It's a boolean, 1 is up and 0 is down.
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#17
VVVVVV Help / Re: AI routines
March 26, 2017, 05:42:55 PM
Making them flip is done through changegravity(color, direction), I think.
#18
VVVVVV / Re: Dimension VVVVVV: Sticky Disease
March 26, 2017, 04:50:33 PM
My idea was to wrap it.
#19
VVVVVV / Re: Dimension VVVVVV: Sticky Disease
March 26, 2017, 04:29:32 AM
I mean you make a band for the tower, and place it so the entrances and exits match.
#20
VVVVVV Help / Re: Crewmate making help
March 25, 2017, 05:15:55 PM
Outside of some very specific circumstances, when would you ever not need faceplayer?
#21
VVVVVV / Re: Dimension VVVVVV: Sticky Disease
March 25, 2017, 05:14:52 PM
Have it actually come out of the page.
#22
VVVVVV Help / Re: Crewmate making help
March 25, 2017, 01:36:59 AM
Except it's a damn exit, because you can't do any AI routines with it.
#23
VVVVVV Help / Re: Crewmate making help
March 24, 2017, 10:27:12 PM
You're right, custom tiles are just an exit.
#24
VVVVVV / Re: Really Bad Jokes
March 24, 2017, 01:51:15 AM
What do you get if you cross an elephant with a rhino?
Answer (Hover to Reveal)
Answer (Hover to Reveal)
#25
VVVVVV / Re: TERRY!
March 22, 2017, 11:01:55 PM
More things:
1. Per-level tileset loader
2. .png maps
3. Altstates in custom levels
4. Orange and gray versions of all the tilesets
5. Preserving the playercolour
6. Being able to correctly open the map and give trinkets through scripts
1. Per-level tileset loader
2. .png maps
3. Altstates in custom levels
4. Orange and gray versions of all the tilesets
5. Preserving the playercolour
6. Being able to correctly open the map and give trinkets through scripts
#26
Everything else / Re: Character Guessing Game V2
March 22, 2017, 10:06:53 PM
Why not just only upload the 4 new characters?
#27
Everything else / Re: Monotone - Coming Soon
March 21, 2017, 08:52:40 PM
Man! I was really looking forward to an RPG where nobody speaks!
#28
VVVVVV Levels / Re: Extreme Danger II
March 20, 2017, 09:30:30 PM
Even now, Area Trouble is still your best level. Calmer, atmospheric levels are what you're best at, so I think you should try and expand upon those types of levels, especially since there isn't much competition.
I do think, though, that this one is a fairly close second. It's not for any apparent intended reason, though, there's really no sense of urgency, but I think that actually works towards this level's credit. It has an almost dream-like quality to it, because of things like the repeated rooms and the frequent tileset changes. This is further reinforced by having you rescue yourself at the end. To legitimize this, you should change the music to "Presenting VVVVVV", and the name to something subtle about being asleep. That would really make this level shine.
I do think, though, that this one is a fairly close second. It's not for any apparent intended reason, though, there's really no sense of urgency, but I think that actually works towards this level's credit. It has an almost dream-like quality to it, because of things like the repeated rooms and the frequent tileset changes. This is further reinforced by having you rescue yourself at the end. To legitimize this, you should change the music to "Presenting VVVVVV", and the name to something subtle about being asleep. That would really make this level shine.
#29
VVVVVV Levels / Re: Yet Another Level
March 20, 2017, 09:13:27 PM
I'm pretty sure Area Trouble isn't.
#30
VVVVVV Levels / Re: VVVVVV 2: The New Adventure! [BETA]
March 20, 2017, 08:59:55 PM
Okay, first off, don't ever use custom resources.
But with that aside, this is a pretty great level, at least until you reach the Deceptive Warp Zone. For the most part, you have good signposting, so the level flows alright. You also have some neat zones, I was especially fond of the Atari-esque Two-Color zone, and I loved how you had to walk through Space Station E to get to the next area, a nice little Metroidvania touch.
