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Messages - FIQ

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VVVVVV Levels / Re: VVVVVV Level Editor Tutorial - Part 1: The basics
« on: April 21, 2016, 06:56:07 am »
Actually, it was.
But nobody used it since Terry fixed that bug in 2.1 (The one Stalefish used to get colored textboxes in 2.0 is essentially just another internal scripting exploit, and the first (public) one of its kind).

Also, it's hardly a bump when the thread is stickied. But yes, suggesting someone to use something 4 years later is not likely to help.

VVVVVV Help / Re: Problem: jukebox does not unlock next song
« on: April 17, 2016, 03:45:56 pm »
No, it's because the way VVVVVV checks for jukebox trinket amount is broken (For anyone wondering: it uses iftrinketsless).
Collecting a 17th trinket should solve the issue.

VVVVVV Levels / Dimension VVVVVV, replicated (unfinished)
« on: April 15, 2016, 03:22:26 am »
Someone was asking for this in a thread and the thread where I uploaded it seems to have disappeared.

So here it is, again.

VVVVVV Levels / Re: Back to VVVVVV (V1.2.3)
« on: April 15, 2016, 12:45:32 am »
Added version 1.2.3 that makes the super gravitron no longer accessible under invincibility mode, for 2.2 consistency.

VVVVVV Help / Re: The Great Spike Incident of 4
« on: December 17, 2015, 07:40:32 pm »
WHAT WAS IT? It's Sendy's personal text AND it's mentioned in 333333.
Which was also made by Sendy.

I think she knows better than anyone.

VVVVVV Help / Re: Music glich in Make Play
« on: May 09, 2015, 07:42:32 pm »
If using the Predestined Fate remix, ensure that you have the latest data files for music -- the one bundled with M&P is missing a track.

VVVVVV Help / Re: VVVVVV Make & Play is exploitable
« on: May 08, 2015, 07:58:53 am »
Yeah, I tried this the moment the version was released (using gamestate(84) though). Also, the map isn't just removed -- the entire code for map logic in the normal game seems gone, because you can get a lot of weird gliches beyond just an empty map.

(fun fact: one bug is that if you play a custom level, fire up the continue menu and do a time trial, the game will load the last custom map you played and somehow trying to apply in-game logic to it, breaking it in very interesting and strange ways. And no, merely applying a Dimension VVVVVV map replica will not fix the issues)

VVVVVV Levels / Re: 333333 - the screenshot map - here it is!
« on: April 14, 2015, 08:08:12 am »
One Last Push is the room with platforms inbetween gravity lines and 2 bouncing things? Because, that room. That... one... room... Urgh

Hardest room for me in the level by far, and I ended up bruteforcing my way through.

Works for me.
What level? OS? Does the regular VVVVVV build work (if you have it)?

It seems that you've accidentally muted the game's audio.  Just press "M" to undo it.  (It happens all the time.)
This is incredibly useful. Thanks!  :)
(i thought it was a bug xD)
It is a bug, and was supposedly fixed in 2.2... except it wasn't.

EDIT: oh, you wasn't even using 2.2 in first place -- but regardless, the bug was never fixed.

VVVVVV Levels / Re: How to get a level featured
« on: April 13, 2015, 08:58:58 am »
Regarding difficulty, a very important point is to stay far away from needing key tapping to go through a challenge/puzzle/whatever (I know I've done this myself, it makes it annoying rather than fun), because VVVVVV controls are very prone to not giving the same results to minor key inputs (one time you hardly move at all, another time you move 2 "blocks" forward).

Also, make the level too easy for you (not ridiculously easy, but more like a cakewalk) -- by nature of being the author, you will have an easier time with it, and thus something that appears easy for you can be very hard for someone else.

The 1st point Sendy makes is something I see very rarely (333333 might in fact be the best example of it imo), but it might also be the trickiest part to master, and I can say that while I can personally (mostly) adhere to 2, and only do 3 very rarely (I try to check everything and ensure that no stray tiles/similar show up), I have a very hard time adhering to 1.

EDIT: to clarify, this was general advice, and not pointed towards Sendy or anyone else.

Hi, I haven't been here for months, and only saw this now, but since 333333 was always my personal favorite, I just wanted to jump in and say that I'd love to see a new level by you. :)

There is a few level archives, but there isn't a full list of VVVVVV levels anywhere. I suppose I could mirror one on my host, but what do you have in mind exactly?

You mentioned that there's a bug with the tOLP teleporters -- what about it? and is it present in my own level (where the system was taken from) assuming you have tested it?

I can see if I can make anything useful out of the related VVVVVV source parts Terry posted a few days ago regarding music blob creation.

A note on custom graphics (and music) - VVVVVV now has all its' resources in a .zip file. You can copy this, place it somewhere (I forgot where, but I can look it up), extract the content and replace it with your own data. It has to replicate the in-game graphics behaviour (e.g. walls must still be walls in the edits and so on). With music, you have a lot more freedom - you can (in theory) push 16 tracks of your own, make a vvvmusic.vvv blob with them (with the same name and format as the originals, e.g. 14piercingthesky.ogg for example) and then they will correspond to the same numbers as the normal VVVVVV music. Remember that there is some tracks that you "can't access" (you can, and it's trivial to do, no idea why it was done this way in first place), and you have to insert invalid characters into a music() command to access them -- for example music(7a) (normally music(7) would result in Popular Potpurri, e.g. track 10).

In theory, since there isn't a tool for making custom music blobs right now.

Also, where can I find your music?

Good luck!

Thanks, that does help. It looked like there was a speed variable for enemies, too, which could be tweaked in the text. At the moment script exploits are beyond my knowledge horizon.

There is in fact a property for enemy speed, but it's unused, and thus you have to use the so-called "internal scripting exploit" to make any use of it. The exception is if you want to make an enemy stationary outright, which is possible by merely editing the entity data in the .vvvvvv file by hand.

Internal scripting in general is a bit weird -- even if you know how to do it, you might occasionally need to resort to kludge solutions because it can only do so much. (for example, to create an enemy, you need to make the enemy, but also make sure that it is made properly in all cases, never becoming made twice, and ensuring that it gets executed in first place, and so on. In the end, the scripts end up being fairly messy (as can be seen in script heavy levels)...
For enemy creation in particular, the necessary call lacks enough parameters for full control (basically, each internal script is converted to an internal VVVVVV function call and the function call takes 8 parameters while the scripting call only has 5), so no enemy border defining is possible, but otherwise works if you do it right.

VVVVVV Levels / Re: "A New Dimension" by Souleye
« on: September 19, 2014, 09:35:00 pm »
It's not that simple since this version doesn't support custom levels per se - there's just additional levels bundled in the 1.2 version of the game. Therefore, only people with the actual source (Terry) can fix the problem.

But is there a problem in first place? Would be nice to have more than 1 person confirm the issue (can't do it myself at the moment)

In this case, someone should take a look at whether or not you can complete Line Wrap, or whether or not Optional Extra (in the level Variation Venture) works as expected - both these require near pixel perfect flips in the desktop version, Optional Extra to the point that it was actually patched in a 3DS update because of it being impossible.

VVVVVV Help / Re: A Poll For The Best VVVVVV Level!
« on: July 30, 2014, 01:30:02 am »
My votes go to polar sequel and 333333.

VVVVVV Help / Re: Internal Script Help
« on: July 15, 2014, 03:48:03 pm »
Remember, say(N) (N is between 1 and 5) lets you have that many lines at once, and the last one must be text(1,0,0,4) (except when ending the script with loadscript(stop) or similar), and as Dav said, you had too many (you had 6 instead of 5).

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