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Messages - Blublu

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VVVVVV Levels / Re: Palace of Peril by Blublu
« on: August 21, 2011, 11:19:03 pm »
Thanks for commenting everyone. Yeah, I have been thinking about this level, and I'm going to go over it again, give names to many of the rooms and also, I'm going to make it a bit easier to complete. Or maybe a lot easier.

Other than that, it is a little bit unpolished now because frankly, I got completely sick of it, and when it was "finished" I just didn't want to work on it for a while. You might also notice that the final area (the lab) is pretty rushed, especially the part leading up to the trinket area.

Anyway I appreciate your comments and I will release a new improved version ........ whenever I feel like it :) but hopefully soon.

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I'm having trouble getting the first trinket in the yellow zone. The one which has the gravity lines that need to be hit three times. I can make them disappear, but by the time I get around to the other side, the lines are reset!  :victoria:
Remember, every time you touch a checkpoint, all gravity lines are reset. So you actually have to avoid all check points between unlocking and getting the trinket. :P And if you die, that also counts as touching a check point, since ... err, you touch one the moment you respawn. Edit: or at least, the checkpoints on the screen right after "unlock". Brreeehhhhdhhh

I will probably make that particular trinket a little easier to get in the next version. As well as making absolutely clear the mechanics of the numbered gravity lines, probably by an informative terminal.

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My only main annoyance was that I needed to keep reusing the terminal when respawning while trying to get the final trinket. I have left, right, v etched into memory, I'm not accustomed to reaching over to press return frequently while I'm playing VVVVVV unless it's a cutscene or I'm purposely trying to read what a terminal has to say.
I will look into that and see if I can make it more streamlined. See, this is the kind of insight you just can't get by playing by yourself. :P Thanks!

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VVVVVV Levels / Re: Palace of Peril by Blublu
« on: August 07, 2011, 12:32:10 am »
Well, there are two crewmen in the "green sector" which is terribly named by the way since it's not all green. When you reach the bottom, there's one sub-section to each side, each containing a crewman. Did you find both of them? If you did, then it's a bug with the scripts. You're supposed to receive the laboratory key once you have found both of them.  Ugh...

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VVVVVV Levels / Re: Palace of Peril by Blublu
« on: August 06, 2011, 08:31:45 pm »
Yes, some of those platforms are moving platforms. It should become more clear when actually playing. And actually, Viridian is standing at the end of the room, you come in from the other side.

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VVVVVV Levels / Re: Palace of Peril by Blublu
« on: August 06, 2011, 08:10:44 pm »
The number just denotes how many times you can touch it before it disappears. So you have to touch the "7" line 7 times, then it will disappear and take the bigger line next to it away as well, unlocking the next area. This is also the key to collecting the trinket in that area. :)

Maybe it could be a bit more intuitive. I think in the next version I'll add dialogue boxes to explicitly explain this.

The counters are all reset if you touch a checkpoint or die, so you have to do it 7 times without dying, too.

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VVVVVV Levels / Palace of Peril by Blublu
« on: August 06, 2011, 04:57:22 am »
Hello. Here's a new level I've been working on for the past week or so. It is pretty large or 9x10 screens, and I think it came out pretty good.

It could use a little bit more polish to prettify it a little more, but I'm actually kind of sick of this level and don't want to work on it for at least a few days. So I'm releasing it now.

It should all work but if you see any bugs, let me know! :P Otherwise, enjoy.

Screenshots:






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VVVVVV Levels / Re: The Lab - A PJBottomz Level
« on: August 04, 2011, 04:42:32 am »
Here's a good rule of thumb I just made up. If you are having *any* difficulty in completing the room, then it is too hard for everyone else. You will always be much better at completing your own levels than anyone else, so you should aim for making it so you think your own level is pretty easy actually or at least not that hard. Then it will be HARD or VERY HARD for everyone else, but at least not impossibly impossible.

I think if you take more than maybe 10 tries to complete one of your own rooms (when you know EXACTLY how to do it), then that is a signal that you need to consider making it less hard.

I mean, look, I understand you want your level to be challenging so that people don't just breeze through it and think it was a piece of cake, but it's very hard to judge difficulty if you're the only one testing. The best thing would be to get someone ELSE who has never ever seen your level to test it for you and tell you which parts were too hard, etc. And I guess that's what this thread is doing! So it's telling you that that room is unreasonably hard. Otherwise your players will simply quit out of frustration and won't get to play or see the rest of your work.

Your goal as a level designer is not to defeat the player with your uber hard challenges. It is to ENTERTAIN your player so that they enjoy their time.


I'm curious, though... IS that room actually possible? I mean, were you actually able to complete it in your testing?

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VVVVVV Levels / Re: VVVVVV Level Editor Tutorial - Part 1: The basics
« on: August 04, 2011, 04:34:35 am »
Yeah, that's what I figured. I'll have to design around that. :P

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VVVVVV Levels / Re: The Lab - A PJBottomz Level
« on: August 03, 2011, 06:04:31 am »
Is the room "Vitellary Ahoy!" even possible to do? It looks utterly impossible to me.

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VVVVVV Levels / Re: VVVVVV Level Editor Tutorial - Part 1: The basics
« on: August 03, 2011, 02:52:01 am »
Is there any way or workaround to make a script run more than once without exiting the screen? It seems like it only runs once, then it won't run again until you exit and re-enter the screen.  :(

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