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Messages - Ice

#1
VVVVVV Levels / Re: "A New Dimension" by Souleye
August 19, 2011, 06:50:03 PM
Is the easter egg this?



If it's not, what is this?
#2
I didn't notice if it worked or not, I only saw it in the script when I looked inside to see how you did this stuff.
#3
VVVVVV Levels / Re: "Rescuing Violet" by Stalefish
August 14, 2011, 04:27:47 AM
Woah, that VVVVVVman thing was neat. Is that gonna be an actual feature?
#4
Looks a bit off at a few parts, but the new scripts are really cool (crewmate mood changing? awesome)

I feel like stuff like this would be better off when the editor is more flexible though. Stuff like the enemies not going the right speeds breaks rooms a lot.
#5
VVVVVV Levels / Re: Pics of my unfinished WIP level
August 13, 2011, 12:56:47 AM
This looks really, REALLY good! Thank you for not using single tile thick walls, I really hate those for some reason.
#6
Oh wow, I missed a lot of levels while I was gone.

I doubt I'll be able to play them all, that sucks.
#7
The thing I think with the reverse quicksand, is that if you look at it in the editor, the line goes through slightly below the middle of the the square. This may mess up the collisions a tiny bit, I guess. I have one room in my level where you can take a shortcut from bottom to top because of this.
#8
VVVVVV Levels / Re: "A New Dimension" by Souleye
August 01, 2011, 03:28:35 AM
Quote from: nougatmachine on August 01, 2011, 03:04:48 AM
Sorry, I guess I didn't explain myself that well. I know how to do THAT. I've finished the level. What I can't figure out is how to get to the trinket at the bottom of the tall Veni Vidi Vici-looking part. Maybe I'm humorless, but if there's really no way to get it... :-X
Oh, I really have no clue. I notice that if you go up from the bottom, hit the platform, and go back down, there's a spike missing in the section on the right. Maybe it's unintentional, but you could possibly land there and go up to adventure.
#9
Yeah, file not found.
#10
VVVVVV Levels / Re: "The grand Escape!" by me, Vimol
August 01, 2011, 01:39:11 AM
This one seems to start off hard and get easier. The beginning could use a lot more checkpoints, especially with all those nit picky spike corridor parts. The trinkets always seemed to be a lot easier than the main path. My least favorite part was the second part of rebound, there was no clear way through, and I just kept throwing myself through until I got in. I'd try to make parts like this with obvious paths through, and let the player figure out any faster ways. Drop, don't bounce was one of my favorites, but once you get the idea, there's no need to do it four times. It just seems like a task after you figure it out once. Also, I LOVE you for a quick peek. As I mention a lot around here, I hate rooms that throw you into danger with no time to react or prepare yourself. This seems like a perfect way to show them that there's a falling spike section to avoid, by just strait up showing them it. It's pretty fun overall, but the main problem is that the difficulty feels backwards. There's also a lot of sections too similar to the first room for my liking, it's better to mix it up.
#11
VVVVVV Levels / Re: "A New Dimension" by Souleye
August 01, 2011, 12:47:12 AM
Quote from: nougatmachine on August 01, 2011, 12:40:16 AM
Sooooo, maybe I'm just not that smart, but I don't see how it's even possible to do the beginning section. I can go upwards, take the left path so I can get flipped downwards, and that's it. There isn't enough space for me to clear the spikes on the right path, and I don't see anything to flip myself around to head upwards again after the first flip. Is the whole beginning section just one of the jokes?
Once you get to the top, to the room with the trollface, go right. Go in the warp token, and then just go up.
#12
VVVVVV Levels / Re: roomerBang - First attempt
August 01, 2011, 12:00:44 AM
This level is really, really, fun. I can't really think of any problems with it. My favorite room by far is the bee room, it's challenging, but very, very fair, and forces you to think ahead to what you're doing. I guess if I had to name any problems, it would be to make the room naming more consistent. It looked like you had originally numbered them or something, and then gotten rid of the numbers, but left out some names? I dunno. It would also be dandy if you added flags to your scripts to only make them fire once, I found myself going through the same boxes a lot. The design is very, very solid though, I love it.

(Also, I think Victoria is whiny too)
#13
Yeah, I think Terry pretty much nailed it on the head. Especially since I missed Vermillion the first time around. And running into a room straight into spikes is also a pet peeve of mine (curse you V-Stitch). Also, speaking of single blocks, is there any chance of tilesets being tweaked so that one block wide sections look right? I've been avoiding them so far, but it would make a lot of levels look better to have that.
#14


Nothing pixel perfect, my ass.

Seriously though this is getting pretty ridiculous.

EDIT: Yeah, the thing I don't like about this room is that it feels so unnatural. Platforms can't normally go through spikes like that, because they're supposed to be attached to a wall. It's also visually confusing. Just doesn't really fit the game at all.
#15
Here you go.

http://www.mediafire.com/?474737c5eevidr3

I opened the file in notepad and manually removed every crewmate. Now all you have to do is put them back and it should be fine. I checked to see if placing one worked, and it did.