^fuck off fagg, this bump is serious.
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#3
VVVVVV Levels / Re: Inside Ship HYP777
September 18, 2016, 06:38:54 PM
I take it I bumped too soon?
I guess I'm just anxious to know how shitty my level is.
But pls, give me feedback at some point, you don't even have to finish the level first. If you see any part that should be improved, tell me. If you don't see any... idk, your general opinion about it, perhaps.
I guess I'm just anxious to know how shitty my level is.
But pls, give me feedback at some point, you don't even have to finish the level first. If you see any part that should be improved, tell me. If you don't see any... idk, your general opinion about it, perhaps.
#4
VVVVVV Levels / Re: Inside Ship HYP777
September 18, 2016, 04:57:45 PM
Come on guys, I want feedback.
#5
VVVVVV Levels / Re: Inside Ship HYP777
September 10, 2016, 08:04:21 PM
NEW VERSION
I made one of the trinkets at the beginning easier.
See OP.
I made one of the trinkets at the beginning easier.
See OP.
#6
VVVVVV Levels / Re: Inside Ship HYP777
September 09, 2016, 09:16:08 PMQuote from: Luigi master on September 09, 2016, 08:32:58 PM
blue why
>non resizing images
Fixed.
#7
VVVVVV Levels / Inside Ship HYP777
September 09, 2016, 05:59:21 PM
SURPRISE MOTHERF***ERS
(you may skip these 3 paragraphs if you just want to know about the level).
When I got version 2.0 of this game, the first thing I did in the level editor was the first room of this level. And it's been a long time... 4 years and 3 months to be precise.
Well, I obviously didn't spend the whole time making this level. I was making another one in which I gave up later on; I played other people's levels; I also spent a bit of time in the main game modes. But most notably; I quit this game at some points.
By the end of summer 2014 I had done at least 80% of this level but lost motivation to continue. In 2015, I took advantage of Direct Mode in v.2.2. to improve some rooms; and in this year I finally finished it, it was worth it.
All right, so, about about the level: This is, more than anything, a traditional VVVVVV level. It has NO INTERNAL SCRIPTING, I never intended to. Also, it isn't split in areas like the typical large levels, there's only one way to go for most of the level... Don't expect much of the level please.
One thing about this level which I doubt anyone else used: It has several shortcuts; most of them after you get a trinket. The player has both the option to go back after they get the trinket so that they go through the whole level, and to take advantage of the shortcut.
It has a small story, but I didn't want to develop much on it.
WARNING: This level contains some extremely hard parts; I haven't even finished the level myself (although I did most rooms, each at a time). If you don't think you're good at this game then don't even bother getting all trinkets. Maybe you'll get my point if look at one of the screenshots below, heh...
Some data about the level:
Size: 15x10
Unused rooms: 38 (if I counted right)
Trinkets: 16
Crewmates: 3
Screenshots:
Like I said, don't expect much.
I would like to get some criticism, whether it's constructive or rude, thank you.
Changelog:
v.1.0.1: Nerfed "So Many Spikes!" trinket.
666th post fuk yehhh xddd
(you may skip these 3 paragraphs if you just want to know about the level).
When I got version 2.0 of this game, the first thing I did in the level editor was the first room of this level. And it's been a long time... 4 years and 3 months to be precise.
Well, I obviously didn't spend the whole time making this level. I was making another one in which I gave up later on; I played other people's levels; I also spent a bit of time in the main game modes. But most notably; I quit this game at some points.
By the end of summer 2014 I had done at least 80% of this level but lost motivation to continue. In 2015, I took advantage of Direct Mode in v.2.2. to improve some rooms; and in this year I finally finished it, it was worth it.
All right, so, about about the level: This is, more than anything, a traditional VVVVVV level. It has NO INTERNAL SCRIPTING, I never intended to. Also, it isn't split in areas like the typical large levels, there's only one way to go for most of the level... Don't expect much of the level please.
One thing about this level which I doubt anyone else used: It has several shortcuts; most of them after you get a trinket. The player has both the option to go back after they get the trinket so that they go through the whole level, and to take advantage of the shortcut.
It has a small story, but I didn't want to develop much on it.
WARNING: This level contains some extremely hard parts; I haven't even finished the level myself (although I did most rooms, each at a time). If you don't think you're good at this game then don't even bother getting all trinkets. Maybe you'll get my point if look at one of the screenshots below, heh...
Some data about the level:
Size: 15x10
Unused rooms: 38 (if I counted right)
Trinkets: 16
Crewmates: 3
Screenshots:
Like I said, don't expect much.
