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Messages - Hennal

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1
  • A weird box-shaped checkpoint, achieved by setting an entity to t="10" p="5", as seen in crazyal02's "Dimension SIMPLE" (http://distractionware.com/forum/index.php?topic=1875.0).  This one's complicated: it turns out that the direction in which it spawns :viridian: is determined by the previous normal checkpoint the player touched.  Therefore, starting at a box checkpoint, when using the editor, crashes the game, as does saving and reloading at one.  Use with caution.
can you elaborate on this? this level's gimmick is having to die to advance the level. at two points there's a box-shaped checkpoint where you have to die to spawn way underneath it, but you can just saveload there instead and it doesn't crash the game.

nice 3 year bump

also its probably because 2.2 but i cant elaborate on that

2
VVVVVV Help / Re: Questions about teleporters and activity zones
« on: May 01, 2018, 07:24:02 pm »
On the topic of teleporters, I was also wondering if there is a way to get teleporters into the state when you touch them normally, somewhere between "activateteleporter()" and "activeteleporter()" states. Potentially a gamestate?

so about this, i managed to actually do this and not break your save data, but it might be a bit of a stretch and difficult to use practically. a demo level of how i did it is below.

it does indeed involve gamestates to make this work. 4012, 4022, 4032, 4042 are the most effective and practical to work around with what ive tested. no delays, sound effects or any irrelevant things apart from the annoying movement 
i dont know how this will be used by people, if at all, so i decided to make this post only a reply

fiq probably already knows this

EDIT 2019/11/09: Yeah this still breaks your saves. Can't believe I didn't realise at the time, but whatever. 'Ally' on the discord found a workaround. You can set the "touch" script to be:
Code: [Select]
activateteleporter()
activeteleporter()
and the teleporter will be white like it is when you normally touch it. However, the wrong animation will still play, but it doesn't matter that much. Then, you can simply use the custom activity zone trick to make a "use" script and have it teleport. No map select screen though. This is probably the closest you can get to making a working round teleporter in VVVVVV. Hopefully this will be of use to whoever comes across this post in the future.

3
VVVVVV Help / Questions about teleporters and activity zones
« on: April 29, 2018, 09:14:18 pm »
When you activate a teleporter in the main game, there is a small text box that appears at the top saying "Game saved" that disappears after a short time.
I was curious if there was a way to replicate a similar situation, where you can create a text box to appear that disappears after 'x' ticks that still allows Viridian to move freely.

On the topic of teleporters, I was also wondering if there is a way to get teleporters into the state when you touch them normally, somewhere between "activateteleporter()" and "activeteleporter()" states. Potentially a gamestate?

And finally, similar to my first question, is there a way to create custom activity zones?

4
pretty gud level mate

( ͡° ͜ʖ ͡°)

5
VVVVVV Help / Re: New Users?
« on: April 01, 2016, 06:59:58 pm »
oh my god the tolp/dware community nowadays is just argument after argument
i can really spot the differences between 2013 and 2016

6
VVVVVV Levels / Re: Level Bundle
« on: March 09, 2016, 09:27:38 pm »
he probably is.

7
VVVVVV Levels / Re: Which Internal Scripting Level Is The Best?
« on: August 27, 2014, 02:11:53 pm »
All my levels are on there  ;D
Oh, and I voted for Back to VVVVVV

8
VVVVVV Levels / Re: Roomnames Help
« on: August 18, 2014, 08:47:47 pm »
Viridian Luvs Spikes: really really hard room with loads of spikes.
You're Lonely: empty room (requires "So Have A Friend Or Two" after)
So Have A Friend Or Two: room with loads of enemies (requires "You're Lonely" before)
Seriously Spikey Showers: upwards-falling-spike-dodging-room-thing
Half-Life 3: room with delay(1000) everywhere

9
tip: look up

10
VVVVVV Help / Re: Internal scripting help thread
« on: August 02, 2014, 04:14:03 pm »
I believe you can make them follow automatically by using createentity(x, y, 24, m1, m2) (I don't remember).

11
VVVVVV Help / Re: HAS ANYONE ELSE DISCOVERED THIS??
« on: August 02, 2014, 04:12:01 pm »
THAT'S MY LEVEL (Dimension 555555)

12
VVVVVV Levels / Re: Sequel to Mission Polar!
« on: July 29, 2014, 08:52:14 pm »
Some of us might know that you are also woliken if they read the Distractionware wiki
That's how I found out. (And as well as some posts underneath the endless masses of topics)

13
VVVVVV Help / Re: createentity crewmate colours!
« on: July 28, 2014, 07:04:10 pm »
I'm pretty sure that's correct.  :)

14
in gotoposition(x,y,z),
there are coordinates. how do you know EXACTLY Where they are?? ??? :o
HOW??

Sorry for Caps in  EXACTLY & HOW??...


This is my Banner!
  Trinket! I want it!

You can also just count the tiles (1 tile = 8 pixels) up to where you want it and then times the result by 8 and insert it into gotoposition()

15
VVVVVV Levels / Re: The 4 Sectors!
« on: July 13, 2014, 03:51:05 pm »
Damn it I was gonna play the whole thing

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