In celebration of getting my level featured by Terry, I figured I would post a few screenshots of a new level I'm working on! Havn't come up with a name for it yet, or a bit of a backstory, but it's a hub level with four stages and a bit of scripting. I still havn't learned how to legitimately script, so I'm still completely focused on just trying to make good level design. The entire thing is focused around "optional difficulty" - most of the challenges are easy to figure out and the hard ones are completely skippable. I've completed stage 1, and am currently working on stage 2! Here are a few screenshots:
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#2
VVVVVV Levels / Re: "The Sacred Grounds" by Requiem
August 31, 2011, 11:34:54 PMQuote from: PJBottomz on August 31, 2011, 07:52:17 PM
This was a very VERY awesome level.
Unfortunately, it was so damn hard that I got frustrated and quit. (I'm worse than the Angry Video Game Nerd...)
Thanks! But I'm sorry to hear that it was too hard for you. I know I used a lot of precision platforming in this. Which room exactly did you get stuck on? I might change it to make it a --bit-- easier
#3
VVVVVV Levels / Re: "The Sacred Grounds" by Requiem
August 31, 2011, 07:16:57 AMQuote from: Terry on August 25, 2011, 03:31:24 PM
Hey! Meant to reply to this the other day when I first played it, but just wanted to say I enjoyed it quite a lot
Thanks! I don't check these forums as often as I should, and now I'm late replying! Ha ha.
Glad you enjoyed it. I still never came up with a design for that last room, but I really do like the way I ended it.
Speaking of, I still need to come up with a concept for my next level...
#4
VVVVVV Levels / Re: "The Sacred Grounds" by Requiem
August 18, 2011, 09:08:51 PMQuote from: The Brass on August 15, 2011, 04:17:55 PM
Nice level. I especially liked the heavy press "boss battle".
Thanks! Yeah, it took me a while to think of how I could make a boss battle with the V gameplay style. It worked out pretty well in the end, I think.
Before I make my next level I think I'm going to learn a bit of scripting for V, so I can make some more unique aspects in my level, instead of simply relying on level design!
#5
VVVVVV Levels / Re: "The Sacred Grounds" by Requiem
August 14, 2011, 11:07:08 PM
Updated the main post with a new version (some more very minor bug fixes!) and a few screenshots!
#6
VVVVVV Levels / Re: "The Sacred Grounds" by Requiem
August 11, 2011, 04:32:14 AM
Thanks! I'm glad you enjoyed it, haha.
Good idea about putting a wall above The Heavy Press. There's nothing up there, but I can see how it would be misleading! The reason I actually DIDN'T put a wall up there was because technically it's directly under (albeit several spaces below) the other area in the level where you see a vast quantity of enemies moving. It was just a funny continuity thing, but I can definitely see how it could be a problem. I'll change it in a little while.
Also, oh man, the Hell Temple from La-Mulana. I havn't beat it, I probably never will. But make a level out of it? Hmm... It... could be done. Maybe that'll be my next project...
I should probably post a screenshot or two as well. I'll do that when I update the Heavy Press room.
Good idea about putting a wall above The Heavy Press. There's nothing up there, but I can see how it would be misleading! The reason I actually DIDN'T put a wall up there was because technically it's directly under (albeit several spaces below) the other area in the level where you see a vast quantity of enemies moving. It was just a funny continuity thing, but I can definitely see how it could be a problem. I'll change it in a little while.
Also, oh man, the Hell Temple from La-Mulana. I havn't beat it, I probably never will. But make a level out of it? Hmm... It... could be done. Maybe that'll be my next project...
I should probably post a screenshot or two as well. I'll do that when I update the Heavy Press room.
