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Messages - Arthur

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VVVVVV Tech Support / Re: Beta patch 2.1 Final
« on: July 29, 2012, 09:37:19 am »
No, I don't think you can make attachments to a PM. :( But I'm not sure...

VVVVVV Tech Support / Re: Beta patch 2.1 Final
« on: July 28, 2012, 03:14:07 pm »
And I wasted $5.00 just to see this... :victoria:
You're lucky, I've kept on my PC the 2.0 installer ;) I could send it if I had a way to keep it away from other people...

VVVVVV Levels / Re: The Wide Adventure
« on: July 27, 2012, 09:08:24 am »
This level looks more like a copy of concepts from other levels, with esthetical changes than an original level.The beginning reminds me Quantum Tunnel (awesome level) with the empty path to the left, the VERY EASY-EASY-NORMAL-HARD sequence is probably inspired by Deja Verdigris, You just broke the line (or whatever it's called) looks like The Solution is Dilution from the main game, V-Video is also seen in Soul Searching... And you say "Idea given by : nobody" at the end of the level?!

VVVVVV / Re: I've been gone for a year. Did I miss anything?
« on: July 27, 2012, 08:11:26 am »
2.1.2 prerelease patch?
It adds a few commands to the scripting.
And a "direct mode" which makes you can choose freely the look of every tile in your level.

That's nice to see you're back, because you made nice levels reviews on the forum  :viridian: Welcome back!

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 Tech Support / Re: invincibility is automatic...
« on: July 20, 2012, 08:16:35 am »
I also got the same problem once. It just happens when you quit VVVVVV without using QUIT in the main menu, and it was booted with inv. on. Never touch that red button...

Weird thing nobody yet talked about minimal-flip run :D Just a question, Terry: do inversion plane bounces count as flips in the flip stat?

(And is the Laboratory Mastered trophy supposed to be sad? Because I've just claimed it (the timer wasn't a problem AT ALL), and it is sad. ???)

VVVVVV Tech Support / Re: Direct Mode Help?
« on: July 09, 2012, 05:33:03 pm »
There's one dangerous thing about direct mode: clicking while holding CTRL will make VVVVVV thinks you are holding down the right mouse button... Until you leave it! It will cause a lot of damage to your level, of course, so be very careful!

VVVVVV / Re: To you, what is bad level design?
« on: June 16, 2012, 10:06:18 am »
I totally agree with you two, but the single tiles aren't bad level design, even if these are VERY annoying...
I forgot to tell about the things only the level's maker should know. I'm adding them to the first post right now!

VVVVVV / Re: Level editor suggestions
« on: June 15, 2012, 01:34:50 pm »
Maybe being able to use "passive" scripts, which would allow to use dialogue boxes without stopping Viridian, like in Comms Relay?

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:

I tried to download Warped, but I got a 404 error...

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 / Re: Level editor suggestions
« on: June 02, 2012, 05:34:20 pm »
What about making different types of levels ("normal" levels, time trial levels, polar levels who can only be accessed by warps in levels by the same author...)

music(0a): level complete.
music(5a): radio.
music(7a): game complete. (not sure of these two)
Other musics: music(their number in the "change music" menu).
Crewmate sound: squeak(crewname).
Did you want anything else?

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