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Messages - shape worrior t

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121
VVVVVV Levels / Re: Some Mario VVVVVV Crossovers I made
« on: August 28, 2014, 02:44:28 am »
By pressing R at the secret lab, then R when talking with :vitellary:, I managed to make this happen:
How...Unusual!
Yeah.
I'm pretty sure you could press R anywhere in the Secret Lab other than the checkpoints.
I pressed R the second time as the script was starting.
My favourite one was SMB.
Okay. I guess you like its creativity, and how it's how a Mario level should feel like in VVVVVV, right?
(Assuming you meant 1-1)
Off topic:
I made a new smiley:

122
VVVVVV Levels / Re: Some Mario VVVVVV Crossovers I made
« on: August 28, 2014, 01:23:25 am »
I thought it used gotoroom(x,y).
On topic
Do you have any comments on my other levels? Which one was your favo(u)rite before you edited 1-4 and 4-4?
Off topic once again
By pressing R at the secret lab, then R when talking with :vitellary:, I managed to make this happen:

You can also download this attachment:

123
VVVVVV Levels / Re: I'm Going to Start "Featuring" Levels!
« on: August 27, 2014, 06:52:42 pm »
Quote
I can't use internal scripting, I only have make and play edition  :victoria:
But I own the game for 3DS  :viridian:

Can you script in either version? If you can, try
say(12/-1/-234656/36547657/anything else other than 1-11)
text(whateveryouwanttoputinhere,0,0,4)
say(2-11)
Enter internal commands here.
When you have all but one line used up:
text(whateveryouwanttoputinhere,0,0,4)
say(2-11)
And the process continues.
To end:
endtext
endcutscene
untilbars()
loadscript(stop)
For more info, look at the Internal commands thread. http://distractionware.com/forum/index.php?topic=1089.0


I tried that... it crashed.
Um...  ???
Can I see what you did?
Maybe internal scripting only works on some versions.
Try this first:
say(-1)
text(1,0,0,4)
say(3)
vvvvvvman()
undovvvvvvman()
text(1,0,0,4)
say(4)
endtext
endcutscene()
untilbars()
loadscript(stop)
If that doesn't work, then... :(
I'm going to test it. :viridian:
......
It works... What are you talking about? ???

124
VVVVVV Levels / Re: I'm Going to Start "Featuring" Levels!
« on: August 27, 2014, 02:19:53 pm »

Also, for those of you who don't know, instead of using this at the end of a script:
Code: [Select]
text(1,0,0,4)
say(4)
endtext
endcutscene()
untilbars()
loadscript(stop)


use this one for no cutscene bars!
Code: [Select]
text(1,0,0,4)
say(4)
endtext
endcutscene()
untilbars()
loadscript(stop)



 ?  ???
You mean this?
Quote
If you want to use internal commands without cutscene bars, put this in the script box which Viridian walks through:


Code: (script1) [Select]

iftrinkets(0,script2)


Then make a new script. In this case the new script is called 'script2' (you can use any name using a-z or 0-9, note that A-Z and some special characters should not be used). Delete the script box, so that Viridian doesn't activate it directly. The script has to be activated by the script containing iftrinkets(0,script2).

The second script should look like this:


Code: (script2 first part) [Select]

say(5)
{internal command}
{internal command}
{internal command}
{internal command}
text(1,0,0,4)
say(5)
{internal command}
{internal command}
{internal command}
{internal command}
text(1,0,0,4)
say(5)
...


It has to end with:


Code: (script2 last part) [Select]

...
{internal command}
{internal command}
{internal command}
{internal command}
text(1,0,0,4)
say(2)
endtext
loadscript(stop)
text(1,0,0,4)


Note that in the last part of this script, there has to be one blank line after the last text(1,0,0,4). Not 0, because then things get deleted because of a bug in the script editor, and not more than 1, because then it won't work. 'text(1,0,0,4)' has to be the second last line, and the last line has to be empty.

Because

Also, for those of you who don't know, instead of using this at the end of a script:
Code: [Select]
text(1,0,0,4)
say(4)
endtext
endcutscene()
untilbars()
loadscript(stop)


and

use this one for no cutscene bars!
Code: [Select]
text(1,0,0,4)
say(4)
endtext
endcutscene()
untilbars()
loadscript(stop)


are the same...

