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Messages - DaKook

Pages: [1] 2
1
VVVVVV Levels / Marengo's Revenge
« on: June 08, 2019, 07:07:32 pm »
This is the sequel to Unseen Battle. Hopefully, it's a little bit easier, and more of a story-telling level. Not to say it's not challenging! There are still a few challenges here and there! Have fun with it!
The title of the level may be a bit misleading if you have played through Unseen Battle, but you'll learn more when you finish this level.

BE SURE TO APPLY THE CUSTOM GRAPHICS AND SOUNDS. THERE MAY NOT BE A LOT CHANGED, BUT IT'S STILL IMPORTANT!
Apply the custom music, also. It's all written by me on MuseScore, but it's also all heavily based on the original music, so I can't take all the credit for myself.



Warning: Pressing Esc while in the teleport menu exits the level immediately, instead of asking if you really want to quit. Press R to cancel teleporting! Or, if you're not using a one-way, just teleport to where you already are.
Download the level here: https://drive.google.com/open?id=1tJXbGJ_4w7innG9oHvP0dZFRVzNCk5u9
If you have already downloaded the zip, you can redownload just the level for updates. ALWAYS download the zip if you haven't already done so!

2
VVVVVV Levels / Escape from the Prison: Short and easy level
« on: March 01, 2019, 12:14:46 am »
Hey everyone! I've been making hard levels. Time for a comparatively easy one! I spent maybe an hour making this. Probably less. Can you tell?

3
VVVVVV Levels / THE IMPOSSIBLE LEVEL
« on: February 16, 2019, 06:43:24 am »
There are eight of them and there will never be any more (until I make another)

4
VVVVVV Levels / Unseen Battle (Finished)
« on: February 06, 2019, 11:34:51 pm »
Okay, so maybe it's not COMPLETELY finished, in the same way that none of my songs that I upload on MuseScore are ever finished, but... Tell me what you think! I can still change things, but I just need others' opinions! Throw whatever you've got at me!
Now I need to get to work on Project: Filicide. :vermillion:
Update: Made some rooms a tiny bit easier.

5
VVVVVV Levels / Re: Vitellary (TM)
« on: January 29, 2019, 10:05:04 pm »
I think level 5 is too hard. Who agrees, and who wants to suggest a way to make it easier but not TOO much easier?

6
VVVVVV Levels / Vitellary (TM)
« on: January 29, 2019, 01:17:25 am »
Hey, DaKook again, with yet another level with a bit of internal scripting. I like to be unique. I don't know if anyone's done anything like this before. :vitellary: :viridian:
Any other problems, also please report. Vitellary wants it to be perfect! But little does he know.........
lv.vvvvvv is the normal version.
lve.vvvvvv is the easy version but it's still hard. :vermillion: :vitellary:
It's complete, except there's no custom music yet.

7
VVVVVV Levels / Re: Unseen Battle [WIP]
« on: January 28, 2019, 11:05:27 pm »
Well, these final sections are supposed to be hard. In database, I have no trouble getting past the three gravity lines, and the rest isn't that hard. I don't know if I'm just better than I think. Does anybody else think these rooms are incredibly hard?

8
VVVVVV Levels / Re: Unseen Battle [WIP]
« on: January 28, 2019, 04:37:51 pm »
There's been an update, guys! What do you think?

