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Messages - Applekid

#31
VVVVVV / Re: Time Trial Thread: Post Your Scores!
January 12, 2010, 04:50:13 AM
Quote from: Wobbles on January 12, 2010, 01:46:30 AM
Space Station 1: 0:55 Rank V

Haven't tried the others yet, but I'm way impressed anyway. I made it in 0:59 with no lives lost, but no trinkets.  :(

I can't see myself getting through the trinket in Trench Warfare and out in less than 12 seconds. How did you do that??
#32
VVVVVV / Re: Spoiler alert (I'm sorry)
January 12, 2010, 04:47:53 AM
Sorry, it's doable. But at least I'm not the only one that did it piece-of-cake in the Beta and had a lot of trouble in the full version.

Then I went to a friend's house after work and pulled up the demo on Kongregate and did it on the first try. I'm somewhat baffled by this.  ??? Maybe it's because I was just trying too hard. Seems to happen to me in a lot of games where I just get frustrated and my play starts getting sloppy (I Want To Be The Guy, I'm looking at YOU).
#33
VVVVVV / Re: Differences from Beta
January 12, 2010, 04:44:04 AM
Quote from: Wobbles on January 12, 2010, 12:07:40 AMFinal Level: Very little!  Only three green dudes in Timeslip, and The Final Challenge is easier without those wall spikes.  It does have a nasty little trick at the end though with those holes in the ceiling. Gunsmoke has a bit of a change to it, since you can go through the bouncy middle part in Be/Vwitched (why you would want to, I have NO idea :3)

Yeah, I thought maybe I remembered the beta wrong when there were only three Timeslip and Backsliders. I DID go into the small path in Bevitched because I'm on the lookout for secret stuff since I never ever discover secrets in games that nobody else also doesn't know and I want a small slice of glory.  :-[

QuoteLab: White bumper lines instead of green.  You used to be able to walk straight off the checkpoing leading into Vibrating String Problem, and that would get you past the three bouncy green dudes, but now you have to flip to do that.  No spikes in Anomaly before getting Purest Unobtainium, so now you can't **** ******** there after getting the trinket and warp back to the checkpoint (curse you Terry!).  That's pretty much it as far as layout goes I think.

You can still flip up directly above that Purest Unobtainium and sandwich yourself on the spikes on the right.  8)
#34
VVVVVV / Re: No Death Mode
January 11, 2010, 08:14:57 PM
Quote from: Terry on January 11, 2010, 08:12:51 PM
The game acknowledges that you've completed no death mode, but it doesn't care if you've got 20 trinkets or just 1. It's up to you if you wanna try and get them :)

Of course, by getting all 20 without dying you get massive street cred (put it on youtube for a million Theoretical Dollars).
#35
VVVVVV / Re: Trinkets
January 11, 2010, 07:34:46 PM
They look cool when they fill the shelves.  :P
#36
Everything else / Re: Introduce yourself
January 11, 2010, 07:28:34 PM
Another "boring full-time software developer" here, Erik. I read Terry's interview the other day and the story about quitting to make games his life is very inspiring! I always wanted to be a game developer but I never quite seem to get the time to push something functional out. I'd give that technique a try if I wasn't afraid I STILL wouldn't be able to get anything functional out.  :(
#37
VVVVVV / Re: Prize for the reckless
January 11, 2010, 06:59:22 PM
Quote from: DeceasedCrab on January 11, 2010, 05:47:48 PM
You just need to think about the behavior a screen exhibits when you die, and where you wind up. This one's tricky.

Sure, but how do you get it in No Death mode?  :D
#38
VVVVVV / Re: Have a Suggestion or Idea? Post them Here!
January 11, 2010, 06:56:42 PM
Level Editor. I'd pay another $15 for being able to roll my own and unleash them on the helpless.  8)
#39
VVVVVV / Re: Doing Things The Hard Way
January 11, 2010, 06:54:48 PM
DTTHW didn't seem all that much harder to me, which is good because it was hard enough building up the muscle memory for that one. I DID get an awful lot closer to landing on the wrong side of the trinket though. I think I would have smashed my keyboard if I screwed that up after making it to the top and back.  :D
#40
VVVVVV / Re: Differences from Beta
January 11, 2010, 06:48:15 PM
QuoteThe SUPER GRAVITRON

Oh man oh man, I gotta hunt for it after work.  ;D

Does the above developer's post negate the need for rumor, conjecture and hearsay? Because I do so much love rumor, conjecture and hearsay.

Forgot-
Gvnsmoke: You can now flip to the inside track so you can dodge the 5 circle thingies at that point and again at Dial M for Murder. At least, I'm pretty sure it wasn't there in the Beta. Maybe I was too scared to try!
#41
VVVVVV / Differences from Beta
January 11, 2010, 05:21:27 PM
So, anyone notice some differences from the Beta? Let's log them! (Yes, I played the leak before knowing I shouldn't have.  :-\) Specific examples only: awesome complete soundtrack is obvious, for example.  ;)

I Love You / So I Have To Kill You : This one got a LOT easier, the "Kill you" room would hang me up a lot. It was nice that the left-right double-spike things were removed because they seemed like an unfair obstacle to flip around but it was kept from the "Love you" room.

Vici! : Longer rows of spikes on the left and right, also, seems somewhat a little more to the left than I remembmer. Also...

Easy Mode Unlocked : More evil. There should have been an easter egg death if you take the right path. Maybe there is, but I wasn't brave enough to try after getting that far. LOL

Your Bitter Tears : More spikes on the sides, it seems, but not anyplace I was likely to fall into anyway.

Dimention VVVVVV, going straight down from the ship gives a more interesting structure to play on. Quite good because it's the first view you get of outside the ships.