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Topics - xtravisage

#1
Hello all, I made a level!



It started with the idea of a VVVVVV level where every room name is a page on TV Tropes, with obstacles based on that trope, and it kind of spiraled out of control from there.  Long story short, I finally got around to finishing it after like 3 years, and it's ready to be played!  There's 6 "dungeon" areas to go through, each with its own theme and a boss fight at the end, plus some fun dialogue involving the crewmates and the mysterious villain.  It doesn't fill the whole 20X20 grid, but it's pretty sizable.

You can get it here.  I also attached the a zip file if that link doesn't work.

#2
VVVVVV Help / Move while running a script?
July 23, 2015, 02:16:14 AM
I'm making a custom level and I'm going to have a big escape sequence at the end.  I want to use flashes as a part of this, and I figured out a way to make the screen continuously flash.  Problem is, :viridian: stops completely whenever the script runs.  Is there any way to make the flashing happen in the background while :viridian: moves, or will I have to just do something else?
#3
Hello all, this is my first custom level.  It started out with me trying to put level 1-1 of Super Mario Bros. into the creator for fun.  But it kinda just morphed out of control from there.  It's got two Mario-like levels, two VVVVVV-like levels, and a final level.  I also started it way before I knew you could expand the grid, so it's only 5x5, but I crammed as much as I possibly could into that grid.  In any case, it turned out pretty good, quite difficult (at least, by my standards) and with a bit of humor here and there.  I won't spoil the plot or anything (the most gripping plot in all of existence! ::)), but you do rescue  :verdigris: :violet: :vitellary: :victoria: :vermillion: these guys.  Anyway, play it, have fun, and tell me what you think! :-*

EDIT: I have replayed the level and fixed a few things.  I also got rid of a gravity line near the end that unintentionally did make the game impossible.  Very few changes to level design, but one typo fixed and a warning added at the point of no return to avoid an entirely possible unwinnable situation I didn't foresee.  Sorry if anyone was affected by that  :'(.