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Messages - Flushex

#1
VVVVVV Levels / Re: Death Dungeon
August 02, 2014, 05:58:17 PM
Are you really in 4th grade?
#2
VVVVVV Levels / Re: My 1st level: The Jaunt.
July 30, 2014, 06:19:22 PM
Quote from: Lollipop on July 29, 2014, 11:05:49 PM
This level seems really hard

Yeah...  this was my first experimentation with level creation, so I didn't use much restraint when it came to difficulty. I'd recommend one of my other two levels for a more polished, fun experience, especially Dimension Funland.
#3
Quote from: Gold03 on April 07, 2013, 08:21:30 PM
Okay... I Can't get through.

What room are you stuck in? I'm still willing to make tweaks.
#4
VVVVVV Levels / Re: Stairs - By Nicholashin
March 14, 2013, 07:52:36 PM
I'm about halfway through, and I like it.

I do think it is a little on the tough side, which is fine, but it's not exactly like we have a shortage of tough levels on these forums. I'm convinced at this point easier levels are actually harder to make because it requires restraint.

As for the confusing exit at the beginning, I think it's fine. I wouldn't look at that as bad level design or something that needs "fixing". I think it's just another type of challenge utilizing the warp lines to give some rooms (mostly the first one) a maze type feel.

I'll let you know when I finish. So far, it seems very polished though with no glaring bugs. I think the level design looks nice and you should maybe "advertise" it a little by putting some screenshots up. Couldn't hurt.
#5
VVVVVV / Re: I think this forum is dying...
January 28, 2013, 07:23:18 PM
It's just a touch on the slow side in comparison to most other forums.
#6
VVVVVV Levels / Re: Warp City
January 28, 2013, 07:50:04 AM
Quote from: RoskillaHULK!! on January 27, 2013, 06:01:12 PM
Possibly the worst level ever. :D

Not exactly a ringing endorsement ;D. I'll give it a shot tomorrow.
#7
VVVVVV Levels / Re: "Golden Spiral" by Rox
January 24, 2013, 05:55:43 PM
Quote from: Kinata on January 24, 2013, 03:44:28 AM
Quote from: avengah on October 10, 2012, 01:48:49 AM
I honestly don't think anyone has ever got that trinket the hard way at full speed without cheating. At the very least, a checkpoint is required at the top to make it even possible as far as I can tell. Otherwise, you wouldn't get anywhere near enough attempts at the downwards trip to get good enough to be able to do it.

You do realize you can add a checkpoint into the level via the level editor to practice the bottom half, right? That's how I gained the necessary level of skill to beat it legitimately.

http://www.youtube.com/watch?v=AeETJqmooDs

God almighty...

I never thought I'd see someone get that trinket the legit way. Very impressive.
#8
VVVVVV Levels / Re: My level: Fragments v0.0
January 18, 2013, 01:34:32 AM
What little of the level I've played I like. Unfortunately right now I'm stuck here:



I've collected three trinkets, and the grav line barrier is still there. I am unable to backtrack to the previous room due to the way the room is set up, and therefore I can't reactivate the terminal. I could be missing something, but I think this might need a tweak.

Also, the problem with not having room names in a level is it makes it very hard to point how mistakes/advice/things we like here on the forums without creating screenshots. I've noticed a couple of small things that would be easier to point out if I had a room name to reference it too.

So far, I like the design though. I might restart and try one of the other pathways and see how far I can get from there.
#9
My reply is even more ridiculously late, but I'm glad you liked it!

Out of curiosity, has anyone else beaten this map? If not, I should probably make it easier still. I also am heavily consider taking down the beta as people keep downloading it, and it really is an inferior version of the map.
#10
VVVVVV Levels / Re: (Beta Build 2) The Rainbow Factory
January 17, 2013, 11:14:50 PM
Well I beat Beta Build 2. It's definitely fun, despite mild checkpoint starvation here and there (nothing I'm not already used to from Toast). I also really like the concept of the room "Empty". You can't see the walls so you have to figure out where to go on your own, which is fun. The problem with this is the spikes and grav lines appear to be floating and not attached to anything, which makes the room look kind of ugly. I'm wondering if the same effect could be created with a more aesthetically pleasing method, but in any case, the level is fun and I hope you do pick it back up!
#11
VVVVVV Levels / Re: The Colour Spiral
January 17, 2013, 03:26:39 AM
This level is pretty fun!

One thing I noticed, when exiting this room:



I float into endless outerspace.



Edit: Ah, I just noticed you mentioned that part of the map is unfinished.
#12
Quote from: TwiGav on December 22, 2012, 07:19:57 PM
Why hasn't anyone posted in this?  It's an amazing level!

Either way, I'm finding the Wings of Unreason sequence (in the Potential for Anything section) to be really hard, even though I beat it almost right after I typed that sentence.  And I'm finding "Ain't Got That Swing" to be harder than its trinket.

