Hell, I loved this. Thanks for sharing. The unique button pressing for the trinket seems me a bit out of place, though.
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#1
VVVVVV Levels / Re: "Vertical Vehicle", (Automatic Level) by Dorkster
February 16, 2012, 02:50:31 AM #2
VVVVVV / Re: Level format
February 15, 2012, 05:05:12 PM
There are some tools that play with the custom levels; maybe you can to find something interesting looking the code.
#3
VVVVVV Tech Support / Re: Segmentation fault on Linux with latest 2.1 beta patch
February 13, 2012, 03:36:16 AM
Oh, I didn't know that page. I definitely will give it a look, thanks.
#4
VVVVVV Levels / Re: "Line Wrap" by Rox
February 12, 2012, 09:05:04 PM
That jump is very strict in PC. Somebody with the two game versions wants to give his opinion?
#5
VVVVVV Levels / Re: V-asteroid - by Blowfelt
January 11, 2012, 10:11:47 PM
Is expected to can to go from "The Shaft" to "A Short Break..."? I did it in my first play (jumping from bottom), and then I was able to advance until "Untypical Cave", that was impossible to pass. Then I noted that those last screens expects me in a inverse direction
Anyway, It give me a good feeling overall, but the second half gets too hard for me, I didn't finish it. And I didn't like to found too many instant deaths entering inside a screen (As with "See!", "THIS ROOM IS IN FIRE" and a few others).

Anyway, It give me a good feeling overall, but the second half gets too hard for me, I didn't finish it. And I didn't like to found too many instant deaths entering inside a screen (As with "See!", "THIS ROOM IS IN FIRE" and a few others).
#6
VVVVVV Tech Support / Re: Version 2: Report bugs here
January 09, 2012, 05:36:36 AMQuote from: cams on January 05, 2012, 03:25:31 PM
Sometimes when I play a player made level, when I check the map an entire vertical line is shown as visited. This happened once in the middle part, and recently happened at the right end.
http://i41.tinypic.com/21eyf49.png
I see this problem after to reach the 3rd screen of the featured level "Roadtrip to the Moon", if it's useful for somebody else for to confirm the issue.
#7
VVVVVV / Re: Level editor suggestions
January 09, 2012, 02:53:20 AMQuote from: Terry on January 08, 2012, 11:48:25 PM
If you have to slow your level down to test it, then you're probably making a stupidly hard level...
Oh, you make me sad, Terry



#8
VVVVVV / Re: Level editor suggestions
January 08, 2012, 06:14:27 PM
* Hotkey for instantly to toggle the speed game (100% | 80% | 60% | 40% ) while you use the level editor.
* Hotkey for instantly to toggle the speed game (100% | 80% | 60% | 40% ) while you use the level editor.
* Hotkey for instantly to toggle the speed game (100% | 80% | 60% | 40% ) while you use the level editor.
Thanks
* Hotkey for instantly to toggle the speed game (100% | 80% | 60% | 40% ) while you use the level editor.
* Hotkey for instantly to toggle the speed game (100% | 80% | 60% | 40% ) while you use the level editor.
Thanks
#9
VVVVVV Levels / Re: "Distant Lands" [fragment] [v3]
December 23, 2011, 11:52:10 PMQuote from: Vex69 on November 04, 2011, 09:44:46 PMActually I'm... stuck? (not sure about a adequate word here) about how to do the before-of final part of the level. The complete thing will take more time.
Wait is this a finished work or is it still in progress?
#10
VVVVVV Tech Support / Re: Beta 2.1.2 Pre-release testing thread
November 16, 2011, 04:01:29 PMQuote from: simoroth on November 16, 2011, 02:00:17 AMI will comment here. Only the windows patch has been updated? There is a coming update for the linux build this week, Terry?
um we got a bit derailed here. But if anyone is still having problems a new windows binary is now up. (also its worth getting for a framerate boost)
#11
VVVVVV Levels / Re: My first custom level: "Hidden Temple" - now version 2.0!
November 13, 2011, 09:13:04 PMQuote from: MarsJenkar on November 13, 2011, 08:25:06 PMI see it too. Anyway, It seems that the file is downloaded completely. Rename the index.php file to the original name, including the original extension, and you will can to open it normally. It looks as a board issue, Terry, can you to look this?
EDIT: To clarify, when I try to click the download link, I get prompted to save or open "index.php". Attempting to open the file brings up the very same prompt, which is very frustrating.
EDIT: Only Firefox?
EDIT 2: SMF issue:
http://www.simplemachines.org/community/index.php?topic=454734.0
#12
VVVVVV Levels / Re: "Distant Lands" [fragment] [v2]
November 01, 2011, 08:40:22 PMQuote from: ThePaSch on November 01, 2011, 01:27:29 PMQuote from: 999999 on October 31, 2011, 02:15:51 AM
Despite this, the overall difficulty is low...
Yeah.
Right.
Well, I said overall, no?


