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Messages - Emmy

VVVVVV Levels / Re: Dimension Zones: The Actual Level
October 20, 2017, 05:42:42 PM
Constantly begging people to respond is making us not want to respond.  Please be patient. 
VVVVVV Levels / Re: Not Easy Being Green
August 27, 2017, 05:47:15 AM
Download link:

Version 0.03 Changes:

1.  Areas 2-7 focused on in this update.  Most of the rooms in these areas have been cleaned up a bit in appearance.  Warp Zone/Branching Out are now numbered.

2.  Several rooms that were impossible before due to buggy scripts or bugs from the original game are now possible.  Notable examples: Jaws, Meet Me Halfway, On A Pedestal, Pushing My Buttons, Perseverance, On A Tangent.

3.  Several rooms have been toned down in difficulty.  Notable examples: Son of Beast, Arctic Conquest, Don't Close Too Many Doors, This World Will Do A Number On You, Long Division, Now Think Outside The Box.

4.  Several rooms that were a bit boring were just remade.  Notable examples: Cosine Wave, Go Bananas, Verruckt, Ahead Of The Curve, Gemini.

5.  Several rooms that have poorly synched enemies or odd enemy behavior due to room scripts have been reworked.  Notable examples: A Slight Detour, Hope You Made The Right Choice, Foreclosure, Carve Your Own Path.

**EDIT** Made a new version, not too sure what this board's policy is on multiple posts in a row so I just edited this one.

Version 0.04


1.  Game is now 99% stable!  All sections have been tested except for part of a very hard secret section. :)  Everything works as intended in these sections except for one cutscene which just doesn't show up for some unknown reason, and some weirdness with a scene in the secret section.

2.  Toned down a lot of stupidly difficult rooms, such as those in the green ? section. 

3.  Fixed a few rooms that were impossible due to broken scripts, poor platform placement, etc.  Everything in the normal part of the game is now possible.

4.  Hellevator section is now possible! Moderately hard but loads of fun. :)  Unfortunately the special scene (which is supposed to trigger upon beating it) doesn't show up and the characters just stand there. 

5.  First part of the secret section has been confirmed as possible. This is HARD (I died 1767 times in testing this).  Haven't tested after that point in the secret section yet though.


Version 0.05 changes:

1.  Poorly implemented kaizo section has now been nerfed significantly and implemented as part of the Hellevator section.  Original version of this section has been saved and will be implemented as part of another level, where it will fit better. :)

2.  Scripts have been reworked in Violet's room, so now there's 2 versions of the scene where you save her (depending on if you take the shortcut or not).

3.  Several rooms have been cleaned visually. 

4.  Several rooms in the start of the level have been reworked into tutorial-ish rooms.  These rooms weren't very good before they were changed, but now they serve the purpose of showing the player what the switches do before they are launched into rooms where they must learn fast or die a lot.  Names of these rooms were changed since they didn't make sense after this change.
VVVVVV Levels / Not Easy Being Green
August 23, 2017, 11:26:52 PM
Not Easy Being Green tells the story of Verdigris after the events of VVVVVV.  A new dimension has several people trapped because they have never learned or are too afraid to flip! Will Verdigris be able to save them all?

This version (0.02) is only partially tested, will be updated as I get a chance to test all sections of it.  Whole map is filled, though. :)  It is HUGE (20x20), contains internal scripting.


VVVVVV / Re: CreateEntity enemy map
August 11, 2017, 02:59:17 AM
Putting the list here for reference:

2x2: Standard enemies, Pacman, bowties
4x2: OBEY, LIES, numbers, horizontal lines that make an oval shape, smokestack (on top of clouds stage)
2x3: Trenchmen, skeletons, headless men
3x3: Yes men,
3x4: Stop signs, Ghost
4x3: Clouds
4x4: Brass men, Lies projector, speaker, large circle
6x2: TRUTH
8x2: BOOO
8x6: Large building, large monster
VVVVVV / Re: CreateEntity enemy map
August 10, 2017, 04:34:50 AM
Does anyone know how big each of these "special" enemies are?  Tried searching for it, couldn't find this information. :(
Not 100% sure if you'd count this in the same category, but I made the Monster Tactics mod for FFT.
VVVVVV Help / Re: Some questions about level making
August 02, 2017, 04:31:37 PM
More questions:

1. When is "end" and a blank line needed at the end of scripts and when is it not?

2.  I'm still unsure what I have to do to use createentity.  Do I place the script box somewhere on the screen that the player has to walk into and the enemy appears?  Do I have to have it trigger in another room? Or have people modified ved to use it? 

3.  I've seen a player level make use of custom tile sets/music.  What is possible to change this way? (everything? or just tile sets and music?)  Assuming that the folder is packaged with the level, how would I get the game to read off of the custom stuff?
VVVVVV Levels / Re: Scott Pilgrim Collab Level
July 31, 2017, 11:50:07 PM
Off topic, but is there a Discord?
VVVVVV Help / Re: Some questions about level making
July 26, 2017, 03:05:31 PM
Thank you for your fast replies. :)  I realize that I might have seen an illusion with enemies moving in an L with multiple enemies, when I couldn't find an immediate example where I remembered it looking through levels I've played in the editor.

Quote from: -Kiwi Alexia ♡ on July 26, 2017, 12:33:32 PM
Quote from: Emmy on July 26, 2017, 03:01:44 AM
1.  Is there a way with scripting to make gravlines or warp tokens appear?  Possibly after a different script plays that makes them disappear?  Also is it possible to make anything else appear or disappear with scripting? (enemies, disappearing platforms, script boxes, anything else?)
Gravity lines are possible through internal scripting with the createentity() command.
Same with warp tokens.
And enemies and platforms.
Script boxes would just be messing with flags.

Can you give me an example of how to use the createentity() command here?  Or a player level that makes use of this?
VVVVVV Help / Some questions about level making
July 26, 2017, 03:01:44 AM
1.  Is there a way with scripting to make gravlines or warp tokens appear?  Possibly after a different script plays that makes them disappear?  Also is it possible to make anything else appear or disappear with scripting? (enemies, disappearing platforms, script boxes, anything else?)

2.  How do I make multiple enemy bounds?  Suppose I want to make 2 sets of bounds like how I drew the boxes here, can I do that?

3.  On a related note, how do you make enemies change direction?  I've seen a few player rooms that make them move, for example, in an L shape.
So far out of the custom levels I've played, this one is my favorite. :) 

Only critique I have is with the ending section.  The difficulty of these rooms is random/weird.  Some of them are fairly hard, while others were ridiculously easy due to being able to skip 1/2 the puzzle by falling through the middle.  Not 100% sure if this was intended.
Not sure if you're still editing this level, but the game locks up here:

Can't flip or move, can only kill self with R button. :(
My first playthrough was a bit over 5000 deaths, getting all trinkets.  2nd playthrough with all trinkets was 1024 deaths. Getting better :P
VVVVVV / Thank you for this game
July 14, 2017, 08:25:23 PM
So, I'm kinda late to the party.  Never seen/heard of this game until I saw it run at this year's sgdq, but decided to pick it up and it's absolutely fantastic. :)  Difficulty, music, aesthetics are spot on.  Only minor gripe is that it's so short, but user submitted levels solve that problem. 

Does anyone still make levels for this game?