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Messages - Blatch

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VVVVVV Levels / Re: Back to VVVVVV
« on: July 11, 2012, 10:53:20 pm »
Woah. For one thing, I don't want to break up the chatter in this thread, but I just came off playing part of this level for the first time, and there's nothing to really say other than the fact that I am amazed by what has managed to be done in this level. I've seen so many internal scripts used, that I think my head might implode if I see any more.

I've only played the first level; to be exact, it was the one with all of the gravity lines, using the Outside tileset. I really liked that section, although it did get a little iffy with the lack of checkpoints, especially in the section with the stationary spike platforms (though I did love the little joke made with the checkpoints in the upper part of the map, little things like that in a VVVVVV level always make me laugh).

I'll play a little more of the level very soon, but I am amazed at what FiQ managed to pull off here.

VVVVVV / Re: Warp tokens in the Warp Zone
« on: July 11, 2012, 10:46:07 pm »
Yeah, the main reason why the center-pointing rooms have warp tokens is because without them, you'd have no way to get out of the room, except in the case that you're utilizing an internal script, such as a manual teleporter.

Really, though: I love how Warp Tokens go with that background design, especially when you put them in the center. That way, it appears the whole background is eminating from the warp token, something that I myself love to see used in maps.

VVVVVV / Re: Level Sequence
« on: February 14, 2012, 03:05:00 am »
I don't know exactly what my order was when I played the game for the first time, but I believe it went something like this:

1. The Tower
2. The Laboratory
3. Space Station II
4. Warp Zone

I definately remember the Laboratory being second, mainly because I remember being with Violet in Intermission I (How annoying... :vermillion:). I'm also pretty sure the Warp Zone was the last one, due to it's somewhat odd location.

VVVVVV / Re: Where is everybody?
« on: December 31, 2011, 03:08:38 am »
Well... I guess once I get a 3DS, you can make that another customer. Day 1 purchase for me.

I'm also waiting to see when the tools come out to import levels directly into the game. I know people are already happy with the levels that come with the game, but I'd like to see it become more accessable for people who'd like to make their own levels.

Oh... may I remind you? *Pokes 2.1 official patch*

VVVVVV / Re: Where is everybody?
« on: December 05, 2011, 03:13:13 am »
Yeah. I have to admit, even I'm not posting on this forum as much as I'd be liking to. I'm so busy with other games I'm not posting here often. Even on Terry's blog, most of the chat isn't about VVVVVV.

Speaking of VVVVVV, hey, Terry? Do you know whatever happened to the official 2.1 patch? It seems like forever since the last beta patch even came out, and I've been itching for it to be available to the masses. The main reason of that? So I can work on my new level some more. :viridian:

Thanks, mate.

VVVVVV Levels / Re: A First Level: "V is for..." by Quanyails
« on: November 25, 2011, 03:37:36 am »
I have to say, this is a really nice level for someone who's just starting out with the editor. You get my formal approval. :viridian:

It was hard, there's no denying that, but what really stuck out to me was that there was nothing that cheesed me off enough so that I had to stop playing. Sure, "Despite Challenges, Undeterred" was annoying, but I knew there were still other routes to explore the first time I got to that point.

You could probably fix up a few glitches with Direct Mode, but this level doesn't need anything changed design-wise.

VVVVVV / Re: Favorite Tileset?
« on: November 22, 2011, 02:10:09 am »
I've always fancied myself the Space Station tileset, mainly because of how many different designs it has. Sure, it's still only 6 colors, but there's enough different patterns so that you can go a pretty long time without repeating anything.

VVVVVV Levels / Re: Soul Searching (v2.0)
« on: October 16, 2011, 04:18:38 pm »
Time to rejuevenate the "Levels" portion of this thread. :viridian:

This is indeed some great work! Sorry if my compliments sound like things you've already heard of, but the 2.0 really improved on a lot of things from the previous version. Overall, there are some nice ideas in here, but I'm really surprised I haven't seen that many people talk about the "shock pads" near the end of the level. Those created some of my favorite challenges, and added a new mechanic to this game that I could see a lot of people improve on.

I don't normally rate levels, as I can see other people doing that for me, but you do get my words of approval!

VVVVVV / Re: Level Editor Bugs and Requests
« on: October 12, 2011, 01:05:09 am »
Maybe this belongs in the 2.1 thread, but a bug's a bug, no matter which version.

While in the editor, if you press the Esc. Key while a script is being played, and then exit back out, the script will end and you won't be able to move Viridian, and you won't be able to save. The only way to get out is to exit the game. :victoria:

VVVVVV Tech Support / Re: Beta patch 2.1 Final
« on: October 05, 2011, 01:51:55 am »
Oh heck yes. I have been waiting for this patch for... I don't know how long.

First, I started tinkering with Direct Mode. There's a lot of cool stuff you can pull off with it, and I've also seen some tiles in it that aren't in the main game, such as a group of one-way tiles, disappearing junk that looks straight out of the prototype, and alternate Space Station backing.  :vitellary:

I'm very happy that I have very little problems with the beta. Hopefully, the next release (With achievements! That's a suprise) will make it even better. :viridian:

VVVVVV / Re: Level Editor Bugs and Requests
« on: October 03, 2011, 08:01:12 pm »
Gravity lines that break after at least 1 or 2 bounces :vermillion:

I've seen this done in "Palace Of Peril" by Blublu, and it's actually not that hard.

First, you place a script box on the gravity line. You have to set the script box to increase the flag by one every time you bounce on the line and touch the box. Then, you can use the "initflags" option to destroy the gravity line once the flag reaches a certain amount.

Aren't you glad I tought you? :viridian:

Everything else / Re: Introduce yourself
« on: October 01, 2011, 07:10:37 pm »
Hi there, all. My name is Blatch, and I am a pretty big fan of Team Fortress 2, plus indie games. I was pretty active in the Super Meat Boy fandom before here. I've 100%ed that game, and made a few custom levels for it. Basically, I'm from where Insani comes from.  :verdigris:

I never really liked the community, though, and I sort of petered off as they got madder and whinier. I'm glad this community isn't quite like them, because it's nice to have some peace and quiet.

One more thing, though: I'm a procrastinator and elitest at heart. I wouldn't say you can measure the time it takes to make my projects in Valve Time, but it's a good thing to remember. :vermillion:

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