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Topics - Arthur

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VVVVVV / Time Trial tricks
« on: July 25, 2012, 12:25:05 pm »
When thinking outside the box or being a ninja, you can win so much time!
Some weird tricks I found myself:
  • Linear Collider: slow down to flip before going to the next room. You can go below the enemy in the next room, saving more time than you've spent waiting!
  • Trench Warfare: drop-flip is your friend. No need to wait for the platform :vermillion:
  • Gordian Knot: if you're aiming at the V, you might be very frustrated by the whole level. BUT if you aim for the best V time, it's even worse! Drop-flip between the moving platforms, when they are going "up" relatively to  :viridian: and he/she is on the "lower" platform. If you've got a perfect timing, he/she gets flipped under the next platform, and you don't need to take the reversed conveyer, saving lots of time.
  • Vertigo: These enemies need a lot of waiting if you enter this room  the wrong way. But just flip twice in Television Newsveel, and you don't need to stop in these two rooms!
  • Solution is Dilution sequence: if you don't need to wait for a cloud to pass to drop off a cavity, you just need to stand a bit to get farther away from it! It wins some seconds on the total time.
  • Everywhere: try to hold the flip button a bit of time before you touch the ground. Viridian will immediately flip when he/she touches the ground! Nice to win some sub-second improvements :) It also works with the start timer, and it helps especially in the beggining of the final level.

VVVVVV / To you, what is bad level design?
« on: June 15, 2012, 01:32:59 pm »
This topic is made for the people who want to begin making levels with the editor. It will tell them what they souldn't do in their own levels. If you find design flaws I didn't mention, please answer! ;)
So, here are the things I never like to see in a level:
  • Inegal difficulty. If your level isn't meant to be very hard, please don't put very hard things in! These include two tiles gaps with spikes on borders, timing puzzles with an extremely low margin of error, Veni-Vidi-Vici-likes... BUT you can make sub-levels of different difficulty: the best exemple is Dimension 333333: the introduction level is almost trivial, the green zone is as hard as the main game, the purple zone isn't easy, the red zone begins to be quite hard, the blue zone is very hard... And I ragequit a lot on the final zone.
  • Desynchronising rooms. I often see rooms where if you wait 30 seconds, the enemy/platform position makes you have to quit the room to be able to pass it. Believe me, I always hate to see these.
  • Leaving obvious glitches in your level. The most frequent exemple is one-way warp-lines: when you try to turn back, BOOM, Viridian is stuck in a wall or in outer space. :vitellary: There are also people who forget to remove important script boxes, which were only meant to be accessed by scripts...
  • Bad script knowledge. Terminals aren't meant to have Viridians's voice, are they? :D If you want to use script, try PJBottomz's scripting tutorial level: It doesn't talk about 2.1 features because it's quite old, but you'll have a good knowledge of everything you'll need for a while.
  • Making things you're the only one to know about: this one is probably the most frequent of these all. The level I played that exploited the most that was CCCCCCCCCC Retold: you could very often walk into a spike or fall off a platorm upon entering a room, especially in the final level. An other exemple is hiding spikes in disappearing platforms or behind the room name: when you make your level, you always know where these are, but players can't try to remember it.
I hope it helps! Thanks for reading  :viridian:

VVVVVV / VVVVVV OVER (Insert developers to continue)
« on: June 02, 2012, 05:39:31 pm »
Are Simon and Terry still working on VVVVVV updates? Terry seems more concentrated on Hexagon than on anything else... :victoria: I'm sure more people are waiting for VVVVVV updates than Hexagon updates!

VVVVVV / Cut centralisation
« on: April 01, 2012, 07:41:40 am »
Cuts are extremely frequent in VVVVVV levels! Some of these cuts use the level-breaking glitches I mentioned in this topic:
Now, I'm making a list of the cuts I know. You can help me answering me with other cuts you found: to signal me a cut, tell me:
  • the level where you found it;
  • the room where the cut starts (possibly with the part of the room you're in) and the room where it finishes (OR the skipped part)
  • how hard you think it's to execute (between very easy, easy, medium difficulty, hard or very hard);
  • if it lets you take all the trinkets, it only lets you take the crewmates or if it just goes to the level's last room;
  • and finally, how to make it.
Examples of cuts I found myself:
  • A New dimension: from "Believe in yourself" to "Outer Space".
    Easy. Forgoes trinkets.
    Step 1: rescue Violet and come back to the right part of the room
    Step 2: use the wrapline glitch to go back to a previous part of the level ("You can rush it or take it slow")
    Step 3: re-use the wrapline glitch with the medium part of the room, to go to the right and being flipped. You'll land in "Head fake".
    Step 4: go to "Minos made me my magnificent maze" and use the wrapline glitch to the right of the room. You'll land under "Chip of the old block".
    Step 5: travel through the empty space to the right to get to the "Outer Space" rooms, and it's done! ;)
  • DSS Ideal X, skipping the warpzone sub-level.
    Very easy. Skips trinkets.
    Once you have unlocked the access to the containment's first room, enter it, and activate the checkpoint. Exit the room and kill yourself. The containment wormhole is now active :P
  • DSS Ideal X, from "Security Grid" (broken version) to the ending of the level.
    Hard. Forgoes trinkets.
    Step 1: Go where Viridian is on the attached picture. (Yes, it's the hard part)
    Step 2: Go to the room on the right (which isn't "Reactor core" :o), and advance 2 more rooms to the right. You should land on the roof of a corridor of the intact ship.
    Step 3: Flip. You'll land under the teleporter room of the end of the level. Flip again and you have one chance out of two to enter the room ;)
  • Line wrap: from "Thinking outside the box" to "Binary system".
    Medium difficulty. Doesn't forget any trinket nor crewmate!
    Step 1: Once you've got the trinket, use the wrapline glitch to go to the empty space on the left.
    Step 2: You're now under the spiky pits of the beginning of the level. Flip and you will either fall down the empty space (what you want) or go up and die (stupid death :violet:)
    Step 3: I suppose you're falling. If you're not because you died, go back to step 1. Now, fall for two rooms then go right. And now, you're in "Binary system"! And I hope you could avoid the spikes in the middle of the room.
  • Line wrap: from "Thinking outside the box" to "Lower Level"
    Very hard. Doesn't forget any trinket nor crewmate!
    I don't know how to describe it; I'll someday post a map of the level with the route I followed. This cut requires MANY luck and a good memory of where you are. It makes you enter "Central processing unit" by its top!
  • CCCCCCCCCC Retold: from "Half Slalom" (level 2 part) to "Half slalom" (level 9 part).
    Very hard to do. Forgoes trinkets.
    Step 1: Activate the checkpoint and the terminal.
    Step 2: Go to "Overused gameplay mechanics". Don't activate the checkpoint.
    Step 3: Try to die at the exact moment you enter the scriptbox that is supposed to destroy the gravitylines. If it's done correctly, once you respawn in "Half Slalom", the gravitylines have vanished! :vermillion:
[li]Reactor Disaster: skipping all the trinkets.
Easy to do. Forgoes trinkets.
Step 1: Rescue the first four crewmates, and go back to "Powerful stuff".
Step 2: Without touching checkpoints, go to the terminal in "The things we die for", activate it andwhile the dialoglines set up, press R. And you'll respawn in front of a generator lacking gravlines.
That's all the cuts I know! I'll update this post when you'll give new cuts!

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