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Messages - The Brass

#121
VVVVVV / Re: VVVVVV on deviant art
January 23, 2010, 12:13:36 AM
The search brought me an assembly and  some Verdigris worrying..

@@...-°
vvvvvv-card
#122
VVVVVV / Trinket storage->room chart
January 22, 2010, 03:31:22 PM
#124
VVVVVV / Re: Prize for the reckless
January 21, 2010, 10:02:19 PM
Quote from: Buttons on January 16, 2010, 01:26:19 AM
Quote from: Applekid on January 11, 2010, 06:59:22 PM
Sure, but how do you get it in No Death mode?  :D
Finally figured out the answer to this question while playing time trial. Heh.
Not exactly, there's still one change from that.
#125
So far so good, but Viridian can jump. The dimension just doesn't have any gravity, so he will continue falling up until he hits something to stop his fall.
#126
VVVVVV / Re: Doing Things the Hard Way - full map
January 20, 2010, 04:38:19 PM
Quote from: Applekid on January 20, 2010, 04:04:42 PM
Ha ha, I was working on putting together a full map of the whole game. I turned off backgrounds so I can photoshop Cap'n Viridian out. Haven't gotten to those rooms yet.

(That disappearing platform should have been planted deeper so you have to avoid those four 2nd-level spikes.  :vermillion:)
I attempted that too. Removing Viridiand with mspaint is easy even with the backgrounds on. However, I quickly ran out of processing power. The map will certainly hit 100 million pixels, which means four gigabytes of data at rgb256. That's scary.
#127
VVVVVV / Re: No Death Mode
January 20, 2010, 03:55:35 PM


Arrrggghh! I had that level V'd! And I was right near the end too!
#128
Quote from: Mercen4ry on January 20, 2010, 12:04:06 AM
Quote from: The Brass on January 19, 2010, 10:56:39 PM
Wouldn't that require an infinite loop then? You fall through a single screen in less than a second, and the world map is less than 30 screens high.

It does. There are levels where this is possible. ;)
Well, obviously, but that's kinda easy to do.
#129
Quote from: Mercen4ry on January 17, 2010, 09:55:13 PM
Quote from: Applekid on January 17, 2010, 07:54:51 PM
(I don't know what's the absolute longest fall)

Ignoring Outer Space and any room that wraps around, I can get around 5 screens without moving, 12 otherwise (from the hole just left of The Tower).

I would thus add:
* Infinite Loop: Fall for over 30 seconds. (Wasn't that a Portal achievement?)
Wouldn't that require an infinite loop then? You fall through a single screen in less than a second, and the world map is less than 30 screens high.
#130
Pretty much every scientifically named room in the Laboratory was a subject on the physics course I completed before Christmas, and by the beta leak, stuff like the Vibrating String Problem were still ahead. I got full points on it in the test!
#131
VVVVVV Tech Support / Re: Bug Reports Go Here
January 19, 2010, 09:01:20 PM
Well, this is serious. :verdigris:

http://i328.photobucket.com/albums/l321/MutoidLog/trinkets.jpg

I'm not sure of the exact requirements, but it does happen when you go to Victoria's room the first time with 19 trinkets, her having the last one. After Viridian's monologue, do the enter+esc with Victoria and then go to a time trial. Not only do the graphics screw up, but you get a whopping two extra trinkets. While it's only hilarious in the final level (world record: 3/1 trinkets!) and makes you miss the par in The Tower, the impact is huge on all other stages. This makes getting V much easier...  :victoria:
#132
VVVVVV / Re: Unpredictable behaviour?
January 18, 2010, 02:02:05 PM
I have no idea and Three's Company is still one of the hardest rooms for me, but for 9 o'Clock News, start by bouncing downwards from the left prong of the M tunnel and you'll get the extra vertical clearance you need.
#133
VVVVVV Tech Support / Re: Bug Reports Go Here
January 18, 2010, 12:42:13 PM
Bam.

Go next to any character, press enter and then immediately esc into the menu. When you start another game anywhere, you can keep talking to the character. In the normal modes attempting to talk again usually results in being teleported away. But in time trial, he/she stays there and even if you walk away, you can talk when you come back, unless you leave the room.

Doing this with 20-trinket Victoria and the final level time trial has hilarious consequences.
#134
One could just enter it into the address bar and get the appropriate wiki page, but the 1954 FIFA World Cup Final (Vinyl) was one of the most dramatic football games of all time. The supposed-to-be-weak West Germany 3-2'd the expected winner Hungary, and this was very important for the post-war identity of the country.
#135
VVVVVV / Re: Differences from Beta
January 17, 2010, 08:43:01 AM
Quote from: Applekid on January 12, 2010, 04:44:04 AM
Quote from: Wobbles on January 12, 2010, 12:07:40 AMLab: White bumper lines instead of green.  You used to be able to walk straight off the checkpoing leading into Vibrating String Problem, and that would get you past the three bouncy green dudes, but now you have to flip to do that.  No spikes in Anomaly before getting Purest Unobtainium, so now you can't **** ******** there after getting the trinket and warp back to the checkpoint (curse you Terry!).  That's pretty much it as far as layout goes I think.

You can still flip up directly above that Purest Unobtainium and sandwich yourself on the spikes on the right.  8)
Not still! In the beta, there were no spikes, and going into that corner would break you through the inversion plane into the room above. You would have to do the rooms from Spike Strip Deployed onwards again. It served as a quick path to the teleporter, though, if you for some reason just wanted the trinkets but not Victoria. Now you need to go backwards from the I'm sorry checkpoint.

Oh, and The Living Dead End had spikes installed in the top right corner. Now you can't stop there.

The most notable overworld difference would be the lack of spikes in the "roof".