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Messages - ToasterApocalypse

#961
VVVVVV Levels / Re: Dimension WWWWWW (Fragment)
May 18, 2012, 08:00:53 PM
Quote from: FIQ on May 18, 2012, 07:54:29 PM
I downloaded the file again, it seems unchanged? No warp zone area, etc.

EDIT: Oh, I read your post as it was already posted. Nvm then.

The warp zone is going to be a while, as of the first intermission to be released with it. I'll release it anyway, as you will have already saved all of the crewmates so you won't get to the teleporter to the first intermission (Unless you're cruel enough to leave Vitellary behind.)
#962
VVVVVV Levels / Re: Dimension WWWWWW (Fragment)
May 18, 2012, 07:26:43 PM
Quote from: FIQ on May 18, 2012, 07:04:14 PM
Are you aware how you can make scripts execute only once?
I find that most (if not all) of your scripts execute everytime you visit an area instead of once.

Also, the music shutting off seems to be there for *every crewmate*. I don't know why, but yeah..

I know it's something to do with ifflag, but I don't quite get it.

Also, I think it's something to do with the fact that there's no starting music, I just add the music using scripts.

Why do I feel like I'm not making any sense?  :verdigris:

EDIT: I fixed 2 of those bugs, (Still stumped at the music cancelling  :o) And I'll release it with 2 new levels (Warp zone and first intermission.)

SPOILERS FOR THE WARP ZONE:
3 rooms are ripped straight from VVVVVV, just a different color.
'Sticks And Stones' is a rip from 'Enjoy those repeats' from the final level.
'A-Maze-ing is a slightly edited version of 'Maze without an enterance'.
'Trouble-U is just 'This will make you flip'
I'm either going to delete those rooms or edit them a bit.


SPOILER FOR THE FIRST INTERMISSION
It's difficult  :D

#963
Quote from: FIQ on May 18, 2012, 05:30:11 PM
By walking right at the bottom, you'll hit the wall at the left (or the other way around, don't remember), and get stuck in it. (@ Not the gravitron 3000)

Also I'm pretty sure that I'm on the new version, as the checkpoint thing I noted out was fixed, and I don't think that I did it for myself.. :p

You didn't know I added it in?

Also, with the new updates to Not the gravitron 3000, you shouldn't be able to do that, but there's still gonna be a few bugs. There's even one I'm fixing.

EDIT: Fixed it, but not going to add it just yet. I'm going to spy some other bugs, maybe add a few trinkets first.
#964
VVVVVV Levels / Re: Dimension WWWWWW (Fragment)
May 18, 2012, 05:10:23 PM
Quote from: FIQ on May 18, 2012, 05:00:11 PM
Quote from: ToasterApocolypse on May 18, 2012, 11:49:23 AM
Wow. I need better level names.  :D

Anyway, this Fragment of a level contains 3 levels and an overworld. (Like the demo of VVVVVV except slightly more.)
It's too easy fairly difficult and contains only 2 trinkets.

WARNINGS+SPOILERS
The lab level gets repetitive and boring.
The music breaks after you rescue  :victoria: the second time. Fixed by pressing 'M' twice.
This is my first level with direct mode tiling, so of course it's going to look sloppy.


It's my first level with an overworld, so there's going to be bugs. Feel free to report them.

And credit to FIQ for the ship's alarm sound.
I recommend against using it (you probably saw it in my bug list), but fine. :p

Eh, that explains the previous line being played when (de)activating them. I had to edit the level and make  :vermillion: sound stupid to hide it  :-[

Eh, maybe I'll remove it.
#965
Quote from: Insani on May 04, 2012, 10:49:15 AM
Ugh... making VVVVVV levels just isn't that much fun anymore.

I still find it fun, but barely any of them get finished/released.
#966
VVVVVV Levels / Dimension WWWWWW
May 18, 2012, 11:49:23 AM
WWWWWW is a small(ish) level following the basic concept of VVVVVV. The ship hit more rock in this new dimension, and the crew must evacuate in a cheap warp token because the level editor doesn't give us teleporters.  :-X In some places, the other warp tokens were re-routed into the polar dimension, forcing you to get out. How very traditional.  ::)

UPDATED! GET NEW VERSION!
SCREENSHOTS:




And credit to FIQ for the ship's alarm sound (Which I removed.)

oops i lost the download
#967
VVVVVV Levels / Re: In Pursuing Design
May 18, 2012, 10:30:48 AM
Quote from: buzzyrecky on May 10, 2012, 09:24:17 PM
QuoteMy 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.
Wow.

