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Messages - Dav999

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1
VVVVVV Levels / Re: Simulation v1.01
« on: November 09, 2020, 08:31:53 pm »
I think I speak for all the judges that we regret you feel about it this way. Your level was still really good, it's just that everyone (who submitted) made a good level! You're not last in the "likeability" scores, and I personally put you at a shared second place overall, and, along with another judge, third place for likeability. One other judge put you second place on likeability. What got you below the second last level overall was mostly the phrase implementation thing specific to this contest, but that doesn't say anything about the quality of your level itself.

Only 5 out of 21 people submitted, but that is a double-edged sword. If less people submit, your chances are higher to end up among the top 3, but at the same time, if more people had submitted, there would surely also be more rushed and unfinished levels, more unsophisticated levels and worse levels in general that rank lower even if they had custom assets and music. There were a lot of unfinished (and behind-on-schedule) levels in progress, but many people dropped out because they couldn't get them finished.

Don't worry too much about the "triggering" thing either. It's easy for people to not be aware of what words that the one person uses without second thought are offensive to others (especially for people with different native languages or from different cultures). It was a one-time thing, you legitimately didn't know and you already apologized for it.

Lastly, we do still appreciate levels without custom assets, we do still have a nostalgia for "the old days" where most levels were pretty small, had low standards and didn't dream of requiring the player to change out graphics, let alone music. It's also why VVVVVV-CE development has stalled and why that project has basically already faded into irrelevance before even a single "big" level was made with it - many people don't like the idea of everything being possible without limitations and think that it would take the fun out of making levels if VVVVVV-CE is just a general game engine.

2
Everything else / Re: Forum thread posting issue?
« on: November 09, 2020, 02:39:06 pm »
Try removing all non-ASCII characters from your post, that's broken on this forum right now. It's probably the bullet point. It might also be that apostrophes or quotes were automatically changed into curly ones.

3
VVVVVV Help / Re: Not working on MacOS High Sierra?
« on: September 07, 2020, 08:41:02 pm »
I would personally just get my hands on 2.2 or 2.3. From 2.0 onward (released in 2011) VVVVVV hasn't relied on Adobe Flash and has a level editor, for which people are still creating levels. As far as I'm aware, the Mac App Store is basically the only place on desktop where the 1.2 version is still offered.

One note though, the latest officially released version is 2.2, Terry would probably give you access to that given you bought the App Store version. 2.3 is expected to come out in a couple of weeks. The source code was (officially) made public at the start of this year though, and anyone with a little bit of know-how can create an executable of the current development version at any time.

For completeness, there's also a completely free version of 2.2 which only has the level editor and not the main game. If you're interested in a state of the art 2.3, you'd need the graphics and music assets from that version (or from a full 2.2) in order to get it working, since the assets aren't allowed to be freely distributed. But that process is pretty simple.

4
VVVVVV Help / Re: Not working on MacOS High Sierra?
« on: September 05, 2020, 11:23:12 pm »
the last 2.2 build of the game was in 2016, which is a long time ago
I can't really tell from the online App Store page, but it might be that the App Store version is still 1.2? I know 2.0 wasn't accepted by Apple because the level editor didn't allow the user to choose where to save levels or something, I don't know if that was ever actually resolved.

5
VVVVVV Levels / Re: VVVVVVVV: The VVVVVV Prototype (Recreation)
« on: August 04, 2020, 12:31:09 pm »
this isnt for vce its for vanilla

then why did you make it look like it was for vce?
What made you think it was?

6
Everything else / Re: Bizarre forum glitch!
« on: July 28, 2020, 02:42:41 pm »
It's probably special "fancy" apostrophes/quotes (are you on Mac/iOS and is it automatically changing apostrophes and quotes as you type? This also alledgedly happens to people copy-pasting from Word), emoji, or accented characters. The forum needs to be switched to UTF-8 mode, that will probably resolve this.

7
VVVVVV / Re: Make Me a DSS Souleye (Ver. 1.5) - a VED plugin
« on: July 04, 2020, 12:39:30 am »
The rotateroom180 function now looks like function rotateroom180(rx, ry, altst, undoing), so that's why it can't find it, and it would need to be changed two times in sourceedits.lua. (Though a hook would've probably been a bit better to add these functions instead of a find and replace.)

8
Everything else / Re: I'm being hacked on Discord
« on: June 26, 2020, 09:49:49 pm »
If the hacker was not so thorough they might have not changed your email address, so you could just request a password reset and take it back.

Otherwise, maybe Discord support could help in some way?

9
VVVVVV Help / Re: basic editor help
« on: June 04, 2020, 09:27:38 pm »
Crewmates cannot be placed upside down in the editor, unfortunately. There is a possibility to spawn flipped crewmates with internal scripting, but it's not really obvious (though explainable).

10
The only special thing about scripts that are called with commands like iftrinkets or ifflag is that the last line is executed at the start of the script as an internal command. So, if you call a secondary script, and the last line is an iftrinkets for example, first thing it will do is run the internal form of iftrinkets, which calls a script from the main game. Chances are it will jump to a non-existent main-game script.

11
VVVVVV / Re: createentity() parameters
« on: May 08, 2020, 08:07:12 pm »
The parameters are x,y,n,meta1,meta2. x and y are in pixels, n is the entity type. A list of entity types can be found in various places (here, here, and the help in Ved). meta1 and meta2 depend on the entity, if not used, just set them to 0.

For example, createentity(8,8,3,0,0) creates a disappearing platform at 1 tile from the top left corner.

12
VVVVVV / Re: Quick couple questions (Spoylers)
« on: March 19, 2020, 12:38:33 am »
Again? https://distractionware.com/forum/index.php?topic=49.msg438#msg438

If a spambot is going to do the copy-paste-old-post-then-edit-in-links shtick two times, you'd think they'd at least pick a different topic to copy from the second time...

13
VVVVVV Help / Re: iftrinkets won't call script?
« on: December 30, 2019, 04:42:28 pm »
Make sure the script name doesn't have any capital letters, and besides, no spaces. Behind the scenes, script lines are lowercased and have spaces removed (except for lines of dialogue), so iftrinkets(6,BadEnd) is changed to iftrinkets(6,badend) and it'll target badend, not BadEnd.

14
VVVVVV / Re: Discord
« on: December 29, 2019, 10:59:38 pm »
pick the first two letters, then search on a qwerty keyboard the letter in between those two. repeat this until the code is done.
theres no way we're filling up this topic with this too.
To be fair, this message came at the start of all of it. (Because of that message, I didn't have to figure out myself what any of the gibberish on Discord meant). I believe he has stopped already.

15
VVVVVV Help / Re: VED - The External VVVVVV Level Editor!
« on: November 03, 2019, 12:24:21 pm »
Well, allowing values outside the range 0-8 was deliberate, it's still limited to 0-8 if you use the regular increment/decrement buttons. The level creator should test whether their chosen speed looks good either way, so this doesn't seem too much of a problem.

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