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Messages - EpicCreeper9001

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VVVVVV Levels / Re: Renewal
« on: February 21, 2016, 08:18:00 pm »


Just applause.

VVVVVV Help / Re: tiles and tiles2
« on: February 17, 2016, 01:20:39 am »
Thank you! ^.^

VVVVVV Help / tiles and tiles2
« on: February 16, 2016, 09:01:39 pm »
I need the tiles.png and tiles2.png so I can make a texture pack (for an upcoming level) but I don't have them. Could someone post the files here/help me find them?

VVVVVV Levels / Re: Viridian to the Future - Final Edition
« on: February 16, 2016, 12:56:41 am »
Awesome level! A few things I want to point out, in order from most to least level-breaking:
*Two rooms, right after one of the times Vertigo speaks to Viridian from afar (I forget what the rooms exactly are  :victoria:), you can glitch out of bounds by flipping into the ceiling at the right (left room) or left (right room) side of the room.
*In the first battle with Verinadox (hopefully I spelled that right), the cyan room's upper gravity line is too close to the spikes and can kill you.
*In the part where you have to hit 5 switches, the two switches on the left half of the area don't actually have to be pressed.
*Below the time machine room (before time travelling), there's a random single tile around the middle of the screen.
*In the starting room, a crumble platform is missing on the very left.

Also, is The Final Battle! even possible? Specifically, the part with the gravity lines.

VVVVVV Help / Re: What not to put in your VVVVVV Level
« on: February 02, 2016, 01:14:14 am »
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.

*looks at Vultarix*

104. (Favorite number): Glitching is required to progress in the level.

105. Major shortcuts.

VVVVVV Levels / Re: C.R.A.S.H.
« on: February 01, 2016, 12:23:13 pm »
Also, is the bottom half of Viridian supposed to be darker? (It didn't happen for me...) Or is it just a texture you like to use?

VVVVVV Levels / Re: C.R.A.S.H.
« on: January 31, 2016, 11:47:15 pm »
Nice level (though what was with the ending? Is it possible to actually win the level?)! There was a spike misalignment with the second sMile room (the one with the smiley face filled in) and the rooms next to it. Also, enterance should be entrance. The "time freezes" kept making me thing my game was going to C.R.A.S.H. :P

VVVVVV Levels / Re: OVERDOSE: A level by Lollipop and crazya02 [V1.2]
« on: January 30, 2016, 02:28:43 am »
Anyways, I was in the section with v, V...

"Maybe if I go left, I'll break the map!"

*ends up in VVVVVV*

"Um, is this intended?"

VVVVVV Levels / Re: VVVVVV: The Phantom
« on: January 29, 2016, 08:39:31 pm »
PM me once you want me to do stuff :P

« on: January 29, 2016, 12:36:38 pm »
99. Broken gotoroom (using gotoroom(1,1) actually sends you to coordinates 2,2)
gotoroom is not broken
that's what coords are in computer logic
What I meant was trying to use gotoroom(1,1) to actually send you to 2,2. Sorry for the misunderstanding.

VVVVVV Help / Underfail
« on: January 29, 2016, 12:29:40 pm »
Hi, I'm looking for a way to delay an internal script while the player can still be controlled.

For example, a message says "Teleporting..." and Viridian can move for 3 seconds before being sent to another room. Thanks in advance!

« on: January 29, 2016, 12:28:55 am »
98. Silent gotoroom with map turned on.
#Dimensionopen. Impossible geometry.
Pretty sure Dimension Open did that because they couldn't turn the map back on after turning it off for whatever reason.

99. Broken gotoroom (using gotoroom(1,1) actually sends you to coordinates 2,2)

100. Terminals that do nothing

VVVVVV Levels / Re: VVVVVV: The Phantom
« on: January 29, 2016, 12:14:59 am »
@ShinyWolf: Okay, thank you!

@Vultarix: Me neither, but I can still design levels (Roomname designer and basic scripter are the ones who have to know most about Pheonix Right, I'd guess)

VVVVVV Levels / Re: VVVVVV: The Phantom
« on: January 28, 2016, 10:37:30 pm »
PM it is, then.

EDIT: How do I view PMs (when I get one), anyways? :verdigris:

I think that works.
If it doesn't, use a million flags

As Dav said, hascontrol() won't work. Also, there are only 100 flags (also, a few of them are glitched) and I'll be planning to do this multiple times in my ERROR 418: What teapot secret project? I have no idea what you're talking about...

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