Gotta' Catch 'em All - Basically Victoria's room in the ship
Yellow Devil - A yellow room with enemies moving to the right
Yellow Devil - A yellow room with enemies moving to the right
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Show posts MenuQuote from: Quote on February 12, 2017, 11:16:05 PMQuote from: shiny k on February 12, 2017, 11:05:20 PMThen why is it that when he's rescued and Viridian isn't there, he's out trying to locate the others?
hes an officer his job is to be the "captain" when viridian inst there, whether it be helping with research or stopping fROM CRYING ALL THE TIME
he can't operate the ship because it is INSIDE OF A ROCK
Quote from: shiny k on May 01, 2017, 11:31:20 PMQuote from: -Kiwi Alexia ♡ on May 01, 2017, 06:21:10 PM
That won't mean it's good, it's just a small part of the level (Like, it's just one room.)Quote from: Duckman50001 on May 01, 2017, 08:45:49 AMif the contest creator said that it's probably gonna win then there's no reason to enter tbh
this is probably gonna' win
Quote from: -Kiwi Alexia ♡ on April 30, 2017, 05:46:10 PM
"internal say commands"
Well, the say() command doesn't exist in internal scripting, only simplified.
It's _used_ to get internal scripting, but it isn't actually in internal.
Quote from: -Kiwi Alexia ♡ on April 18, 2017, 10:44:10 AM
That's because you went out of the room the script was in and died, so the script reloaded
Quote from: -Kiwi Alexia ♡ on April 30, 2017, 07:16:18 PMthis is probably gonna' win
i guess ill give updates in this topic
Quote from: Sir Loller the cancerous on April 21, 2017, 02:10:18 PMQuote from: SteveGamer68 on April 21, 2017, 01:15:26 PMI think say(50) is max but i'm not sure.
I know how to crash the game:
say(x)
*Insert dialog here*
say(99)
*Insert text here*
Test the level, your game crash when reaching the say(99)
Since say(11) is max for dialogue, Doing say(12+) will overflow something i guess?
Also, it crashes because the dialogue can't fit on screen
Quote from: cheesefactory on April 29, 2017, 09:58:06 PM
I'm going to be honest - Your point system is bad. It will force everyone to make a level with 6 zones, 16 trinkets and medium difficulty. This is super limiting, and not all good levels fall into these categories. For example, Quantum Tunnel would fail your challenge because there's only one zone, no internal scripting, only 8 trinkets and no direct mode. But we can all agree that Quantum Tunnel is amazing.
This sounds like a cool challenge, but please change the requirements.
Quote from: shiny k on April 30, 2017, 12:06:09 AM
why do you have to use both internal and simplified scripting to get more points? can't I just only use internal? you wouldn't even be able to tell the difference if I did, and internal can do everything simplified can do, plus more. and what if I want to make just one huge map? do I have to have multiple zones? and why do I need to use manual mode and automatic mode? cant I just use manual? would you even be able to tell? and what about multi mode? does that count as automatic or manual? if I only used multi mode, how many points would I get?
Quote from: uugr on April 30, 2017, 02:12:37 AM
I agree with all the problems with the point system problems stated by the others. I'd also add that I think the point system is to mechanically-focused. Any level with 6 zones, 16 trinkets and even barely passable room design/scripting gets full points. The only point of any real competition would be difficulty, and even then I don't think it would be all that challenging to get something as wide-ranging as 'medium-hard'.
An example of a better, less concrete system that permits more leniency and would provide for a more interesting contest would be this (using trinkets as an example):
No trinkets: 0
Randomly placed/unmissable trinkets only: 0
Obnoxious, poorly-executed optional trinket challenges: 0.5 (ex. making a player do a room twice for a trinket)
Decent hidden/optional challenge trinkets: 1
Trinkets that integrate themselves into the level design: 2 (ex. Prize For the Reckless, Quantum Tunnel)
...and that's just off the top of my head. It's not a great system, but you can see how it provides some gray area and allows for levels to be ranked against each other instead of just in a vacuum. You could say 'this level's trinkets get a 1.7, but this one's just a 0.3' and they'd actually have a noticeable difference in quality, instead of being just different in quality. Hell, your system puts VXVXVX above something like Line Wrap, which is pretty clearly just... WRONG.
Also, wait, I just realized. Doesn't playing as NECESSITATE IS? You need IS to change color... That's a free 1.5 points.
iftrinkets(0,name of second script)
say(3)
gotoroom(x coordinate of room that it's in, y coordinate of room that it's in)
changeplayercolour(yellow)
loadscript(stop)
text(1,0,0,4)
[Blank line]
Quote from: cheesefactory on April 21, 2017, 10:15:08 PM
Nice job!!! I made this level last year, and frankly I couldn't beat your record now if I tried. Which rooms were fun and which were frustrating?
Quote from: Dav999 on April 16, 2017, 10:28:20 PM
Then you have to use gotoroom to put the script box back, so for every room you can die twice in while not playing as Viridian you need a unique script with the coordinates for that room.