Download: http://dl.dropbox.com/u/10510048/violetrescue.vvvvvv (http://dl.dropbox.com/u/10510048/violetrescue.vvvvvv)
Violet is exploring an abandoned underground facility, reporting her findings back to the crew when, suddenly, her radio goes silent! Since you're the captain, you must go in and find out what's happened!
(http://dl.dropbox.com/u/10510048/vr1.png)
(http://dl.dropbox.com/u/10510048/vr2.png)
Also, coloured text.
good but too much text
Difficult, but I don't care about that.
YOU ARE A FUCKING GENIUS. How did you find out how to color the text?
Pretty good level. I found it very easy, and a bit short, but it was very professional, and I liked the text.
Congrats on getting the coloured text working... I'd love a tutorial, if you can. It looks like you're using a certain
method to trick the text command into working, but I've tried to copy it and failed miserably :victoria:
I looked into his scripts and found this trick he used:
say(6)
#
reply(5)
#
text(colour,0,0,X)
[text]
#
#
Using this, I was able to create colored text boxes for all the crew. There's a easy to memorize color list:
Purple = :violet:
Blue = :victoria:
Green = :verdigris:
Yellow = :vitellary:
Red = :vermillion:
Quote from: PJBottomz on August 12, 2011, 08:14:06 PM
say(6)
#
reply(5)
#
text(colour,0,0,X)
[text]
#
#
Using this, I was able to create colored text boxes for all the crew. There's a easy to memorize color list:
I tried that but it didn't work... I must have missed a hash or something. Anyway, I think I'll wait until this is supported properly before I go through my level dialogue and add colour.
But this begs the question, how the hell did Stalefish work out this rather obscure workaround? :vitellary:
Haha, WOW. Ok, I had no idea that worked :viridian: Congrats, heh.
I haven't played your level yet, but I'd wouldn't advise anyone to try using the VVVVVV script commands that aren't actually supported by the editor - there is a patch coming, SOON, which will add all the missing scripting features to the game and then some, and I don't want to have to worry about breaking some people's levels in the future when I change the scripting code!
(But Stalefish; if you are feeling adventurous, try position(colour,above) ;) )
Just played the level. It's really good, I liked it a lot!
This is a really cool level :)
The general format of all the coloured text is this (with line numbers so I can explain it more easily):
1 | say(6)
2 | #
3 | say(5)
4 | #
5 | text(colour,x,y,lines)
6 | A
7 | B
8 | C
For lines 1 and 3, you can use either say() or reply(). The say()/reply() on line 1 chooses the noise made when the text comes up; use say() to make it sound like a terminal, or reply() to make is sound like a player. Line 3 chooses the position; say() puts it in the centre of the screen, reply() puts it near the player.
text(colour,x,y,lines) is pretty self-explanatory. As PJ said, the colours are: :viridian:=cyan, :victoria:=blue, :vermillion:=red, :vitellary:=yellow, :verdigris:=green and :violet:=purple (despite clearly being pink, not purple). I'm guessing the terminal colour is probably grey, but you can leave it blank and it defaults to grey. Plus if you want a terminal, you may as well just use say(). x and y would choose the position, but the only time I've ever got use out of them made the same text appear twice in a row, so they're not terribly useful. In any case, it's forced into the position chosen on line 3, so you can leave those as zeros. lines is the same as with say() or reply(), but you can only have 1, 2 or 3.
Lines 2 and 4 have to be there for whatever reason; they can't be blank, so I've just filled them with #'s. Lines 6, 7 and 8 are for your text, but all three have to be there even if you only want one line, so again, I filled them with #'s when not needed.
And that's all the tricks I used; it seems that lines 5, 6, 7 and 8 can be whatever you want in the internal VVVVVV scripting language, so
1 | reply(6)
2 | #
3 | say(5)
4 | #
5 | #
6 | text(red,0,0,1)
7 | Words
8 | #
produces the text just fine. You can also use endcutscene() to get rid of the cutscene bars, cutscene() to put them back in, and speak_active and endtext probably do something as well, but I've not found anything terribly useful to do with them other than making the same text appear twice in a row. I'd tried using position(player,above), but that didn't seem to do anything; it'd always use the x,y coordinates or the position as set on line 3, so unfortunately I don't know whether I'll be able to make much use of position(colour,above) either.
