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Messages - Martze

#106
VVVVVV Levels / Re: Soul Searching
August 08, 2011, 07:16:21 PM
Quote from: PJBottomz on August 08, 2011, 06:25:09 PM
This is a good level. Looks pretty well designed. I just have one problem.

Tenderized Veal is not possible. I see absolutely NO way to get past the blocks. At. All.

I have playtested this level many times, and I assure you that it is possible. Which column out of the three are you stuck on?

The idea for the first two is the same. You go to the far right, and then flip with good timing (around when the block nearest you touches the right edge.). After the first two columns, the third should be cake.

If people seem to be having trouble with this screen in general, I may need to make it easier. Let me know.

Thank you for trying my level! I'm glad for your input.

EDIT:
Quote from: Stampy on August 08, 2011, 07:11:11 PM
Hey this is a really good level. It's got a whole bunch of things I've never seen before in a VVVVVV level. Which is definitely a good thing.  I really like how the level completely wraps around itself.  Some of the rooms were great though. I liked the use of duplicated rooms, and VeeTube was great.  The only thing I really feel let it down was the checkpoint placement.  And even this is only minor. I can only think of three places I'd like to see an additional checkpoint.

Firstly, as mentioned above you can completely bypass the entire level by dying in "The Letter L One Time". A checkpoint at the bottom of this room or even at the top of "Ready?" would probably fix that.

"This will Probably shock you". While I definitely commend you on your original game mechanic, this room was REALLY annoying to play though.  If it had a checkpoint in the bottom left corner of the room it'd be great, but as it is, getting shocked constantly gets really tedious.

Finally, "Emergency Exit" is a hard room when you're learning how to get around all the stuff flying at you. "Masochism" isn't easy either.  I'd really have liked to see a checkpoint separating the two challenges!

Anyway, great work. The map as a whole is a lot of fun.

It seems everyone except me is finding this bug relating to "The Letter L." That's embarassing, but even if that were fixed, I shouldn't have all of my players dying before reaching the checkpoint in "No Flip Zone" and getting sent back to the first area. I have more to fix than just the scripting bug.

I agree; the late game definitely needs more checkpoints. I struggled there myself in playtesting, even after clearing each of these screens many times. I should not have released version 1.0 the way I did. Here's why it happened, though: if you get shocked, die, and respawn on the same screen, the shock does not come back. That's why the checkpoints in "This Will Probably Shock You" and "Vena Cava" are in such weird places, and why the screen "Ventus" exists in the first place. However, I can think of a few creative ways to work more checkpoints in, and I'll definitely have that done for version 1.1.

Thanks so much for your feedback!
#107
VVVVVV Levels / Re: Soul Searching
August 08, 2011, 05:43:03 PM
Quote from: CHz on August 08, 2011, 08:26:28 AM
It's possible to bypass pretty much the whole level by ******* ******** in The Letter L One Time before you hit the next checkpoint. You'll end up back in the first cave with flag 3 set. That wasn't intentional, was it?

Oops!

Yes, that needs to be fixed. I'm not at my home computer now, but I'll do that as soon as I can.

EDIT TO AVOID DOUBLE POSTING:

Quote from: bigkahuna on August 08, 2011, 03:50:20 PM
I also really liked the dual-room idea. These new concepts really made for some interesting gameplay. Do you mind if I use the shock/delay thing in a possible future level?

Not at all, please do.
#108
VVVVVV Levels / Soul Searching (v2.0)
August 08, 2011, 06:26:18 AM
My level is called "Soul Searching." It features two major new concepts to explore (to my knowledge, that is--I haven't worked through everybody else's stages yet.)

It is 5x10.

I would love to hear your feedback. Thank you for your time.







CHANGELOG:

Version 2.0 (Released October 8, 2011)
-Modified to use the new v2.1 features. Rooms with single tiles and other oddities now look MUCH better.

Version 1.7 (Released September 20, 2011)
-The joke at the end has been made more family friendly.
-The description and a few other scripts were modified to fit the new punchline a bit better.

Version 1.6 (Released September 12, 2011)
-The author field now contains my birth name instead of my internet name.

Version 1.5 (Released August 30, 2011)
-Fixed a minor alignment issue in "Emergency Exit."
-Revised many rooms to reduce the number of ugly malformed walls.
-Added another checkpoint in Tenderized Veal.

Version 1.4 (Released August 22, 2011)
-Fixed a minor clipping bug in "Midgardsormr."

Version 1.3 (Released August 19, 2011)
-Made "Demon Wall" easier.
-Made "Tenderized Veal" easier.
-Added room names to all remaining rooms in the first cave area. Structural changes to most formerly anonymous rooms.
-Changed the trinket in Virulent/Vitriolic slightly.
-Late-game checkpoints now marked by roomtext instead of backing.
-Cleaned up graphical glitches in Virulent and The Difference Between Brave and Stupid.
-Added checkpoint to Sierpinski V.
-Moved checkpoint accessible from Masochism.

Version 1.2 (Released August 9, 2011)
-Reduced difficulty of Emergency Exit.
-Minor (invisible?) changes to Tenderized Venison, Vena Cava, Ventus, and Emergency Exit.

