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Messages - Balneor

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1
VVVVVV Levels / Re: Dimension MAZZES (Updated! v1.2)
« on: May 24, 2020, 08:22:48 pm »
Thanks  :viridian:

For 1(2), now that I do it again it doesn't seem to be clipping through the ground at all. It only, sometimes, puts Viridian upside down right after teleporting to the room when he shouldn't be. Which is an eye catcher, but honestly forgettable. However the one in the room (7,12) & (7,13) still stands (mistakenly said a token instead of sayin the second leftmost gotoroom terminal).

Fine for the other points.

2
VVVVVV Levels / Re: Dimension MAZZES (Updated! v1.1)
« on: May 22, 2020, 08:17:36 pm »
I beat it. Here are a couple issues I found during its playthrough :

In the last level of the maze section, I didn't understand that we were supposed to get all three keys in a row without dying, and felt mildly annoyed after being turned down by the gate terminal. At least warn us about it in the beginning one.
, and :
1st image, you can sorta clip through the ground when coming from above. 2nd image, same issue when getting here through the warp token. 3rd image, same issue when using the second warp token to the left.

About this room, there is an issue where Vitellary can spawn more than one time, simply because there are three scripts doing just that in this room. You actually avoided doing that mistake with Verdigris in the room above. Just do the same here.

:

1st and 2nd : missing backing tiles, respectively in the top left /top right corner. 3rd : there seems to be a random backing at the top right. 4th : around top left, maybe not a random single tile block, but doesn't fit with the aesthetics of this room. Can probably easily be made into a 4x4 size block without visual issues. 5th : random block Viridian is standing on.

It's a kinda unsolvable issue, but in two different places designed with gotoroom commands (terminal section and room "metallic bond") one can easily teleport inside walls. Disregard this I guess.

If you don't move right at full speed here, Viridian will get stuck on the floor for some random obscure mechanics. Doesn't happend with the upside down ones. Don't know how to fix it, might just leave it as it unfortunately.

I had to watch your playthrough for the last question of the quizz.

Finally, I actually didn't beat the level because of accidentally not saving the first crewmate before being teleported to the end.

Done. Smooth experience, close to nothing wrong it, despite everything above. Some of the level design (both section and room structure wise) was pretty neat as well. Do recommend.

3
VVVVVV Levels / Re: Dimension MAZZES (Completed! v1.0)
« on: May 21, 2020, 08:15:25 pm »
I have the same issue as Bruce  :victoria: and also, the cutscenes at the beginning repeat (I died in the second room). Will wait for a fix :verdigris:

4
I've never used more than one iftrinkets command for one or a serie of scripts, so I don't know how that goes. But I'm surprised to hear about the ifflag case, because they should work no matter the amount one chains up. But at least the problem is solved.

5
Seems pretty good, will definitely look forward to it.

As for your scripting issue, I don't really know what's wrong. Do the "..." mean that your script's content is fully listed ?
The ifflag comment isn't inserted inside the say command. The cutscene bars should always disable since there is dialogue in both ends of these scripts. May there be a script that encompasses the whole room and messes things up somehow ? Is there a script with the same name ? Probably not gonna help but it's worth a shot. What's the coordinates of that room ?

6
While I don't know you specifically, I remember these old posts of yours from the time I was looking through the entire forum for levels in 2018. You may be surprised to learn that even as of today, levels using room text for decoration purposes are extremely rare. And even less with this amount of design put into it. So imo this is very unique. Although it's not always obvious as to what the decoration are supposed to represent.

As for the level itself, it was pretty nice and clean all around. Too bad this is incomplete.

If you can I'd recommend checking out some of VVVVVV's newer levels, especially the ones made for contest events. Thanks to the rise in usage of custom textures and music, along with breaking new boundaries with scripting, people have done astounding things.

7
VVVVVV / Re: Dimension SpiritLens
« on: February 02, 2020, 08:55:54 pm »
I see. Just finished it now, big props to you  :viridian:

Is there post-content after the credits, or can I end the playthrough there ?