#7
VVVVVV Levels / "The Sacred Grounds" by Requiem
August 11, 2011, 01:41:46 AM
Wow, it's been a while since I posted on these forums! So, after the amazing 2.0 update, I was searching for inspiration to create a VVVVVV level. Just was randomly thinking, and came up with the idea to create a rendition of Cave Story's "Sacred Grounds" or "Sanctuary" or "Hell" level in VVVVVV. It started out as a direct port, and then things got a bit harder to recreate when I got to the Basement 2 section. Several creative liberties later, I came up with a few cool puzzles and decided to make it more of a tribute than a recreation. So, here it is, my tribute to the amazing developers of Pixel and Terry Cavanagh, who created two amazing games which have been a major influence on my decision to become a game developer myself.
So, without further mountains of text, here is my first VVVVVV level, The Sacred Grounds.
Version 1.2
Version 1.1 - Added single wall to one room to discourage players from thinking there is a trinket or secret above it
Version 1.2 - Minor bug fixes in final rooms
It's got some very interesting puzzles, and a boss battle! I decided at the very beginning that I wasn't going to make it TREMENDOUSLY difficult. It's got some precision platforming and one or two areas that always require a bit of thought and a bit of luck, but I don't think it's too hard. I mean, where's the fun in a level if you can't beat it?
Here's a few screenshots:
As always, questions, comments, criticisms and bugs are always good things to discuss! Especially criticisms! I can't get better at making levels if I don't know where I need to improve!
Thanks for playing, and I hope you enjoy my first level!
--Requiem
So, without further mountains of text, here is my first VVVVVV level, The Sacred Grounds.
Version 1.2
Version 1.1 - Added single wall to one room to discourage players from thinking there is a trinket or secret above it
Version 1.2 - Minor bug fixes in final rooms
It's got some very interesting puzzles, and a boss battle! I decided at the very beginning that I wasn't going to make it TREMENDOUSLY difficult. It's got some precision platforming and one or two areas that always require a bit of thought and a bit of luck, but I don't think it's too hard. I mean, where's the fun in a level if you can't beat it?
Here's a few screenshots:
As always, questions, comments, criticisms and bugs are always good things to discuss! Especially criticisms! I can't get better at making levels if I don't know where I need to improve!
Thanks for playing, and I hope you enjoy my first level!
--Requiem
#8
VVVVVV / Re: Soundtrack remix album to be made - you want in?
December 18, 2010, 08:30:18 PM
I'd love to do one, but no idea if I could make anything decent by Jan 5... What the hey, might as well try!
#9
VVVVVV / Re: Spike-counting contest
May 15, 2010, 06:48:54 AM
Hey SoulEye, this begs the question - Whatever happened to MM2.5D? Since you're doing music for it, I have to assume it still is being made... But nothing has been posted anything about it since March of last year... way to get our hopes up and dash them without any news for an entire year! I know you're probably sworn to secrecy, but I just want the assurance that my most anticipated platformer of the last two years is actually going to come out!
#11
VVVVVV / Re: YYYYYY
March 24, 2010, 06:41:51 PM
Yeah, it was Tunnel of love that the paths weren't working! I tried it again in the conveyor test room and it works as intended.
Also, I found, quite by accident, a way to create new levels without the level editor itself. I accidentally copied a folder into the YYYYYY directory, and it showed up on the main menu. Obviously since it didn't have any of the level data, it wouldn't load a map, but if one would create levels following the structure in your settings.ini file, they could easily create rooms in Notepad that would translate to actual rooms in the game. I found this, but havn't gotten to try it yet - I get off class in a few hours and will have time to try to create a room or two in Notepad.
Also, I found, quite by accident, a way to create new levels without the level editor itself. I accidentally copied a folder into the YYYYYY directory, and it showed up on the main menu. Obviously since it didn't have any of the level data, it wouldn't load a map, but if one would create levels following the structure in your settings.ini file, they could easily create rooms in Notepad that would translate to actual rooms in the game. I found this, but havn't gotten to try it yet - I get off class in a few hours and will have time to try to create a room or two in Notepad.
#12
VVVVVV / Re: YYYYYY
March 24, 2010, 06:42:29 AM
Hey Robson, got to play the game a bit this evening. First and foremost, its' got great potential and is already a fun game to play - and will obviously only get better with time.
Moving on to glitches and criticism, because this is the "fun" part !
