Quote from: PJBottomz on August 09, 2011, 09:07:08 PMwhat
Ability to destroy/create things
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#91
VVVVVV / Re: Level Editor Bugs and Requests
August 10, 2011, 03:04:15 AM #92
VVVVVV / Re: Level Editor Bugs and Requests
August 09, 2011, 05:06:50 PM
Well, you know, those kind of crashes you see on scary movies and such, with ear breakingly loud cracking audio, and the words which come up on screen.
They deserve it.
They deserve it.
#93
VVVVVV / Re: Level Editor Bugs and Requests
August 09, 2011, 05:17:02 AM
You could still play the level if the game didn't crash. There's obviously no other way to prevent people from looking over map leaks without crashing the game.
#94
VVVVVV / Re: Level Editor Bugs and Requests
August 09, 2011, 02:25:05 AM
I think that, if you cross into a wall, the game should crash itself and have text stating "YOU HAVE COLLISION ERRORS" come up.
You know, keep everybody on their toes.
You know, keep everybody on their toes.
#95
VVVVVV / Level Editor Bugs and Requests
August 08, 2011, 11:38:54 PM
The Unofficial VVVVVV Level Editor Bug Report and Feature Request Center - Now 100% more organized!
[BUGS/GLITCHES]
{GENERAL}
-*Maybe a warning if people have leaks more than 3 spaces tall / 2 spaces wide to help fight leaks
-Occasional bug in which the letterbox for cutscenes appears, and persists for the rest of the level (Likely related to moving out of the script box's range and scripting errors)
-There is no character select (A serious crime)
-Certain enemies and props are missing (Which is normal)
-"if" commands (and possibly everything in scripts except for say and reply sections) interpret the script names as lowercase and without spaces, so they don't work if referencing a script with spaces or with uppercase letters.
-Large say and reply commands sometimes don't show up.
{SPIKES}
-Wrapped screens break spikes
{MOVING/DISAPPEARING/CONVEYER PLATFORMS}
-Reverse Quicksand
-destroy(platforms) is broken
-Disappearing platforms don't block moving ones
-Moving platforms don't block moving platforms
-Wrapped screens break moving platforms
-Colliding vertical and horizontal moving platforms apparently cause a bug
-Having a conveyer tile in the top left corner of a screen negates all spike damage
{GRAVITY LINES}
-"If you place a horizontal gravity line at the very top or very bottom of the screen, you'll flip into the next screen."
{WARP TOKENS}
-Disappearing warp tokens
[REQUESTS]
{GENERAL}
-Disable "M" turning off sound while scripting or change it entirely
-Custom content (Enemies; map props)
-Character selection
-Teleporters
-Different colored textboxes
-Ability to rotate spikes against different walls (If two or more walls are involved)
-Fire once script command
-Tweakable platform/enemy speed
-Twitching Letters in roomnames (Gvnsmoke 1966)
-Bosses (Stompable?)
-Horizontally scrolling rooms
-Characters oriented horizontally (Flip from left wall to right wall, change control scheme)
-"Power up" items (Like scripted invincibility, a "double flip", SHOES, etc.)
-Additional moods (Like you see in the emoticons here)
{TILESETS}
-Backing for all tile sets
-Combining tilesets (Like the dead ends near the warpzone)
-Backing and spikes on the same tile
-Spike color
-Gray tileset
{CREWMATES}
>-Scriptable crewmates which don't have to be saved who are able to:
-Land on platforms
-Be killed by spikes and enemies
-Walk along with the captain (like in the intermissions and after you find them)
-Move
-Flip
-Be taken off screen
-Be put on screen
-Changeable moods
-Change colors
-Be affected by warp direction
{OBJECTIVES}
-Alternate goals in general
-Script to immediately end level
{PLATFORMS}
-Script to start and stop platforms
{A NOTE FROM SENDY WHICH I DIDN'T CLASSIFY}
"I have a fairly simple GUI request that I hope Terry sees so I'm making the font bigger. I'm finding it hard to draw straight lines in fullscreen mode without a mouse cursor onscreen. Currently I'm getting a block movement cursor which is quite unpredictable and leads to a lot of rubbing out and correcting when trying to make straight lines!"
-Sendy
[BUGS/GLITCHES]
{GENERAL}
-*Maybe a warning if people have leaks more than 3 spaces tall / 2 spaces wide to help fight leaks
-Occasional bug in which the letterbox for cutscenes appears, and persists for the rest of the level (Likely related to moving out of the script box's range and scripting errors)
-There is no character select (A serious crime)
-Certain enemies and props are missing (Which is normal)
-"if" commands (and possibly everything in scripts except for say and reply sections) interpret the script names as lowercase and without spaces, so they don't work if referencing a script with spaces or with uppercase letters.
-Large say and reply commands sometimes don't show up.