I would like to get some criticism, whether it's constructive or rude, thank you.
Changelog:
v.1.0.1: Nerfed "So Many Spikes!" trinket.
666th post fuk yehhh xddd
#8
VVVVVV Levels / Re: Dimension Open/The Open Level Project v1.1
August 08, 2013, 05:21:28 PM
I've completed the level with 14/17 trinkets and somehow saw the ending with v.1.0.1. However, I needed to update to 1.1.2 to get back to the dimension because TB wasn't working. I visited the Lab, Warp Zone, the prison and the Space Station without finding any trinkets... not to mention finding various glitches! In all areas I visited besides the Lab, I saw the crewamtes again, not to mention a dialog repetition at the end of the Warp Zone, or cutsene bars if you enter from the end. Will this be fixed?
After that, I went to the Emerald zone. Valso was stilll there, and when the terminal was activated, it happened as if it was the first time I activated it. Result: I was teleported to 14,1. I completed that area, going to the Polar Dimension again. Being sick of repeating areas, I gave up.
Final Results: Time: ≈4h30min. Deaths: nearly 2000. Trinkets: 14/17.
Rating:
Originality: 10/10
Difficulty Balance: 7/10 Note: You get a high rating for having medium difficulty and a low score for being too hard/easy.
Story/Roomnames: 9/10
Visual Design: 8/10
Glitch Amount: 7/10
Level structure: 8/10
Total rating: 17 /20
This got the same result as "Dimension Funland" by Flushex due to being original. I still think "Dimension 333333" by Sendy is better...
After that, I went to the Emerald zone. Valso was stilll there, and when the terminal was activated, it happened as if it was the first time I activated it. Result: I was teleported to 14,1. I completed that area, going to the Polar Dimension again. Being sick of repeating areas, I gave up.
Final Results: Time: ≈4h30min. Deaths: nearly 2000. Trinkets: 14/17.
Rating:
Originality: 10/10
Difficulty Balance: 7/10 Note: You get a high rating for having medium difficulty and a low score for being too hard/easy.
Story/Roomnames: 9/10
Visual Design: 8/10
Glitch Amount: 7/10
Level structure: 8/10
Total rating: 17 /20
This got the same result as "Dimension Funland" by Flushex due to being original. I still think "Dimension 333333" by Sendy is better...
#9
VVVVVV Levels / Re: Script commands index and tips
August 07, 2013, 12:03:19 PMQuote from: weee50 on August 04, 2013, 10:06:00 PM
You can also use:Code Selectscript1:
...
ifflag(1,stop)
...
flag(1,on)
to do it if the flag is still off.
(replace ... with the script code that you want)
That would only work if the first "..." contains say/reply commands. Otherwise, cutscene bars would stay after triggering the 2nd time.
Thus, that's different from the script you quoted and the one in the OP. That one executes both "..."s the 1st time and only the 1st "..." in the next times. The other 2 scripts execute the script itself the first time and then nothing the following times.
And now that we're speaking about this, there's another way to execute scripts only once that was mentioned sometime ago:
Code (script1) Select
ifflag(1,stop)
flag(1,on)
iftrinkets(0,script2)
script2 being the script itself without adding anything.
This is actually the same as in the OP, except that the flag is activated before the script itself is executed.
Notice that in this case, replacing iftrinkets with ifflag(1,script2) wouldn't change anything, making it equal to a method that was mentioned long time ago.... turns out iftrinkets(0,script) isn't necessary here after all.
#10
VVVVVV Levels / Re: Script commands index and tips
August 02, 2013, 01:13:11 PM
OK, I think a glitch that was discovered long ago and that is mentioned in the middle of the internal scripts thread needs to be mentioned here.
The glitch is that if you load a script from iftrinkets or ifflag, the last line of the script is copied to the top, and is executed as an internal command the first time. The last line is actually the second last line, as it doesn't see the last line (that's also why you need a blank line at the end of every script).
That causes problems with the commands ifflag or iftrinkets, like mentioned there.
However, there are other cases in which that's a problem. Consider this set of scripts:
All of them have one empty line in the end.
Consider that flags 2-4 are off every time you trigger it.
As you see, what it does is destroy gravity lines as soon as script1 is executed the 4th time.
However, it destroys them at the 2nd time. It's related to the glitch mentioned before.
What happens the first time it's triggered:
Checks for flag 2, sees that it's off and doesn't go to the other script and turn it on.
