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Messages - Ally 🌠

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Everything else / Re: The Music Thread
« on: September 18, 2020, 02:39:30 pm »
cursed cathedral cover
[abort 2] onwards town road
i'm bored
[the grand majestic] persistent playthrough
[the grand majestic] prominent plight
[the grand majestic] pleasant payoff

theres so many songs i want to share but theyre all for abort 2 and theyre not public yet. onwards town road is the only public abort 2 song right now and the ost is pretty big

VVVVVV Levels / Re: VVVVVVVV: The VVVVVV Prototype (Recreation)
« on: August 07, 2020, 06:49:37 pm »
this isnt for vce its for vanilla

then why did you make it look like it was for vce?
What made you think it was?

did you see the custom sprites?
this is literally for vanilla, stop cluttering the topic

VVVVVV Help / Re: why does my game crash sometimes
« on: August 03, 2020, 04:54:25 pm »
that wont make the game crash, though

VVVVVV Levels / Re: VVVVVVVV: The VVVVVV Prototype (Recreation)
« on: August 02, 2020, 02:36:33 pm »
this isnt for vce its for vanilla

This is not permitted by the original level creator,
i hope you mean yet, meaning that you asked or are going to ask him if it's okay. if he said no, then you shouldn't.
I do not have the level editor and maker, so you can not harass me for making bad levels.
i honestly have no idea what this means.
You can criticize the bad levels, just don't harass me for making them, alright? Harassment is generally illegal, and can easily lead to either a jail or prison sentence, depending on the severity of the offence.
chill, nobodys going to harass you over making a level or something. this isnt 2018 or whatever
Also, not all of these ideas are gonna be original. Some of these ideas will take other level rooms and use them as either flashbacks or similar challenges faced in previous levels.
a level in a long series with no flashbacks or anything would be sorta weird. either way, i do hope youll only do this where they fit in

anyway good luck on this. dont forget to ask bruce for permission and stuff

Open Source Projects / Re: VVVVVV: Community Edition
« on: July 04, 2020, 03:15:18 am »
forgot to say this earlier, but it compiles on windows now. vce is in a somewhat unstable state right now since misa has been merging from upstream without testing which i assume comes after she's done

also, is the page i've been working on which currently holds the most notable features of vce complete with images and unneeded huge paragraphs

VVVVVV Levels / VVVVVVVV: The VVVVVV Prototype (Recreation)
« on: July 02, 2020, 07:55:33 pm »
I've always liked the VVVVVV prototype, so I decided to recreate it inside of VVVVVV 2.3.
I mean, it should work in 2.2, I just haven't tested it. And I don't feel like testing it.

What's different from the other prototype recreations?
I tried to make it as faithful to the original as possible. Coins are placed in the right spots, the enemies have the correct sprites, the graphics have been modified, etc. I even made an odd fake trinket system since trinkets worked differently in the prototype.



VVVVVV Levels / Re: Abort!
« on: June 15, 2020, 12:57:31 am »
The music file caused issues with anything higher than 2.2, so I have updated the OP with a new download.
Also, this is packed correctly for 2.3 and VVVVVV: Community Edition, so you should be able to drop the zip file directly in the levels folder and VVVVVV should be able to load the level and assets directly from the zip.

VVVVVV Help / Putting these in your VVVVVV level is fine, actually
« on: April 26, 2020, 03:53:57 pm »
Back in 2015, we had some very interesting ideas of what wasn't acceptable in a level
A lot of these suck though

Warning: Some numbers are missing because people enjoy deleting things
Also I'm not going to comment on the ones that are fine

3: Skippable Rooms
This is fine if you have like a trinket challenge or just think a room is too hard and you want to make it optional or something
4: Floating Spikes
This could be fine with custom graphics
5: Polar Dimension, but the map does not show "NO SIGNAL"
Doing this is absolutely fine tbh, it could actually look kinda cool to have multiple sections on a map
7: Intersection with disappearing platforms
No idea what this means
8: Copied scripts
Edge case, this can be done correctly (see: Detox) and is something you'll probably do a lot in VVVVVV: Community Edition
9: Improper design
Very vague
12: Repeating Scripts
Depends on why they're repeating, like changing the player color every time you enter a room is fine
15: Scripts that behave strangely
Again, very vague
16: Roomnames without Capitalization (spikes everywhere, attack of the enemies, etc.)
This can be good aesthetics (see: Unshackled)
19: Making a vertical two-block-wide passageway lined with spikes
Allie (the person who posted this originally) later released Detox which had this
21. Nearly impossible rooms.
Most of the time you shouldn't have really hard rooms, but if you're trying to make a hard level it's fine
25. the gravitron
This is fine if you somehow make it feel original, or abuse the timer feature of it
In this video I abuse the timer feature
27. Floating checkpoints.  I'm surprised nobody's mentioned this yet.  However, there is a little-known exploit, involving editing the level with a text editor, which produces a weird box-shaped checkpoint that spawns :viridian: in a direction determined by the previous normal checkpoint the player touched. Use with caution, as saving and re-loading at such a checkpoint crashes the game.
Floating checkpoints can be fine if your custom graphics allow them, also box checkpoints don't really do anything bad
Number 33: using internal commands that are red in the Internal Commands topic
This should be fine in VVVVVV 2.3/VVVVVV: Community Edition
38. Don't adversite in your level.
This could be fine in like, an end credits sort of section. Like, linking your SoundCloud because that's where the level's OST is or something
41. Don't make boring levels.
47. The 'custom length' warp lines you can make by editing a text file.
This is fine if you're smart with them I guess
74. Badly made scripts.
If you don't know how to make scripts, DON'T MAKE 'EM.

