Quote from: Terry on January 03, 2017, 09:03:44 PMYou're back! This has to be celebrated!
Looks greatI look forward to playing it!
You might be interested in checking out The Sacred Grounds, a VVVVVV level inspired by the final optional area from Cave Story. I liked it a lot!
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#46
VVVVVV Levels / Re: Anybody want to see a Cave Story level?
January 04, 2017, 10:39:04 AM #47
VVVVVV Levels / Re: AAAAAA
January 02, 2017, 07:33:55 PM
They are not mine, they are from:
Savaka (joke level)
Michael idonthaveawebsite.com (seems like a semi-story level, hard to say)
The map was cool I guess, maybe too easy for me... but I better shut up, last time I wanted a challenging one, I got one I cannot pass from even the third room...
Savaka (joke level)
Michael idonthaveawebsite.com (seems like a semi-story level, hard to say)
The map was cool I guess, maybe too easy for me... but I better shut up, last time I wanted a challenging one, I got one I cannot pass from even the third room...
#48
VVVVVV Levels / Re: AAAAAA
January 02, 2017, 06:46:54 PM
How long it has been since I did a full-through review while playing? Time to get back to my roots:
(Before start): LOL, this is the THIRD level with the same name I have...
(first three rooms): Easy, got one death trying to see what was in the hole of the second room. I will count where I died as the third room.
3 deaths o "Abandoned" that's 4.
8 deaths trying to get the damn trinket.
2 more deaths until i get to the Warp area.
I have to **** ****** because I skip the green crewmate by accident. Another 3 more on miscellaneous rooms.
12 deaths on "Alcove". I swear, that thing is just luck-based.
and 6 more on the last green room.
Didn't see any glitch, mostly due to the level being so short and simple. But that trinket was unreasonably tricky compared to the rest of the level.
(Before start): LOL, this is the THIRD level with the same name I have...
(first three rooms): Easy, got one death trying to see what was in the hole of the second room. I will count where I died as the third room.
3 deaths o "Abandoned" that's 4.
8 deaths trying to get the damn trinket.
2 more deaths until i get to the Warp area.
I have to **** ****** because I skip the green crewmate by accident. Another 3 more on miscellaneous rooms.
12 deaths on "Alcove". I swear, that thing is just luck-based.
and 6 more on the last green room.
Didn't see any glitch, mostly due to the level being so short and simple. But that trinket was unreasonably tricky compared to the rest of the level.
#49
Everything else / Re: VVVVVV III Upgraded to...
December 30, 2016, 10:54:22 AM
Oh I have a bad feeling about this...
#50
VVVVVV Levels / Re: Dimension TLCWDC
December 28, 2016, 08:54:24 PM
THERE IS A BLOCK? HOW IS SOMEONE EXPECTED TO KNOW THAT? Plus depending on your custom tiles, it might be completely impossible to spot. And that is without mentioning that most of the time Viridian will fall through those blocks when going upwards.
By the way, rename "You won't do this on the first try". I did. Without missing the trinket.
By the way, rename "You won't do this on the first try". I did. Without missing the trinket.

#51
VVVVVV Levels / Re: Dimension TLCWDC
December 28, 2016, 04:12:03 PM
This level is impossible. The Black Hole section cannot be gone through.
#52
VVVVVV Levels / Re: The Fun Never Stops -- A Challenge for Y'all
December 21, 2016, 09:21:50 PM
You didn't understand, dissapearing blocks on themselves are fine. What I meant is that you must avoid putting them near the edges of the rooms, as they can glitch up the game in an hilarious yet potentially annoying way. Take a look at this example. It's semi-automatic, you don't need to press a thing, it will be easier to show it this way.
#53
VVVVVV Levels / Re: The Fun Never Stops -- A Challenge for Y'all
December 21, 2016, 06:52:05 PM
For example, on the very first room, the exit marked with XX on the top leads straight to spikes. This kind of trap causes luck-based deaths and is considered a terrible design flaw. Like this one, many more are around scattered on your level. Putting Dissapearing platforms near the edges of the rooms is also dangerous, as it can easily trigger the "suffocated between walls" glitch.
