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VVVVVV Levels / I'm quitting.
« on: November 09, 2020, 07:44:31 am »
Sorry for the necrobump. Allow me to be inconsiderate one last time by putting a personal rant here.

From when I was young, level editors in any game have always fascinated me. I would spend days without sleep to make a level and have quickly become my major source of enjoyment in gaming. This is also the case for VVVVVV and I was quite prolific back then. I used to think I was passionate about making levels. But when I'm trying to connect the dots, I remembered how disproportionately depressed when I saw few mildly negative comments or just a lack of feedback in general. I now realised that I was only selfishly making levels to seek personal enjoyment and positive feedback, without realising that a lot of the praises are just a byproduct of courtesy. It's extremely barbarous of me to make levels for personal deeds, while others had to endure my outrageously bad levels, as if I were having fun from torturing others.

I didn't know how incompetent I am so I often expected too much from my levels, without being responsible for others by actually creating something adequate. This is now externally confirmed today by ranking the last place in a level-making contest in an active community even with 3/4 of the competitors dropping out and me pouring all my time, effort, soul and sanity into my submission, to a point that I became irritable during the process. I'm now utterly convinced that I wasn't just being insecure when I considered myself lacking the creative talent and updated mindsets in making levels. I'm indeed one of the worst level makers in VVVVVV. Even months of effort wouldn't let me create anything better than a heavily rushed/incomplete project made by more capable and talented hands.

I've removed all my levels from here. Their lack of custom assets alone prohibits them from being a relevant custom level these days, let alone a half-decent one. More importantly, the majority of them are so badly designed that even a detox wouldn't save them. The fact that I'm typing so many words in a formal way without extensive usage of abbreviations consistently brought shame to the VVVVVV community. The writing of this passage, like my levels and messages on social media and forums, is atrocious, incoherent, disorganised, oddly paced and irrational. Writing has always been my weakness and my recent experience of embracing it only reminded me how terrible I am at it, there's no way of fixing and I would have to live with the ramifications of bad communication.

I'm a menace to the VVVVVV community and have a lot of potential to threaten other communities. I should be legally barred from any form of creative activities and just be a robot instead. Actually, that may be too good for me, because even a robot would know that the word "triggered/triggering" is offensive, derogatory and discriminating, especially in a joking sense, and wouldn't use it so inappropriately that it may have indirectly led to others' suicide or other unpleasant events. The only saving grace is that the word "triggered/triggering" is now a traumatic experience to me and hopefully I can be diagnosed with the well-deserved PTSD soon.

By now, I probably sound overly ranty, salty and depressed. Unfortunately, this depression and insecurity has been in my blood for years - Serotonin and other medications can only help so much - and the revelation of the truth is frankly horrifying and paralysing. It's almost like a death sentence to me. I sincerely apologise for my over-reaction, tangled emotions, the inappropriate use of hyperbole and the conspicuous lack of sensitivity.

I'm quitting.

VVVVVV Levels / Simulation v1.01
« on: January 27, 2020, 07:46:55 am »
Vitellary makes a simulation for adventure-seeking Viridian! Nothing wrong should happen, right?

* This level does not use custom assets. The use of internal scripting is exclusive to cutscenes.
* This level is released during VVVVVV's 10th birthday eVVVVVVent although its development started before the event.
* Staying in rooms with warping platforms for a prolonged period of time can cause crashing. Unfortunately, this is unpreventable.

Version History
* Fix a bug regarding

v1.0 (21 downloads)
* Initial Release

EDIT: I'm removing all my levels after receiving confirmation that I'm a poor level maker. Thanks to Balneor's assistance in playtesting this is the most playable level among mine. Terry never made the round-up post though so all the effort felt like a waste. If you really want to go through the level, you can try to dig it out.

VVVVVV Levels / Speed Level - A level I made in 4 hours
« on: July 08, 2017, 12:25:33 pm »
It has been almost three years since I stop making levels.
I felt bored today and decided to make a level in 4 hours.
I think most rooms are not too difficult but the later rooms are quite challenging.


My other levels:
Maths Zone:
Touhou x VVVVVV: Dimension Gensokyo -
Difficulty Spike -
Fragments -
Stairs -
If you are interested, you can try these too. :)

Although this seems a short time, I have tried my best to avoid bugs or bad level design.
That said, please give me some suggestions and point out bugs in case you face any. ;)

EDIT: I'm removing all my levels after receiving confirmation that I'm a poor level maker. If you really want to go through such a mess, I still have them backed up and I would reply to you maybe 20 years later.

VVVVVV Levels / Re: Complex Conveyors
« on: September 16, 2014, 05:12:11 am »
I had a similar level before, but it wasn't as good as yours  ;)
That said I think you should be aware of the issue below:
Code: [Select]
- represents border.
| separates two rooms.
x represents empty space.
^ represents spike.