{SPIKES}
-Wrapped screens break spikes
{MOVING/DISAPPEARING/CONVEYER PLATFORMS}
-Reverse Quicksand
-destroy(platforms) is broken
-Disappearing platforms don't block moving ones
-Moving platforms don't block moving platforms
-Wrapped screens break moving platforms
-Colliding vertical and horizontal moving platforms apparently cause a bug
-Having a conveyer tile in the top left corner of a screen negates all spike damage
{GRAVITY LINES}
-"If you place a horizontal gravity line at the very top or very bottom of the screen, you'll flip into the next screen."
{WARP TOKENS}
-Disappearing warp tokens
[REQUESTS]
{GENERAL}
-Disable "M" turning off sound while scripting or change it entirely
-Custom content (Enemies; map props)
-Character selection
-Teleporters
-Different colored textboxes
-Ability to rotate spikes against different walls (If two or more walls are involved)
-Fire once script command
-Tweakable platform/enemy speed
-Twitching Letters in roomnames (Gvnsmoke 1966)
-Bosses (Stompable?)
-Horizontally scrolling rooms
-Characters oriented horizontally (Flip from left wall to right wall, change control scheme)
-"Power up" items (Like scripted invincibility, a "double flip", SHOES, etc.)
-Additional moods (Like you see in the emoticons here)
{TILESETS}
-Backing for all tile sets
-Combining tilesets (Like the dead ends near the warpzone)
-Backing and spikes on the same tile
-Spike color
-Gray tileset
{CREWMATES}
>-Scriptable crewmates which don't have to be saved who are able to:
-Land on platforms
-Be killed by spikes and enemies
-Walk along with the captain (like in the intermissions and after you find them)
-Move
-Flip
-Be taken off screen
-Be put on screen
-Changeable moods
-Change colors
-Be affected by warp direction
{OBJECTIVES}
-Alternate goals in general
-Script to immediately end level
{PLATFORMS}
-Script to start and stop platforms
{A NOTE FROM SENDY WHICH I DIDN'T CLASSIFY}
"I have a fairly simple GUI request that I hope Terry sees so I'm making the font bigger. I'm finding it hard to draw straight lines in fullscreen mode without a mouse cursor onscreen. Currently I'm getting a block movement cursor which is quite unpredictable and leads to a lot of rubbing out and correcting when trying to make straight lines!"
-Sendy
THIS GAME
*NEEDS*
SHOES
*NEEDS*
SHOES
#96
VVVVVV Levels / Re: level: The Web
August 08, 2011, 08:24:33 PM
Compilation of problems:
-The terminals still do nothing
-The ceiling at the top right of "Convoluted Paths" needs to be blocked off
-You can leave the map through the sides of maps like "Time Lapse" and "Electrosis" (Which is spelled wrong)
-"Time Lapse" could use some tweaking, the clearance at the far right is not forgiving at all. Plus, you have to clear it again and again when you die on the next two screens (Which require trial and error)
-"Code Green" needs a wall
-Everything needs a wall
-It'd be nice to move the last checkpoint from "Ripchord" to "Reversed" so I don't have to teleport every time (Fact: Microsoft doesn't recognize "Teleport" as a word)
-More walls
-More walls
-More walls
-The terminals still do nothing
-The ceiling at the top right of "Convoluted Paths" needs to be blocked off
-You can leave the map through the sides of maps like "Time Lapse" and "Electrosis" (Which is spelled wrong)
-"Time Lapse" could use some tweaking, the clearance at the far right is not forgiving at all. Plus, you have to clear it again and again when you die on the next two screens (Which require trial and error)
-"Code Green" needs a wall
-Everything needs a wall
-It'd be nice to move the last checkpoint from "Ripchord" to "Reversed" so I don't have to teleport every time (Fact: Microsoft doesn't recognize "Teleport" as a word)
-More walls
-More walls
-More walls
#97
VVVVVV Levels / Re: Little Adventure
August 08, 2011, 05:46:07 AM
Okay, compiled list of great things and vice versa:
-Maybe add another layer to the bottom of "My harp is made of two mews" by the entrance? It makes me think I can get down there.
-And what in the world is "My harp is made of two mews" supposed to mean?
-Also, a floor for "Space Invaders: Digital Prison". The screen itself seems to be just filler, I think it would be better off with thick walls...
...but that's just my take.
-I also had a slight problem with the writing on walls. While I wouldn't encourage it, you could still use roomtext, instead.
-"Just like Simon's Quest: Empty" also needs a floor
-I feel the checkpoint on "The effing oacksteak..." (?) should be further right. It is a bit burdensome to walk over every time I succumb to the dangers on sharp objects
-Unless it's just part of the challenge of getting the trinket
-That being said, the trinket by the entrance is kind of unnecessary, like the one on the first screen and such.
-"Hidlyde" needs a floor
-There's so many hallways cluttered with gravity lines!
