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Messages - avengah

#1
VVVVVV Help / Re: Variation Venture broken on Android?
January 08, 2020, 06:27:10 PM
The window for flipping after walking off an edge is much smaller. The 3DS version was the same, and as a result, this room was changed. However, they went back to the original version of the room on Android, so it's impossible.
#2
As it is, if you screw up, you have to quit and go through the menus again to have another go. Thanks!
#3
VVVVVV Help / Variation Venture broken on Android?
January 07, 2020, 12:59:08 AM
I can't beat the Optional Extra room. Is it even possible on the Android version? Thanks.
#4
VVVVVV / 3DS version Game Complete trophy won't unlock
February 07, 2018, 01:26:31 PM
This is a bug that seems to have been introduced with the latest update; the picture at the end of the game is different (more colours and detail) but the Game Complete trophy won't unlock, and neither will Flip Mode and the Final Level Time Trial. I even force-unlocked Flip Mode and completed that - it gave me the trophy for Flip Mode but not the main Game Complete trophy. However, on quitting and restarting the game, the Flip Mode trophy vanished! I assume it didn't save or something? I have yet to try again so can't comment further on that.

I know it's late but is there any chance of this being patched?

I'm actually trying to complete No-Death Mode to see if THAT unlocks the Game Complete trophy! I got as far as Timeslip on my best attempt, and I no longer fear the Gravitron, but it'll likely still take a while...

EDIT: I'm not the only one having this issue: https://www.reddit.com/r/VVVVVV/comments/5gizk6/3ds_how_do_i_unlock_flip_mode/

EDIT again: No Death Mode: If cutscenes are disabled, the wrong version of Predestined Fate plays during the final level.
#5
New post as it's been some time. I have an update. I just downloaded a few Virtual Console games from the eShop, and now the glitch has fixed itself again. It was still broken this morning. I haven't done anything else differently, and did the exact same things on starting the game up.

I have a feeling it's to do with the way the game accesses the SD card; no idea why though. It's a clear difference; the game seems to be running faster and the enemies in that room now overlap with Viridian before killing him - when it was glitchy, you'd die before the overlap and sometimes they wouldn't even be touching.

It's a shame there's no VVVVVV community on Miiverse or I'd show some screenshots. But the game definitely appears to be running faster.

Incidentally, while it was glitchy, I got 41:70 in the Super Gravitron after many hundreds of attempts (probably over 1000). Now maybe I'll get that minute trophy and maybe even get past the Gravitron in No Death Mode! Again, the hit detection seems more accurate and it's a bit faster; hopefully no more deaths due to not quite touching the squares.

EDIT: 263 deaths later, I now have 1:02:03. That's all the trophies except No Death, so it really did seem to make a difference! I want to quit and back up my save data but I worry about triggering the glitch again.

EDIT 2: It's glitched again and I haven't even quit the game. I left it in Sleep Mode for about half an hour. Maybe it's caused by 3DS background processes? I'm playing on a 3DS XL. I wonder if the New 3DS won't have this problem due to its better specs, but we won't know till it comes out.

EDIT 3: Just a minor addendum regarding the main game - when this glitch is in effect, it's impossible to get past Traffic Jam's Stop signs without waiting for the third one, but possible in a single cycle otherwise and on the PC. This will add a second or two to the Space Station 1 Time Trial. Thankfully I did decide to improve my times while it was working properly. (I've already got all V Ranks so I was just trying for time, disregarding trinkets.)

No idea if it's relevant for diagnostic purposes but I'm not using the 4GB SD card that came with the system; I'm using my own Class 10 32GB SD card.
#6
For a valid reason. I simply want to establish whether this level is possible on the 3DS. If anyone's got past that room, that means it's possible. I strongly suspect it's impossible on the 3DS though which is why I asked, and to bring it to the attention of the developers and level creator, hopefully. Thanks for staying the obvious by the way.

EDIT: Now this is weird. I just tried again and did it straight away. To confirm this wasn't just a fluke, I stayed the level again and did it several times IN A ROW. I'm not sure what was going on before but it seems like I'm moving faster now. So yes, it was indeed a glitch but it seems to have fixed itself. If I discover the cause, I'll post it here.

