just shouldn't. I like my crewmates shoeless.
Also, an invincibility powerup that makes :viridian: glow white for about ten seconds and makes you SPIKEPROOF! And enemyproof.
And:
(http://wiki.teamfortress.com/w/images/thumb/7/70/TPH_Pyro.png/346px-TPH_Pyro.png)
If masked pyromaniacs who troll people and hate spies can wear hats, so can a space-exploration guy who can invert gravity.
(http://img94.imageshack.us/img94/8763/verpy.png)
Hmm.
I have this generic picture of Vermilion lying on my desktop
Coming up next:
The ability to make crewmates bored ( :verdigris: ), suprised ( :vitellary: ), angry ( :violet: ), and vengeful ( :vermillion: ).
And why we need scriptable crewmates.
There should be scripts that start and stop moving platforms.
I agree.
MAKE CREWMATES MOVE AND BUTTENS AND BOMBS
:verdigris:
Anyway, I had a few Sprite Ideas.
Oh man, shoes!
The shoes are more of metal soles.
I REALLY doubt Terry is gonna give them shoes.
But something that would be REALLY helpful: like the editor does with the walls, leaving a white line where walls in the previous/next room are, I'd like something that would tell where a warp line on the current room is going to lead, like a blue line or something. It'd definetely help with proper lining up when using warp lines.
That's a good idea; ideally with the option to toggle, so your levels don't look messed up when they have a lot of warp lines.
I support this.
You're talking about the shoes, right?
Anyway, I wanted to say again that there isn't a tile set for the Tower in this game.
There should be.
Quote from: Officer Captain on September 28, 2011, 12:19:02 AM
Anyway, I wanted to say again that there isn't a tile set for the Tower in this game.
There should be.
Yeah, absolutely.
Unfortunately, it's handled very differently internally to the other tilesets, so it's not possible to do it in the next patch without causing compatibility problems. It'll be a 2.2 thing.
No, I think he means "multicolor version" and "singlecolor version." Singlecolor just means it doesn't change the tile color.
If mapping is put in, will you make it so that you can make a script that shows where a level is? Kinda like in those terminals in the main game.
Quote from: DensetsuNoKaboom on September 29, 2011, 11:55:11 PM
If mapping is put in, will you make it so that you can make a script that shows where a level is? Kinda like in those terminals in the main game.
Yes, that IS a good idea. And so is MY idea about the warplines.
Props and bosses, MUST HAVE IT :vermillion:
I admire the enthusiasm, but most of the things everybody is suggesting have already been suggested.
Try to read the first post again.
And put a good word in about shoes, please.
No shoes. It ruins the game.
Please, do you ever back your arguments up?
1. The characters don't wear anything else.
2. They wouldn't serve any purpose unless they could make mid-air flips or something.
3. It would be hard to make shoes while still keeping the simple VVVVVV look.
4. The characters don't even seem to need a use for them (it's not like the shoes would be surge protectors from long falls, since that never affects them anyway.)
5. If Terry did add shoes, he'd have to add a bunch of clothes to make the characters look normal
5a. The characters to not need to look normal - that's what makes VVVVVV what it is.
5b. He'd probably have to add hair too.
5ba. That would easily give away the speculation of Viridian's gender, which keeps VVVVVV mysterious and makes it more interesting.
Please, just STOP mentioning it to EVERYONE. Just tell Terry.
Reason one is kind of irrelevant, this could easily be changed by the addition of shoes.
Reason two I cannot argue with. Yeah, they're merely cosmetic, but there's always room for more flips, eh?
(http://img847.imageshack.us/img847/2097/shoesprites.png)
Sir Dispensers made that. [The image is] a tad small, but the shoes in question only appear as a couple of grey blocks on the character's feet.
Reason four, cosmetic shoes. Nothing wrong unless we want to keep the game's size to a minimum. Judging by the files in the graphics folder of VVVVVV, I had no idea how any of them really worked. Probably a good sign that it's require some degree of work.
