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Messages - Capn Muffin

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Ah, noticed a nasty oversight in Engineering. If you die when the moving platform is overlapping the checkpoint--you get stuck.

As far as the room resetting being temperamental... I noticed this happened on occasion before, but it seems to be pretty rare for me now. Not sure what quirk in the code causes this. I tried to design challenges that took account of this chance.

As always, let's start with some screens!

OK I promise to finish tweaking VR Training but for now I started a new level that was inspired by Quantum Tunnel. Instead of having a two layer long level though, Temporal Ribbon uses one layer. What does this mean? It means you can either warp around the room or reset it... it'll make more sense if you play it. So try it out!

The level is about 80% complete but I'd like to get some input. Bugs? Too hard? Unintended shortcuts/errors in design?

Level Features:
- Boomerang style path. Complete in one direction... have a new experience in the other!
- Jump into special temporal rifts to go back in time.
- A wide variety of challenges.
- A puzzle to solve half-way through. Will you make the right choice?
- Need an extra challenge? Uncover the back-story by obtaining all the hidden crew logs.

Probably the best level I've played so far. Kudos! I like the multi-room boss idea, especially with the changing health bar. Only problem I ran into was the game crashed when I activated the last monitor for "The Computer".

VVVVVV Levels / Re: Tainted Love
« on: August 27, 2012, 02:08:00 am »
Awesome stuff here! How do you code the gravitron??  :vitellary:

VVVVVV Levels / Re: Dimension Á [VERSION 1.1]
« on: August 24, 2012, 02:53:43 am »
This was great! Had a real nice difficulty curve. Enjoyed every moment :)

I only have two complaints. One is the "narrow hallway with alternating spikes" bit. It's just a pet peeve of mine... I hate whenever people use it >_<

Also, it's cool that you revisit the rooms but it'd be nice if they worked different in reverse rather than being directionally symmetrical.

« on: August 24, 2012, 02:51:18 am »
This is really cool, you must have spent a lot of time building and play testing this. Good work!

Is this level supposed to be explored or just enjoyed? I tried exploring but got stuck a lot.

VVVVVV Levels / Re: "VR Training" - A hodge-podge 5x5 debut level.
« on: June 30, 2012, 04:03:23 pm »
If I remember, ^ will create arrows. (shift 6)

Also yeah, I mean the red guy. You skipped the green boss by using that shortcut.

VVVVVV Levels / Re: "VR Training" - A hodge-podge 5x5 debut level.
« on: June 29, 2012, 06:14:38 pm »
Thanks for more feedback and bugs, everyone!  ;D

The new version I'm working on has quite a few difficulty tweaks to make things not so challenging. The big problem with the difficulty is the lack of a curve. You're not introduced to ideas or obstacles but rather thrown into the deep end right away. So all I can do is scale it all back a bit.

I'm also dropping a sloppy room in favor of a boss for  :vermillion: so look forward to taking on BOSS: RUBY

Working on the final boss room as well...

VVVVVV Levels / Re: VVVVVV Level: The Satellite Base
« on: April 15, 2012, 04:06:21 am »
Short but sweet! Very relaxing and welcome amount of challenge.

There's several places where adjacent room walls don't match up, allowing some skipping, or getting stuck. Other than that, thanks for the level!

VVVVVV Levels / Re: A DEBUT LEVEL BY OJ: Unnamed Level!
« on: April 15, 2012, 12:30:58 am »
Broken link.  :victoria:

VVVVVV Levels / Re: VVVVVV Level: Spikes Are Galore
« on: April 15, 2012, 12:26:37 am »
There's a part that seems you can intentionally glitch out of the map and... you can get a trinket but you can also get sucked back into the beginning of the level.  :verdigris:

A pretty minimalistic level with some frustrating right-next-to-eachother spikes. But I like how you had fun with it and the charm comes across. Keep practicing and try combining some of your obstacles into one place instead of keeping them separate.  :viridian:

VVVVVV Levels / Re: Test Tubes by Snail_Man
« on: April 15, 2012, 12:04:23 am »
The Bad
- Like someone said, you can accidentally go into an easy warp token when on hard, or even completely miss a crew mate.
- I'm not a fan of the few pixel-perfect mini-flips... where it's a small corridor with two opposing spikes slightly apart. Frustrating.
- In "CD Player" I think it's called, you have to use the intersecting gravline glitch.
- For the "boss #" bit where you flip down into the unknown it would be nice to have visual clues where to go.

The Good
- I'm really impressed with how you used some of the same rooms twice, and got varying challenge. The gravitron like area comes to mind, where in easy you're inside but
on hard you're on the outside.
- The difficulty curve is really nice. I felt that you really nailed that down.
- Enjoyed the music selection, not tracks often used.
- Overall a fun play. I like that I can switch from hard to easy if I need to.

VVVVVV Levels / Re: "Playerz" (test) by PJBottomz
« on: April 14, 2012, 11:53:16 pm »
I really like the potential here.

Since you can't shift colors what about having Viri and Dian have different faces? One could have the happy face and the other could have the sad face, that way you'll always know who you're using.

Any progress?

VVVVVV Levels / Re: "VR Training" - A hodge-podge 5x5 debut level.
« on: April 14, 2012, 12:56:54 am »
Perfect! Very useful feed-back, I appreciate it.

I'm working on fixing the bugs mentioned, I hadn't noticed a lot of those, so thank you. As far as the second to last room, I DO want to put a final boss there... I just haven't had a good idea for it yet so I've kinda been sleeping on it.

The "Darn Stairs" room in general is kinda sloppy. I was afraid people would go the wrong way, and they do apparently, hehe. Plus the trinket there is pretty unimaginative so I might scrap the whole thing and place a boss for Vermillion there as requested.  :vermillion:

I'm also tweaking the difficulty a bit here and there too, especially in areas where it seems many deaths occur only because of reflexes as opposed to concentration.

VVVVVV Levels / "VR Training" - A hodge-podge 5x5 debut level.
« on: April 12, 2012, 02:24:58 am »
Hello! First off, I'd like to give a thanks to Terry for making this wonderful game--I'm quite the fan. So thank you!  :viridian:

This is kind of my guinea pig. It started off as experimentation to try out different ideas and I decided to turn it into a full on level. Because of this it may feel very stitched together, lacking some of game niceties such as a learning curve, introducing ideas slowly, and so forth. On the plus side I think it has some nifty features and clever obstacle gimmicks. First, a few screens.

Name/Story: VR Training (training.vvvvvv)
The crew has built and installed a virtual training course on the ship in case the events of VVVVVV occur again. Veridian takes it for a spin.

Style: It's 5x5 with a central hub. Compact design with obstacles usually limited to a single room. Fairly linear, the focus on challenges rather than exploration.

Difficulty: Not for newbies. It's taxing for the most part, but checkpoints are plentiful and nothing is pull-your-hair-out difficult.

- A map built into the game that shows you room lay-out as well as locations of Trinkets, Crew, and Warp Tokens.
- "Trinket Gate" that requires them all to open.
- "Bosses". Yup, there are bosses in this game. Think of them as extra hard rooms where you have to slowly open up the exit while surviving.

I'm looking for people to give this a try and supply some feedback. Primarily if any rooms are too hard, presence of bugs, and first and fore most... is it fun?!

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