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Messages - Sendy

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106
VVVVVV / Re: No Death Mode
« on: August 21, 2011, 10:23:10 pm »
lol, "Keep trying! You'll get there!" - "there" being the local asylum  :vermillion:

107
VVVVVV / Re: VVVVVV - Additional Trophies!
« on: August 21, 2011, 06:16:58 pm »
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VVVVVVertigo - Complete the game while only flipping to move forward (i.e. no walking).

A bit off topic, but it would be awesome if in the editor we could put down 'sticky' floors that you can't walk on. You could do a whole area based on that one mechanic...

108
VVVVVV / Re: any way to edit VVVVVV music?
« on: August 21, 2011, 06:10:04 pm »
You should only ever be able to add chipstyle music to VVVVVV levels. Seriously. The editor should have some kind of in-built AI with a music genre detecting algorythm (maybe something that looks for unfiltered square waves, lol). If it detects some kind of 'real' music, the editor should be all  :-X

Hah, you're not gonna like the second level I have planned :D

You're making a next level? Awesome :)

Hey if the music bothers me that badly, I can turn it off and spin my own tunes... Worst case scenario for music to play VVVVVV to would probably be.... screamo metal  :vermillion: :violet: :vermillion: :violet:

109
VVVVVV Levels / Re: DSS Ideal X (v2)
« on: August 21, 2011, 05:57:27 pm »
I collected all the trinkets I ever saw... I honestly thought I had them all, until I checked my stats at the end... So I guess you have been as sneaky as you thought you were ;)

110
VVVVVV Levels / Re: D. 333333 now updated! Easy and Hard mode included!
« on: August 21, 2011, 05:55:36 pm »
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Okay. I beat this.

This level was extremely frustrating. I shudder to think what Hard Mode is like. That is the sort of level where every time I clear a challenge, I say, "Well, I'm glad I don't have to do THAT ever again in my life."

Believe it or not, I was worried that I'd made Easy Mode TOO easy ;) . My biggest problem as a designer is not so much finding a difficulty curve, but normalizing that whole curve, so that the majority of players can play through to the end. Hard Mode is a perfect challenge to me, and Easy Mode is great for quick playthroughs. I've probably played my level more than any other level, but then I did design it primarily to please myself.

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Fortunately, your design was so good that it managed to keep me playing. It was close, though.

Thanks... I learned a fair bit making the Easy Mode version. There's an art to taking a puzzle or athletic challenge, and 'watering it down' so that everyone can beat it, without removing the essence of the puzzle/challenge. This is something I'll be thinking about an awful lot in my next level, which will likely be a lot bigger and a fair bit easier.

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I got 19/20 trinkets. I missed the Lover's Leap one, because I said, "well, this is obviously the sea of chaos, but I guess I had to do something in the Green Area to unlock this."

After clearing the game, I decided to edit your level and add a few warp tokens so that I could easily return to Lover's Leap, get the trinket I missed, go to the heart room, and then warp back to the end of the game. I hope you don't mind. The alternative was replaying multiple areas, including the Final Area, and see above for my feelings on that.

No, I don't mind. It was probably my mistake that confused you anyway.

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The whole "Hello I'm from Earth and I created this" schtick seemed a bit self-indulgent to me.

That was the kind of humour I was going for... As soon as you allow multiple dimensions, you open a sort of pandora's box where anything is possible. So the plot I made, however self-indulgent, is kinda feasable in the game world, I think. If it makes you smirk or smile or scoff, it's job is done. Rather than create a masterpiece in fan-fiction, I just wanted to put in a little bit of text to reward players for being thorough, and to give them a good feeling beyond merely getting the good ending and bragging rights.



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EDIT: Janky Walk-in Trepanning Machine is the best name of any room, ever.

Janky is just a brilliant word in it's-self... it just sounds perfect for what the word means :)

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..isn't the main game map 20x20, plus those other areas?

Yes, it seems the 20x20 limits of the main game are carried over into the editor. It might be nice to be able to exceed these, when making levels that are perhaps 1x50 (like a tower level), but it's adequate for most purposes.

111
VVVVVV Levels / Re: DSS Ideal X (v2)
« on: August 21, 2011, 02:12:07 am »
Friend or Foe was easy for me as soon as I realized I could just hop into the 'bald patches' in the spikes, and treat the moving platforms as enemies.