Your fifth reason is not justified; how are shoes related to hair and clothing in any way (Other than being, well, clothing)?
Also, how are shoes a dead give away of a person's gender?
I'm getting my own topic off-topic, woah
Quote from: Officer Captain on September 30, 2011, 11:17:40 PM
Reason one is kind of irrelevant, this could easily be changed by the addition of shoes.
Reason two I cannot argue with. Yeah, they're merely cosmetic, but there's always room for more flips, eh?
(http://img847.imageshack.us/img847/2097/shoesprites.png)
Sir Dispensers made that. [The image is] a tad small, but the shoes in question only appear as a couple of grey blocks on the character's feet.
Reason four, cosmetic shoes. Nothing wrong unless we want to keep the game's size to a minimum. Judging by the files in the graphics folder of VVVVVV, I had no idea how any of them really worked. Probably a good sign that it's require some degree of work.
Your fifth reason is not justified; how are shoes related to hair and clothing in any way (Other than being, well, clothing)?
Also, how are shoes a dead give away of a person's gender?
I'm getting my own topic off-topic, woah
I said the HAIR would be a dead give away of Viridian's gender. How did you get that SHOES would be from that?
And [damn, that image
is small, but] the characters don't look any better with shoes. I like them as they are.
And because, if you were in space, would you run around naked wearing only shoes?
Let me restate your question, how did you get HAIR from SHOES?
Our views on shoes are that of opinion, and
There's not really any proof pointing to the fact that they're not wearing any other article of clothing.
We're making unusually vast assumptions here.
Quote from: PJBottomz on September 30, 2011, 11:30:13 PM
And because, if you were in space, would you run around naked wearing only shoes?
I find that funny.
Quote from: Officer Captain on September 30, 2011, 11:35:19 PM
Let me restate your question, how did you get HAIR from SHOES?
Our views on shoes are that of opinion, and
There's not really any proof pointing to the fact that they're not wearing any other article of clothing.
We're making unusually vast assumptions here.
The way I see it, add shoes = add clothes = add hair.
And yes, we are. How about this:
Terry includes a SEPERATE tileset in the game with the characters wearing shoes, and an option on the game itself that activates the shoes. That way, everyone wins.
Hey, he doesn't have to.
But, a setting like analogue mode would really make my day.
It was just a suggestion (that you seem to enjoy). So, arguement settled.
Next order of buisness...
I'm not adding shoes :o
Quote from: Terry on October 01, 2011, 12:07:35 AM
I'm not adding shoes :o
I SAID NEXT ORDER OF BUISNESS!
... Oh wait, you're Terry! :verdigris:
Give it time.
Now, any requests? I think that we could add cool thing with moving platforms, да?
How about not shitty looking single-tiles?
And upside-down terminals?
The crew already wear shoes.
:viridian: wears blue shoes.
:victoria: wears purple shoes.
:vermillion: wears red shoes.
:vitellary: wears yellow shoes.
:verdigris: wears green shoes.
:violet: wears...I don't know. Lavender?
Hey, maybe they're sporting boots.
You know what? Forget it. I don't want to hear about any type of footwear for awhile.
So, I've noticed that the stars projected in the background travel vertically on the Warp Zone tileset, as opposed to the horizontally traveling nature of the other stars.
I will suggest the one and only... ONLINE MULTIPLAYER!
QuoteHa, I bet no one thought of that :vermillion:
N 2D FERRIS WHEELS MUHAHAHHAHA
It's possible to use the Level Editor in flip mode, and it's really difficult. The cursor and room lines are flipped and everything.
Quote from: Officer Captain on October 01, 2011, 06:56:28 PM
It's possible to use the Level Editor in flip mode, and it's really difficult. The cursor and room lines are flipped and everything.