Well, I guess that taking time to solve the mazes/puzzles your first time might make it take a little more than 8 minutes, even if you're not going for the best ending.

and actually, fun fact: I was actually only going to keep the original ending, but near the end of the level's completion, I decided that 1-people would hate me for it and 2-I should reward the people who actually spent the time to get everything done... so I added in the better ending as well :3

Well, the terminal in The Point of No Return has been edited, and the freezing terminal is fixed (I still don't know why that one was freezing, as it wasn't really doing anything unusual... and it was a hidden, useless easter egg anyway, so good job on finding that)... so I think the current version is good bug-wise, until someone brings up something else. I'll likely release a version with edited scripts as well as something else (maybe a third ending/bonus rooms/new content of some sort) in the future, but for now I'll probably either start making a new level or play some other games I have on my list. (Just got Voxatron the other day, woo)


Also, aside from bugs, what did you think about the level? Anything I could improve on/keep in mind when I start a new level?

Nope, it's all good. Great level.  :viridian:
#968
Quote from: FIQ on May 17, 2012, 11:26:12 PM
You never fixed the lack of warpline in Spike Factory, the leftmost bottom.
Also, you didn't fix "Not the Gravitron 3000".

Could have sworn I fixed the warpline in spike factory. Did you download the new version?

EDIT: I just figured out the warpline you requested, and fixed it. As for the  Not-the-gravitron 3000, I couldn't see how it was broken, but placed some walls or something there.
#969
VVVVVV Levels / Re: Life Factory [fragment]
May 15, 2012, 04:46:30 PM
Quote from: FIQ on May 15, 2012, 04:39:11 PM
Wait and see!
You've probably seen a pattern however, if you've explored around (text right above the terminals, the script names that I never removed (just removed the scripts), hint hint)

SPOILER THING I DON'T KNOW

T7 And PS eh? Mysterious!

Wait... There's a teleporter script?
#970
VVVVVV Levels / Re: Life Factory [fragment]
May 15, 2012, 04:32:19 PM
Quote from: FIQ on May 15, 2012, 04:24:21 PM
There are 3 of them, and they're supposed to be the hardest ones.

How did you found out about the fact that you could insert something to gain access to the internal music list by the way?

Also 15 is a guess of me, but I've a great feeling it will work once the final release of 2.1 come with included remixed predestined fate.

Read it somewhere on these very forums. Can't remember where though.

Also, 15 or 15a doesn't work yet, so once the final release comes I shall try them again.

Also, What are the 2 terminals in 'DIY VI service' going to do? Oh, sorry I'm spoiling too much  :-[
#971
VVVVVV Levels / Re: Life Factory [fragment]
May 15, 2012, 04:18:47 PM
Quote from: FIQ on May 15, 2012, 04:14:38 PM
Partially yes - "a" (or anything not a number) after a play() will result in VVVVVV picking a music track from its' internal list instead of the custom level list (which inserts a 0=path complete, 5=pause, 7=plenary, 9=positive force reversed, 15=predestined fate remixed, and other than that the normal list)

However, as the default music, just change manually in the .vvvvvv file to 5 - this one actually uses the internal list :P

Ah! I didn't know about 15 or 0a.

Anyway. I can't wait for the extensions when you're adding them. Just a tip. The trinket in 'Dimensional Tunnel' might be frustrating.
#972
VVVVVV Levels / Re: Life Factory [fragment]
May 15, 2012, 09:31:33 AM
Quote from: Arthur 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?!

I figured that one.

5a is cutscene music ID
7a is plenary.

I think there's another one, but I'm not sure.

EDIT: Found the other one. 9a is Positive Force reversed.
#973
VVVVVV Levels / Re: Life Factory [fragment]
May 14, 2012, 09:13:32 PM
Quote from: FIQ on May 14, 2012, 08:48:34 PM
Quote from: ToasterApocolypse on May 14, 2012, 08:34:45 PM
@Lucas

I know how he got the tileset, but the color...
Do you mean the background?
I analyzed the .vvvvvv file format. Just a simple XML file. I fiddled around with it. If you're feeling adventureous (and know what you're doing!), you can create a level with the Warp Zone Tileset, then dive into the file with a text editor that supports very long lines (the map storage is *ahem* not optimal for usual editors), set that room (rooms can be found at the bottom, just search for the roomname) to tilecol="6". Not available within the editor, but it works. Gray backgrounds, gray tiles (even works on 2.0 w/o direct mode), but NOT gray enemies/platforms. Be sure to create a backup before, however.

I think Magnus did something similar in his level A New Dimension (note the background right before the teleporters to the ending screens), so I guess it's safe.

I don't really feel like screwing with a file I need to play the game, so I guess my intermission level is going to have blue backgrounds x3
#974
VVVVVV Levels / Re: Life Factory [fragment]
May 14, 2012, 08:34:45 PM
@Lucas

I know how he got the tileset, but the color...
#975
VVVVVV Levels / Re: Life Factory [fragment]
May 14, 2012, 08:10:04 PM
I saw some of the extensions that have not yet been released yet, like the intermissions.

How did you get the intermission tileset? Just asking.