Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - shape worrior t

Pages: 1 [2] 3 4 ... 10
16
VVVVVV Help / Re: Poll for the best song!
« on: August 30, 2015, 04:45:37 am »
There's an "add option" button...
Right under the 5 options.
You can edit the poll with an "edit poll" button at the same place as the "view results" button.

17
VVVVVV Levels / VVVVVV Adventure 2 0.9
« on: August 30, 2015, 04:41:10 am »
This is the third game in the VVVVVV Adventure series, taking place after VVVVVV Super Adventure. This time, the level is non-linear. If you're new to the forums, you might have no idea what this is. I recommend that you play this level anyway. Also, this has nothing to do with A Souleye Crewmate's level, just so you know.

I haven't 100% completed the level, but it's mostly done anyway. Please give feedback and report any glitches that occur.

18
VVVVVV Help / Re: How to make dimensional stabilizer?
« on: August 30, 2015, 03:42:06 am »
...What...? ???
...Just put a terminal that sends you to a different room...
If you mean the colours changing, then make many different versions of the same room and cycle between them with gotoroom... you know how to use that, right?

19
VVVVVV Help / Re: Poll for the best song!
« on: August 30, 2015, 03:32:24 am »
WHERE IS POSITIVE FORCE :violet:?
Or Passion For Exploring?
Or Presenting VVVVVV?
Or Popular Potpourri?
Or Pipe Dream?
Or Piercing The Sky? :-X
Unless you forced us to choose between these songs...

20
VVVVVV Help / Re: What not to put in your VVVVVV Level
« on: August 27, 2015, 07:47:18 pm »
26. Intermissions that slack off. I felt that the intermissions in VVVVVV Super Adventure weren't that good, to be honest...
Oh well, my later intermissions were quite good..

21
VVVVVV Help / Re: Keys to making a good VVVVVV level
« on: August 27, 2015, 07:41:09 pm »
2a:Properly Aligned Spikes, Enemies, Warping Rooms, Conveyor belts, Grayity Lines, etc., not just aligned walls in a non-warping room, as the original post implies.
3a: Internal Scripting without inappropriate squeaks or cutscene bars. Internal scripting with cutscene bars is perfectly okay for... well, cutscenes, and the terminal squeak can be a substitute for a squeak(gray).
7: Rooms that are fun to play
8: Appropriate moods for the crewmates. In big, vvvvvv-style maps, when a crewmate is trapped in a random place, make them sad, unless they have a reason to be happy. Also, when Viridian rescues them, have them cheer up, unless they have a reason not to.

22
VVVVVV Help / Re: How can I make a terminal teleporter?
« on: August 25, 2015, 06:51:16 pm »

Quote
say(-1)
text(1,0,0,4)
say(5)
flash(5)
playef(9)
shake(20)
delay(30)
text(1,0,0,4)
say(5)
flash(5)
playef(9)
shake(20)
delay(30)
text(1,0,0,4)
say(5)
flash(5)
playef(10)
hideplayer()
delay(30)
text(1,0,0,4)
say(3)
gotoroom(x,y)
gotoposition(x,y)
text(1,0,0,4)
say(4)
delay(30)
flash(5)
playef(9)
text(1,0,0,4)
say(5)
shake(20)
delay(30)
flash(5)
playef(9)
text(1,0,0,4)
say(5)
shake(20)
delay(30)
flash(5)
playef(10)
text(1,0,0,4)
say(4)
showplayer()
endcutscene()
untilbars()
loadscript(stop)
Copied from the Internal Scripting thread, and modified to include a gotoposition.
The coordinates for gotoroom are the coordinates of your desired room, minus one for both the x axis and the y axis. For example, gotoroom(0,0) sends you to room (1,1).
If you don't want the terminal sound, then add a squeak(off) before the say(-1) and change all instances of text(1,0,0,4) to text(1,0,0,3). Also, adding a squeak(on) is probably a good idea if you turned squeaking off. Do that by changing the first say(5) into say(6), creating an extra line, then adding squeak(on) to that line. However, that breaks 2.0 compatibility. Not that I've seen anyone use 2.0 ever since 2015. In fact, I haven't seen any 2.0 users since I joined.
If you want to not have cutscene bars, then do this:
script_one:
flag(x,on)
ifflag(x,scipt_two)

