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Messages - Sendy

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121
VVVVVV Levels / Re: Victuals by Noyb
« on: August 18, 2011, 11:15:45 am »
I loved the telly  :)

122
VVVVVV Levels / Re: D. 333333 now updated! Easy and Hard mode included!
« on: August 17, 2011, 11:56:55 pm »
Did easymode, I've only beaten IWBTG once...

Nice thorought, besides 'You're on your own now' being ridiculously hard. The rest was reasonable.

About the 'riddle' terminal: The Chief is Verdigris, located in the Green sector. The lake of chaos is in the purple area, Violet's dungeon. You might want to fix that.

Well, the reason for that is... that... it's.... um... Ok, I got nothing  :D  Thanks for pointing this out - it's not the first time I've confused green for purple in my own level *faceplant*.  Maybe I'm internally colourblind.

There's another blooper, in the Easy Mode of  :verdigris:'s room, a 'bouncing triangle' is referred to, which no longer exists in that version. Not game breaking stuff but it's annoying me.

Loliver - you have an early release of the Hard version... I worked on it a bit more since then... So it's best to download from this thread or the featured levels thread (had to throw that in  :P )

Dinoquark - About the trinket challenges, I somewhat agree. The problem I had with making the overall map is that I started with a 5x5 level, which I eventually expanded to 5x6 when I was making the Blue Zone. That's why in Style over Substance Squared you're just falling - it's a linker room. As the level grew I couldn't expand vertically without messing up the first two levels I'd made, and creating a gap in them, so I began to add horizontally. Little did I know, there's a limit of 20 in either the X or Y direction for maps. So, the net result is that I had to make the levels quite linear, and there isn't much room for the trinkets to have their own challenges and rooms - which is ideally what I wanted.

You can sort of see what happened when you look at the pixel-map that the VVVVVV level mapper program creates (don't do this unless you're OK with spoilers or have 100%ed it, though!)... On the left hand side, the tunnels are quite spacious and there's more free space and wall. As you look more and more to the right, there's more economy of space, smaller tunnels, and less unused wall-space, as I tried to shoehorn as much as I could into the limit I'd discovered!

If and when I do another level, it'll be a lot less linear and will feature multiple paths and more exploration!

Everyone else - thanks for your comments! :)

123
VVVVVV Levels / Re: new level in development
« on: August 16, 2011, 10:14:32 pm »
It didn't come up in the level list, so I had to play from the editor... I thought it was OK for a first attempt, but it felt a bit unfocussed and testy, and messy. Some levels like Souleye's ones pull off the messy/busy thing and it works, but here it just felt like the design didn't know where it wanted to go.

Keep areas near screen boundaries simple for the most part - especially the bottom of the screen if you're using a level name. Try and give the rooms a more cohesive theme. For example: A perfect line of spikes looks good. A jagged cave type of floor with spikes on looks good. A row of spikes that's almost straight but not quite can look rushed or undecided. When you're starting out, it's a good idea to keep it simple, i.e. start by carving out square or square-ish rooms, and make a few modifications, adding and subtracting elements until it feels fun to play.

Teleports that send you back to the beginning of the level - generally a bad idea, unless there's a warning.

Presentation is important, it's sort of like food - if it looks good and like care has gone into it, you'll probably stand more chance of wanting to eat it. As for the gameplay, it wasn't bad, but it didn't flow much or have any standout moments, either.

YMMV, I know tastes differ, but that's my feedback.

124
VVVVVV Levels / Re: Dimension 333333 by Sendy
« on: August 16, 2011, 09:44:31 pm »
You're right, I used the *room transition* *crumbling platform* *spikes* thing way too much. A bit of an IWBTG influence there, if somewhat fairer. I'll try not to repeat that mistake, though it's somewhat less prevalent in the Easy Mode version!

You might like to play the Easy Mode, if you ever want to replay my level. It's in the other thread. Every single room is significantly easier!

Thanks for suffering through my level! If someone wants to do an LP of it on youtube, that would make my day!

Much thanks to everyone who has played and commented - It makes me happy!  :viridian:

EDIT: Here is a link to the latest version of my level! It has improvements, and a seperate Easy and Hard Mode! I'm deleting the old version from this thread.

http://distractionware.com/forum/index.php?topic=529.0

125
VVVVVV Levels / Re: D. 333333 now updated! Easy and Hard mode included!
« on: August 16, 2011, 05:56:39 pm »
HARD MODE! FOR HARD PEOPLE! :p

126
Edit by Terry: Added links to your previous threads. Also, added some screens to this post!

Edit by Sendy: NEW VERSIONS UPLOADED! See the bottom of the post for changelog!