When one walks to right from A or walks to left from B, they will get killed abruptly. It may not be too apparent that one should go from A to B.

Whether someone likes Kaizo or not doesn't make this level a good one. The difficulty is ridiculous. I don't think demanding repetitive actions like this is a good one to introduce difficulty to a level.

No one is giving an actual comment to my level other than "Amazing"  :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'(
I really like this level. I am stuck on the room where it has green enemys that 2 go down and the middle row go's up and there is an indent in the middle.
I just checked the room and apparently the enemies desynced slightly. As time goes on, it makes the room very difficult to beat.
Use the new v1.1a attached in OP to fix this problem.
Also this makes me feel sad as I thought I could release a level with no glitches, but I failed to do so  :victoria: :victoria: :victoria: :victoria:

No one is giving an actual comment to my level other than "Amazing"  :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'(

VVVVVV Levels / Re: Roomnames Help
« on: August 22, 2014, 01:44:11 pm »
I don't understand the Half Life 3.
The use of numerous scripts with delays means that you have to wait forever just to pass the room. People have been waiting for Halt-Life 3 for such a long time that it feels like eternity.

VVVVVV Levels / Re: Maths Zone v1.1 (My last level?)
« on: August 10, 2014, 07:56:03 am »
I updated the level to v1.1 so that you won't get stuck in the room Union.

VVVVVV Levels / Re: Maths Zone v1.0 (My last level?)
« on: August 04, 2014, 05:11:29 pm »
This isn't his very last level; he's merely going to be busy for a while.
Yeah that's what I meant.
Stating this because I want to BUMP this thread.

VVVVVV Levels / Re: Death Dungeon
« on: August 02, 2014, 06:08:47 pm »
Not a very difficult level.
You should have avoided single-tiled wall.
Other than this, it's OK for having no glaring bugs.

May I present you my latest level - Maths zone!! (Hooray!)

Theme: Mathematics
Design: One single zone, solely gameplay i.e. no story, minimal internal scripting
Trinkets: 12 (in 40 rooms!!)
Crewmate: :vermillion:
Difficulty: Fairly challenging


Fancy screenshots:

I will be fairly busy in life soon, so this will be my last level for the time being.
Please give me some suggestions and point out bugs in case you face any. ;)

The original version has 20 downloads before removing.
v1.1 has 13 downloads before removing.

EDIT: I'm removing all my levels after receiving confirmation that I'm a poor level maker. It's probably my strongest level before "retirement" but its difficulty needs a lot more finetuning. If you really want to go through such a mess, I still have them backed up and I would reply to you maybe 20 years later.

VVVVVV Help / Re: A Poll For The Best VVVVVV Level!
« on: July 30, 2014, 03:55:36 am »
I voted for the two ones that uses internal scripting: Back to VVVVVV and Polar Continued.
I wish I could choose tOLP though.

VVVVVV Levels / Re: test #1
« on: July 17, 2014, 09:47:05 am »
Those vertical channels are hard! I think this level has the right amount of difficulty.
However, you probably should use obstacles other than spikes and enemies more.

VVVVVV Help / Re: How to make GOOD levels
« on: July 14, 2014, 04:04:32 pm »
Your "Do":
1. Disagreed. There are many good 5x1 levels, especially if they are meant to only present a concept. In fact, it is not a good idea to force yourself making a long level since after some time, you would use up all creativity and inspiration and the product became not as good.
2. It depends. The more important thing is that the designer polished the level.
4. Agreed, but it's probably not the concern as player levels tend to be too hard rather than too easy.

I'll add a few points for "Do".
1. Attempt all rooms to ensure that they can be beaten consistently.
2. Give your level a title rather than "Untitled Level".
3. Implement a variety of challenges making use of different entities in the game, unless your level focuses on a particular concept.
4. Try your best to design creative challenges.
5. Add a version number to the level. Change it when you have implemented updates to it.

Your "Don't":
1. Yes.
2. Probably yes, especially if you consider the gameplay and design of the level more important.
3. Not really, because there's little indication of who first invented various mechanics. I don't mean everyone should be a blatant copycat, but sometimes the same mechanism can be implemented in a different way. The mechanics invented by others could be an inspiration of new ideas.
4. Yes.

My "Don't":
1. Boost the game's difficulty by demanding the player to be pixel-perfect or artificial limitations like checkpoint starvation.
2. Gravitrons.
3. Rely on an in-game glitch (except internal scripting) to pass a challenge.
4. Single-tiled wall (without Direct Mode), inconsistent wall etc.
5. Repeating script, long delay.
6. Many identical empty rooms as "overworld" (Add something to it to make the experience more interesting!)
7. Name your level Dimension *insert random name* or any letter repeated 6 times (I did it once though.)
8. Add random, uninspired challenges because you are few rooms away from completion.

I could think of much more, but I don't want to type them all now  ;)

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