Version 1.1 (Released August 8, 2011)
-Fixed scripting bug that allowed player to bypass the entire level.
-Minor script changes, including a new line of dialogue in "Looking into the Mirror" and a new terminal in "This Will Probably Shock You."
-Minor layout changes to "Ready?", "Unskippable Cutscene", and "No Flip Zone."
-Two additional checkpoints in the late game.

Version 1.0 (Released August 7, 2011)
-Initial release.
#109
VVVVVV Levels / Re: "The Tower of Power" by randomnine
August 05, 2011, 03:59:03 AM
This level made me way angrier than almost any of the others. I actually do worse when I try to slow down and play it safe, so I just had to try each section again, and again, and again until I passed it.

I enjoyed it very much.
#110
VVVVVV Levels / Re: "The Dual Challenge" by Souleye
August 05, 2011, 03:53:47 AM
Fun level. Much more difficult than "A New Dimension." It's up to you whether you take that as a compliment or not.

I found no bugs in this one.  :viridian:
#111
VVVVVV Levels / Re: "A New Dimension" by Souleye
August 04, 2011, 03:45:00 AM
Great work! An excellent level has become even better.  :viridian:

I did another trinket run and noticed two minor things:

"Persistence is key" (6, 13) is spelled wrong. I feel like a real jerk correcting your spelling. Sorry if I'm being obnoxious.
"Expander" (2, 5) is still missing a spike, so it is still possible to land there and skip the vertical challenge.

The new method for getting the trinket in the room now called "The only dead end" is quite clever. Though, that was more of a subjective game design thing suggestion than a real bug report, so you didn't really have to change that. I'm really happy that you thought my suggestion was worth implementing!  :viridian:
#112
VVVVVV Levels / Re: "Desert Bus"
August 03, 2011, 04:48:53 AM
This is creative. I was expecting to load it up and find a big long empty path. It turned out to not be that.  You earn points for that.

Desert Bus is a game that is hilarious by concept but no fun at all to play. You captured that beautifully.

Let's work in 8-pixel units, for now. The columns are 18, 20, 22, 24, 26 squares high. Subtracting the width of the enemy--two squares--gives us the distance each enemy must travel between each bounce: 16, 18. 20, 22, and 24 squares. The least common multiple of that is 7920 squares.

I don't know the specific game timings, but the enemies go about 16 squares per second. That's about 500 seconds. Not bad, but you could make it a whole lot more infuriating by adding columns whose heights are odd.
#113
VVVVVV Levels / Re: "A New Dimension" by Souleye
August 03, 2011, 04:19:10 AM
I managed to complete a trinket run of this map. I enjoyed it very much!

I found some more bugs, though...  You seem to be having trouble with versioning, because some of them are old bugs you already fixed. :victoria: (I'm a pretty careless programmer myself and I screw up versioning all the time.)

1. You can bypass the long vertical challenge almost entirely. First, you can go up the shaft to the left, past the entire challenge, and proceed to "Fly by" (3, 1). Go down and to the left, and land on the spot where there isn't a spike in Expander (2, 5). From there, simply flip and go up to "Problem?" (2, 1). Of course, I Did Things The Hard Way for the challenge of it. It was a total breeze after I got past the first few screens.

On "Lets be friends again", it is possible to skip way ahead by wedging yourself into this corner. This may be the expected behavior, but I'm not sure, so I decided to report it. Also, let's is spelled with an apostophe.  :verdigris:

In "I wouldn't go up there if I were you" (8, 19), it looks like up leads to a trinket and right leads forward. As someone who wanted all the trinkets, I was frustrated when I went up and the opposite turned out to be true. And after just a few short screens, backtracking was impossible.

In "Occult ceremony" (7, 15), it is possible to skip the cutscene with Victoria by approaching her from the right side.

Another poster already mentioned the bug in "You can rush or take it slow" (6, 1), but it appears to still not be fixed. Heading through the uppermost passage on the right hand side results in Viridian getting stuck in a wall.

Another poster already mentioned the bug in "City lights" (8, 14), but I got stuck there again.

The right-hand teleporter in "Doing things the side way" was upside down. Spawning there sticks you in the wall and kills you. I managed to fix that one on my own.

#114
VVVVVV Levels / Re: "A New Dimension" by Souleye
August 03, 2011, 02:08:20 AM
Downloading the latest version fixed my problem. Thanks, SoulEye! :viridian:
#115
VVVVVV Levels / Re: "A New Dimension" by Souleye
August 02, 2011, 04:16:51 AM
Downloading the bugfixed version did not fix my issue.

I tried placing the line myself, but I suddenly find myself unable to locate these screenshots and videos I mentioned.

Where does it go? It does not go here. It is not possible to clear the challenge if you put it here.

#116
VVVVVV Levels / Re: "A New Dimension" by Souleye
August 01, 2011, 07:52:48 AM
Hey SoulEye. This is a great level. I'm really digging the two new tracks, as well.

However, I can't get past the long vertical challenge. I've seen screenshots and videos of other people trying it, and it seems I'm missing the laser at the bottom of the second screen, for reasons unknown. I've tried deleting and redownloading the game. I'm at a loss for how to fix it.

I managed to "clear" the game anyway--as in, see the final screen--but I was missing a crew member.