Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - avengah

#46
VVVVVV Levels / Re: (V2.6) Dimension Switchback
November 19, 2012, 05:46:35 PM
Just in case you missed it:

The PD passageway terminal that's supposed to warp you to the PD doesn't work. I get cutscene bars and a noise, then it stops with the bars active. Although I'm testing it in the editor, so maybe that's because a flag isn't set or something, but just in case I'd better let you know.

Trying the PD itself now.

EDIT: Yeah, everything else seems fine. Oh, Vermilion warping happened twice. By that, I mean I heard the SFX and flash upon entering the next room, went back two rooms, went forward two rooms and had the SFX and flash again. I tried it again and it didn't happen a third time. I'm assuming a flag is set in the room where the flash occurs but I didn't go far enough into the room the first time?
#47
VVVVVV Levels / Re: (V2.6) Dimension Switchback
November 19, 2012, 05:35:43 PM
I've just been trying the new area in the editor. Nice! BTW, check your text positioning in the second S C room. I'm assuming nothing happens yet in the room with the artifact?

Here's a suggestion for you, to save trouble later. Create a text file in Notepad and list every flag and what it does. Half your problems are caused by using the same flag for more than one thing, and forgetting which flag you should be using. List them all in a text file and it'll help you a lot.

I'm now testing the PD passageway in the editor. You've spelt surprise wrong again below the second Mark I, sorry. Refinery script repeats, but that doesn't really matter. No harm in having two refined trinkets, really!

The PD passageway terminal that's supposed to warp you to the PD doesn't work. I get cutscene bars and a noise, then it stops with the bars active. Although I'm testing it in the editor, so maybe that's because a flag isn't set or something, but just in case I'd better let you know.
#48
VVVVVV Levels / Re: (V2.6) Dimension Switchback
November 19, 2012, 04:42:30 PM
Sorry, you said you'd fixed Verdigris's messages appearing more than once when you save him. Just go into the room where you meet him, go left then right again and the messages are all repeated. Sorry :)

EDIT: Where's Vitellary? There's no-one at the end of Enterprise. And I can't get into the Polar Dimension passageway. Ah, but the Warp Zone is open now. (I think that's what it's called? Top right corner, blocked by four tokens.)

EDIT 2: Completing the first area unlocks the Enterprise AND the Warp Zone.

EDIT 3: You know when you enter Vertigo's trap, and say "Hey guys, I'm...", it's possible to get on top of the cage. Flip at just the right time. Then you'll be on the cage and Vertigo won't talk to you. I flipped up and saw the above room (part of the next area), and had to press R to go back. Oh, and in the bit just before that, when Vermilion enters the warp, again he disappears too early. If you go back after he says he'll enter the warp but before he does enter the warp, he still vanishes well before you hear the warp sound. A lot of his text repeats in that area, too.
#49
VVVVVV Levels / Re: Level: Dimension Dimension
November 19, 2012, 04:27:52 PM
Also, if a companion dies, do you die too, like in the main game? Is that why there are no hazards in the companion's area, because it would cause problems in custom levels?

EDIT: The walls don't line up properly in a pair of rooms near the start. "There is..." and the room right of it. Also, there's still the issue of getting permanently stuck sans map if you leave the area where it's intermittent and it happens to be off at the time. As I may have said before, map(on) commands at the borders of that area would be sensible to avoid that (not in the area, just outside the area so you can't accidentally trigger an on script on the border, then an off script before leaving).
#50
VVVVVV Levels / Re: Level: Dimension Dimension
November 19, 2012, 04:19:46 PM
Are you sure Vermilion is the only character who can follow you between rooms? Have you tried using optional arguments? Try numbers, colours, anything really.
#51
VVVVVV Levels / Re: (V2.5) Dimension Switchback
November 19, 2012, 01:18:46 PM
Yeah, I went back through the first area and I still can't get in. My guess is it's something to do with you changing the way the first area ends (making it automatic).
#52
VVVVVV Levels / Re: (V2.5) Dimension Switchback
November 19, 2012, 01:15:21 PM
Why can't I enter the Enterprise after doing the first area? Hang on while I go back through the first area again...
#53
VVVVVV Levels / Re: Level: Dimension Dimension
November 19, 2012, 12:38:45 PM
There's a bit in blueagain3 that says something about Red following you whether you're on the floor or not. Why doesn't that appear in the game?