What happens the 2nd time:
Checks for flag 2, sees that it's on and goes to script2.
In there, because of the glitch, turns flag 3 on first and then check for flag 3. [edit]Oh, and that's because flag(x,on/off) works the same in internal scripting.[/edit] Sees it's on and goes to script3.
In there, the same thing happens (except it's flag 4).
In script4, gravity lines are destroyed.
How to fix it? It's simple:
Just add a second empty line in scripts script2 and script3. That way, the first empty line is considered the last line.
I think this should be added to the tips...
The glitch is that if you load a script from iftrinkets or ifflag, the last line of the script is copied to the top, and is executed as an internal command the first time. The last line is actually the second last line, as it doesn't see the last line (that's also why you need a blank line at the end of every script).
That causes problems with the commands ifflag or iftrinkets, like mentioned there.
However, there are other cases in which that's a problem. Consider this set of scripts:
Code (script1) Select
ifflag(2,script2)
flag(2,on)
Code (script2) Select
ifflag(3,script3)
flag(3,on)
Code (script3) Select
ifflag(4,script4)
flag(4,on)
Code (script4) Select
destroy(gravitylines)
All of them have one empty line in the end.
Consider that flags 2-4 are off every time you trigger it.
As you see, what it does is destroy gravity lines as soon as script1 is executed the 4th time.
However, it destroys them at the 2nd time. It's related to the glitch mentioned before.
What happens the first time it's triggered:
Checks for flag 2, sees that it's off and doesn't go to the other script and turn it on.
What happens the 2nd time:
Checks for flag 2, sees that it's on and goes to script2.
In there, because of the glitch, turns flag 3 on first and then check for flag 3. [edit]Oh, and that's because flag(x,on/off) works the same in internal scripting.[/edit] Sees it's on and goes to script3.
In there, the same thing happens (except it's flag 4).
In script4, gravity lines are destroyed.
How to fix it? It's simple:
Just add a second empty line in scripts script2 and script3. That way, the first empty line is considered the last line.
I think this should be added to the tips...
#11
VVVVVV Levels / Re: Dimension Open/The Open Level Project v1.1
July 23, 2013, 10:58:55 PM
Time: around 3:30h. Deaths: 1679 (okay, I admit I'm not sure). Trinkets: 14/17
Currently in the (spoiler) test of wrapping.
Still great...
Also, I still used v.1.0.1. But I changed my mind about updating or not, remembering that most changes are bug fixes. I'll play the newest version from now on (in the next time I play, 1.1.2, unless another update is released in the meantime).
EDIT: Forgot to mention something.
Currently in the (spoiler) test of wrapping.
- How about making automatically activate the terminal after the cutscene that's after the place where and Valso split up? In the current way, you can exit the teleporter room through the emergency exit. When you activate the terminal later, Valso won't be there and he will appear immediately after you close the exit.
- The first room of the zone that requires the Diamond Keycard has a floor hidden in the roomname! Surely that wasn't made on purpose... right?
- I have to admit that I reached the test of platforms once before the hidden checkpoints were activated. I didn't expect that to happen, but then again, that was the intention...
- After beating the test of wrapping and having the invisible CPs activated, I somehow died immediately after I warped to the next room and I spawned... with the music still being "Pushing Onwards"! How did that happen?
- The repeating sound in the end of the Damond Keycard's zone was obviously original (at least to my knowlegde). And I didn't expect Viridian to have met a Yes Man...
Still great...
Also, I still used v.1.0.1. But I changed my mind about updating or not, remembering that most changes are bug fixes. I'll play the newest version from now on (in the next time I play, 1.1.2, unless another update is released in the meantime).
EDIT: Forgot to mention something.
#12
VVVVVV Levels / Re: Script commands index and tips
July 19, 2013, 03:46:45 PM
Small bump.
I think it's a good idea to mention which scripts activate cutscene bars and which make stop.
We already know that say and reply create cutscene bars and make stop. And, from how the script that makes scripts only execute once works, we know that iftrinkets (as well as ifflag) don't make Viridian stop (or create cutscene bars).
Delay doesn't create cutscene bars but does make Viridian stop (until it ends, I suppose). I suppose if it isn't executed, even though the script that contains it is entered, it doesn't make Viridian stop.
Flash, destroy and music don't make Viridian stop nor create cutscene bars. I suppose it's the same for happy, sad, map and squeak?
It may be a good idea to write about this because people may not know what this script does:
delay(60)
flash
(It obviously includes an empty line).
