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Messages - Balneor

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VVVVVV Levels / Re: yooooo the 4th level in the series
« on: November 14, 2021, 01:36:06 pm »
Holy fuck this level is not for the faint of heart.
Lots of very frustrating and annoying sections, some actually pretty damn hard...
And some of these... are... :vermillion: quite ballsy :vermillion:

I also softlocked myself with the token by getting stuck inside the wall at (2,10), literally at the end, I had no choices left but to edit and carve the wall out to proceed. The script at (6,10) should have been pushed one tile away from where we enter so this doesn't happen.

Anyways, this was a one hell of a journey. Not so good to play but who minds really, it has tried lots of things at least

Everything else / Re: hi
« on: November 14, 2021, 12:46:32 pm »
Welcome  :viridian:

What brings you here ?

VVVVVV Levels / Re: vvvvvv 2.0 (third level in series)
« on: November 07, 2021, 08:20:18 pm »
What's the two first ones already ?

But holy hell you were productive back then

VVVVVV Levels / Re: sequel to 8V (much better)
« on: November 07, 2021, 04:02:36 pm »
It's definitely at least up there with 8V in terms of creation height imo.

I wouldn't say 8V didn't have good direct mode aesthetics, but the gameplay sure was improved upon a lot, even if it's not always a walk in the park to beat.

Anyways, cool

VVVVVV Levels / Re: 8V bug fix
« on: November 07, 2021, 03:41:57 pm »
The scripting is good, however from the looks of it, it's still impossible to beat.

Once you take the token, the room will refresh and the line will appear again.

Even if you try and get around this by activating the terminal and flipping to reach the token at the same time, you'll teleport into unavoidable spikes

I can only redirect you to the reliable one-way tiles solution   

(now should be good)

VVVVVV Levels / Re: another level i made in 2018 or smth
« on: November 07, 2021, 03:36:52 pm »
I was gonna say it was too bad the beginning trinket was blocked off... then I looked at the editor 

pesky warp lines trolls

Small maze-like level, needs a couple playthroughs to explore everything but it's short and not too painful so it's fine

VVVVVV Levels / Re: bad level i made
« on: November 07, 2021, 02:28:31 pm »
Wow, this might be the earliest recorded custom to intentionally use this "trick". Smart

VVVVVV Levels / Re: um hi idk if anyone remembers me (nPOW11)
« on: November 06, 2021, 05:41:42 pm »
Hey ! I don't think we've ever met in person since I joined only in 2018, but I definitely recognise the username.
...not sure what for, actually. I've sure played your levels before, but that doesn't seem to be reason enough for the recall. Well whatevs. A new time is to come. As foretold by your father, a couple years have passed and you've matured enough to give another shot at the forum!

Most of the VVVVVV activity nowadays is happening in the Discord server, although this place is still useful for many aspects. You might want to check it out at some point, it's pretty lively and chill. V6 as a whole has had a rise in activity in recent times, idk if you catch up with the news. It has never been further from a dead game than now.

SOO about the level... about time someone played it, really. Still can't believe I was the only downloader for it in three entire days. just what. If that isn't a lowest for distractionware...

OH BOY ! This feels very much like the kind of custom that would come out during some of the older level-making eras. A nice, mindless throwback to the past right here. These kinds of levels aren't common sights anymore, so seeing an ancient custom one that's as big and well-preserved a yours here is a miracle. Thanks for the contribution.

So, the level contents now.
Well, I have to say, even despite the myriad of little issues, I think it was pretty refreshing and fun to run through for the most part. 

Sadly... it's impossible to beat.
Yea, such a relic of a level, that's as large as this, standing as unbeatable or incomplete, even many years later... kinda has an otherworldly feeling to it, won't anyone think ?

The end terminal that prompts you about whether you got 20 trinkets or not is incorrectly programmed. "iftrinkets(19)" was put *before* "iftrinkets(20)", meaning the latter will never be read ever :victoria:
Not like it would have changed much, anyways. Its intent is to deactivate a key gravity line (preventing the way to the last crewmate) in a separated part of the room. You have to walk back to there... but that's also strictly impossible, as you are permanently locked within a 6-room long corridor with no teleporters out. Something that could easily be fixed by using the one-way tiles to the right of the terminal, since it leads to the gravity line in question.
Oh, you can also go there straight ahead with only 19 trinkets and softlock yourself. I know it cause I did it, ha. Missed the last one cause there was this branching path and I took one of the path and followed it fully. The overall layout and timing of it made me think like there was gonna be an equal amount of stuff on both sides.

Some of the other issues, quite common of this era :
- Room name covering the bottom line of blocks, of which you will very frequently walk across. Generally pretty fine here, thankfully... except you may or may not miss a trinket over it :)
- Spikes or no ground right after a room transition killing Viridian instantly and effortlessly
- Some room having bad enemy/platform cycles requiring you to wait a lot more than normal
- You kinda have to guess you need all 19 trinkets to unlock the gate for the final area. If you don't too bad for ya

But that's still overall not too game-changing. There's a LOT worse than this and I wouldn't mind playing it again for the speedrun tbh. You can make do with the jankiness. And it's all for fun and laughs anyways.