Or alternatively:
iftrinkets(0,script_two)
script_two is like this:
say(5)
flash(5)
playef(9)
shake(20)
delay(30)
text(1,0,0,4)
say(5)
flash(5)
playef(9)
shake(20)
delay(30)
text(1,0,0,4)
say(5)
flash(5)
playef(10)
hideplayer()
delay(30)
text(1,0,0,4)
say(3)
gotoroom(x,y)
gotoposition(x,y)
text(1,0,0,4)
say(4)
delay(30)
flash(5)
playef(9)
text(1,0,0,4)
say(5)
shake(20)
delay(30)
flash(5)
playef(9)
text(1,0,0,4)
say(5)
shake(20)
delay(30)
flash(5)
playef(10)
text(1,0,0,4)
say(2)
showplayer
loadscript(stop)
text(1,0,0,4)
(empty line)

I hope that helped, and didn't confuse you too much. :P

23
VVVVVV Help / Re: Why must I playtest levels?
« on: August 24, 2015, 03:29:59 pm »
^
Testing is crucial to making a good level.
You don't know when something's too hard, or too easy, or simply not working. And even if you check for the former two, the latter is also super important to check. Glitches can happen any time, so, as soon as you change a script or a room in a major way, test. Test. Test.
Misalignments are usually easy to catch, so you only need to test the alignments when you're not sure about it. Still though, testing for misalignments is still a good idea. Meanwhile, again, glitches can happen at any time, so test every layout at least once.
Testing is one of the most important parts of building a good level.

24
VVVVVV Help / Re: What not to put in your VVVVVV Level
« on: August 23, 2015, 01:09:03 am »
Can I also post some?

10: Single Tiled Walls (I know that ShinyWolf really hates these)
11: Misaligned Rooms
12: Repeating Scripts
13: Scripts that crash the game
14: Internal Scripting with cutscene bars or terminal squeaks when it's not supposed to have it
15: Scripts that behave strangely

25
VVVVVV Help / Re: Let's Brainstorm Room Names!
« on: August 23, 2015, 12:53:03 am »
Hop, Hop, Donut Lifts and variations - for a room with disappearing platforms
Gotta Flip Gotta Flip Now and variations - for... uh... whatever fits, honestly. :viridian:

26
VVVVVV Help / Re: I Think I'm Crazy.
« on: July 15, 2015, 12:40:48 am »
Yeah. When I try to access this board, it says there are no messages... and it says there are 0 topics on the main page...  :-\

27
VVVVVV Help / Re: Direct Mode?
« on: January 31, 2015, 03:45:43 pm »
Remember all the complaining about single-tiled walls?
This is how you have single-tiled walls that look good.
Direct mode allows you to select any tile from tilesets 1 and 2.
To use: Press F10, press control, then, while holding control, use arrow keys to select a tile. You can then put the tile down, like usual.
Using this, you can make the level have more than one color/colour, more than one tileset, have every single wall tile look the same... and make the level look much nicer, in general.

28
VVVVVV Levels / Re: Proper VIDEO tutorial for using scripts?
« on: January 28, 2015, 12:13:26 am »
 ???

29
VVVVVV Levels / Re: One Room Challenges Demo
« on: January 28, 2015, 12:08:59 am »
Solid background textures? ???
If you mean the ones I used to make the 3D, it's 707 - 867 and 915 - 1155. They're after the wall tiles, near the Outside backing.

30
VVVVVV Levels / Re: The Verge Of Insanity Demo
« on: January 28, 2015, 12:01:23 am »
Pretty good! :viridian:
If you flip at The Maze Game when you first enter it, you'll go into the floor. Also, some single-tiled walls, though only a few.

Pages: 1 [2] 3 4 ... 10