At first sight some rooms can to look scaring. I tried built them in such a way that with of a bit of observation and some attempts you can at least to figure a possible (fixed) path through the room. But I probably miscalculated this, so, feedback about this is valued.
--
EDIT: I ajusted those rooms. Should to be easier to move within them.
#13
VVVVVV Levels / Re: "Distant Lands" [fragment] [v2]
November 01, 2011, 01:40:11 AM
Ok, I updated the level. I found how to complete the room "5", trying that it and the next rooom looks as a unique idea in expansion, or something. I saw your scripting material, PJBottomz, and I definitely will use it for control. I was thinking about dialogues, I will not adding much of this to the complete level.
#14
VVVVVV Levels / "Distant Lands" [fragment] [v3]
October 31, 2011, 02:15:51 AM
Distant Lands
A very short level (14 rooms) featuring gravity lines and enemies. A lot of them. Despite this, the overall difficulty is low... I think. Almost no-scripting.
In reality, it corresponds to a single zone (the middle) of my level, actually in progress.

I would love to hear feedback, specially of some of the last screens, if fine-tuning is required.The room after of the image's is incomplete. And many rooms lack of a appropriate name. Excepting that, I think of it as a good level. I tried to add some ideas not so used. Have fun with this.
I'm sharing this little fragment because really I don't know if I will achieve to finish the whole level some day. After of to purchase the game (with the Humble Indie Bundle) I tested some of the extra level and I liked them. Then I began to play with the level editor and I started to work in my level. Since then, the progress is going slow as hell, basically because rapidly I found myself hardly finding things that I feel really interesting for it. This zone (of 4 or 5) is the first almost-complete, but the rest... Anyway, I will not stop with this, so, you can to expect more for to see... but not before the end of the year for the whole thing.
UPDATED
Version 3:
* Fine-tuning of the rooms "5" and "Dogde the rain". Easier? Yeah. Probably. I expect that.
Version 2
* I redone a room ("5"). I expect that it will prepare you in a better way for the next (room).
---
English isn't my primary language, so sorry for the possible bad phrases.
A very short level (14 rooms) featuring gravity lines and enemies. A lot of them. Despite this, the overall difficulty is low... I think. Almost no-scripting.
In reality, it corresponds to a single zone (the middle) of my level, actually in progress.

I would love to hear feedback, specially of some of the last screens, if fine-tuning is required.
I'm sharing this little fragment because really I don't know if I will achieve to finish the whole level some day. After of to purchase the game (with the Humble Indie Bundle) I tested some of the extra level and I liked them. Then I began to play with the level editor and I started to work in my level. Since then, the progress is going slow as hell, basically because rapidly I found myself hardly finding things that I feel really interesting for it. This zone (of 4 or 5) is the first almost-complete, but the rest... Anyway, I will not stop with this, so, you can to expect more for to see... but not before the end of the year for the whole thing.
UPDATED
Version 3:
* Fine-tuning of the rooms "5" and "Dogde the rain". Easier? Yeah. Probably. I expect that.
Version 2
* I redone a room ("5"). I expect that it will prepare you in a better way for the next (room).
---
English isn't my primary language, so sorry for the possible bad phrases.
#15
VVVVVV Tech Support / Re: Beta patch 2.1 Final
October 06, 2011, 04:09:42 PM
Probably related to the previous linux reports, using 32-bit Fedora linux system: I only can to get a 640x480 white screen with this patch. If I try with a bigger fullscreen resolution (setting it playing 2.0) the white rectangle is placed to the left-bottom and the rest is black. Judging by the sound, the game is working. I didn't have graphics problems with the original 2.0 or the previous beta of 2.1.
I have a ATI X1400 dedicated graphics card with the radeon (non-privative) drivers. I can to help with more info or tests later.
I have a ATI X1400 dedicated graphics card with the radeon (non-privative) drivers. I can to help with more info or tests later.
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