It doesn't just make a flash effect around 2 seconds (60 ticks) after it's activated. What it does is make stop for around 2 seconds, as soon as it's activated, and then make a flash effect.
Another thing: I read somewhere someone saying that, in the method to execute scripts only once, the stop script doesn't need to exist. I removed that script in my level and then executed a script which I didn't modify or even seen for a long time. IIRC, it had the method to execute scripts only once shown here. It worked! It worked normally the first time, left the room, reentered and it didn't do anything the 2nd time.
I think it's a good idea to mention which scripts activate cutscene bars and which make stop.
We already know that say and reply create cutscene bars and make stop. And, from how the script that makes scripts only execute once works, we know that iftrinkets (as well as ifflag) don't make Viridian stop (or create cutscene bars).
Delay doesn't create cutscene bars but does make Viridian stop (until it ends, I suppose). I suppose if it isn't executed, even though the script that contains it is entered, it doesn't make Viridian stop.
Flash, destroy and music don't make Viridian stop nor create cutscene bars. I suppose it's the same for happy, sad, map and squeak?
It may be a good idea to write about this because people may not know what this script does:
delay(60)
flash
(It obviously includes an empty line).
It doesn't just make a flash effect around 2 seconds (60 ticks) after it's activated. What it does is make stop for around 2 seconds, as soon as it's activated, and then make a flash effect.
Another thing: I read somewhere someone saying that, in the method to execute scripts only once, the stop script doesn't need to exist. I removed that script in my level and then executed a script which I didn't modify or even seen for a long time. IIRC, it had the method to execute scripts only once shown here. It worked! It worked normally the first time, left the room, reentered and it didn't do anything the 2nd time.
#13
VVVVVV Levels / Re: Dimension Open/The Open Level Project v1.1
July 16, 2013, 10:30:06 PM
After ≈3 hours, I'm in the zone where I switch between Viridian and Valso, immediately after Viridian destroying the warp token.
Still very good...
- In the room "Going Down" (destabilized P.Dim.), there is floor hidden in the roomname. There was another room that had the same, but I forgot which (this one isn't necessarily in the dest. P. Dim.).
- It seems that if a conveyor is one tile higher than a floor and there's a three tile wide horizontal gap between them, Viridian can go directly from the conveyor to the floor if the conveyor is pointing to the floor. There was a room with lots of conveyors in which this happened... I have to start memorizing roomnames... I've also seen Viridian pass two tile wide gaps with the conveyors and floor at the same height (in other levels).
- This one is more important: When Valso and Viridian split paths, Viridian's speech is below Valso! It's still cyan, though. It's most likely related to him being the player. Do not that I'm still using 1.0.1,, but according to 1.1's changelog, it seems it wasn't fixed...
- The first time I went to the room where Valso thought Viridian died, I went back before I activated the script. While that made me get a trinket nearby ( ), I think the script should be more to the right...
Still very good...
#14
VVVVVV Levels / Re: Dimension Open/The Open Level Project v1.1
July 06, 2013, 04:41:22 PM
I'm in the destabilized Polar Dimension. I forgot the room where I stopped, but I've passed "River V" and "Choose your Poison" (and no, didn't update).
Time: around 2h30min; deaths: 1363; trinkets: 12/17
No more comments... still very good...
Time: around 2h30min; deaths: 1363; trinkets: 12/17
- Is there any way to make the "Respect you Elders" trinket harder without changing the speed of the platforms? It seems too easy, the next room itself is harder. Anyway, I liked the change of platform speeds both in those rooms and in "Platform of Doom", later when the dimension is destabilized.
- There's one room in the still stable dimension that's either random or with a pattern that's hard to see. I tried to think of the pattern, but in the end, I passed by luck. I forgot the roomname... "Shattered Cavern" or something...
- I never saw the gravity-line-disappearing-platform trick anywhere.
- The hint in the roomname in the room "Answer is (...)" is original too, I think. I ended up thinking about the last part myself without the hint, though.
No more comments... still very good...
#15
VVVVVV Levels / Re: Back to VVVVVV
July 04, 2013, 10:32:13 PMQuote from: weee50 on July 04, 2013, 09:41:49 PMQuote from: ToasterApocalypse on June 10, 2012, 01:42:54 PMIt's memorizing.
The normal path. The actual difficulty wasn't much. It was just memorising(Spelling?) the location of the spikes/enemies.
EDIT: I also died about 200 times in the platform arena
That's americn english. I think it's memorising in british english.
And, do you realize you made a 12 day bump and replied to a year-old post just because of spelling?