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Messages - Sendy

#151
VVVVVV / Re: Editing VVVVVV's Sprites?
August 09, 2011, 02:09:29 AM
Didn't Terry say somewhere that editable graphics were at least tentatively planned? Or did I imagine that? (Not being sarcastic, I really can't remember if I read it, or just wished it really really hard  :vermillion: )
#152
VVVVVV / Re: Level Editor Bugs and Requests
August 09, 2011, 02:06:08 AM
IMNSHO, if you can cross a screen boundary (wrapped or otherwise) and the first tile on the next screen is either a wall or a spike, that's bad level design 99.9% of the time.
#153
VVVVVV Levels / Re: Soul Searching
August 08, 2011, 10:17:39 PM
I found Tenderized Veal and the similar screens I've encountered so far very possible and very fun to play.
#154
VVVVVV Levels / Re: Pics of my unfinished WIP level
August 08, 2011, 04:05:57 PM
Ok, now I just have to make the final level :vermillion: (20 screens or so) and finish the scripting, which I've made a start on already!

Final size will be 120 screens!  :vitellary:

More pics!  :viridian:

Some of the scripting I've already done:









A neat feature I've found, where the middle blocks of a moving platform can pass through solid objects. I like to think of this as a feature rather than a bug, as it allows levels such as this! : (The long platform moves up and down thru the whole screen)



A couple more...



#155
VVVVVV / Re: V getting stuck in moving platforms
August 08, 2011, 02:12:08 AM
I didn't test the same room for half an hour  :D , what I meant was the bug was happening sometime later, after it had worked fine for a good while.

This makes me wonder if there's anyone who ever did get stuck in a room for that long, though. Like someone really bad at the game  :D
#156
VVVVVV / Re: V getting stuck in moving platforms
August 07, 2011, 09:02:54 PM
Ok new discovery! It's the presence of a HORIZONTAL moving platform that causes the buggy behaviour with this setup of vertical platforms. So I get to keep my room, more or less :)

If anyone is having problems with moving platforms, try removing any horizontal platforms, if you can...
#157
VVVVVV / V getting stuck in moving platforms
August 07, 2011, 08:50:22 PM
Hi... I have a room layout such as this:



In this room you can enter from the left and hold right, and each lift will transfer you smoothly up a step. It's a fun little mechanic and was inspired by the moving stairs in fun houses.

It functioned perfectly in testing, and stood up to all my stress tests, but after about half an hour, V started getting stuck into the platform as soon as he/she touched it, every time. Notice the spikes preventing any kind of bugs involving a platform pushing you into a wall. The platform and V would stick into eachother, each causing the other to become frozen.

I'm hoping this may be fixed in a patch as some stage, because I really want to run with this idea, but I thought I'd point it out, anyway.
#158
Hi, I want to make my endgame open up when you've collected all but one of the crewmates, the idea being that they can be saved in any order, apart from the last one. I know you can test the number of trinkets, so is there an equivalent?

Thanks in advance...
#159
VVVVVV Levels / Re: Pics of my unfinished WIP level
August 06, 2011, 02:13:06 PM
Not sure really, I keep making the map bigger... It's 20x6 now and 2/3 of the rooms are done. I doubt it'll get much bigger than that. Then I just have to add a bit of scripting and it should be done. I'm guessing one to two weeks.
#160
VVVVVV Levels / Re: Its Story time :D
August 06, 2011, 02:09:48 PM
It looks fine to me, and very arty. Not sure it would be my kind of level, but it's an interesting concept. Might be tricky to pull off and make the gameplay good, though.
#161
I hope this gets added. I'd also like to suggest an endgame screen, with some custom text, your death and flip count on that level, the room you died in the most, etc... like in the original level.
#162
VVVVVV / Re: External VVVVVV Tools
August 05, 2011, 09:32:54 PM
Well, I'm going with very cursory foreplanning and more or less winging it. Since the map I was making to keep track of and plan my level is now (thankfully) redundant, I thought I may as well upload it, just to show what I've been saved from  :viridian:

#163
VVVVVV Levels / Re: "Pyramid of Doom" by Robson
August 05, 2011, 09:23:46 PM
I thought the premonition room was very well done, and a good test of observation. Usually these multiple choice puzzles are just tacky crap shoots, but I actually felt I'd solved a puzzle as I made my choices. Besides, it's a pyramid - we should expect death traps :)

I really hope vvvvvv gets an update to support more intricate tilings, such as 1-tile high walls and backgrounds, because to be honest I don't think the cutoff tiles everywhere really do the level art justice.
#164
VVVVVV Levels / Re: The Zth Dimension
August 05, 2011, 08:17:14 PM
Highly recommended! I finished it very quickly, and found it fairly easy (I'm not really bragging here, I'm just a platform game freak), but I felt engaged the whole time, the presentation was very good, there was a bit of scripting and some interesting themes (I liked the jungle theme!). Only real complaint is I wanted more ;)

EDIT: Forgot to say, I didn't like the teleporter guess part... I got it on my last try, and the whole 'waiting for the quicksand to fade' thing each time was a bit irritating. I'd recommend giving a rather obvious clue as to which teleporter to use, at the very least.
#165
VVVVVV Levels / Re: Pics of my unfinished WIP level
August 04, 2011, 01:09:22 AM
Thanks! Incidentally, I've really come to appreciate that feint pattern of squares you've got going on in the background of the editor. If you're making screens that need to incorporate symmetry, they're invaluable!