8
VVVVVV / Re: Dimension SpiritLens
« on: February 02, 2020, 11:27:02 am »
I'm really not experienced with RPG games in general. But so far it has been a great time ! How long did you work on this ?

9
VVVVVV Levels / Re: My First Level! 2x2 Challenge
« on: January 06, 2020, 09:30:29 pm »
I approve this level. Nice little challenge indeed.

10
VVVVVV / Re: Someone did an any% speedrun of [II]
« on: October 25, 2019, 07:35:11 pm »
Oh, looks like he has downloaded and used the first quarter of my level compilation. Thankfully a comparison through Ved shows that nothing has changed between this version of the level (Which could have been slightly altered) and the author's download, so his speedrun remains legitimate. Regardless, very nice to see.

11
VVVVVV / Re: VVVVVV Records: No Death Mode, Super Gravitron, Time Trials
« on: August 21, 2019, 07:09:11 pm »
Hey. This is a bit unrelated to this topic, but I just want to let you know that, the ArchiVVVVVVe contains very few levels compared to what this forum really has (After more than 8 years). As an quickly made estimation, there's pretty much over 800+ different customs to play here (Granted, with greatly variance in quality, and downloading levels may become tedious after a while), compared to the mere 170 from that compilation pack. So be sure to check out for more :viridian:

12
VVVVVV Levels / FINAL UPDATE.
« on: August 11, 2019, 07:04:28 am »
RIP One day too late Hey everyone :viridian:  New update with this 5th pack, containing 24 new levels made since last year (Although didn't include any of the recent contest levels). Dimension Colored I had removed in the past, but decided to add back again. Also included two new levels in the "Big Customs" folder... pretty much already it.

Ok, so more seriously. The header didn't hide it, this will indeed be the thread's last update.

The main reason (that can't be avoided no matter what) is that I'll soon have way less time to spend maintaining it.

Secondly, the pack itself currently has a lot of issues. The prime example is that I called this a fun quality pack aimed at anyone who wanted to simply have fun, but I doubt that'll be the case. Because fun is a strongly subjective concept that varies depending on one's skill over the game among other factors, the amount I thus had with all these levels here will drastically be different than anybody else. Almost all of these customs are gameplay-themed levels, and if not I usually get rid of what slows me down in order to get to the gameplay faster (That means removing some commands from scripts, or them entirely). And, some of them may be very bad, or with close to no gameplay at all, but that's because then I can just run through the place very quickly (Many of Pattoo1234's levels), which in my tastes is another type of fun to be met in this game.


So good luck having any actual fun with this pack. After all, it used to be a private compilation for quite a while but I strangely decided to make it public, without properly considering these facts. Now there were other motivations for doing this, some written in the first post. It was only with good intentions, but that alone won't hide the issues.

And last, I don't know if modifying levels, and (separately or not) distributing them without anyone's permission / knowledge is a good thing to do when making compilations in general. The problem is that this much imperfection to fix / find solutions about, would ask for too much time than I currently have. Having this in mind dissuades me from wanting to do anything with the compilation again... For now, and for the big future.

Excuse such a poor ending of a post, I honestly just want to get this over with.
For better or worse I will keep this compilation downloadable, maybe it will be disabled in the future idrk. Make a comment if you want one of the showcased levels to be removed, or for anything else, I can't imagine what. Still, all the way through it was a very nice time for me so I want to thank you all for this journey.

13
VVVVVV Levels / Re: bedwars: the movie
« on: August 02, 2019, 09:43:17 am »
Strongly approved.

14
Everything else / Re: Only true VVVVVV fans still check the forum.
« on: July 12, 2019, 10:03:14 pm »
I personally check it at least twice everyday

15
VVVVVV Levels / Re: Green Dudes Can't Flip (A Chief Verdigris Stage)
« on: June 18, 2019, 09:24:02 am »
Hey dude, how can I download your level ?

Your link brings to the front page of Discord. Are you trying to send your server link, the level being there ?

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