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Messages - Info Teddy

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1
VVVVVV Help / Re: Not working on MacOS High Sierra?
« on: September 06, 2020, 06:41:45 am »
you're right - the app store version is the original flash version 1.2!

that makes this warning message (and the associated can't-get-past-title-screen behavior) even stranger (or worse), then - the problem is most likely with the thing that runs flash, not the game itself

2
VVVVVV Levels / Re: Traps R.J. [v0.10]
« on: September 05, 2020, 11:09:21 pm »
just pushed v0.10 (and also, technically v0.9 since i didn't post about it earlier), no longer going to be using glorious trainwrecks

3
VVVVVV Help / Re: why does my game crash sometimes
« on: September 05, 2020, 10:54:10 pm »
could you upload the level file here?

4
VVVVVV Help / Re: Not working on MacOS High Sierra?
« on: September 05, 2020, 10:47:01 pm »
hard to tell with apple - they really like deprecating things. the last 2.2 build of the game was in 2016, which is a long time ago

you might want to try 2.3 (compiling from source). if you cant or dont want to compile, tell me and ill dm you a macos build of the game

5
VVVVVV Levels / Re: Abort!
« on: June 15, 2020, 02:02:25 am »
The music file caused issues with anything higher than 2.2
honestly, you're lucky that the music file even works on 2.2 in the first place

by filling the headers with 0x69, cos8o made it so that the game thinks there's a bunch of songs in the file at position 0x69696969 and are also 0x69696969 bytes long. or 1768515945 bytes long. which is literally 1768515 kilobytes, or 1769 megabytes, or 1.8 gigabytes.

attempting to allocate a bunch of 1.8-gig blocks of data will not end well, and will probably result in the game being closed on windows. (windows kills the process if it mallocs more than the amount of available memory, instead of returning NULL, but that's a rant for another time.) if you're lucky, your build of the game will do nothing. but only if you're lucky.

i've no idea how his music files work fine on 2.2 at all, and what's scarier is how many people have probably used his trash editor to make music files, and now there's just a bunch of music files floating around in the wild with a bunch of 0x69 garbage because dipshit mcgee here thinks he's the pinnacle of humor

6
VVVVVV Help / Re: Music Editor v1.3
« on: June 15, 2020, 12:42:03 am »
okay, so...

for some reason, this janky editor pads the headers with a bunch of garbage. in an impeccable demonstration of maturity, cos8o decided to use 0x69 (which just translates to the ascii character lowercase i). this means people can encounter problems when using files made from this editor, such as game crashes. earlier today ally got a game crash because she used a music file made with this editor on vvvvvv 2.3.

so don't use this, you should use ved's music editor instead

2.3 should probably have safety checks to deal with this editor's cursed music files much better, but seriously, what the actual fuck

7
VVVVVV Help / Re: basic editor help
« on: June 14, 2020, 11:51:42 pm »
yes, you can spawn a flipped terminal with internal scripting, but it won't have that "press enter to activate terminal" prompt when you touch it. also, you can't flip terminals using ved. you can only flip terminals in vvvvvv: community edition (and even then, ved doesn't support flipping terminals in community edition levels yet).

8
I ended up rescuing :vitellary: during a cutscene - this crashes the game.
how'd you manage to do that? it seems like there's no way to rescue vitellary while touching the script box at the same time

9
VVVVVV Levels / Re: Traps R.J. [v0.8]
« on: February 17, 2020, 05:56:00 am »
updated to v0.8, i fixed some misplaced script boxes

10
Open Source Projects / Re: VVVVVV: Community Edition
« on: February 12, 2020, 08:19:20 pm »
I'm trying to build the source code, but I've never used CMake before and I'm having some trouble. I keep getting the following error:
CMake Error: The source directory "C:/VVVVVV-CE/src" does not appear to contain CMakeLists.txt.

Does anyone know what this means? How can I fix it?
VVVVVV-CE currently doesn't support being compiled on Windows, but it might work anyway. The specific cause of your issue is unrelated: the correct directory to pass to cmake is desktop_version, not src. You should be doing something like:
Code: [Select]
cd desktop_version
mkdir build
cd build
cmake ..

11
VVVVVV / Re: VVVVVV demakes and fangames
« on: February 07, 2020, 01:59:37 am »
It's pretty funny that MMMMMM https://www.increpare.com/2012/04/mmmmmm/ by increpare is missing from this list!