9
VVVVVV Help / Textboxes not showing
« on: January 28, 2019, 03:32:46 pm »
Hey, I have a problem. I have a cutscene with kind of a lot of talking. It has 27 text boxes. In both simplified and internal scripting, the 23rd textbox will inexplicably not show up. I tried adding another textbox without a squeak where the textbox normally doesn't show, but it made a different textbox not show. Then I tried making the 22nd textbox squeak twice, and it made a DIFFERENT textbox not show.
Ved, internal scripting is on, and the same problem would occur when I had this entirely in simplified scripting.
Code: [Select]
cutscene()
untilbars()
flag(95,on)
flash()
squeak(terminal)
text(terminal,0,0,2)
Are you sure you wish to release
the prisoner?
position(center)
speak_active()
squeak(player)
text(player,0,0,1)
Of course!
position(player,above)
speak_active()
endtext()
flash(5)
playef(9)
shake(60)
delay(20)
flash(5)
playef(9)
delay(20)
flash(5)
playef(9)
destroy(gravitylines)
changemood(purple,0)
squeak(purple)
text(purple,0,0,1)
Thank you so much, captain!
position(purple,above)
speak_active()
squeak(player)
text(player,0,0,1)
Are you okay?
position(player,above)
speak_active()
squeak(cry)
changemood(purple,1)
text(purple,0,0,2)
I'm starving! But other than that,
yeah, I'm fine.
position(purple,above)
speak_active()
squeak(cry)
changemood(player,1)
text(player,0,0,2)
Well, I don't have any
food with me.
position(player,above)
speak_active()
changemood(purple,0)
changemood(player,0)
squeak(purple)
text(purple,0,0,1)
Let's get out of here.
position(purple,above)
speak_active()
squeak(player)
text(player,0,0,2)
I'd love to, but I don't know how,
and I need to save the others...
position(player,above)
speak_active()
squeak(yellow)
text(yellow,0,0,1)
I bet we can use that warp there.
position(center)
speak_active()
squeak(player)
text(player,0,0,1)
Beats staying here.
position(player,above)
speak_active()
squeak(purple)
text(purple,0,0,1)
You remember Marengo, right?
position(purple,above)
speak_active()
squeak(player)
text(player,0,0,2)
No... It's like I was introduced to
him only today...
position(player,above)
speak_active()
squeak(purple)
text(purple,0,0,1)
You don't? Do you, Vitellary?
position(purple,above)
speak_active()
squeak(yellow)
text(yellow,0,0,1)
Yeah, quite clearly.
position(center)
speak_active()
squeak(purple)
text(purple,0,0,1)
He seems to have a secret weapon...
position(purple,above)
speak_active()
squeak(player)
text(player,0,0,1)
A secret weapon? Of what kind?
position(player,above)
speak_active()
squeak(purple)
text(purple,0,0,1)
I don't know... But he's powerful!
position(purple,above)
speak_active()
squeak(player)
text(player,0,0,1)
He can create rooms in seconds...
position(player,above)
speak_active()
squeak(yellow)
text(yellow,0,0,1)
Is that really so impressive?
position(center)
speak_active()
squeak(player)
text(player,0,0,1)
Well... I can't do that.
position(player,above)
speak_active()
squeak(yellow)
text(yellow,0,0,2)
He probably uses a machine
to do it.
position(center)
speak_active()
squeak(terminal)
text(terminal,0,0,1)
You could say I do.
position(center)
speak_active()
squeak(purple)
text(purple,0,0,2)
Does it have anything to do with
your secret weapon?
position(purple,above)
speak_active()
squeak(terminal)
text(terminal,0,0,1)
It's a secret. I'm not telling you.
position(center)
speak_active()
squeak(player)
text(player,0,0,1)
I think we should get going.
position(player,above)
speak_active()
squeak(yellow)
text(yellow,0,0,1)
The others are waiting, so yeah.
position(center)
speak_active()
squeak(purple)
text(purple,0,0,1)
Okay, let's go!
position(purple,above)
speak_active()
endtext()
changeai(purple,followposition,360)
delay(21)
flash(5)
playef(10)
shake(20)
gotoroom(0,16)
gotoroom(0,15)
destroy(gravitylines)
endcutscene()
untilbars()

10
VVVVVV Help / Re: gamestate(1013) not working
« on: January 26, 2019, 05:35:54 pm »
Btw, I found out how to turn off the map.

This is my script that doesn't work at the end. There's more dialogue before it, but that's * spoilers *
(Using Ved, with Internal Scripting on)
[...]
squeak(player)
text(player,0,0,1)
Oh. Well, then...
position(player,above)
speak_active()
endtext()
fadeout()
untilfade()
delay(30)
playef(18)
text(terminal,0,0,1)
TO BE CONTINUED...
position(center)
speak_active()
endtext()
gamestate(1013)

11
VVVVVV Help / gamestate(1013) not working
« on: January 26, 2019, 05:05:50 pm »
I've read in a few different places that gamestate(1013) internal command is supposed to exit the level and give the stars on the level. Well, it's not working for me. gamestate(81) will exit to the main menu, and won't give me stars. What am I doing wrong???
Also while I'm here can I ask how to make the map say [NO SIGNAL] in custom levels?

12
VVVVVV Levels / Re: Vexing Cavern
« on: January 23, 2019, 03:38:02 pm »
I've fixed the collision errors and added names to more rooms. Re-download for the newer version!

13
VVVVVV Levels / Unseen Battle [WIP, v2]
« on: January 23, 2019, 03:14:50 pm »
Hey y'all, I've been working on Unseen Battle, and have added a few more rooms. I want to know what you think of these rooms. Should they be harder, since they're some of the last rooms, or are they too hard, or...?
Inside the zip I also have a save file which starts you at the Control Room (I think).

14
VVVVVV Help / Internal (Probably) Scripting Help
« on: January 21, 2019, 05:15:28 pm »
Do you know the room "Comms Relay" in the real game? Does anyone know if I can use internal scripting to do something like the beginning of this script; that is, make background text that lets you move while it's showing, but still be timer-based on when it disappears and starts the script?
Umm, I don't know if that's explained well. I want to be able to do something like this:
You enter the room, and there's text in the corner that gives a countdown, while you can still move, and when the countdown reaches zero, it activates a script. I don't know how better to explain it.

15
VVVVVV Levels / Vexing Cavern
« on: January 21, 2019, 06:15:19 am »
Hey, everyone! DaKook here again. I have developed a new level! It's called Vexing Cavern. Its story is not exactly highly developed, and there is hardly any scripting after the intro. It was supposed to be a break from the internal scripting that I was doing in Unseen Battle, but all the scripting is internal scripting... :victoria:
If you're waiting for Unseen Battle, then sorry, this has nothing to do with is, or its related project, yet to be initiated, now known as Project Filicide.
This is just a fun (or boring, or frustrating, idk, depends on your skill level) level, and probably half the time making it was making the intro. There are some problems, I'm sure, but try not to hate it just for that.
P.S. Sorry about the map; it looks much better on Ved.

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