It's just old that's all. It is one of my favorite featured levels though. Simple layout and style (I don't need no story), yet has great super fun well-paced challenges.
#13
Quote from: blue626 on December 21, 2012, 07:31:54 PM
I played part of the level (v.1.2., the normal easier version).
Went to the right path (B, I think) first. I found the trinket next to Jittery Joes and the next trinket (the one I already got in the other version). I like the hidden passages.
Apparently, either you made the room 2 rooms after Jittery Joes (I don't remember many room names...) easier or I downloaded the hard version before. The columns were shorter than before. I already thought about that technique, but I still couldn't do it. It was easy now.
In the room with lots of one-way-up tiles (or anti-flip tiles), I think that the trinket is easy compared to the 1st challenge. I got the trinket in my 1st try, and I could very easily get it in 3 attempts. Perhaps you should make it harder. You can also make the 1st challenge easier, I died ≈20 times there (although that doesn't make it hard, just slightly hard).
Alien Encounter was my favorite room and at the same time the hardest room. I died ≈75 times in that room. I liked it, it seemed like a boss stage with all the quicksand blocks, and it had the difficulty of a boss. It wasn't the 1st time someone made something like a boss with quicksand blocks, though. It wasn't frustrating and there's a technique that is... original? Once every quicksand block disappeared and I got to the top, I reached the CP (checkpoint) without deaths.
...Rescued one of the crewmates.
Only ≈15 deaths in Space Mountain, but it seems that you need luck to pass that room. Also, you're supposed to flip from the bottom, right? Then, put the 2nd checkpoint at the top so that you don't die at the next room.
In the room above, there are floating spikes which are bad level design as they don't look good like that, even if there's baking below them. It's not that bad, but put spikes that are pointing down below them (with Direct Mode). ≈20 deaths in that room.
The next room was one of the easiest in the level. Only 1 death, IIRC, but I was already used to the room below it.
The room "Leave room for dessert" was original and hard at the same time. ≈40 deaths in it. I suggest a closer CP, but for that you 'll need to link it to the room below to the left and put the CP there.
I died ≈50 times in Typhoon Twister. I was originally trying to get the trinket, and most of the deaths was before I reached the top right corner for the 2nd time, so the room itself is hard. I din't get the trinket.
Quick-saved at the room above (I din't try it yet). ≈450 deaths total during 50 minutes. I'd say this level is slightly hard in average. The visual design is original and great! When I complete this I'm going to give a rating (saying how good is the difficulty, visual design, etc.). I don't do that for a long time...
Anyway, this is very good, so far!

Sorry for the late response.

Alien Encounter is also my favorite room. Fun fact about that room: It is the only room in the entire map that is completely identical in both the hard version and the regular. The reason being because I could not bring myself to change it. I simply liked it too much. Every time I open the editor, I play through it. I never die on it anymore (Pro tip: It's actually easier if you work your way from left to right as opposed to right to left.).

As for Standing In Line (the room with all the one-way-up tiles), the hard version has enemies guarding that trinket, and it is much harder. I took them out once the complaints about difficulty were really flooding in. IMO I'd rather just let people get the easy trinket (maybe a nice change of pace?).

In Space Mountains, I actually find it easier to flip from the top (I considered actually moving the room's first checkpoint up there to let people know), in which case when you land, you land right next to the second CP (I see your point though, and will probably change it for the next update).

In Leave Room For Dessert, you hit the nail on the head as to why the CP has to be kind of far away. I would have to change around a lot to get it closer, and I'm not sure exactly how I'd do it anyway. I'm open to suggestions. As to it's difficulty, you say you died ~40 times? VVVVVV is kind of unique in the sense that not only do you have infinite lives, but you respawn instantly, so to ME 40 deaths really doesn't sound like that much (especially since it's right after the easiest room of the level), but I can understand why some people wouldn't like that.

Thanks so much for continuing to play! I was worried people were giving up on it. You have most of the hard rooms behind you, so keep it up! Also please keep bringing in the comprehensive feedback and advice. That's what I want to see.
#14
Super Hexagon / Re: Super Hexagon Scores?
December 20, 2012, 07:47:00 PM
Quote from: crazyal02 on December 20, 2012, 03:39:36 PM
Quote from: Flushex on December 19, 2012, 10:50:36 PM
Quote from: ToasterApocalypse on December 18, 2012, 09:01:41 PM
I finally beat Hyper Hexagonest on mobile.

Unlike Dav, I didn't go insane, which was a good thing because my high score was 45s.

I thought you were still struggling on regular Hexagonest?

Ah, I guess I hadn't realized Toaster made this comment 18 days ago:

Re: So how long did it take you to beat Hyper Hexagonest?
« Reply #2 on: December 02, 2012, 11:06:31 AM »

    Quote

I HAVEN'T EVEN BEATEN NORMAL HEXAGONEST
#15
Quote from: Neutralization on December 20, 2012, 03:00:52 PM

The third area is about 20% finished; the overworld is pretty much done (as you can see it's a very Metroid-like cave system)


So you're working on it, yes! I've also always thought that many VVVVVV levels remind me of the Metroid layout. This one in particular looks a lot like it, especially from the minimap.