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Messages - QwertymanO07

Pages: 1 2 3 [4] 5 6 ... 26
46
VVVVVV Help / Re: VVVVVV Scripting Help
« on: March 11, 2017, 04:06:54 pm »
For the flash script, you need to make it flash(5), then add playef(9) and shake(20).  In IS, the flash() command is literally just the flash part of it, it only turns the screen white, with the argument being duration.

As for spawning Verdigris, it would be this:
createcrewman(112,0,green,1,faceleft)
Then just put this script at the entrance of the room (1,1)

I would also recommend changing faceleft to faceplayer, since it would make him feel more alive, but if he's completely isolated from the player, faceleft would be better.

Next, you just put some text() commands.  The syntax for an IS textbox is as follows:
Code: [Select]
squeak(crewmate)
text(crewmate,x,y,lines)
Insert text here
position(crewmate,above/below)
speak_active
Additionally, you must add endtext() whenever there's a pause in speech, or else the last text box won't disappear.  You also don't need to worry about the x and y arguments for text(), because they get overridden by position()

47
VVVVVV Levels / Re: Inception
« on: March 11, 2017, 01:51:48 am »
It has some interesting concepts, but it's pretty deeply flawed.  Much of the level basically boils down to walking down empty hallways, but occasionally you have some really neat environmental storytelling.  You also have some neat pathways hinted at from earlier levels, something that not many levels currently around do.  It has some great concepts, but a broken execution.

48
VVVVVV Help / Re: VVVVVV Scripting Help
« on: March 11, 2017, 12:59:34 am »
There's also another way to get cutscene bars for the newer method.  In your load script, put a say() command after your iftrinkets() command, like this:
Code: [Select]
iftrinkets(0,internal)
say
You can put literally anything here, since the script will be redirected before it gets here

You will still need to end the internal script with endcutscene() and untilbars(), however.

50
VVVVVV / Re: Coin Flip
« on: March 09, 2017, 11:12:32 pm »
I'm curious though, what would've happened if I picked the porcupine?

51
Everything else / Re: Character Guessing Game
« on: March 09, 2017, 11:11:30 pm »
It would just be this song for all of them:
https://www.youtube.com/watch?v=Thh8WK_gNTQ

52
VVVVVV Help / Re: VVVVVV Scripting Help
« on: March 07, 2017, 02:50:13 am »
Okay, let's not dirty up this topic too much, it really could prove useful.

53
VVVVVV Help / Re: VVVVVV Scripting Help
« on: March 06, 2017, 08:40:43 pm »
How do I center a textbox in simplified scripting?!

54
VVVVVV / Re: Coin Flip
« on: March 06, 2017, 08:39:29 pm »
I'm not a big fan of furries, so I'm going to have to go with the poorly scaled Viridian.

55
VVVVVV Help / Re: Let's Brainstorm Room Names!
« on: March 05, 2017, 10:29:28 pm »
Natural Treasure - A trinket room with the Outside tileset, presumably in a way that resembles a mine.

56
VVVVVV Help / Re: What's different with ifflag and customifflag?
« on: March 05, 2017, 07:07:00 am »
Yes.

57
VVVVVV Help / Re: What's different with ifflag and customifflag?
« on: March 05, 2017, 05:53:24 am »
customifflag() is used in Internal Scripting to redirect to a custom script.

58
VVVVVV Levels / Re: Crashed! [Coming Soon]
« on: March 04, 2017, 10:24:10 pm »
Well dang!  Because I posted this just to pressure me into finishing.  Relatedly, I don't care how long ago the previous post is, if you think this is taking too long, post about it.

59
VVVVVV Levels / Crashed! [Cancelled]
« on: March 04, 2017, 01:57:17 am »
As you're transporting a professor from the nearby university, your ship crashes into a strange new dimension, and won't start up again!  As it's the only lead, the Captain sends you to investigate a strange energy source, but can you find your way there?

Travel through five original levels in this gripping, new dimension!




60
If you want to severely hamper your level's pacing, perhaps.  A level is only moving if the player is advancing, and pacing is all about how the level flows as it's moving.  Your solution stops a level dead in its tracks.

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