I can't use internal scripting, I only have make and play edition  :victoria:
But I own the game for 3DS  :viridian:

Can you script in either version? If you can, try
say(12/-1/-234656/36547657/anything else other than 1-11)
text(whateveryouwanttoputinhere,0,0,4)
say(2-11)
Enter internal commands here.
When you have all but one line used up:
text(whateveryouwanttoputinhere,0,0,4)
say(2-11)
And the process continues.
To end:
endtext
endcutscene
untilbars()
loadscript(stop)
For more info, look at the Internal commands thread. http://distractionware.com/forum/index.php?topic=1089.0

125
VVVVVV Levels / Re: Some Mario VVVVVV Crossovers I made
« on: August 26, 2014, 11:36:01 pm »
Now I just need to wait for more feedback on my levels.
EXTREMELY OFF-TOPIC
I'm experimenting with gotoroom(x,x) to go to multiple nearly identical rooms in my (currently) latest level,hover over to read.

126
VVVVVV Levels / Re: Some Mario VVVVVV Crossovers I made
« on: August 26, 2014, 06:19:07 pm »
 ;D
I'll put these in the OP.
On topic... (ANOTHER THREAD)
I assume you don't want this either, right?

127
VVVVVV Levels / Re: Some Mario VVVVVV Crossovers I made
« on: August 26, 2014, 02:51:41 am »
On topic (level)
(If you want a fix, just ask)
Okay. :viridian:
On topic (thread)

That is disturbing

It's mostly because of Terry's quote:
Quote
It's interesting that people don't pick up on this more, actually - the idea is that the complimentary colours are a little "closer" to each other, which is very obvious in the case of and , a little less obvious in the case of and, but perhaps it's entirely too subtle in the case of and. and actually have a great deal of mutual respect and admiration for each other.

Original quote:
Quote
It's interesting that people don't pick up on this more, actually - the idea is that the complimentary colours are a little "closer" to each other, which is very obvious in the case of :verdigris: and :violet:, a little less obvious in the case of  :viridian: and :vermillion:, but perhaps it's entirely too subtle in the case of :vitellary: and :victoria:. :vitellary: and :victoria: actually have a great deal of mutual respect and admiration for each other.

OFF TOPIC :victoria:
Look forward to many levels in the future! I made a lot, including a sequel to Cage Trouble.

I love the smilies in MOAR SMILIES!. And the pictures. I BLEND IN PERFECTLY

128
VVVVVV Levels / Re: Some Mario VVVVVV Crossovers I made
« on: August 26, 2014, 12:05:21 am »
Any feedback?

129
VVVVVV Levels / Some Mario VVVVVV Crossovers I made
« on: August 25, 2014, 02:07:01 pm »
 Since there are so many levels like this, I decided to make some ones as well.
SMB 1-3 was the first playable level I made, back when I didn't know much.
SMB came out when I started scripting.
Another Mario Level didn't have any internal scripting, but I used a lot of creative concepts. 1-2.
Yet Another Mario Lebel Level was just another one of my levels, nothing special. 1-4.
Mario 4-4 was released rather recently, with internal scripting to loop.
Here they are (Another Mario Level is my favourite). :viridian:
-----August 8, 2014-----
ShinyWolf07 made a few changes to my level. I updated the attachment accordingly.

130
 ;D
I'll change it so that the map isn't shown.
-----A while later...-----


131
So, is there any feedback on my level? :viridian:

132
How so you make a graviton?
say(-1)
text(1,0,0,4)
say(2)
gamestate(10)
text(1,0,0,4)
say(4)
endtext
endcutscene()
untilbars()
loadscript(stop)
You have to put the bottom gravity line in the right place in order for it to work. :viridian: :victoria:Any comments?

133
Violet and Viridian do Intermission 2.
I feel dizzy... Woah! What is this?
Gravitrons are old as far as internal scripting goes. I think I made a dozen of them, and I wanted to make a level full of them.But how about the original one?
This isn't an exact copy, but it's very close. Except the last room. It took forever Almost forever to make the other four rooms anyway.
August 24, 2014 at 1:30 PM...
Here's a version made by ShinyWolf07 that I edited to not have the map shown.

134
VVVVVV Levels / Re: Double Death Dungeon
« on: August 22, 2014, 11:43:12 pm »
Awesome! ;D
There are a few places where glitching is possible. For example, Room II has the entrance from cuteompr uvris where you could get stuck in the wall if you flip at the start.
I love the room names. You're sad that my cat doesn't like you :vermillion: :victoria: :violet: >:( :( XD
freezing robo-shurikens, cool :viridian:
Here's a version that fixes the glitches:

135
VVVVVV Levels / Re: Spike Hell- A Level of Purgatory
« on: August 12, 2014, 04:20:44 am »
Nice ;D!
I love how you managed to:
  • 1. do all that with the spikes
  • 2. make multiple screens of hard instead of a few hair-tearing screens
I love the floating spikes. Don't know why.

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