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Messages - Pinkamena Diane Pie

#1
VVVVVV Levels / Re: "Abandoned" ~PROTOTYPE VERSION~
September 23, 2011, 03:04:31 AM
I must've deleted the start point by mistake again  :-[.

Re-uploaded, now with a start point.
#2
VVVVVV Levels / "Abandoned" ~PROTOTYPE VERSION~
September 23, 2011, 12:18:09 AM
After getting a good response from my previous level (4 People, 4 Paths), I have taken many things into account and started work on my second piece of work.

This is only a prototype version so far, however. There's still a lot of work to go into it and it is by no means even close to completion. However, I have got the first segment to a playable level and thought it'd be a good idea to release it to the ravenous crowd of the VVVVVV forums for opinions  ;D.

It's quite a bit easier than last time (so far.) and generally shouldn't cause most players any problems. Feel free to point out anything you think I could change, anything that's broken or any grammatical or spelling errors I've made anywhere. Also, any comments on the story would be nice  :).


#3
VVVVVV / Re: Hardest trinket?
September 15, 2011, 05:44:07 PM
Gotta go with VVV or Edge Games. Both are notably harder than any of the other trinkets in the game. VVV took me about an hour or so to get, and getting back to Doing Things the Hard Way and accidentally slamming into the spikes on the right hand side made me rage a little.

Prize for the Reckless wasn't too bad. I died a few times but I don't think I ever hit a checkpoint mid-travel, plus most of those deaths were on the first screen after PftR so it didn't take too long.
#4
VVVVVV Levels / Re: This is Portal - A PJBottomz Level
September 15, 2011, 05:37:27 PM
Fantastic level, you've got the Portal humour just right, although it seems that GLaDOS dislikes Viridian a lot more than she does Chell. There is a single script that keeps repeating itself on the top path if you die after going through the warp though, but that can be fixed easily enough.

The level is definitely good though, it looks aesthetically pleasing, the difficulty is just right and the flashes in Tilled were an interesting idea. Must agree with some people though, the delays between certain scripts were a little too long for my liking. The amount of script itself wasn't too much of a problem, just waiting between lines seemed a little exaggerated in a few places.
#5
Pretty solid level, although some questions I didn't know in the slightest  :'(. Great level design overall and a lovely idea though, plus everything looks and feels right.

One thing I did notice though. On the 'The Raven' question it's possible to go down the 'nevermore' hole and survive somehow, which doesn't seem intentional. It only seems to work if I flip off the moving platform in the room though, if I flip off the ceiling I die as intended, so I don't know what's going on there.
#6
VVVVVV Levels / Re: "Rescuing Violet" by Stalefish
September 15, 2011, 02:24:02 PM
Fantastic level. Interesting concept for a story and I love the idea of going back through the entire level on a completely different path  :). Nice level of difficulty overall and a good level of increase for the trinket challenges, not too hard, not too easy. Very solid, aesthetically pleasing and great level design.
#7
VVVVVV Levels / Re: Warp Lane - Waffles.
September 05, 2011, 02:50:28 PM
Not a bad level overall, plus some interesting use of warp tokens to find hidden trinkets. There is one problem I have though, and that's this room:



Firstly, the intersection isn't necessary and just creates a bunch of cheap deaths. It's pretty obvious what you need to do, and it'd be entirely possible with a block of land in place of the intersecting lines. If the intersection was designed to kill you, then replacing it with a block of land covered in spikes which you have to avoid whilst flipping would provide a similar challenge without being cheap.

Secondly, you'll want to move the warp token exit a little further to the left. I tried going into the room multiple times and every time I glitched into the right hand wall. All you need to do is move it 1 block to the left and that should solve the problem.

Also, nothing major here, just a couple of small glitches:



I don't know what the circled thing is, looks like a checkpoint or something, but it only appears whenever you flip through screens for a second or so before disappearing again. Secondly, there's a couple of collision errors on the left hand side, you'll glitch into a wall in the next screen on both the ceiling and floor in that transition. Nothing major since it'll place you back on the right path, but it still looks ugly.
#8
Pretty short but sweet level  :viridian:. Easy but still fun nonetheless, plus the story it tells is cute  :P. Everything feels great and it's aesthetically pleasing, plus it all fits with the forest theme of the level. I have nothing to complain about.
#9
VVVVVV Levels / Re: First level: 4 People, 4 Paths
September 04, 2011, 01:37:08 AM
The central checkpoint during the conveyor section in Arghageddon wasn't even there originally, but I added it later on due to my friend's playtesting and complanining about it. I can do it pretty easily now but that's probably due to trying it over and over again whilst making sure nothing was broken.