Previous Thread 1: Dimension 333333 by Sendy
Previous Thread 2: Pics of my unfinished WIP level





I tried to modify my original post, but it wasn't having it  ::)

Changes in this edition:

* Added a warning if you attempt to leave the Green Zone without rescuing  :verdigris:

* Changed the flags so that the 'rescue flag' is set when you touch a crewmate, as opposed to merely talking to them.

* Some minor aesthetic fixes

* Some minor difficulty balancing issues

* Added Easy Mode - based off of Hard Mode, but with every room edited to be somewhat easier.

Two different zip files... Hope it works this time :)

This is the final version for now. I will update if:

* A major bug is found

* Terry adds stuff to the editor that could benefit this level

EDIT:


New version uploaded... Changes:

* Fixed a bug where you could get stuck inside  :verdigris:'s room if you died in mid-teleport
* Fixed the whole Sea of Chaos riddle fiasco, and added a visual cue to both modes.
* Removed mention of the deleted 'bouncing triangle' in Easy Mode
* Shaved a couple of spikes, most notably, in the Easy Mode version of You're On Your Own Now
* Added a terminal with a few shouts out to those who playtested/left feedback
* A couple of other tiny changes

Please let me know what you think, especially of the Easy Mode!

Sendy

EDIT: I'm going to have to attatch each version to a seperate post! It's too big...

Here's the EASY mode!

127
VVVVVV Levels / Re: KKKKK by TensaiKashou
« on: August 15, 2011, 08:11:03 pm »
Screenshots plox

128
VVVVVV Levels / Re: Dimension 333333 by Sendy
« on: August 15, 2011, 08:02:49 pm »
I think I'll make the hint a little bit more specific... If anyone's stuck, here's a hint that should solve the problem.

SPOILER:

There's a hidden trigger somewhere in "Lover's Leap". You don't have to suicide to get it, just explore around.

129
VVVVVV Levels / Re: Palace of Peril by Blublu
« on: August 15, 2011, 07:44:53 pm »
Really enjoying this level, though 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:

Besides that snag I think I've seen almost everything... Interestingly enough, while I found the numbered gravity lines very inventive, I enjoyed much more your work with vanilla gravity lines, dissolving platforms and terminals. There were some really neat puzzles!

130
VVVVVV Levels / Re: Dimension 333333 by Sendy
« on: August 15, 2011, 07:42:23 pm »
Terry - yes, the level is designed such that it can be made easier with some simple changes... I.e. more checkpoints, elimination of certain spikes and enemies...

Sfemet - it's hard to say because it's a bit sneaky, but hard to hint at without just giving it away. Here's a hint:

Have you found the "cryptic hint" on the terminal outside the Red Zone entrance? The 'treasure' it mentions is the trinket you're looking for.

131
VVVVVV Levels / Re: Dimension 333333 by Sendy
« on: August 15, 2011, 03:10:54 pm »
Thanks for clarifying!

I have to admit, I was hoping more people would bite this thread, as I really did pour my soul into this level  :victoria:

I know, nobody *asked* me to make it, but I usually see a level editor as an open invitation  :vermillion:

I think I have enough info from Terry, PJ and CHz to put out the finished hard version, and I'm fairly confident I can guess which changes should go into making the easy version  :viridian:

132
You should just design an original level, heavily inspired by the main game, IMO. I don't see why anyone would want to play a pared down version of the main campaign, though obviously you enjoy making it, so don't listen to me...

133
VVVVVV / Re: A minor graphical niggle that's driving me insane
« on: August 14, 2011, 10:35:19 pm »
Exactly  8)

I'm just going to try and ignore it, but I have been playing v6 a HECK of a lot more since the level editor came out. It was pretty much 'done and dusted' before that, it just goes to show how much life a level editor can bring to a game  :viridian:

134
VVVVVV / Re: A minor graphical niggle that's driving me insane
« on: August 14, 2011, 07:02:52 pm »
NOOOOOOOOO!!!!!!!!  :victoria:

Believe it or not now I'm looking through the graphics file with a view to nudging the vertical spikes one pixel to the right...  :viridian:

135
VVVVVV / Analogue graphics mode
« on: August 14, 2011, 03:35:11 pm »
Ahahahaha! Best. Thing. Ever.

Honestly, I thought Analogue was an option to use an Analogue joystick or something, but last night I activated it just out of curiosity, and I love it  :)

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