EDIT 2: Now it's happening again. I can't seem to fix it this time. I have no idea what I might have done differently. I even tried reinstalling it, backing up then deleting the save data etc. and nothing worked. If I discover the fix or the cause I'll post it here. This is frustrating!

EDIT 3: I've decided to compare the PC version with the 3DS version and I can confirm that the glitch is to do with the hitbox of either Viridian or the enemies. If you stand under an enemy as it comes down, there's a clear difference and there's a slight overlap on the PC version before you die - but the 3DS version kills you slightly sooner, making the room impossible, if the glitch kicks in (which seems to be most of the time for me).
#7
Sorry for the bump but I'm having problems with this level on the 3DS version. Specifically, the room "All Alike".

Is this room even possible on the 3DS version? I'm pretty sure I completed it on the PC, but the middle pair of enemies on the bottom row seems completely impassable on this version - not once in hundreds of attempts have I got past these two enemies. I even tried in Flip Mode but did even worse. Is the collision detection different on the 3DS?
#8
VVVVVV Help / Re: Internal commands
December 10, 2012, 04:23:15 PM
Well, it works as a simplified command, I never knew you could put squeak(cry)! I bet numerical arguments for say, happy, sad and squeak etc. are converted internally to colours too, even though technically the numerical arguments are the briefest since they use fewer characters.

Now, I wonder if happy(all) and sad(all) is converted differently depending on how many crew members are on screen / in the level and which colours they are... does anyone know how they are converted? Thanks, this is quite interesting.

EDIT: I tried it, and it seems the parser takes the happy(all) command and does something different with it, so you can't use this method to test it. Everyone became happy and I just got a text box containing the usual rubbish no matter what value I used for N. Unless I'm doing something wrong?
#9
VVVVVV Help / Re: Internal commands
December 10, 2012, 01:56:36 PM
Really? That's the internal version of squeak(sad)? Seems a bit strange. I thought it would be converted to a playef command or something.
#10
VVVVVV Help / Re: Internal commands
December 09, 2012, 06:20:28 PM
I see... what about squeak(sad)?
#11
VVVVVV Help / Re: Internal commands
December 09, 2012, 04:57:54 PM
I was replying to FIQ's post above about translating simplified scripting into internal scripting.
#12
VVVVVV Help / Re: Internal commands
December 09, 2012, 03:30:35 PM
Are you absolutely sure about the squeak command? Try testing it with colours/crewmates and sad. See what happens then.

Accepted arguments are 1-6, colours, crewmate names, player, sad, on, off.
#13
FIQ: Are you saying you can't replicate Teleporter Divot? I thought you did it just fine in Welcome Aboard and Parabolica. What's wrong with using Direct Mode to add those background tiles? They might not be identical but it's better than nothing (which is how it is at the moment).
#14
VVVVVV Tech Support / Re: Annoying bug!
December 06, 2012, 03:29:12 AM
It's the conveyor in the top left corner. I don't know why, it just is. I tried removing random things, and I started with the corners. So for some reason, it's disabling the spikes in the room. Also, don't use a moving platform in the top left corner either; it both disables the spikes and moves right a few squares instantly! They're the only two things I found that disable spikes, though - you'll probably have to change it so the top left tile is a wall tile or something.
#15
VVVVVV Tech Support / Re: Beta patch 2.1 Final
December 06, 2012, 03:13:49 AM
I think some of you have missed the point, I'm afraid. We were talking about the fact that there is, in fact, a version which isn't even available on this forum that is more stable than the 2.1 currently available. As has been stated before, some of the bugs listed as fixed in 2.1 are not actually fixed in 2.1; apparently, they are fixed in a later version that Terry or Simoroth has, but for some reason hasn't made public.

What we've been asking for is for this LATER version to become public (i.e. be linked to on here or something). I'm sure that would fix a lot of problems people have been having.

Remind me why people still bother with Macs when they're far less compatible? The same applies to Linux. It might be a better OS, but if it's incompatible with so much software then it doesn't matter.