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Messages - ZeNewDragon

#46
VVVVVV Levels / Re: Happy 5th anniversary, VVVVVV!
January 16, 2015, 05:54:27 AM
Quote from: ShinyWolf07 on January 16, 2015, 02:22:02 AM
Happy 5th!  :verdigris: :vermillion: :viridian: :vitellary: :violet:

WHY AM I NOT INCLUDED? :victoria:
shhhhh its ok victoria :viridian:
Little late.

As am I.
#47
VVVVVV Levels / Re: Dimension SIMPLE
January 04, 2015, 08:15:25 PM
Man, that was a lot of fun! It's nice to see someone making gameplay-focused levels with really well paced and fair difficulty. It's also quite creative. I think my favourite room was the one with the teleporting enemies. Really innovative use of enemy bounds.

One thing I noticed is that it's possible to glitch into "Spacetime Oddity" from the room above by entering it at a certain angle.

The complete lack of story kind of threw me off. While I'm not a fan of anything overly complex in VVVVVV levels, it would be a good thing to at least have some form of introduction from Viridian and dialogue with the crewmates. Think 333333.

You could also hide a secret message in the blocked terminal in "Red Herring Room," seeing as you can make it up there.

Overall, great work.
#48
Quote from: i'm not petrikov on December 28, 2014, 02:12:48 PM
Quote from: ZeNewDragon on December 26, 2014, 10:00:31 PMMake and Play Edition.
you can't get the make and play edition on steam but okay
Where did he say he got the Make and Play Edition off of Steam? He's saying he just purchased the full version of the game on Steam.
#49
VVVVVV Levels / Re: not saying pirating is bad, but
December 26, 2014, 10:00:31 PM
Quote from: i'm not petrikov on December 26, 2014, 06:22:47 AM
Quote from: Epicperson456 on December 23, 2014, 08:56:15 PMsrry guys, I playtested, but I guess im not good at that! but I will HOPEFULLY get to doing that soon, cause I just got the full VVVVVV on steam. Sorry again!
wait, you pirated it?
Make and Play Edition.
#50
VVVVVV Levels / Re: hi here is my map aventiurs of shp
December 15, 2014, 05:41:43 AM
Too bad.
#51
VVVVVV Levels / Re: Fix factory
December 02, 2014, 02:18:20 AM
Quote from: Sergione on November 30, 2014, 07:33:49 PM
I test every level I created, and my levels haven't many glitches! True?  :victoria:
Don't worry, I'm not talking about you!  :D

I'm more referring to other people's levels, some more in regards to obscene difficulty. There's a fine line between hard and frustrating, people.
#52
VVVVVV Levels / Re: Fix factory
November 30, 2014, 07:23:47 PM
To be fair, it still doesn't seem like people bother testing their levels. Ugh.
#53
VVVVVV Levels / Re: My First Level!
November 28, 2014, 08:53:54 PM
...Have you tried putting it in a zipped folder? That should reduce the file size quite a bit.
#54
Quote from: shape worrior t on November 17, 2014, 01:06:19 AM
..? :verdigris:

The walls are all cut off and there doesn't seem to be a reason making it necessary to move them around in direct mode. Do you just have it like that because you like it better?
#55
Why are there no edge pieces to the walls?
#56
VVVVVV Levels / Re: (V5.4) Dimension Switchback
November 05, 2014, 01:38:35 AM
...So is this no longer getting updated? I'm going to go ahead and leave a feedback dump anyway. Take it with a bit of salt.

I think what you've done using internal scripting here is really interesting. I really like the duplicate rooms before the Polar Dimension in Chapter 1, and the rotating rooms in Chapter 3.

In terms of the plot, it's pretty over the top (which I enjoy), but the dialogue is really heavy-handed in some places. Vertigo killing Vermilion at the end of chapter 2 in particular feels a tad bit bizarre, a lot of it due to the wording (the whole deadly bacteria thing feels out of place, too). An exchange more like:
Quote"Rats, I missed! I only had a single charge of that!"
:viridian: "Please don't tell me..."
:viridian: "He'll respawn, right?"
:viridian: "...right?"
"That blast sets the game to no-death mode. Your friend isn't coming back."
:viridian: "So he's really gone?"
*sad*
:viridian: "...Vermilion..."
feels better to me, and it would leave a bigger impact on me as a player.

Along with that, some of the other dialogue in the level feels robotic because it doesn't use contractions.

In terms of actual gameplay, from what I've played so far, the level is hard, but little of it has been flat out ridiculous. That being said, there are definitely a few screens that feel a bit excessive. The screen with the biggest issues, I think, is Line Guards. Not only can the player get stuck very easily in the single block platforms connecting to the grav lines, but the last portion of the screen requires a bit too much precision on the player's part to get through after the section preceding it. It feels daunting because of the distance between there and the checkpoint. It's not the worst thing in the world, but I thought I would mention it.

Catastrophic Cavern has this same problem. Even though the section after the middle row wasn't particularly difficult, it still felt daunting. It didn't help that the next screen had a gravity line at the bottom that bounced me up into the previous screen and into an enemy while I was scouting out the room. I had to do the entire thing again. Dick move.

In the Switchback Stabilizer room, I didn't realize that I would respawn there when I died. A checkpoint on the ceiling (pre-flip) would be nice to have as an indicator of that.

The level as a whole is surprisingly linear. I would've liked to see both of the first two levels open at the start, but this would probably require more scripting work than it would be worth.

The level is prone to breaking after the Gravitron segments. I haven't completed it yet because of it.

And that's it so far. I've really been enjoying a lot of this level. I realize you're probably not working on it anymore, but I figured I may as well voice my opinions.