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.

Messages - .

Pages: 1 ... 6 7 [8] 9
VVVVVV Levels / Re: The Colour Spiral
« on: January 04, 2013, 01:31:26 pm »
Nice level! Some good ideas, although there are a few things that I feel slightly strange.

This one can result in situation like this. I like the design of the room though.

The surprise unfortunately comes to the fact that whether you drop to the warp token at right direction. You can get insta-killed.

The spikes at side are strange because it seems weird to have such gap in this design.
The idea is good but I think the transition to the next room can be better.
The first time enterting the next room, I got killed by spikes underneath the inversion planes.

Just asking a question, are you supposed to use the inversion planes? It looks good there, but I was wondering its purpose.

The impossible thing is to go back =.=
I can work my way near the beginning, but then I can't go anymore.
Finally, is the trinket zone not supposed to work now? It does not seem to be right now.

I love the level very much overall though. The difficulty is 'just right' - not so hard that you can barely pass rooms or so easy that you complete it too quickly.
The design and look of rooms are great.
I hope you can create more levels :D

VVVVVV Levels / Re: Prototype: PuZZZZZZles!
« on: December 31, 2012, 04:41:42 am »
Fastest level I've beat in a long time (~1 min)..

What about adding some "malfunctioning" terminals that don't do anything? :D

VVVVVV Levels / Re: Dimension Piplup (V 1.4)
« on: December 24, 2012, 04:06:54 am »
I'm trapped in FINAL DODGE!
The room warps in all direction and there's no warp tokens.
I've completed the Gravitron but I can't escape :(
Is there any trick to it?

VVVVVV Levels / Re: Dimension Piplup (V 1.3)
« on: December 22, 2012, 04:50:20 am »
Interesting level.
I encountered a glitch though. When I was in Mirror, Mirror, and I died and was sent to Mountain Maze.
I thought it is because the checkpoint is floating.
But even after I changed its direction, I still got sent to Mountain Maze :(
So I just place it in another place and go through Yellow Zone again...

Also is NEVAR! even possible without extreme precision?

VVVVVV Levels / Re: The mini journey (beta)
« on: December 22, 2012, 12:40:50 am »
The beginning took me some trials and I don't like how you get killed accidentally at the first room when coming back without any clues.
You should have reduced the amount of flashes after first activation of terminal in The Trap. It can be annoying to go back and forth like that..
I have a feel that you want to put few checkpoints in the level. Sometimes checkpoint placement feels weird.
Don't put a checkpoint on an inversion plane and get the player killed accidentally! It sucks.
The trinkets are too easy. Most of them are easier than the rooms themselves.
But all in all, it's not bad for a beta level.

VVVVVV / Re: What's you favorite song from VVVVVV / PPPPPP?
« on: December 19, 2012, 09:04:23 am »
1. Positive Force
2. Positive Force
3. Positive Force
4. Positive Force
5. Positive Force
6. Positive Force
7. Positive Force
8. Positive Force
9. Positive Force
10. Positive Force
11. Potential for Anything

VVVVVV Levels / Re: (V0.0 BETA) The Rainbow Factory
« on: December 17, 2012, 06:02:17 am »
A nice one, although I think the conveyor belt at the end seems to appear out of place.
Love the graphics  :viridian:

VVVVVV Levels / Re: My Last Level: Dimension Funland (V 1.1)
« on: December 17, 2012, 05:33:57 am »
Glad you're enjoying it! You're not the first person to mention YMBTTTE being a little on the tricky side. I really need to do something about that room. Does the second checkpoint help at all? I'm thinking I might just have a few less enemies in the room. The last thing I want is for people to get hung up on that room and then give up on the level.
It'll be really hard to place another checkpoint there, because you have to go back and do the "unlocking" again after dying anyway.
Maybe just change the enemies placement/amount. I enjoy the "unlocking" part too  :viridian:

VVVVVV Levels / Re: My Last Level: Dimension Funland (V 1.1)
« on: December 17, 2012, 03:16:59 am »
Very fun one. I REALLY love Save Room for Dessert and Typhoon Twister for some reasons. There's something in them that encourage to go on.
Magnet-0...whatever is weird because I did it without knowing what I'm after dodging the first enemy in each parts.
I'm currently You Must Be This Tall to Enter. I know how to do it but the timing is so tight...

VVVVVV Levels / Re: Conveyor vun---A little level I made in a day
« on: December 17, 2012, 01:16:14 am »
For the third room, you accelerate before hitting the 4 stray enemies. You slow down to avoid the enemies. Then you accelerate again to get past them. They are there to avoid blindly accelerating to the end. I can pass it after ~20 deaths, but maybe I have made the timing too tight....
I will do something about the overall difficulty and zipping...just wait a little bit...

EDIT: I've nerfed most rooms and I have got a correct zipping software. I will upload a new one soon.
EDIT2: I just realise that I used WinRAR wrong =.= It works now :)

VVVVVV Levels / Conveyor vun---A little level I made in a day
« on: December 16, 2012, 05:48:42 am »
After knowing how to prevent going back (Thanks blue626!), I finished this level.
It's a 5x5 level going exclusively horizontally.
Excluding the first room, only enemies are your obstacles.
1 not-too-easy trinket is also included.
Two versions of the levels will be put in the attachment---one uses glitch to avoid use of invulnerability while the other doesn't.
This is my first serious level and I want to see how you all feel about it.
Thank you :D

EDIT: A new version is attached.

EDIT 2: I'm removing all my levels after receiving confirmation that I'm a poor level maker. This one is in particular famously hard and badly made but if you really want to go through such a mess, I still have them backed up and I would reply to you maybe 20 years later.

VVVVVV Tech Support / Re: Annoying bug!
« on: December 16, 2012, 04:08:11 am »
You can also use warp-tokens (they're uni-directional), warp directions or warp lines (if you exit left to a room where it has horizontal wrapping or the entrance right was a warp line, you can't go back (unless there's another exit in the room that leads to the original place)). I believe that using warp tokens is simpler.

I meant the conveyor/moving platforms at top left corner that stop script boxes/terminal from working.

You removed them, right? Then the spikes, terminals and script boxes should work normally.
Warp tokens work!  Thank you :D
Of course I removed the conveyor :) I was pointing out that it can even stop terminal and script boxes from moving :P

VVVVVV Tech Support / Re: Annoying bug!
« on: December 15, 2012, 06:35:52 am »

You can make a no-going-back mechanism without scripts. Remember, Viridian can't jump.
Are you saying that Direct Mode disables script boxes from working? ???
Nice idea...But it don't fit what I'm doing.

I meant the conveyor/moving platforms at top left corner that stop script boxes/terminal from working.

VVVVVV Tech Support / Re: Annoying bug!
« on: December 13, 2012, 08:49:50 am »
It's the conveyor in the top left corner. I don't know why, it just is. I tried removing random things, and I started with the corners. So for some reason, it's disabling the spikes in the room. Also, don't use a moving platform in the top left corner either; it both disables the spikes and moves right a few squares instantly! They're the only two things I found that disable spikes, though - you'll probably have to change it so the top left tile is a wall tile or something.
Thanks :D
Enemies are unaffected though, so is walls, disappearing/moving platforms....
Too bad it disables terminal/script boxes from working - I could have make a no going back mechanism :(

VVVVVV Tech Support / Re: Annoying bug!
« on: December 03, 2012, 11:14:32 am »
Left: 50
Right: 49

Anyways, I will attach the level here. The problematic room is (2,1).
The game still needs fine tuning, so you don't have to play it now :)

Pages: 1 ... 6 7 [8] 9