GLITCHES:
A. On "The Harsh Mistress" - Occasionally (Not EVERY TIME, but frequently) when you fall UP from the left side, the several "A" spikes will register that you hit them when you are in the space to their left. This might just be input lag from telling the player to go right, and releasing it too late, but its just slightly irritating. Nothing major, and is probably just input lag.
To reproduce: Fall upwards from the left side, and snuggle against the bottom left block of #'s, release "Right" button, and see if it registers you hitting the spike.
B. More a complaint than a glitch - Movement speed. It seems that the player moves sluggishly. I timed the speed - he moved horizontally 17 "pixels" or "blocks" in 2.6 seconds, which equates to about 1 pixel every .15 seconds. He moved vertically 20 pixels in 1.5 seconds, which is 1 pixel every .075 seconds. The inconsistency leads you to see that the person is moving horizontally slower than he falls vertically - which is just kind of interesting. (Tested on "Two Roads Diverged and I took them Both" by running horizontally into the spike and falling vertically into the spikes above). This leads to that weird stagger effect of falling diagonally, as well.
C. Movement speed Part 2 - Moving Pathways. This is a double problem - 1. Pushing towards the tide of the pathway doesn't increase the movement speed, or, if it does, it is unnoticeable, and 2. Pushing away from the tide of the pathway results in zero movement. Comparing to V's conveyor belts, you can drastically speed your person up by moving with the tide, and you can still fight the current to move against them.
D. This one made me sad. The level editor doesn't open for me . It gives me the error "Component 'comdlg32.ocx' or one of its dependencies not correctly registered: a file is missing or invalid".
Will update as I get to play more tomorrow!
Moving on to glitches and criticism, because this is the "fun" part !
GLITCHES:
A. On "The Harsh Mistress" - Occasionally (Not EVERY TIME, but frequently) when you fall UP from the left side, the several "A" spikes will register that you hit them when you are in the space to their left. This might just be input lag from telling the player to go right, and releasing it too late, but its just slightly irritating. Nothing major, and is probably just input lag.
To reproduce: Fall upwards from the left side, and snuggle against the bottom left block of #'s, release "Right" button, and see if it registers you hitting the spike.
B. More a complaint than a glitch - Movement speed. It seems that the player moves sluggishly. I timed the speed - he moved horizontally 17 "pixels" or "blocks" in 2.6 seconds, which equates to about 1 pixel every .15 seconds. He moved vertically 20 pixels in 1.5 seconds, which is 1 pixel every .075 seconds. The inconsistency leads you to see that the person is moving horizontally slower than he falls vertically - which is just kind of interesting. (Tested on "Two Roads Diverged and I took them Both" by running horizontally into the spike and falling vertically into the spikes above). This leads to that weird stagger effect of falling diagonally, as well.
C. Movement speed Part 2 - Moving Pathways. This is a double problem - 1. Pushing towards the tide of the pathway doesn't increase the movement speed, or, if it does, it is unnoticeable, and 2. Pushing away from the tide of the pathway results in zero movement. Comparing to V's conveyor belts, you can drastically speed your person up by moving with the tide, and you can still fight the current to move against them.
D. This one made me sad. The level editor doesn't open for me . It gives me the error "Component 'comdlg32.ocx' or one of its dependencies not correctly registered: a file is missing or invalid".
Will update as I get to play more tomorrow!
#13
VVVVVV / Re: YYYYYY
March 20, 2010, 11:40:31 PM
Robson, if you want to post it here or send it to individual people, I'll be the first to request an indev copy I'll PM you my email address if you want to send it that way.
#14
VVVVVV / Re: What's you favorite song from VVVVVV / PPPPPP?
March 15, 2010, 12:47:55 AM
I think its "the levels that he made makes you want to call him twat" and then he rhymes it with "prat". So both.
#15
VVVVVV / Re: What's you favorite song from VVVVVV / PPPPPP?
March 12, 2010, 08:50:14 PM
Now I need to re-listen to the song to find it. Might be one of those things I heard subconsciously, but not sure if I ever noticed it.