EDIT: Ah, I see. It stops you flipping, doesn't it. I wonder if you can find the script in the main game that runs during Intermission 1, to see how it's actually done?

EDIT 2: I've done a little something with it. I'm not very good with internal scripting so it can probably be improved, but I've enabled that final text box in blueagain3, and created a script called getrid that gets rid of it. Please have a look at it and tell me what you think, as I'm new to this. Does it do what you need? Flipping works again once you're in the next room. (You can quickly test it by putting a checkpoint in the room where you rescue Red, in the top left corner - the room after the puzzle rooms.)
#54
VVVVVV Levels / Re: (V2.4) Dimension Switchback
November 18, 2012, 05:59:13 PM
I wanted to ask something about the room "Surprise Inversion Plane". (It's spelt surprise, not suprise, by the way.) Are you supposed to run into the room, hit the plane and then hit the upper plane to bounce back down? Because you can skip the whole process by going slowly into the room. If you want to force the player to have to use the upper plane to get back down, you could redesign the entrance to the room so that the plane forces you into the upper area - maybe have spikes on the lower ceiling to stop you tiptoeing in, and have a single spike on the floor to stop you jumping into the plane to avoid the upper area that way.
#55
VVVVVV Levels / Re: Dimension Piplup (V 1.2)
November 17, 2012, 06:35:12 PM
This level is good, but it glitched up on me once. I left Viplup till last, and after the final challenge it glitched out and showed me many rooms very quickly, all in a row. I couldn't do anything except click the X in the top right corner. So next time I did Viplup earlier, it worked fine then I completed the rest of the level.

What causes that glitch where it shows lots of rooms like that very quickly?

EDIT: Also, that checkpoint that's the wrong way up must be avoided otherwise you get permanently stuck if you die.
#56
VVVVVV Levels / Re: Level: Dimension Dimension
November 17, 2012, 06:30:39 PM
Did you use the fabled destroy(platforms) in this level? For the $1 room? (Ah, you use a workaround, I see.)

Also, there's a problem with the map commands. I was looking at the map in the editor and see there are patches where it's on and off, but sometimes you can end up out of that area completely with the map permanently off. If you only want it patchy in that area, you should have map(on) commands at the borders of that area, not in the area but in the rooms outside the area so you can't miss them. Don't forget teleport destinations too, if there are any.

There are cutscene bar problems if you press R in one of the puzzle rooms.

Finally, the coin didn't appear when I played through the level. Why? And having done a little test in the editor, what happens if you collect it? It makes that noise, but is that it?

EDIT: AH! Got it! Collecting the coin causes the game to think a trinket has been collected; specifically the one that involves falling upwards among spikes in the mapless area. A little experimentation has helped me solve the problem. Set one of the optional arguments. I set them both to 11 and it seems to have fixed the problem. I'm just going to try one more thing. I think the game internally numbers the ten trinkets from 0 to 9, so setting the coin to 10 should mean it's treated differently. And so, as it is now, if you collect that trinket first, the coin won't appear.

...yeah, that's it. In the .vvvvvv file, in the entity section, trinkets are the entities with t="9". The order they are numbered internally is the order in which they appear in this file; the numbering starts at 0. I just tested by setting it to 1, and the second trinket in the file vanished. So it's the first optional argument - set it to 10 (the 11th trinket), and since there is no 11th trinket, it won't either fail to appear if you collect a particular trinket, or remove a trinket from the level if you collect the coin first. So that's the solution.

Change both occurrences of createentity(75,85,8,0,0) to createentity(75,85,8,10,0) and the problem is solved. The scripts are coin and makecoin.
#57
VVVVVV Levels / Re: (V2.4) Dimension Switchback
November 17, 2012, 06:29:44 PM
There was still a problem with Vermilion following me. When I reached the room with the warps, I went left then right again and he was gone. But I still got the warp sound and flash when I entered the room after the warps. It's good that he usually follows you back left again, but you seem to have forgotten to do it for that one room.
#58
VVVVVV Levels / Re: (V2.4) Dimension Switchback
November 17, 2012, 01:43:45 PM
You didn't fix skipping the third phase of the boss fight. Inch towards the red thing from the left. You'll still slide through to the third red thing. Also, the Trinket refinery repeats itself. As does the rescuing Verdigris script if you go back etc. amongst others.

