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Messages - Asmodean_

#31
VVVVVV Help / Re: New Users?
March 30, 2016, 06:05:53 AM
Quote from: ShinyKitten07 on March 30, 2016, 03:12:08 AM
Quote from: Luigi master on March 30, 2016, 12:30:06 AM
oops sorry i fell and bumped this topic

i was
NO.
New as in January
not Spetember
GET YER FAX STRATE

New as in 2016

that's how new i count as
#32
VVVVVV Levels / Re: Dimension Error
March 22, 2016, 06:09:51 PM
Quote from: 5tr4 on March 21, 2016, 09:34:36 PM
O0 O0 O0 O0 O0

didn't add anything tho

I am aware of the irony.
#33
VVVVVV Levels / Re: Stellar Matter (WIP / Demo)
March 21, 2016, 08:28:45 AM
Quote from: QwertymanO07 on March 21, 2016, 07:52:37 AM
But who has the old version?

Really, all you need to do is keep your clauses intact.
All you have to do is press action. It's not like the second half of the sentence is on the other side of the world.
#34
VVVVVV Levels / Re: Stellar Matter (WIP / Demo)
March 21, 2016, 07:40:36 AM
Quote from: ShinyKitten07 on March 21, 2016, 02:17:33 AM
So I played it. It was pretty standard, except one thing.
THE.
FREAKING.
CUTOFF.
TEXTBOXES.
Okay, look. In older versions of VVVVVV, you could only have five lines. Now, we can have up to eleven. ELEVEN.
Not only that, but your textboxes are too small as well. as long as it is one character away from being on the edge of the screen, it will fit. If you are having long monologues, or are just trying to fit a sentence in, then use this (or you know use the ELEVEN lines you are given). This is sorta common knowledge...

Two words.

Backwards Compatibility.
#35
VVVVVV Levels / Re: SPLIT: 5tr4 Returns
March 19, 2016, 07:04:02 PM
Quote from: Luigi master on March 19, 2016, 03:05:19 PM
Quote from: 5tr4 on March 19, 2016, 03:03:30 PM
That was then and this is now... I can make a level that is good... As soon as the laptop is better
guess what
farting
crapping
peeing
and any of that shit
ISN'T FUNNY.

(Look at the subject of his post)

Heeey look! Bodily functions!




In all seriousness though, you could at least try to have some good dialogue.
And design.
And artistic talent.

And maturity.
#36
VVVVVV Levels / Re: Stellar Matter (WIP / Demo)
March 19, 2016, 07:00:50 PM
Quote from: Asmodean_ on February 27, 2016, 08:57:26 PM
Quote from: QwertymanO07 on February 27, 2016, 08:54:25 PM
Uhh, you kinda need some screenshots here.

Actually, where's that thing?
Quote from: crazya02 on September 25, 2015, 03:31:29 AM


I'm sahray I'll do that when I'm on the computer next.

- Sent from my Windows Phone.

It only took me the best part of a month but finally I do have screenshots!
#37
VVVVVV Help / Re: Level Gimmicks
March 19, 2016, 06:42:36 PM
Quote from: Luigi master on March 19, 2016, 04:54:52 PM







Ech really?

Gimmick: A layout of five-to-ten rooms in a certain pattern, and that repeated several times throughout the map. Internal scripting to travel between them.
#38
VVVVVV Help / Re: Level Gimmicks
March 19, 2016, 04:25:28 PM
The Room Name Illusion - one block thick floor that is covered by the room name - maybe even with a pit in the middle of it that players fall through without realising? (see stellar matter // laboratory zone)
#39
VVVVVV Levels / Re: Stellar Matter (WIP / Demo)
March 17, 2016, 09:04:00 AM
Well it's dimension 904 cause that's the model of my laptop.
#40
VVVVVV Levels / Re: Stellar Matter (WIP / Demo)
March 16, 2016, 06:05:55 PM
New update: v904.04