The Stringy Cheese trinket... I don't even know how that works. I know you can get to it via flipping off the screen above but I'm not exactly sure what causes it to let you through. Probably shouldn't have left that in there as it's a bit of a cheap move.

There's a couple of tiling errors? I didn't notice anything last time I scanned it so I'd be interested in seeing where they are. I'll look into adding some extra backing next time around.

I'll probably change a few little things here and there and release an updated version but after that, I'll likely class the level as complete.

EDIT: Made the following changes:

Added a checkpoint at the start of ...Complexity as requested.

Changed ...Complexity to be a little harder but more predictable - No more intersecting grav lines, intersections have been replaced by blocks of land with spikes. Quick playtest proved it doable within 5 tries. Similar results with trinket path, which now requires going through The Bog.

Stringy Cheese trinket now possible via normal means rather than what I can only assume was a collision glitch. Still requires the flip off screen though.

Changed Pumping Station's enemies to circles.

Shall await any response by Sendy regarding tiling errors before releasing an updated version.
#10
VVVVVV Tech Support / Re: Version 2: Report bugs here
September 03, 2011, 08:01:56 PM
Was playing a user-made level (Love V 2.0., from the archive pack) and flipped right at the start of the level into the warp token. Problem was, As soon as I moved forwards to flip it loaded up a script, but because I'd already flipped I went through the teleporter and into some spikes on the other side.

The problem is, I died mid-script, when you aren't supposed to be able to move. I ended up with the [Press Action to Advance Text] bar at the top of the screen permanently, but couldn't advance text or flip. I tried exiting the level and re-entering, and tried loading up a different level, both from player levels and the main game, but the [Press...] bar remained at the top of my screen. Only way I could get rid of it was to completely exit the game and reload. I doubt it'll happen very often since there are very few times when you'll be able to activate a script in mid-move, but it does cause a significant problem.
#11
Gotta go with Potential For Anything. The theme itself fits the title perfectly and makes you think you actually can do anything, plus the overall groove is catchy as hell and great fun to listen to with a good soundsystem  ;D.

Must say I love Paced Energy though. First time I heard it was during a player level (can't remember which, unfortunately) but there were several enemies on screen bouncing in time with the beat of the track, and everything felt so very cool.

Overall it's a very solid soundtrack though, and I've gotta give shoutouts to Positive Force, Pressure Cooker and Popular Potpourri as well.
#12
VVVVVV Levels / Re: First level: 4 People, 4 Paths
September 03, 2011, 04:02:10 PM
Thanks for the responses guys  :). This is indeed my first level, no secrets here! Just played through the main game and a few of the levels from the archive pack up here on the forums. Interesting to see that the Reflectervator glitch is somewhat new, I was just playing around with things, ended up with that result and decided to leave it in there.

Shall take into account not to use intersecting grav lines in future levels. Must admit they do look a bit ugly.

Good to see people enjoyed my level though  :viridian:. I probably won't do much more with this but take forward this information and suggestions on to a new level. Not quite sure what I'll be doing next, but you'll just have to wait and see  ;).

Not sure what's going on with the 404's Sendy, I just loaded it up fine. I'll upload a zipped version as well for you and anyone else who has similar issues.

EDIT: File attached to the first post now, hopefully it'll work for you :).
#13
VVVVVV Levels / First level: 4 People, 4 Paths
September 02, 2011, 09:02:42 PM
So, thought I'd try my hand at the level editor to see what it was capable of. After playing through each of the rooms and fiddling about with a few things I decided to have a friend playtest it as well to make sure nothing went wrong. After a couple more tweaks I believe it's ready for an actual release  :).

Decided to go with a pretty basic level design with a central hub and 4 different branches. Hope you enjoy it!

Any criticisms/comments will be taken into account for my next level  ;D.

4 People, 4 Paths

Few screenies:




If anyone finds any bugs, feel free to point them out. Hopefully I've sorted out any warp glitches and screen transition problems but there's probably a few lurking around still.