So well, thank you for thinking about the place and coming back all these years later saying us hello, even just for this moment. It was a pleasure.
You can go ahead and post your other levels if you want, always interesting to see no matter how good or bad :viridian:

Everything else / Re: Flux3on Introduction Thread!
« on: October 29, 2021, 05:28:18 pm »
Welcome ! :viridian:

Oh man, well looking forward to those ideas !

VVVVVV Levels / Re: glory glory
« on: October 09, 2021, 10:49:43 pm »
Cool level indeed ! It definitely has character of its own. And the overall level layout is interesting as well.
The "music" is honestly not bad for what it is. Definitely works out

Biggest gripe I had though was with the gameplay. Main culprit : severe lack of checkpoints in most of the overworld.
There are only like 4 c-spots in that area, and given you generally have to backtrack through several screens before getting to another checkpoint or anywhere else, this had me being frustrated.
And it isn't made easier with the entire level being a maze of some sort, and not stranger to death-based exploration.
I was shocked for instance that you had to walk through at least 7 screens of nothing off the c-point in (1,3), just to reach a slightly tricky part (6,2), then another one immediately after (6,3). That's just unreal. And that was the closest checkpoint, which I didn't know about before getting the trinket...

If that could be fixed, by at least putting one checkpoint in those room pockets that have none (1,2), (6,3), (6,5)... I'm sure the level would become a lot more bearable, in a welcoming way.

Still though, pretty impressive level overall  :viridian: Was certainly glad to be able to play it, and enjoying a slight trip to the past along the way.

VVVVVV Levels / Re: Upcoming Level: "+"
« on: December 21, 2020, 08:00:45 pm »
Welcome back.

This all looks really pretty and engaging.

This kind of thread was frowned upon in the past, at least by some people. I'm not sure how it is today. Probably died down due to the forum's severe inactivity.

« on: July 18, 2020, 09:59:14 pm »
The cutscenes take a bit too long to get through (mostly due to all these delay commands). At the top left of 4,2 you have to stay on the gravity lines for a short while, otherwise you can't pass through the thing in one go. The challenge found in 1,2 isn't tremendously exiting, this goes as well as the troll tokens.
Add "in my opinion" for all of these.
But in general this is fine. It's not hard enough to be unplayable or unbearable.

VVVVVV Levels / Re: My first level: Mini-Adventure
« on: July 10, 2020, 08:04:59 pm »
Welcome :viridian:
This level looks alright for a first level, it's very playable. I definitely didn't expect such an ending, though...  :o
Looking forward to the next one.

VVVVVV Levels / Re: Dimension MAZZES (Updated! v1.2)
« on: May 24, 2020, 08:22:48 pm »
Thanks  :viridian:

For 1(2), now that I do it again it doesn't seem to be clipping through the ground at all. It only, sometimes, puts Viridian upside down right after teleporting to the room when he shouldn't be. Which is an eye catcher, but honestly forgettable. However the one in the room (7,12) & (7,13) still stands (mistakenly said a token instead of sayin the second leftmost gotoroom terminal).

Fine for the other points.

VVVVVV Levels / Re: Dimension MAZZES (Updated! v1.1)
« on: May 22, 2020, 08:17:36 pm »
I beat it. Here are a couple issues I found during its playthrough :

In the last level of the maze section, I didn't understand that we were supposed to get all three keys in a row without dying, and felt mildly annoyed after being turned down by the gate terminal. At least warn us about it in the beginning one.
, and :
1st image, you can sorta clip through the ground when coming from above. 2nd image, same issue when getting here through the warp token. 3rd image, same issue when using the second warp token to the left.

About this room, there is an issue where Vitellary can spawn more than one time, simply because there are three scripts doing just that in this room. You actually avoided doing that mistake with Verdigris in the room above. Just do the same here.


1st and 2nd : missing backing tiles, respectively in the top left /top right corner. 3rd : there seems to be a random backing at the top right. 4th : around top left, maybe not a random single tile block, but doesn't fit with the aesthetics of this room. Can probably easily be made into a 4x4 size block without visual issues. 5th : random block Viridian is standing on.

It's a kinda unsolvable issue, but in two different places designed with gotoroom commands (terminal section and room "metallic bond") one can easily teleport inside walls. Disregard this I guess.

If you don't move right at full speed here, Viridian will get stuck on the floor for some random obscure mechanics. Doesn't happend with the upside down ones. Don't know how to fix it, might just leave it as it unfortunately.

I had to watch your playthrough for the last question of the quizz.

Finally, I actually didn't beat the level because of accidentally not saving the first crewmate before being teleported to the end.

Done. Smooth experience, close to nothing wrong it, despite everything above. Some of the level design (both section and room structure wise) was pretty neat as well. Do recommend.

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