My favourite sequence is probably the whole "Either / Or" "Cross Over and Continue" etc group of rooms. Very elegant design there IMO. I enjoyed what I percieved to be a DJ Shadow reference or two, as well :)

Here are my stats for my second run of the first version of this level:

10 LET TRINKETS=7
20 LET DEATHS=312
30 LET TIMEMINS=45 : LET TIMESECONDS=25
40 PRINT "TRINKETS :"; TRINKETS; " OUT OF 9"
50 PRINT "DEATHS :"; DEATHS
60 PRINT "TIME TAKEN :"; TIMEMINS; "m. "; TIMESECONDS; "s."

RUN

TRINKETS : 7 OUT OF 9
DEATHS : 312
TIME TAKEN : 45m. 25s.


READY.
SYS 64738

(Okay that was the most pointless thing I've done today  :D )


112
VVVVVV Levels / Re: DSS Ideal X (v2)
« on: August 20, 2011, 09:57:57 pm »
Finished the old version of this a couple of nights ago, absolutely loved it! A couple of aesthetic niggles here and there, and the ghost platforms in Missile Command made me  :o at first, but overall I enjoyed the polish and interesting challenges. Loving the mangled screens at the end as well!

113
VVVVVV / Re: any way to edit VVVVVV music?
« on: August 20, 2011, 09:37:11 pm »
You should only ever be able to add chipstyle music to VVVVVV levels. Seriously. The editor should have some kind of in-built AI with a music genre detecting algorythm (maybe something that looks for unfiltered square waves, lol). If it detects some kind of 'real' music, the editor should be all  :-X

114
VVVVVV Levels / Re: D. 333333 now updated! Easy and Hard mode included!
« on: August 20, 2011, 05:16:33 pm »
Thanks for letting me know how you got on with it... 'negative' feedback is the only way I can improve! I figured I'd annoy a lot of people with some of the checkpoint placement, but I decided to stick with my original design breif. Even in the Easy Mode, there are spots where I felt a CP might be needed, but I couldn't place one without rendering a puzzle moot. I'm honestly relieved that so many people have reported finishing it at all  :D

115
VVVVVV Levels / Re: The Lost Place (Beta) - A PJBottomz Level
« on: August 19, 2011, 10:57:31 pm »
"I was thinking we could put linker screens *between* the linker screens..."

"Capital!"

I love linker rooms and corridors for aesthetic effect, but I think you may have overdone it just a tad. The other rooms were looking good, though.

116
VVVVVV Levels / Re: DSS Ideal X
« on: August 19, 2011, 06:50:31 pm »
Gravitation looked ridiculous for the first few tries, but then I realized what I had to do, and got it after two more tries... That to me means good puzzle design, but I can see where others might find it too hard. Very good level, what I've played so far...

117
VVVVVV Levels / Re: "A New Dimension" by Souleye
« on: August 19, 2011, 12:58:59 am »
I find that trinket hints don't break immersion if you think of an excuse... You could claim that Viridian is holding a device that detects trinkets, and have him say "I'm getting high readings in this direction", or you could have a terminal or crew member give you a fairly obvious clue. I find that a fairly thin disguise is adequate, you can even play up the awkwardness of the situation for irony :)

What I liked about this level the most was the weird dream-like atmosphere... It's literally like you're walking through someone's head, exploring the corners of their mind. Some of the trinkets I gave up on, but I finished the level the other day having enjoyed the exploration aspect, and the unique challenges - for example, the horizontal challenge!

Incidentally, you should look at this level in the VVVVVV level mapper. It's insane :)

118
VVVVVV Levels / Re: "Unknown Dimensions" by Arkatox
« on: August 19, 2011, 12:50:52 am »
Short, quite fun... I got all trinkets, but died the most getting the first one (that ONE spike to the LEFT of the trinket! OMG!). I liked the presentation, and I'm a fan of pointless linker rooms, so I liked the pointless linker rooms, though you could have done more with them (maybe add some background) but for a quick level it was fun.

At first I thought you were going with the 'simple challenges but less checkpoints theme', but that seemed to dissipate after the first quarter or so.

119
VVVVVV Levels / Re: "Unknown Dimensions" by Arkatox
« on: August 18, 2011, 10:23:16 pm »
Ohh, look at all those spikes  :o

I'm going in!  :viridian:

120
VVVVVV Levels / Re: How to get a level featured
« on: August 18, 2011, 12:26:04 pm »
I intend to make a thread about my favourite levels soon - I encourage others to do the same! Perhaps we could have a level recommendation thread where people review their favourites?

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