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Messages - dinoquark

#1
VVVVVV Levels / Re: Zany Protocol TWO: BETA GOES PUBLIC
September 07, 2011, 11:33:12 PM
oh I meant engine bug like a (probable) bug in the game engine as opposed to something that seemed like your fault :0
#2
VVVVVV Levels / Re: Zany Protocol TWO: BETA GOES PUBLIC
September 07, 2011, 08:53:05 PM
Did someone say beta?  :vermillion:

I'm using the 2.0 client, not sure if any of the bugs don't show up in the beta
patch. Also I didn't check for previous reports, so some (lots?) of these bugs have probably already been mentioned.  :verdigris:

About Thursday:
Jumping onto the bottom of the block on the lower right intersects you with the
floor (can cause death by spikes)

Central Nerve: left and right passages floors don't line up, can intersect with
wall. Also, coming up from the below room on the right or middle,
it's possible to get beneath the floor and being unseen until you move out from
under it.

Split ends: momentary intersection with floor when jumping down from above room
in the middle or left passage.

S.P.S Grandeur: Typo - "Breking through the barriers of space and time", plus
standing on the title text in that one spot is a little odd.

He doesnt think ahead: typo - missing an apostraphe. Also it's possible to get
stuck on the tiny block (possibly a game engine bug).
To reproduce bug without getting stuck: stand on floor beneath far right block,
with the block centered above the middle of your head, flip, observe.

Only 8 to go: see previous bug about single tile blocks and getting stuck.

Green feels blue: small bug - inching off cliff above leads to dying from spikes
while embedded in the floor. Looks bad.

Gonna break your heart someday: going up to the next room on the very left
side of the passage leads to collision errors.

20/20: from the green floor, you can walk left to the next room and jump to
intersect with the red wall or even get on top of it

Would be nice to have a checkpoint betweeen 4 square and do the wave, or maybe
I just stink at getting past waves in gravity tunnels.

Engine bug: checkpoints can be (very briefly) activated after death (much like gravity line flips,
script based "shocks" from that one user level, and platform breaking), to see this try and get to the checkpoint in precision scissors and die horribly.

Additionally Precision Sissors trinket is pretty hard (I had to give up), not
gonna say it's too hard. but consider adding a checkpoint to the uper right nook
or something depending on desired difficulty and feedback.

Only 8 to go: enter from green feels blue and there's small collision error.
Exit into green feels blue on ceiling and get surprised spikes.

Galaga: how the hell do you get the trinket?

Three cheers for humanity: small collision error when entering from ceiling of
galaga.


PHEW! And that's enough for now, might explore more of the level later.
#3
VVVVVV Levels / Re: "Apocalypse" by Taco13
September 06, 2011, 01:40:47 AM
Nice level, I liked the part with the marching army, and the overall style.
In the level with the alien walls that prevent you from going left or right it's still possible to go left or right if you time it just right.
#4
VVVVVV Levels / Re: level: Vex Returns
August 30, 2011, 07:49:37 AM
Quoteno bugs
...challenge accepted  :vermillion:

Twisting paths (small bug): can get below the bottom ledge and jump down through the wall on the top of the screen.
Avoid: jump down the hole you came up from or under the ledge and you get stuck in the wall.
Dizzy: The bottom checkpoint should be upside down.
Red Robin: Can be teleported partway into the wall upon entering and float up.
Twin Waterfalls: falling down the pit gets you stuck in the floor.
There are a couple of rooms where you can walk to the next one and get immediately hit by spikes without time to react. These are Dizzy (walking on the very bottom right), and Road block (one the ceiling, though this is less of an issue as it's hard to get to in the first place).
Scripting / continuity / misc: the terminals don't make sense if you read them out of order. If you ignore the message and go the last way first you get stuck at the end.

Nice level, a bit easy for my tastes, but I really liked some of the style, the waterfall room was especially nice looking.
#5
Well that was the hardest level I've played by far :vermillion:
Did hard mode of course, it was really really incredibly frustrating in parts but I got all 20 trinkets and all the crewmembers.
There's a small typo in the final room (time is spelled wrong), in case you ever get around to updating again, but I didn't notice any major bugs.
The secret area was fun, and all the dialog was quite enjoyable. It would be nice if some of the trinkets involved harder puzzles, since they're supposed to be extra collectables for adventurers but paled in comparison to the difficulty of the final area. It felt weird having the secret area before the hard part of the game.
Very nice level, I really liked the polish and the difficulty.
#6
Ahahaha bug-hunting!  :vermillion:

There are a couple places where you can jump past gravity lines

At the start of the first friend room you can flip onto the ceiling and go back a screen, this will intersect you with a wall and you either float down, or flip again and float up bypassing some rooms.

In the area with the first friend, it's possible to accidently be jumping up to try and hit the first moving platform when you trigger the dialog sequence, leading to death and respawning in the middle of talking (which is weird).

It's still possible to get stuck if you go back into Mario's room after freeing him, which xOnixic reported on page 1.
Went back down and somehow triggered a dialog ("Welcome back! How was it?") that wouldn't go away or advance (so I couldn't flip).

It's possible to get stuck in the princess room by dying instead of taking the warp exit after collecting the shiny, additionally the first warp intersects you slightly with the wall, which can be used to clip into the room above.

There are several places where you can trigger dialog again and again and again by going back or dying which can be a little annoying.

Here's a youtube video that shows some of these bugs! (But not all of them). I've seen the jumping past gravity lines bug in several levels so thought I'd show a video showing how it's done, sorry about the terrible quality, I don't exactly do this sort of stuff very often, and don't have the right tools or skills for making good videos.
http://www.youtube.com/watch?v=ZO7qnkM_peg

ETA: And here's a video of the stuck in mario's room bug:
http://www.youtube.com/watch?v=1vij1FdauDg
#7
VVVVVV Levels / Re: Soul Searching (v1.2)
August 09, 2011, 10:22:30 PM
Awesome! Both those bugs I pointed out are fixed as far as I can tell. I died after getting under the elevator this time (how?! I don't see any spikes there in the level editor...) (the first one was probably just a fluke.. but I like the idea of killing cheeky players who break the elevator anyway  :vermillion:)

One minor stylistic thing I noticed playing through the new version.
These two blocks look out of place: http://i.imgur.com/8NXxc.png
Not sure if that was intentional or not  :vitellary:
#8
VVVVVV Levels / Re: "The Tower of Power" by randomnine
August 09, 2011, 07:19:12 AM
Nice!
Also, it's possible to jump past the lock puzzle at the top by mashing the flip button until you brush up against the warp token through the gravity inverter.  :viridian:
#9
VVVVVV Levels / Re: Soul Searching
August 09, 2011, 07:15:54 AM
I found a couple of minor (as in unlikely to be triggered by accident) bugs.

One is from goofing around on the floor in Tenderized Venison (which is easy to get to if you're persistent), might be hard to duplicate but I managed to get stuck: http://i.imgur.com/Fy4Cc.png

The second one (which I didn't manage to capture a good screenshot of) is from getting underneath the checkpoint platform in the room before Emergency Exit and jumping repeatedly to fall past the gravity inverter.  From here the player is stuck in THE TWILIGHT REALM BETWEEN SCREENS and can move left and right, it's possible trigger a ceiling checkpoint in the beginning area, and then get killed by the ceiling above the no flip zone. Respawning near the beginning and skipping Emergency Exit (but it was worth it! Dang Emergency Exit...)