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Messages - Martze

#46
VVVVVV Levels / Re: Quantum Tunnel (v1.1)
September 29, 2011, 02:40:38 AM
Quote from: Terry on September 29, 2011, 12:19:51 AM
Yikes! I'm doing a bit more digging into this one, as it looks like it might actually be a bug with VVVVVV.

Yeah, I have no idea how I did this. It's a bit worrying, actually. The disappearing warp token thing is a little weird, anyway - because it appears for just a split second when you enter the room I *thought* what was happening was that one of the rooms had wrapping lines, and the other didn't - so, I was trying to enter the room from the corners so that I could reach it. (Of course, all that's happening is that a script is destorying the warp token)

It feels a little cruel to expect someone to backtrack through the entire level unless they actually expect something to happen if they do. Maybe it's better just to have a more traditional trinket lock terminal near the start that leads to a warp zone? (replacing the trinket in the go away room, maybe?). Also, honestly I really liked the void to the left; it's a shame to lose that effect by putting something there!

Hm, you're right about losing the effect. "An Unwelcome Guest" is a pretty good place to put it.

Seeing the warp token flick out of existence like that is crappy, yeah, but what else can I do?

The secret area was added on the feedback of a friend, who thought I WAS hinting at it. Viridian looks into the void and says "I hope I didn't miss any trinkets!" and there's the terminal that explicitly says the entire level is bi-traversable. After I added the secret room, I added another hint, too. If you go to Victoria with eight trinkets, she says that the final trinket isn't in the quantum tunnel.

I still don't know what's up with the cutscene bars and how you managed to bypass the script that destroys the warp token, though. Fair enough. An unlock terminal is cleaner to implement.
#47
VVVVVV Levels / Re: Quantum Tunnel (v1.1)
September 29, 2011, 12:03:07 AM
Well, that's embarrassing. I tested it and it's working on my computer. I'll double-check that when I get home. Are you playing it on 2.0 or your current 2.1 build?

Spoiler: It's only supposed to be there if you have eight trinkets. It's your reward for getting all the trinkets but the last one, then going back to the start of the level.

Edit: The cutscene bars are also not supposed to be there.
#48
VVVVVV Levels / Re: Quantum Tunnel (v1.0.1)
September 28, 2011, 05:14:18 AM
Updated. Check the changelog for goodness.
#49
VVVVVV Levels / Re: Quantum Tunnel (v1.0.1)
September 27, 2011, 07:28:45 PM
Yessssssss   :viridian:

The three spaces thing may be a bit tricky to fix. I can think of a quick, kind of ugly hack, but knowing me I'm probably going to do major structural changes to preserve the elegance of the level.

I was a bit concerned about the map myself, so I'm glad there will be an option to turn it off.

I'm happy to future-proof my level. I'd really like it if there were a way to make the crewmates do this :viridian: instead of this :victoria: .

Expect a version 1.1 soon.
#50
VVVVVV Levels / Re: Quantum Tunnel (v1.0.1)
September 26, 2011, 05:54:22 AM
Quote from: Vex69 on September 25, 2011, 04:05:05 AM
I just realized your avatar is Break Man! :P

Nah, Proto Man isn't wearing his Break Man disguise here. He's wearing Corey Hart's sunglasses.

Of course, Proto Man already wears sunglasses underneath his helmet, so that comes out to three pairs of sunglasses.

He's just that cool.

I don't really mind having the conversation here as long as it doesn't hijack the topic.
#51
VVVVVV Levels / Re: Quantum Tunnel (v1.0.1)
September 25, 2011, 01:42:25 AM
Quote from: PJBottomz on September 25, 2011, 01:26:47 AM
How the hell did you guys even complete this? I got as far as Pine/Pike street and got eternally lost. :victoria:

This level is definitely meant to be more of a cerebral challenge than Soul Searching was.

Hint 1:
Pike/Spine Street can be a bit confusing since the rooms all look the same, but it's a linear path. You can only go forward or back. There's only one door you can go in that sends you back more than one screen, and it's marked with X's. If you find yourself back in Revolution/Nine, turn around. Going into a door on the left or right that's marked with arrows is pointless because you'll come back out in the same room.