-"Feeling safe?" has crossing gravity lines and an unnecessary one on the middle-right of the screen (Unnecessary as in it looks to rebound you from flipping off of the top, yet you bust your head open anyway because of its close proximity to the spikes below)
-"Why you all get lost? 3:<" Has a emoticon in the name and is not proper grammar, consider revising
-"The Playground" appears to serve no purpose, with all of the warp tokens leading nowhere
-The left side of the screen directly under the first screen is a deception which serves no purpose
-There's no checkpoint in there, either
-"Rescuing Princess Peach: 900th Time" lacks a visible floor
-The room names were unsatisfactory, honestly
Review: Missing floors, clutter, why'd you put an emoticon in the room name, some unnecessary trinkets here and there.
Yeah, your level could use a bit of work, in my opinion. But keep trying, something good could come out of this!
-Maybe add another layer to the bottom of "My harp is made of two mews" by the entrance? It makes me think I can get down there.
-And what in the world is "My harp is made of two mews" supposed to mean?
-Also, a floor for "Space Invaders: Digital Prison". The screen itself seems to be just filler, I think it would be better off with thick walls...
...but that's just my take.
-I also had a slight problem with the writing on walls. While I wouldn't encourage it, you could still use roomtext, instead.
-"Just like Simon's Quest: Empty" also needs a floor
-I feel the checkpoint on "The effing oacksteak..." (?) should be further right. It is a bit burdensome to walk over every time I succumb to the dangers on sharp objects
-Unless it's just part of the challenge of getting the trinket
-That being said, the trinket by the entrance is kind of unnecessary, like the one on the first screen and such.
-"Hidlyde" needs a floor
-There's so many hallways cluttered with gravity lines!
-"Feeling safe?" has crossing gravity lines and an unnecessary one on the middle-right of the screen (Unnecessary as in it looks to rebound you from flipping off of the top, yet you bust your head open anyway because of its close proximity to the spikes below)
-"Why you all get lost? 3:<" Has a emoticon in the name and is not proper grammar, consider revising
-"The Playground" appears to serve no purpose, with all of the warp tokens leading nowhere
-The left side of the screen directly under the first screen is a deception which serves no purpose
-There's no checkpoint in there, either
-"Rescuing Princess Peach: 900th Time" lacks a visible floor
-The room names were unsatisfactory, honestly
Review: Missing floors, clutter, why'd you put an emoticon in the room name, some unnecessary trinkets here and there.
Yeah, your level could use a bit of work, in my opinion. But keep trying, something good could come out of this!
#98
VVVVVV Levels / Re: level: Revenge
August 08, 2011, 05:16:06 AM
How may I take my revenge without any level to do so? I'm ruined!
#99
VVVVVV Levels / Re: "Jail Break" (v1.2.2) by YouKnow
August 08, 2011, 05:10:20 AM
I ran into a bug which bars you from the rest of the level -- After rescuing your not-Vermilion crewmates from their holding cells, the terminal which is supposed to let you past in the room "diVot" just states that you may only pass after rescuing 4 crewmates from their cells. Above all, to mock me, it keeps the thick black letterbox lines used for the cutscenes, probably something in the scripting.
...or maybe I'm doing something wrong?
Anyway, through what I had played, it was a relatively fun level. The puzzles here worked, and the dialogue was amusing. Nice work.
...or maybe I'm doing something wrong?
Anyway, through what I had played, it was a relatively fun level. The puzzles here worked, and the dialogue was amusing. Nice work.
#100
VVVVVV Levels / Re: Inversion Plane - A PJBottomz Level
August 07, 2011, 02:23:10 AM
Most of the level can be bypassed by holding right...
From the screen with all of the trinkets (Way too red), you can land safely on one of the checkpoints on the final screen by holding from the first checkpoint.
Although this can be fixed by adding vertical warps, it would just become a tedious chore; due to its single task.
All in all, not too enjoyable. Needs a bit more variation.
Concerning the puzzle, I don't think there's any way to make it work, honestly. It'd be too easy by adding retaining walls, etc.
EDIT: After testing it a couple of times, you're pretty much guaranteed to land on another checkpoint by holding down right from any checkpoint. I completed the level in three flips, from the beginning to middle, middle to end, and once more as I was on the wrong side of the platform.
From the screen with all of the trinkets (Way too red), you can land safely on one of the checkpoints on the final screen by holding from the first checkpoint.
Although this can be fixed by adding vertical warps, it would just become a tedious chore; due to its single task.
All in all, not too enjoyable. Needs a bit more variation.
Concerning the puzzle, I don't think there's any way to make it work, honestly. It'd be too easy by adding retaining walls, etc.
EDIT: After testing it a couple of times, you're pretty much guaranteed to land on another checkpoint by holding down right from any checkpoint. I completed the level in three flips, from the beginning to middle, middle to end, and once more as I was on the wrong side of the platform.