I also enjoyed V https://gamejolt.com/games/v/27251 by Jay X Townsend as well.

(I know I'm 9 years late to this thread, sorry!)
well, the problem is, MMMMMM is also the name of the metal remix by familyjules7x and souleye: https://souleyedigitalmusic.bandcamp.com/album/mmmmmm

12
VVVVVV Levels / Traps R.J. [v0.10]
« on: January 30, 2020, 04:26:31 am »

(credits to Coralbits for drawing the cover art!)

v0.10 - Removed noflip troll at the beginning. Removed all references to the VVVVVV 10th anniversary level jam. Removed having to read a readme and type in a password to get the level file. Copied the Glorious Trainwrecks description over to this post. The Glorious Trainwrecks page will no longer be updated. For posterity, the original Glorious Trainwrecks page is here (archive) and the previous version of this post is archived here.
v0.9 - Nerfed Exam Passed.
v0.8 - Fixed misplaced out-of-bounds script boxes in Moment of Truth.
v0.7 - Initial release.

This is a troll level fashioned after Super Mario Maker and Super Mario Maker 2 troll levels, complete with misdirection, deception, and anti-softlocks. Also you can get sent back to checkpoint 0 at any moment.

I recommend playing completely blind, i.e. not knowing anything about the level at all, no spoilers, no hints. I also request anyone playing to record themselves, preferably with a mic, so their reactions to trolls will be immortalized (and also it would be entertaining for me). But you don't have to, if you don't want to or can't.

Now for some preview screenshots:







And here is what the minimap looks like:

13
VVVVVV / Re: Dimension SpiritLens
« on: January 29, 2020, 02:06:03 am »
i was a bit skeptical of playing something completely different from a vvvvvv level, and let me say that what i experienced was lower than my not-that-good expectations. nicholas said something on the vvvvvv discord server about vvvvvv: community edition being inaccessible due to having to download an alternate version of vvvvvv. this is far worse than that.

i dont know why you felt the need to tinyurl the mega link. i know it might feel a bit esoteric, but you really shouldn't use link shorteners, something something not good for archivability, higher chance of link rot, etc. what's wrong with pasting https://mega.nz/#!UMRF1Q5J!IxbYsfiDPUBPM6SzRPFzg2Y2S75noQubBtuVUnsPaRg? you put the link behind some text like this anyways! it's not like it changes how people get the link, they're still going to get the link from someone else copy-pasting it, e.g. instead of pasting a bunch of gibberish into a chatbox, now you paste a random name into the chatbox. it's no different.

then, the entire zip file is 500 megabytes. i had to wait 15 minutes to download it. it's a touch annoying, and i wish it could be smaller and take less time to download. i think a good start would be separating the mac and windows versions into their own files?

and only then do i find out that there's no linux version. great. just great. there's nothing in the thread stating it's mac and windows only, and i feel like a fool for assuming that i could run it on linux.

now i have to either take the extra steps of installing wine, a thing that runs windows apps on linux (and if you know anything about wine, that's not just one extra step, but a lot depending on how much it wants to torture you), or somehow get it onto my windows computer, either by downloading it again or putting it on my usb. i don't want to spend 15 minutes again, and cutting that in half by downloading only the windows version still means 7 minutes of waiting.

as for the usb option, even when just the windows version is compressed, it's 227 megabytes, and i dont know about usb transfer rates but i assume it's not that great.

and at this point, i just don't want to play this thing anymore. i've sunk enough time into even attempting to get the thing. i'll take the hint.

14
VVVVVV Help / Re: how do you
« on: January 27, 2020, 08:42:54 pm »
i meant how you make the text boxes
you have to make a call to createcrewman() after the text but before the speak or speak_active.

what this does is switches the text color to its alternate version. each text color has its own alternate version (e.g. the alternate version of gray is valso's text box)

as an example:
Code: [Select]
text(gray,100,100,1)
I'm Valso!
createcrewman(-21)
speak_active
endtext
this produces a text box with valso's color

you can change the gray to something like yellow to get different alternate text box colors

15
VVVVVV / Re: What is the best spike?
« on: January 26, 2020, 09:26:13 pm »
left and right spikes! they actually have a larger hitbox (the full 8x8)
this is wrong. they actually have a smaller hitbox than vertical spikes, 8x2. it's centered on their tile

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