Yeah, I tried that, but I didn't know flip mode stays on until you disable it. I was wondering what the hell was going on that day
Quote from: Officer Captain on October 01, 2011, 03:09:22 PM
You know what? Forget it. I don't want to hear about any type of footwear for awhile.
THERE IS A GOD!
Quote from: Officer Captain on October 01, 2011, 03:09:22 PM
So, I've noticed that the stars projected in the background travel vertically on the Warp Zone tileset, as opposed to the horizontally traveling nature of the other stars.
I noticed that too - I think it's on purpose, though. Honestly, it's funny as hell. XD I love it!
Gravity lines that break after at least 1 or 2 bounces :vermillion:
Quote from: Vex69 on October 02, 2011, 10:35:23 PM
Gravity lines that break after at least 1 or 2 bounces :vermillion:
What? No, they don't.
Quote from: PJBottomz on October 02, 2011, 11:25:57 PM
Quote from: Vex69 on October 02, 2011, 10:35:23 PM
Gravity lines that break after at least 1 or 2 bounces :vermillion:
What? No, they don't.
It's a suggestion
Quote from: Vex69 on October 02, 2011, 10:35:23 PM
Gravity lines that break after at least 1 or 2 bounces :vermillion:
I've seen this done in "Palace Of Peril" by Blublu, and it's actually not that hard.
First, you place a script box on the gravity line. You have to set the script box to increase the flag by one every time you bounce on the line and touch the box. Then, you can use the "initflags" option to destroy the gravity line once the flag reaches a certain amount.
Aren't you glad I tought you? :viridian:
Yeah, sure, and isn't it taught?
I've read in another thread something about sticky and anti-flip panels --
What about frictionless panels?
Where you slide in a single direction, trying to avoid other obstacles, and without the power to alter your speed? I could see a couple of platforming levels made with this.
While these things would be nice to have, the level editor doesn't really need things that aren't already in the game itself. The few new features we do have (roomtext, trinket locks, etc.) are a nice bonus. Closing the gap between the game itself and user levels (larger enemies, tower levels, etc.) should be a higher priority.
If you come up with an idea and you think you could make a great level based on it, there's nothing stopping you from making a game yourself!
True. What the editor does need is upside-down terminals. THOSE were in the game. I don't like terminals that can't flip...
Quote from: Officer Captain on October 08, 2011, 06:52:04 PM
I've read in another thread something about sticky and anti-flip panels --
What about frictionless panels?
Where you slide in a single direction, trying to avoid other obstacles, and without the power to alter your speed? I could see a couple of platforming levels made with this.
That's a pretty good Idea! :viridian:
Maybe this belongs in the 2.1 thread, but a bug's a bug, no matter which version.
While in the editor, if you press the Esc. Key while a script is being played, and then exit back out, the script will end and you won't be able to move Viridian, and you won't be able to save. The only way to get out is to exit the game. :victoria:
Quote from: Blatch on October 12, 2011, 01:05:09 AM
Maybe this belongs in the 2.1 thread, but a bug's a bug, no matter which version.
While in the editor, if you press the Esc. Key while a script is being played, and then exit back out, the script will end and you won't be able to move Viridian, and you won't be able to save. The only way to get out is to exit the game. :victoria:
Wow, that's a weird bug! The only solution until it's fixed is not to exit during a script.
:verdigris: Thanks captain obvious
Quote from: Martze on October 10, 2011, 10:51:57 PM
While these things would be nice to have, the level editor doesn't really need things that aren't already in the game itself. The few new features we do have (roomtext, trinket locks, etc.) are a nice bonus. Closing the gap between the game itself and user levels (larger enemies, tower levels, etc.) should be a higher priority.
If you come up with an idea and you think you could make a great level based on it, there's nothing stopping you from making a game yourself!
Yeah, bugs haven't been popping up much recently, so we're preforming the equivalent of 90s teenagers sitting on the couch talking about what would be cool. Since we wouldn't have to do it ourselves.