6/11 zones complete, all things above (except Ved stuff I cba to do any of that) fixed.
See first page for download
#41
VVVVVV Levels / Re: Stellar Matter (WIP / Demo)
March 14, 2016, 05:29:22 PM
Quote from: ZeNewDragon on March 13, 2016, 09:21:36 PM
Why the hell does the last warp token in the shift zone put me on a ledge next to spikes instead of just putting me over the checkpoint?
Yeah I just noticed that. I just always got to that token going left after wrapping round so I never spiked myself. Moved it to the checkpoint.
#42
VVVVVV Levels / Re: Dimention
March 13, 2016, 04:53:34 PM
Just sayin', there are one-block wide walls and floors available in direct mode.
#43
VVVVVV Levels / Re: Stellar Matter (WIP / Demo)
March 13, 2016, 04:52:02 PM
Quote from: QwertymanO07 on March 13, 2016, 04:18:44 AM
I played the level, and here are my thoughts:

Blueshift #1: This screen is brutal.  It has spike pits of the maximum jump length, which really needed an antepiece.
Fixed by making it slightly easier and making the first one the antepiece instead of the second one.
Quote from: QwertymanO07 on March 13, 2016, 04:18:44 AM
Another glaring flaw is that—once you destroy the warp tokens—there's no way to tell which pit is the correct one, so unless you're lucky, you have to do the screen twice.  If you just added some subtle indication of the correct one, it would be much better.
Done (and lampshaded).
Quote from: QwertymanO07 on March 13, 2016, 04:18:44 AM
Hard Way Zone: You forgot something that everyone seems to forget: showing the entire track before sending you in.  The main game does this, making it more fair.  Not that it really matters, though; it would be best if you swapped this zone out for something else later in development.
You can now do this, but it's optional and I can't make it any more mandatory without breaking it. It's staying, though.
Quote from: QwertymanO07 on March 13, 2016, 04:18:44 AM
Map Size: I simply can not imaging you fitting 20 zones in this map, especially since now that you have areas that rely on map wrapping, you can't change its size.  You might be able to rearrange it with Ved, but it'll still take some work.
There are probably only going to be 10 zones (I thought 6 x 20 = 60 so I could fit it but obviously not) and a final zone. Really CBA to get Ved.
Quote from: QwertymanO07 on March 13, 2016, 04:18:44 AM
Stagger: I really like this screen for some reason.  I don't really know why, since its just like an unnamed screen in "Pyramid of Doom"; but I guess yours is prettier.
Never underestimate the power of direct-mode'd backing. The backing line (that shows the path through the Green Zone) goes over itself.
Quote from: QwertymanO07 on March 13, 2016, 04:18:44 AM
Dialogues: I liked the checkpoint tutorial joke.  That's about all that stood out to me.
Don't worry it'll get better.
I think.
Quote from: QwertymanO07 on March 13, 2016, 04:18:44 AM
File Name: Why isn't the level file named "dim904", why not something like "stellarmatter904"?
Because it's quicker to type in. I'll rename it once it's finished etc. It was originally going to be Dimension 904 but that's the most generic name I've ever seen.

All these fixes and a new zone in an upcoming update!
#44
VVVVVV Levels / Re: Stellar Matter (WIP / Demo)
March 12, 2016, 07:14:54 PM
Update: Version v904.03 released - contains 4 zones: Green Zone, Purple Zone, Hard Way Zone, Redshift Blueshift.
#45
VVVVVV Levels / Re: Level Bundle
March 12, 2016, 05:11:11 PM
Quote from: That Souleye Crewmate on March 12, 2016, 02:48:40 PM
Quote from: Luigi master on March 12, 2016, 02:11:36 PM
Quote from: That Souleye Crewmate on March 12, 2016, 01:17:40 PM
DogDong?
I prefer the username "CatCock".
I prefer DinosaurDick
I don't think anything can top PenguinPrivateParts though.
I--

you're right nothing can top that oh my god