Very gatekeepy. Just make scripts and have fun
77? - Levels 1x1
Making one room levels isn't always a bad thing, like showing off a concept or making a challenge room of sorts
67. Swearing in your fucking level. I hate that fucking shit.
Thanks me for making this hilarious joke
Swearing in levels is fine honestly, just don't overdo it
68(?): Putting way too many enemies down. (This causes lag :violet:)
Never heard of slowdown in VVVVVV, but there are entity limits
84: Using the wrong music Example A polar dimension that plays Pushing Onwards.
You shouldn't really have unfitting music but I just don't like this example
Don't let the main game take away from your own levels
85:No music.
No music can be fine for some areas if your aesthetic allows it
86:Having innaproppriate script names.
This... should be fine? I mean, they won't ever see them, I guess. You should probably name your scripts something that actually makes sense, though.
Take that out please. In-approppriate script names are ok. The player will never see them.
Apparently I said this in the past but now I'm saying it less dumb
86:create entity 21 spam.
Entity 21 is a terminal that doesn't light up? I don't understand this one

103. An ending that sends you back to the menu with a certain internal script.  This prevents players from ever having stars next to the level in the menu.
Gamestate 1013 gives you stars as long as you collected all crewmates and trinkets
109: Conversely, don't change the music too often.  It's kind of annoying and makes your level seem unprofessional.  Try to keep every maybe 7 to 10 screens the same song.
Cutscenes that change the music a bit are fine
111. Direct mode abusing (by incapable people). It explains by itself. If you're not a ToasterApocalypse or a Crazya02, you CAN'T put random direct mode tiles.
Very, very gatekeepy. Do what looks nice and have fun doing it
I don't see the problem with this?
130. Too much references.
413. Like this one.

this was posted 4 years ago and i only now realized it was a Funny Homestuck
132:using the same flag for 2 different things.
This is absolutely fine as long as you're smart with your flag usage
I see nothing wrong with returning the player to the menu
It's better to end levels with gotoroom() onto a rescuable crewmate in a fully black room, though.  Also, you could use such a script as a hazard, which would be awful in every way.
Gamestate 81 may not give you stars, but gamestate 1013 is the same as rescuing the last crewmate without the annoying sound and textbox.
131225 138: Levels that were made by modifying It's quite likely that nobody has/will do this, and do realize that I mean doing things like swapping tilesets. This can lead to tiles with incorrect properties and the level will as a whole be more ugly. But, yet again, it is likely that no one has/will do this. We have just got to the point where it is really hard not to repeat anything.
Don't modify VVVVVV does, however have custom assets support, and I see absolutely no reason why you shouldn't use it. This paragraph makes it seem like you shouldn't use custom graphics cause everyone sucks at art, which is very... not cool
145:No Direct-Mode
146: Too Much Direct Mode. If you do it JUST right, you can have some really pretty rooms with too much direct mode, but most of the time the rooms become quite a mess when you overuse it.

No direct mode is absolutely fine if your tileset looks good. Too much direct mode only applies if you're just placing down random tiles.

Have fun making levels and stuff good luck

VVVVVV Levels / Re: Traps R.J. [v0.8]
« on: April 02, 2020, 11:55:03 pm »
i respect this level too much to hate it but also i hate it

VVVVVV / Re: Quick couple questions (Spoylers)
« on: March 18, 2020, 02:41:38 pm »
to understand the gag behind 2, you can talk to the crewmate whos in the same room (though i forget what crewmate it actually is)

VVVVVV Levels / Re: I'll be making Time Trials for levels
« on: March 01, 2020, 03:08:18 pm »

Fun fact: endtrial() literally just calls gamestate(82) without checking if you're in a trial first.
So to make sure the main level doesn't... end, use iftrial(script) first before using endtrial(). If you happen to have overlapping sections for time trials, you can use iftrial(id,script) to run the script only if the current time trial is the id you entered

(Also, remember to ask for permission before modifying other people's levels)

Open Source Projects / Re: VVVVVV: Community Edition
« on: February 13, 2020, 01:27:36 am »
on windows i have to uh

Code: [Select]
cmake -G "Visual Studio 16 2019" -A Win32 .. -DCMAKE_TOOLCHAIN_FILE="C:/Users/Ally/vcpkg/scripts/buildsystems/vcpkg.cmake" -DSDL2_INCLUDE_DIRS="C:/Users/Ally/Desktop/VVVVVV/SDL2-2.0.10/include;C:/Users/Ally/Desktop/VVVVVV/SDL2_mixer-2.0.4/include;C:/Users/Ally/Desktop/VVVVVV/libpng-1.2.37-lib/include" -DSDL2_LIBRARIES="C:/Users/Ally/Desktop/VVVVVV/SDL2-2.0.10/lib/x86/SDL2.lib;C:/Users/Ally/Desktop/VVVVVV/SDL2-2.0.10/lib/x86/SDL2main.lib;C:/Users/Ally/Desktop/VVVVVV/SDL2_mixer-2.0.4/lib/x86/SDL2_mixer.lib;C:/Users/Ally/Desktop/VVVVVV/libpng-1.2.37-lib/lib/libpng.lib"
and it doesnt even compile because of msbuild stuff

VVVVVV Help / Re: how do you
« on: January 31, 2020, 06:28:34 pm »
they have normal colors

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