As for the reason this all happens, as best as I can tell it all stems from say() or reply() commands with a number of lines greater than 5. These seem to take any say()/reply() commands below them and parse those from the editor script into VVVVVV's internal script before parsing the first say(number>5). This means you can trick the parser into thinking editor text has already been parsed. But I can only break say() commands and not any others, so I can't learn much about other useful commands in VVVVVV's scripting to use, and no matter how large the number in the first say(number>5) is, I couldn't get more than 4 lines of script working, which limits what I can do with things like position(), speak_active and endtext. There's not much point fiddling around with it much more anyway, as if more editor commands are on the way, it'll be pretty redundant soon. Still, I'm surprised about how well this workaround worked; it's surprisingly stable.
Oh, and while I'm bug reporting, if you sit in the room 'Frogger' for too long (the green one with the horizontal warping), the game quits on you; no error message or anything. And it's nothing to do with script tomfoolery either, it happens with an older save of the level without the coloured text too. No idea what's causing that.
</walloftext>
OMG... The update is coming SOON! Not merely soon, but SOON in capitals :vermillion: . I'm excited.
Also, Stalefish, thanks for the explanation. I hope you eventually release more levels. I'd love to see a mid to long level from you.
Fascinating! I'm well impressed you were even about to work that out!
Here's a fun one to try (you'll have to restart VVVVVV to fix it once you've done it, though)
1 | say(6)
2 | #
3 | say(5)
4 | #
5 | vvvvvvman()
6 | A
7 | B
8 | C
Stalefish, you are a pure GENIUS. I don't know HOW I can thank you, EVER. I'll give you credit in my most recent level.
Quote from: PJBottomz on August 12, 2011, 11:24:33 PM
Stalefish, you are a pure GENIUS. I don't know HOW I can thank you, EVER. I'll give you credit in my most recent level.
Please don't actually use this stuff in a level :victoria:
Think of it as a teaser for the upcoming patch!
Oh. :verdigris: Sorry Terry, got your post a little late...
Rating #035
Enjoyment: 9/10
Aesthetics: 10/10
Novelty: 8/10
Difficulty: 7/10
Room Names: 8/10
Wow. New level to put in the "favorites" list. This level has no flaws whatsoever, aside from the questionable scripting! Fun story, rooms looked GREAT, and the level was a blast to play overall. Some innovative concepts for the rooms; I really enjoyed getting the trinkets, and going backwards through the level was very well-done. It was a fine difficulty too.
This is an example of one very solid, GOOD level.
Status: 100%'ed!
Woah, that VVVVVVman thing was neat. Is that gonna be an actual feature?
This was neat! Very fun!
The aesthetics were a bit "busy" for my tastes, though. It usually took me a second of puzzling out most rooms before I understood what to do, a problem I rarely had with VVVVVV's rooms.
That's a very minor criticism, though, and one that is probably up to personal tastes, anyhow. Some people probably like busy screens!
Quote from: Ice on August 14, 2011, 04:27:47 AM
Woah, that VVVVVVman thing was neat. Is that gonna be an actual feature?
Hopefully so! The VVVVVV man was part of the end of the level. After you collect all 20 trinkets, go and talk to :victoria: and see what happens.
I just activated the terminal then immediately left the room, and started the journey back without rescueing Violet. Then I got the incoming radio transmission saying that Violet has escaped, when obviously she's still in the same spot :)
Nevertheless, great level :)
I was wondering when this would get featured. Congrats! :)
Haha I need to make a VVVVVV MAN level now. :D
Fantastic level. Interesting concept for a story and I love the idea of going back through the entire level on a completely different path :). Nice level of difficulty overall and a good level of increase for the trinket challenges, not too hard, not too easy. Very solid, aesthetically pleasing and great level design.
Pretty nice level! Keep it up! :viridian:
I'm surprised this got featured, given that Terry says that no levels which exploit things would be featured. I'm glad this one was, though - very well done. :D
(I've been investigating and found some other interesting internal commands that I won't go into here. I do hope they get implemented though; there's some really fun stuff that could be done!)
This level was the first one to use the special "internal-script" command, so since it was innovative and different and never-seen, it was featured.
I've used many internal scripts (just testing), and I've managed to do some fun things - once, I made the player play as Violet and have Vermillion as a tag-along.
Speaking of the companion feature, it's very buggy in the editor - it only lets you use Vermillion, no matter WHAT you put in, and he is only able to move when the floor is 4-tiles high; otherwise, he'll get stuck in the floor. :'( But it's still pretty funny.
This level needs to be fixed, the colored text via internal scripts thing doesn't work anymore and are seen in the textboxes. :victoria:
Anyone? :victoria:
The Level editing forum died...
>:(
I could try redoing it, but I'm not sure if that'd be okay with stalefish.
'Sides, there's a lot of levels that work without needing to be rewritten - this one's only feature was the colored text.