Though on the topic of Metroidvanias, I hope that you take the level to all those empty pathways you hinted at, especially "Pattern Broken" and "Wrapping Present". This would make the level feel really cohesive, and give a tangible sense of progress tied to the apparent depth of exploration the player does.
Of course, now it's time to talk about the bad things. First off, the Two-Color Zone didn't have a satisfying conclusion. It felt like it ended early, and without some sort of teleporter to mark the level's end, I thought it was a fluke, and kept looking. And really, you desperately need a teleporter hub. An even better idea would be to put in in the second half of the level, but have it locked off until you reach it from the other side. They're honestly very easy to implement, it's just some flags and gotoroom() scripts.
I say you need teleporters, because I hate going through the Deceptive Warp Zone more than once. That zone is based solely around lying to the player, which itself isn't engaging, and leaves nothing left once the player has figured the zone out. Even worse, you fall back on the old cliché of enemies bouncing in really tight corridors, a configuration that's just as interesting to throw yourself at until you finally break through it. Not having to go through that again would really help the level. Though, so would not going through it the first time, but if I already proved I can go through it once, why make me do it again.
There was also one moment of really bad signposting, Spoiler (Hover to Reveal)
After that, there was a moment in the story that really took me out of it. Spoiler (Hover to Reveal)
There is one more, surface-level gripe I have with the level: you're using the old, bad method of Internal Scripting. Please, use the say()/text(1,0,0,4) method, it doesn't have script bars, so you never get stopped by random cutscene bars. Ved can do it automatically for you, even.
Other than that, it's a nice level. And I know I just spent five paragraphs saying why it's bad, but has bigger reasons why it's good. You have a much better command over pacing than a lot of level creators here, and you use room difficulty really well. Playing as Vitellary is also an interesting touch, many levels would just go the easy way out, and have you play as Viridian. Ultimately, while it is currently flawed, that can be eliminated, and even still, it does enough major things well that it's a good level.
But with that aside, this is a pretty great level, at least until you reach the Deceptive Warp Zone. For the most part, you have good signposting, so the level flows alright. You also have some neat zones, I was especially fond of the Atari-esque Two-Color zone, and I loved how you had to walk through Space Station E to get to the next area, a nice little Metroidvania touch.
Though on the topic of Metroidvanias, I hope that you take the level to all those empty pathways you hinted at, especially "Pattern Broken" and "Wrapping Present". This would make the level feel really cohesive, and give a tangible sense of progress tied to the apparent depth of exploration the player does.
Of course, now it's time to talk about the bad things. First off, the Two-Color Zone didn't have a satisfying conclusion. It felt like it ended early, and without some sort of teleporter to mark the level's end, I thought it was a fluke, and kept looking. And really, you desperately need a teleporter hub. An even better idea would be to put in in the second half of the level, but have it locked off until you reach it from the other side. They're honestly very easy to implement, it's just some flags and gotoroom() scripts.
I say you need teleporters, because I hate going through the Deceptive Warp Zone more than once. That zone is based solely around lying to the player, which itself isn't engaging, and leaves nothing left once the player has figured the zone out. Even worse, you fall back on the old cliché of enemies bouncing in really tight corridors, a configuration that's just as interesting to throw yourself at until you finally break through it. Not having to go through that again would really help the level. Though, so would not going through it the first time, but if I already proved I can go through it once, why make me do it again.
There was also one moment of really bad signposting, Spoiler (Hover to Reveal)
After that, there was a moment in the story that really took me out of it. Spoiler (Hover to Reveal)
There is one more, surface-level gripe I have with the level: you're using the old, bad method of Internal Scripting. Please, use the say()/text(1,0,0,4) method, it doesn't have script bars, so you never get stopped by random cutscene bars. Ved can do it automatically for you, even.
Other than that, it's a nice level. And I know I just spent five paragraphs saying why it's bad, but has bigger reasons why it's good. You have a much better command over pacing than a lot of level creators here, and you use room difficulty really well. Playing as Vitellary is also an interesting touch, many levels would just go the easy way out, and have you play as Viridian. Ultimately, while it is currently flawed, that can be eliminated, and even still, it does enough major things well that it's a good level.