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Messages - Bruce Michez

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VVVVVV Levels / Re: A Quick Trip: A 8*8 Level
« on: July 26, 2015, 02:06:47 am »
I think a music change or two wouldn't hurt.  Otherwise, this is an interesting level and easily your best effort so far.

VVVVVV Help / Re: I Think I'm Crazy.
« on: July 15, 2015, 06:34:17 pm »
I had thought that Terry was simply deleting old threads from the "VVVVVV Help" forum to avoid clutter.  But this is just ridiculous.

Fortunately, the threads in question do in fact still exist.  For example, the room names thread (started by Lollipop) can be found here:

VVVVVV Levels / Re: [II], the sequel to [\]
« on: April 20, 2015, 03:09:55 am »
Great level! 4.5/5! This is my first review so it might not be as intricate as some of my later ones but here goes!  It was a fun level, especially the dimension of the ancients. The metaspace part was fun too, but a little confusing. This is partially due to the emotion sensor room, which took me a ton of tries to figure out.  The room design/aesthetics was cool, particularly in the Dimension of the Ancients. And all those grey tiles in metaspace must've taken a long time to make, using only direct mode. It wasn't too hard, either.

PS: How did you get those quick-to-disappear tiles that were used in [ I], [II], and so on? I know it's direct mode, but which tile?
Thank you!  Actually, a little way into making this level I discovered a way to draw quickly with the grey warp zone tileset.  Basically, the tile numbers are the same as one of the colours of the Space Station (used for the Ghost Ship in this level), which uses a completely different set of graphics.  So you can draw the room with the Space Station tileset, change the room's colour to blue with thick diagonal stripes, turn direct mode on, and change the tileset to one of the others.  Et voilĂ .

For the record, the plain black background is tile #705 (non-space station tileset only), and the fast-crumbling blocks are tile #10.

VVVVVV Levels / Re: [II], the sequel to [\]
« on: April 14, 2015, 11:16:00 pm »
Version 2 is here.  I have addressed a number of issues.
  • Nerfed "Wasps' Nest", since that room annoys even me, especially for so early in the level.
  • Nerfed "Snap Decisions" for the same reason.
  • Re-written dialogue at the start of Act Two, hopefully making it clearer that the player must now explore the whole dimension.
  • Fixed a minor alignment error in the Ghost Ship.
  • Added a way to re-explore Act One areas from Act Three, via the room "Green Dudes CAN Flip!"
  • So as not to overplay the track, the powerful "Predestined Fate" remix kicks in later, specifically after using the warp token in "Voodoo Child".  This replaces "Dimensional Projector" as the point of no return.
In "Viridian Killed the Radio Star" there's an "alternative" checkpoint.  Don't save at this point!
This still stands, however.  I really don't want to sacrifice the weird checkpoint.

VVVVVV Levels / Re: [II], the sequel to [\]
« on: April 12, 2015, 07:03:25 am »
I haven't started work on the patch yet, but I thought I'd drop by to warn of a potential game-breaking glitch.  In "Viridian Killed the Radio Star" there's an "alternative" checkpoint.  Don't save at this point!  If you do, then reload, the game crashes rather spectacularly.  It turns out this glitch only occurs when using the in-game editor.

There must be more than this...

It seems that you've accidentally muted the game's audio.  Just press "M" to undo it.  (It happens all the time.)

VVVVVV Levels / Re: [II], the sequel to [\]
« on: March 26, 2015, 10:45:58 pm »
Interesting suggestions...

SImple solution: lock the warps and include a terminal advising you of what the warp does in addition to unlock the warp, so if you go to the warp you know beforehand that it will take you to the back. also, you can just tell how many trinkets are in every section, in that terminal, easing the task of finding them all
The trouble with using a warp token is that I'd then have to place one somewhere in the Act One area, and have it only be available after accessing it from Act Three.  In both cases, where would I put them?

That, or have a flag set once you enter the dimension of the ancients that allows you to open a gravity lock from either side, leading between the final level and the rest of metaspace.
I think I like this idea better, since there are several screens (mainly in the side area accessed by going right from "Tales from the Transdimensional Ocean") which are split between Acts One and Three already.  It might be a while before I get around to revising this level, though, as I currently have to compose some special music for an acquaintance's wedding.  Like I said, trinkets aren't that important in this level; if they were there wouldn't be one that requires "Doing Things the Hard Way" again.  After all, this time the level isn't set in an evil dimension.

And yes, Dimension DCLXVI is indeed the name of the dimension in which the prequel took place.  It's 666 in Roman numerals.

VVVVVV Levels / Re: [II], the sequel to [\]
« on: March 24, 2015, 11:20:49 pm »
I did consider making it possible to backtrack to "Act One" areas, but decided that would've made an already maze-like level even trickier to navigate.  As it is, the best I could do was to have it so that there isn't really a bad ending for not getting 20/20, unlike the prequel where all 20 trinkets are required for :viridian:'s clone to escape certain death in the collapsing Dimension DCLXVI.

VVVVVV Levels / Re: [II], the sequel to [\]
« on: March 23, 2015, 05:00:57 pm »
Ok, well I can honestly say, that was freaking awesome. One of the best userlevels I've played. Great storyline expanding on the dimensional lore of the game. I 100%ed it on my first go, even though that meant some backtracking. It was that compelling.

Now to play the prequel, I guess.

Thank you!

VVVVVV Levels / Re: [II], the sequel to [\]
« on: March 21, 2015, 12:08:28 pm »
I've no idea how you get through Dimensional Projector (I think that's the name). Three gravity lines directly over spikes. Am I supposed to glitch through or something? Or have I missed a scripting trigger?
The gravity lines are there because you're not supposed to go through there yet.  When you are supposed to, you'll know.

Also, rescuing a crewmate while a script is running will crash the game rather spectacularly.

Since this thread isn't just about destroyed save files, but about the game crashing as well, I have some more:
  • Checkpoints on crumbling platforms.  If the player respawns on one of these too many times, the game crashes.
  • Too many entities on a single screen.  This is unlikely to happen unless you use too many single quicksand blocks (tile #10 in direct mode), which are converted to entities when the room is loaded.

The flag 67 problem was fixed in 2.2.
I thought so.  In earlier versions, whenever flag 67 was on, "SHIP" would appear in the pause menu in place of "CREW", giving players the option to warp to the ship.  If a hapless player did so in a custom level, their save data would be gone instantly.

VVVVVV Levels / Re: [II], the sequel to [\]
« on: February 09, 2015, 08:00:13 pm »
Hey! Take a look at Featured Level ;)

Hah, thank you! often are you going to be featuring levels?

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