#54
VVVVVV Levels / Re: The Fun Never Stops -- A Challenge for Y'all
December 21, 2016, 06:24:16 PM
It means that normally I provide a fixed variant of the level directly, it's quicker and easier than pointing every bug, and I have time to spare. But considering half of the spike misalignements seem INTENTIONAL, I won't bother.
#55
VVVVVV Levels / Re: The Fun Never Stops -- A Challenge for Y'all
December 21, 2016, 03:59:21 PM
Pffff, as I start playing, I got the feeling it would be hard for the WRONG reasons. I was totally right.
Not going to provide a bugfix for the crapload of misalignements, because I know that if I did I would inevitably also cut most of the fake difficultly of this unfair kaizo-style level and nerf at least half the rooms.
Not going to provide a bugfix for the crapload of misalignements, because I know that if I did I would inevitably also cut most of the fake difficultly of this unfair kaizo-style level and nerf at least half the rooms.
#56
VVVVVV Levels / Re: VVVVVV 0 - Demo
December 16, 2016, 08:10:29 PM
AAGH this level is so frustrating! Would it kill you to put a checkpoint on the second room of the "final challenge"?
#57
VVVVVV Levels / Re: Abandoned Polar (Has FIQ's Dimension VVVVVV - Credit to him)
December 16, 2016, 07:56:07 PMQuote from: 5tr4 on December 16, 2016, 06:19:56 PMYou just discovered why even I am sick of this troll.
Credit to me? Where is that? I want it
#58
VVVVVV Levels / Re: Chara Dreemurr, I challenge you.
December 08, 2016, 11:23:04 AM
Clara, this is IT. You are just a r****ded troll, and don't deserve to be there.
#59
VVVVVV Levels / Re: Space Station 2.0
December 07, 2016, 10:10:57 AM
There were some errors with the walls and the spikes on the edges of the rooms, as usual. Allow me to send you this version with those glitches corrected. By the way, I also added a checkpoint before the lab-like area to avoid forcing the players to drop over and over through an empty room every time they die, and two spikes that you probably forgot to add on the last room of this challenge
#60
VVVVVV Levels / Re: VVVVVV Level Editor Tutorial - Part 1: The basics
December 06, 2016, 05:49:11 PM
OOOR, you could simply make a script resetting the flags on certain points so you can re-use them... What about storing the flags 90-99 to do this:
Lets say you have many sections, we will call them A,B,C,D and E, I know, lame names, I feel lazy.
You want X events to activate on section A when you replay it, and Y events on B, etc.
Simple: after you end stage A, there is a script that enables one of the flags between 90-99 and disables every single other flag below the ones choosen as chapter resets. 95-99 will do it in our example
If you go back to A, a script activated by flag 95 will re-activate every relevant flag to the section A.
If you go to B, similarly, the flags for a replay will be set on at the start by a script related to flag 96. Again, leaving will trigger a script that will disable every flag and enable 96.
This way you can have a practically unlimited amount of flag-related scripts. And if you somehow run out of space, use a binary-like code with the flags so you have 2^N resets, N being the number of flags you save for the resetting script.
Lets say you have many sections, we will call them A,B,C,D and E, I know, lame names, I feel lazy.
You want X events to activate on section A when you replay it, and Y events on B, etc.
Simple: after you end stage A, there is a script that enables one of the flags between 90-99 and disables every single other flag below the ones choosen as chapter resets. 95-99 will do it in our example
If you go back to A, a script activated by flag 95 will re-activate every relevant flag to the section A.
If you go to B, similarly, the flags for a replay will be set on at the start by a script related to flag 96. Again, leaving will trigger a script that will disable every flag and enable 96.
This way you can have a practically unlimited amount of flag-related scripts. And if you somehow run out of space, use a binary-like code with the flags so you have 2^N resets, N being the number of flags you save for the resetting script.