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Messages - LaZ00L1

#1
Everything else / Re: Introduce yourself
August 16, 2011, 10:53:05 PM
Hi there!  My name's Catie and I have to represent the female demographic here.   :verdigris: I go by LaZ00L1 (pronounced as in lapis lazuli) here and on Steam, so feel free to friend me on there.  :viridian:  I write a small gaming blog that I probably should update more often if my job didn't get in the way of playing more videogames.  :vermillion:  I'm trying to recreate the NES Metroid in the VVVVVV level editor, and the development time for that may very well compete with Duke Nukem.  :vitellary:

And I tend to overuse smilies a bit, especially dancing Kirby.  <(^.^<) <(^.^)> (>^.^)>

Ok, I'm done.
#2
VVVVVV / Re: Level Editor Bugs and Requests
August 12, 2011, 01:04:22 AM
While trying out different ways to recreate an elevator for my Metroid-style level, I found a weird effect that appears to have a script carry over from one screen to another when combined with warp tokens.  I uploaded a video here: http://youtu.be/GPhUl4IEnjc

(Trying my best to explain this) I had a leftover script box from a previous attempt that destroyed the warp tokens.  At the bottom of the elevator, Viridian flips into the warp tokens, which have the script box adjacent to the top.  What happens is that Viridian warps to the screen that takes him up the elevator, but the script activates and destroys the warp token in the next screen.  (And he proceeds to get lost in time and space.)  After deleting the script the elevator worked like I thought it should.

So I guess it has to do with collision detection and perhaps Viridian is still technically "moving" on the original screen during the warp flash?  (Or maybe I have this all wrong...)
#3
Thanks for the tutorial!  I was wondering if destroying things other than warps and gravlines was possible, though I think I'll avoid blowing up platforms until it gets fixed.  And thanks for pointing out that script names should be lowercase, as I was wondering why certain things weren't working.  Very helpful!
#4
PJBottomz: Thanks for the heads up!  I guess if I ever come across something that doesn't behave like I think it should I can check the forums or post it.  I'll definitely check out your Script Tutorial!

CHz: I'm still debating on this, but I was thinking of placing terminals near gates that would indicate what "named" trinket would be necessary to unlock it.  Ex: finding the "bomb" trinket would open access to the breakable floor down to Kraid's Lair. 

Ice: PJBottomz said above that glitch would later be fixed, so you may want to change your level.

When I have Kraid's lair complete I'll release a demo for further feedback.  Thanks for the comments so far!
#5


Hello!  For my first project in the level editor I decided to pay homage to the NES Metroid (as Super Metroid was a bit too much).  While not an exact, tile-for-tile replica of the level design in Metroid, I will try to give a Metroid "feel" within the VVVVVV toolset.  It's still in the early stages of development as I'm waiting for more documentation on scripting, so no demo of the level yet.  I plan to follow the progression of power up/trinket collecting in scripting to open up new areas.  For example, the picture below is the section of Brinstar that leads down to Kraid's Lair.  Samus would need to collect the bombs first before getting down there, so Viridian would have to collect the corresponding trinket to open access to this area.  For now that's disabled as I'm completing that area first, but later on a gravity line will block the way down there from the start.



I'm going to to plan for the level design to be easy in the beginning and to progressively get harder.  Should custom enemies ever be implemented in a future update, I'll add those as well.  I'm debating on how many crew members to rescue, though it will be at least three, with the first two serving as the two "bosses" required to open up the last area.  A lot of scripting would be involved, and I'm just hoping what I plan to do is even possible. 

Below is the entrance to Kraid's Lair. 



I'm also going to document some oddities I find while using the level editor.  This one I don't remember seeing, so I uploaded a video the youtube: http://www.youtube.com/watch?v=sIf7E587L5Q
I noticed that when placing horizontal vertical lines very close together and bouncing into them from below, it created a sort of reverse-quicksand effect where Viridian is pulled to the top of the screen.  However, bouncing into it from the top does not produce this effect.  Hmm... I'll see if I can implement this somewhere.