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Messages - Bruce Michez

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VVVVVV / Re: What do you guys think makes a good VVVVVV level?
« on: November 28, 2018, 01:51:21 pm »
I just tend to hope it doesn't fall into any of these.

VVVVVV Help / Re: Game won't start
« on: November 21, 2018, 05:56:51 pm »
Ved and/or Make & Play to the rescue?

VVVVVV Levels / Re: VVVVVV Custom Levels - Spiky Stations
« on: November 07, 2018, 04:00:30 pm »
Could you put the rooms I should use Manual/Direct mode on? (Coordinates)
Basically any room with single-tile walls:
"Come On, They Won't Hurt You..." (4,2)
"Fool Me Twice Shame On Me" (9,2)
"I See The Light Now" (12,3)
"Ruined Time" (14,4)
"Mirrored Image" (4,11)
"Working Hard To Get" (6,12)
"What's The Point Of These Dead Ends" (9,12)
"Green Power" (17,20)

VVVVVV Levels / Re: VVVVVV Custom Levels - Spiky Stations
« on: November 04, 2018, 12:31:29 am »
There's another, arguably more pressing, issue with room (14,13).  If the player is hugging the right wall when entering from below, the "that was a little simple..." dialogue appears as :viridian: falls uncontrollably up into spikes.  If the dialogue is still on the screen when :viridian: dies and respawns, it crashes the game.

edit: it doesn't help that if you're too far to the left, you have to leave the room to try again anyway.

That aside, I'm liking this so far, even if there are a few places where a bit of Direct Mode could improve the look of things.

VVVVVV Levels / Re: My First Level
« on: October 28, 2018, 04:50:52 pm »
Erm.... wheres the download?  :o
In the fourth reply.

VVVVVV / Re: how do you put multiple colors in one area
« on: October 23, 2018, 08:38:16 am »
That's what Direct Mode is for.  Press F10 to activate it.

Everything else / Re: A Confession
« on: October 22, 2018, 07:29:15 pm »
We won't get fooled again.

VVVVVV Help / Re: What not to put in your VVVVVV Level
« on: October 09, 2018, 11:27:07 am »
175. An extremely difficult challenge (such as a Veni Vidi Vici) that doesn't even reward the player upon completing it.

VVVVVV Levels / Re: Zephyr's Mini 10x10
« on: October 09, 2018, 05:06:56 am »
You might want to edit the original post to have the updated version of the level, too.

VVVVVV Levels / Re: Zephyr's Mini 10x10
« on: October 08, 2018, 09:34:49 am »
- deactivating the purple lasers after getting the cyan lasers deactivated is impossible??? (unless im missing something) had to cheat my way through it
- its impossible to reactivate the purple lasers without invincibility
Are you talking about going backwards through the lower half of "I'm a firin my lazor!"?  Getting under the purple laser on the right does look impossible, but it isn't.  It's actually not nearly as precise as trying to navigate your way into a normal 3-tile-high tunnel.

Also, in "Cyan Gate" you've got a checkpoint in an enemy's flight path, which can result in a lot of deaths (up to 8, in this case) if that square happens to be there when :viridian: respawns.

VVVVVV Levels / Re: Zephyr's Mini 10x10
« on: October 07, 2018, 09:19:38 pm »
Definitely one of the most fascinating first levels I've come across, even if it does have some rough edges.  It really made me think in a way that VVVVVV usually doesn't.

I particularly liked the fast conveyors, especially since I didn't know that was possible until, well, just now.

You might want to nerf "MORE COLORS?!" (6,10) somehow, though.  I resorted to invincibility to get through it in my playthrough, as I could not get past the fast vertical pink box there.  I actually thought it might be outright impossible until I managed to get past that box legitimately in the editor.

Everything else / Re: Did you notice my new avatar?
« on: October 06, 2018, 02:17:15 am »
"no white crewmate"

createentity one in with color 5
Or colour 22 - that was the one I used for Admiral Vanilla in [X].

VVVVVV Help / Re: Let's Brainstorm Room Names!
« on: October 05, 2018, 10:36:19 pm »
Dubious Victuals - a green-and-purple room shaped like Breath of the Wild's "Dubious Food".  VVVVVV's visual style supplies the pixellation-censor automatically!

VVVVVV Help / Re: Wait What?!
« on: October 05, 2018, 10:00:30 pm »
Yes, warp tokens "crossing" the screen edge like that can cause strange glitches.  The "magic" warp tokens themselves are the same ones you've hidden behind the room name.  Of course, if you were to move them up one row, they wouldn't be hidden anymore.

I get that what you're trying to do is to make two of the top exits of "Eye of Onyx" one-way.  You're probably better off just using the actual one-way tiles, as in "Challenge Zones C and D" [room (8,2) in your level].

Technical note: essentially, what's happening is that warp lines only do something when the player touches them.  This is especially noticeable if you have enemies crossing the screen edge in such a room - sometimes, they'll teleport to where they "should" be the moment a warp line is activated.

VVVVVV Levels / Re: Test of Strength [1.1]
« on: October 01, 2018, 07:49:10 pm »
Fascinating, largely for making something good out of breaking two major design rules!  Specifically, (spoilers) a DTtHW so fast it's pretty much luck-based in practice and a literally impossible trinket.

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