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Messages - Arthur

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16
VVVVVV / Re: Hardest trinket poll/Trinket Order
« on: May 20, 2012, 11:01:09 am »
I don't know... DTTHW was very hard on my first try, but now, it's quite easy... Prize for the Reckless was the last one I got on my first play, because I didn't know how I could get it, and Shenanigan was hard to pass without touching CPs... But I vote Gordian Knot, because I need at least 15 deaths each time I try to get it.

17
VVVVVV Levels / Re: Life Factory [fragment]
« on: May 15, 2012, 09:02:11 am »
I opened the level in the editor, and the default music surprised me: HOW COULD YOU USE THE DIALOG MUSIC?!

18
VVVVVV Levels / Re: In Pursuing Design
« on: May 10, 2012, 07:21:44 pm »
The level took me a little over an hour to 100% (I had to test it), so I'd say it will take anywhere between thirty minutes to one hour to complete
My first thought about it: "Really?"
So I tried to speedrun the level, and i finished it in less than 8 minutes. And yes, the bad ending is REALLY depressing.

19
VVVVVV Levels / Re: In Pursuing Design
« on: May 10, 2012, 01:47:08 pm »
The game-freezing terminal is the one in Tomato Lovers Anonymous that hasn't anything to tell you. The third time it's activated, the game freezes.
Viridian talked about Violet on my first playthrough, when he looked at the terminal in "Point of no return" before activating it.

20
VVVVVV Levels / Re: In Pursuing Design
« on: May 10, 2012, 10:05:34 am »
No, the other rooms aren't broken by 2.1 :) Also, the Generator trinket indeed can be claimed a very common way: for exemple, it is also used inthe main game (Price for the reckless), Reactor Disaster (The things we die for)...
The level is really nice, when you try to get the best ending! But some parts are very hard (for exemple, the part to the right of Lost Tree: don't try to go there if you're not sure you master the gameplay!) Also, there are some incoherent things: Viridian can know Violet is in the Core without reading the terminal that tells him; he also can mention Karen's name without activating the right dialog... But maybe you ran out of flags?
(By the way, there are some people on this forum who would maybe agree to fix the scripts; for example, PJBottomz, who gives you a script fix if you answer enough good answers to his VVVVVV Quiz)
EDIT: Please fix the terminal that freezes the game!

21
VVVVVV Levels / Re: In Pursuing Design
« on: May 09, 2012, 07:58:28 pm »
I turned invicibility on ONLY for "Faith is Dead", and I finished the level. I was surprised because the ending wasn't "depressing". So I opened the level in the editor, and I saw some big issues, as the impossibility to get the trinket in the Generator room, or a scriptbox that has nothing to do in the room before the last one. Its script was also triggered by the terminal in the part which needs you 20 trinkets to be accessed. This script is made to allow you to have the good ending; it means you can't (at all) get the good ending without this scriptbox.

22
VVVVVV Tech Support / Re: destroy(platforms)
« on: May 08, 2012, 02:19:18 pm »
I think destroy(platforms) still works the same way in 2.1.
To make a crewmate speak, use say(numberoflines, crewmatename). However, it's only possible in 2.1, so you'll have to download the 2.1 beta patch (or use internal script, but don't do it!)

23
Everything else / Re: My Realization
« on: May 08, 2012, 11:30:53 am »
If you don't take this feedback/criticism, I will be pissed.

Things that need to be fixed:

1.

Your checkpoint is off screen. That is a bad level design.

2.

Putting a checkpoint over dissapearing/moving platforms makes it look bad, especially with spikes below it. It's okay on conveyors, but not platforms.

3.
4.

Single tiles like this look bad, and putting a checkpoint overtop of them is even worse.

5.
6.

This has to irritate your brain somewhere: FLOATING SPIKES?! That is a horrible level design.

7.

Spikes at the very edge of the screen, causing unsuspecting death? This is okay if, say, on the screen before it, spikes are there to warn this, but without warning is bad.

8.

This entire room needs to be either revised or removed. Firstly, checkpoints on single tiles are, as I said, bad. And besides that, there is NO time to react. If you don't move as soon as you land, you die. That's not cool. It might have been okay for you since you knew what was gonna happen, but for others, they don't know.

So, my overall thing is, you need to hold off on making anything else until you have the proper skills. You can't just jump in, make a level in 10 minutes, and post it on the internet, thinking that it's going to be loved and adored and featured and all that. The featured levels were featured for a reason - there was blood, sweat, tears, blood, and effort all put into them, and they came out good and not, not...



... like that.

So, stop making levels for now. Go and look at some tutorials, get advice from others, and then try again. Eventually, you'll get good at it. Most of my first levels sucked, but I got feedback and criticism from people on the forums, and now, I can make a level that DOESN'T compare to a a piece of rotted fish.

Like I said, learn.
I think this one didn't forget :P

24
Everything else / Re: My Realization
« on: May 05, 2012, 07:35:31 pm »
I remember it was a bad idea to put ANY single tile/floatting spike, because your reaction was a bit special...

25
VVVVVV / Re: 2.2, ever?
« on: May 04, 2012, 11:46:36 am »
Terry also told he was making VVVVVV levels: is he still working on these? (he told it in this post: http://distractionware.com/blog/2011/08/a-quick-update/)

26
VVVVVV Levels / Re: "CCCCCCCCCC Retold" by Whirligig
« on: April 19, 2012, 08:48:48 am »
It's the level that made I discovered the glitch that makes you can activate a script after respawn! (I didn't want it!)
It's always strange to respawn in Half Slalom without the gravitylines ???.

27
VVVVVV Levels / Re: level: Lost in Intermission
« on: April 19, 2012, 08:45:31 am »
Are you sure it's finished? The last room made me think it's not finished...

28
VVVVVV Levels / Re: Factoria - Trial version is out!
« on: April 19, 2012, 08:43:32 am »
Are you still working on the level? You should change completely that room with access to all the empty space. I always hate seeing empty rooms.

29
VVVVVV Levels / Re: "VR Training" - A hodge-podge 5x5 debut level.
« on: April 13, 2012, 09:25:59 am »
Excellent level! I loved many room designs as the boss rooms, or some rooms on the path to Victoria. The difficulty is exactly what I like (hard, but not as much as some levels like Golden spiral), and I agree with you: it's definitely not for newbies! But there are still some issues:
  • In the room after the emerald boss, some players (like me) may want to go left when they come from the boss (me, for example), and go to the wrong part of the level.
  • No boss room on the path to Vermillion? :'(
  • "Need for Speed" needs more checkpoints.
  • You didn't use direct mode to make some rooms look better (if you don't know what it is, download version 2.1 in the VVVVVV Tech support forum)

30
VVVVVV Tech Support / Re: Beta patch 2.1 Final
« on: April 12, 2012, 12:52:46 pm »
Accessing the internal script can also break levels: use it to execute the "vvvvvvman" script (the one which makes the same thing as in the secret lab cutscene), and Viridian will remain like it makes him become until you quit the game. And he has a VERY strange hitbox.

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