Just wondering. You know you need loadscript(stop) to prevent gibberish in a text box, right? Can you use customloadscript(something) to prevent the gibberish as well, by loading one of your own scripts (possibly just a simple script)?

And the room Up Down looks like it should have a hidden trinket in it. Otherwise, what's the point of that column of quicksand that you don't need to bother with?

Finally, press R while playing as Red and you become Cyan again.
#59
VVVVVV Levels / Re: (V2.4) Dimension Switchback
November 17, 2012, 12:54:53 PM
Actually, there are problems with two Cyans in a room. Happy and Sad commands with no argument always seem to affect the one that isn't the player. You can see this in the level "In Pursuing Design" where it's weird simply because the other Viridian is supposed to be a dead body.

And text commands always appear above the player, not the non-player, I think. I could be wrong there, though. In order to get the text in the right place, internal scripting may be required.
#60
VVVVVV Levels / Re: Dimension WWW
November 16, 2012, 01:34:31 PM
I got to the Jukebox bit and couldn't get back out to save the rest of the crew. There was a split at one point; I could either use a teleporter to go to a Veni Vidi Vici, or go up to a warp screen. This path eventually led to the jukebox area.

OK, now I've reached the teleporter to the Polar Dimension. I had to hold left while entering it. If you enter it without holding any direction, you float through the wall upwards when you arrive at the destination. I think you need to point that teleporter's destination slightly left of where it currently goes, to avoid this possibility.

As for the text nonsense when you become big, I think this can actually be avoided. It usually happens when internal scripting is used without a loadscript(stop) command. Without that, the game converts simplified script into internal script, and due to the glitch used to force the game to parse internal script, those converted commands end up in a text box. Yeah, to stop it you have to terminate the script yourself. I'm not the most knowledgeable about this, but I'm sure someone can help you with this.

Maybe ask FIQ? His level had a similar problem with the same text box. Here's the post I made bringing it to his attention: http://distractionware.com/forum/index.php?topic=1003.msg12093#msg12093

EDIT: Vemented SViral has a problem. You can go off the top of the screen into completely empty space, by going through the inversion planes at the junctions. You should put a block at the topmost junctions if you don't want this to happen. Oh, and the bottom of the screen into the ceiling of the room below too.

Oh, and finally I'm sure you're aware that the DIY V Repair terminal is seemingly optional. It doesn't do much really except flash and change the music. Maybe make it impossible to leave the room unless you use the terminal? Like putting a gravity line in the bottom, where the room name is so you can't see it, and removing it with the terminal?

EDIT 2: Before I forget, there are still one or two wall glitches in a couple of places. Hang on while I check the rooms... Simple Warp Technology (right exit, left entrance, that yellow block) and one other, hang on...  Vbbot and CosteVVo if you go right from too high up or low down. DIY V Repair, left exit on the top.

And what's the point in having the marker in the room above AAAAAA if it's not needed? I know it marks the point where you'll land on the lift, but all six spikes under the tunnel are fake, not just the two under that marker. And Well, Almost... has the cutscene bars glitch if you trigger the script more than once.

Very minor music glitch if you go through a warp, e.g. in the room called "Go Right!", then press R, which you might do if you accidentally enter the room with 4-directional warps early. The music doesn't go back to what it was before in the Go Right room. Is OTC (Optional Trinket Challenge) supposed to have two solutions? Either die once and get it the easy way, or die more times to get it the hard way, although technically it's possible to do it deathlessly the hard way.

The Name's Bond! is really awkward and luck-based. You're unlikely to fit in the gaps without taking several tries. You talk to Verdigris (and probably others too) when they're not there, e.g. after they've been rescued. "Where's my crewmate?" repeats too.

Vees of DEATH is glitchy if you enter from the top; you get stuck and have to slowly move right into the gap or press R.

Satellite is spelt Satellite, not Sattelite. That's it; I've thoroughly checked it and completed it 100% twice now. Please don't take this the wrong way; I'm only trying to help you make it look more professional! Thanks!