Hint 2:
Think of it as eight subrooms. Every time you enter a subroom from the left or right, leave it from the top or bottom.  Every time you enter a room from the top or bottom, go right unless that exit is marked by arrows. In that case, go left.
#52
VVVVVV Levels / Re: Quantum Tunnel
September 24, 2011, 01:27:51 AM
It did, yes, but I find that working within constraints really helps me be more creative--I push the boundaries and do the best I can with what I have. Give me unlimited potential, and I won't know where to start.

EDIT: I was willing to wait on the alignment bug. It's pretty hard to notice. This other bug, though, needed fixing.
#53
VVVVVV Levels / Re: Quantum Tunnel
September 23, 2011, 11:33:21 PM
I'm glad you enjoyed it. I'm definitely going to fix that, but for now I'm going to wait for a little more feedback before I release a bugfixed version. I don't want that version number to climb as high as Soul Searching. (Also, assuming I'm only doing minor changes, I'm going to increment the hundredths places instead of the tenths place; that is, 1.0.1, not 1.1. I'll save the tenths for bigger changes.)

I used the arrows to mark warp lines, just like I used backing in Soul Searching. Backing won't show up in the Lab tileset, but I thought the aesthetics matched the idea of a quantum tunnel pretty well. Warp lines are EXTRA confusing when you're dealing with room duality, so it's understandable why you'd be confused. Maybe I need to make that terminal's explanation a little clearer.
#54
VVVVVV Levels / Quantum Tunnel (v1.2)
September 23, 2011, 09:03:01 AM
This is my new level, Quantum Tunnel. It picks up immediately where Soul Searching left off, but the story is not important.

This level explores the idea of room duality much more deeply than in Soul Searching. It is 20x2, and explores concepts that are only possible in a map that is two rooms tall.

If I had made a full VVVVVV level set, the individual levels probably would have looked like this. Soul Searching might have been my final area. What this means is that this is considerably shorter and easier than Soul Searching was. But it also means it's more consistent, more polished, and more professional.







CHANGELOG:
Version 1.2 (Released September 28, 2011)
-Moved the secret area.
-Minor miscellaneous script changes.

Version 1.1 (Released September 27, 2011)
-Used new commands for forwards compatibility with new features (colored text, map toggle, crew moods)
-Improved layout of Vagrant/Vagabond, Light/Heavy World, and Prim's/Kruskal's Algorithm.
-Fixed misalignment in So Nice/Do It Twice.
-Added a warp to leave the final area and return to the level.
-Tweaked Victoria's dialogue.
-New secret area. (!!!)

Version 1.0.1 (Released September 23, 2011)
-Fixed minor alignment bug in final area.
-Fixed minor scripting bug in final area.

Version 1.0 (Released September 22, 2011)
-Initial release.
#55
VVVVVV / Re: What are the lyrics?
September 23, 2011, 07:54:41 AM
I think that's everything. Thanks, guys!
#56
VVVVVV / Re: External VVVVVV Tools
September 21, 2011, 02:45:19 AM
And script boxes and terminals too! Argh.
#57
VVVVVV Levels / Re: Soul Searching (v1.7)
September 21, 2011, 01:43:05 AM
I had to change the joke at the end. Sorry, everyone. If you're reading this for the first time, and you want to know what the old joke was:

Viridian (NPC): My own clone!
Viridian (Player): Now neither of us will be virgins!
#58
VVVVVV / Re: What are the lyrics?
September 20, 2011, 11:48:02 PM
@OfficerCaptain:

Good, those were the only words I was missing myself.

Quote from: Officer Captain on September 20, 2011, 11:23:37 PM
"Anyway, now that's been said,
I think you all agree..."

EDIT
No, wait
I heard it wrong as well

That's the lyrics from the end of Waiting for PPPPPP, which is on the whole much harder to understand.
#59
VVVVVV / What are the lyrics?
September 20, 2011, 10:10:48 PM
Google turned up nothing.

What are the lyrics of Waiting for VVVVVV and Waiting for PPPPPP? The poor audio quality makes them a little hard to understand at parts.
#60
Terry won't release the 2.1 patch until the 2.0.9 patch is leaked on 4chan.