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Messages - Samario

#16
VVVVVV / Re: The first VVVVVV prototype
May 30, 2013, 09:45:07 AM
I liked the Super Mario Land 2 reference - 6 Golden Coins.

Also, isn't this barely a bump?
#17
VVVVVV Levels / VVVVVV 4 (WIP, version 0.0)
May 30, 2013, 09:21:45 AM
My other project (if you've read The Tower's thread) is this, a sequel-but-one of VVVVVV. (I am assuming Back to VVVVVV is the sequel to VVVVVV, not that VVVVVV 2 level - that was terrible.)

Pics will come soon.

Download is attached. You also get my early script as a bonus.
#18
Quote from: Dav999 on May 29, 2013, 01:35:39 PM
You know, as for the custom tiles.png, you could replace some of the (mostly) unused tiles such as the unpatterned ones on the left, or even better, the remaining white squares at the bottom. That will make sure people won't notice a real difference when they don't switch the tileset back to the original one, and they don't have to switch every time they want to play the level. :viridian:

Problem. Those tiles have no collision. I tried that in tiles2.png (replacing 6-12 tiles of the green Final Level instability tiles (it looks crap, but more unstable at the same time  ???)) and Viridian just fell through them, only landing on the spikes I'd put there. I will put up a screenshot soon, but that's a no go at the moment.

Also, I replaced ONE of the Space Station tilesets. As the Tower tileset seems to be an edited Space Station tileset, it fit right in. Almost unnoticable.
#19
VVVVVV Levels / Re: Back to VVVVVV (V1.2.1)
May 29, 2013, 06:26:37 PM
Quote from: crazyal02 on May 29, 2013, 01:21:25 PM
Quote from: Samario on May 29, 2013, 07:21:32 AM
Insert quote Here

Edit the level externally with a text editor. Find the edLevelClass with your roomname. Change tilecol to 6.

Thanks.

EDIT: Some testing later,

THIS happens.  ???
(the one on the left is the one I wanted to make grey - it had that effect on the one on the right)
#20
Quote from: FIQ on October 19, 2012, 10:01:22 PM
Remember that the amount of rooms possible in the editor is infinite. By avoiding certain rooms that leads to segfault, you can make a working level utilizing more than 400 rooms.

DAMNIT! I thought I was original by editing a map to be 20x21 here!

EDIT: N, a bump is a month or more, not FOUR DAYS.

EDIT V: Well, that works in theory, but not in practise. Even if you DO find a room which doesn't crash, you can only work in columns.
#21
VVVVVV Levels / Re: The Tower (WIP)
May 29, 2013, 07:54:01 AM
Done. edit(more) Screenshots added.
#22
VVVVVV Levels / Re: Back to VVVVVV (V1.2.1)
May 29, 2013, 07:21:32 AM
Just asking a question - how do I get the grey backgrounds seen in your and VVVVVV's polar dimension(s)?
#23
VVVVVV Levels / Re: Back to VVVVVV (V1.2.1)
May 28, 2013, 09:27:40 PM
Quote from: Back To VVVVVV Level Select"Instable Polar Dimension"
Shouldn't it be UNstable Polar Dimension?

Quote from: Captain Viridian, VVVVVV polar destabilizing cutscene"That doesn't sound too well..."
Um... it's "That doesn't sound too GOOD..." (not being grammarnazi, just OCD about this stuff).

Also, WHY ISN'T THIS A FEATURED LEVEL?!

Quote from: Back to VVVVVV's Final LevelDimension Stability - 40-90%
That just doesn't sound right to me. Maybe it should be Dimensional Stability (I don't know why it says dimentional is wrong...) , Dimention's Stability, or Dimention Instability - it just doesn't sound right to me (no grammarnazi here, just an opinion).
#24
VVVVVV Levels / Re: The Tower (WIP)
May 28, 2013, 05:46:05 PM
Quote from: crazyal02 on May 27, 2013, 03:18:55 PM
EDIT: I'd like to see screenshots! That would be great.
Unfortunately, they'd have to be in a .zip.
#25
VVVVVV Levels / Re: The Tower (WIP)
May 28, 2013, 05:39:48 PM
Unfortunately, my Tower won't scroll. It will ve be ever so slightly EVIL though.
(by evil, I mean TWO checkpoints and a 60-room tower with a 5-room Veni Vidi Vici segment in the middle)
#26
VVVVVV Levels / The Tower (WIP)
May 27, 2013, 08:05:46 AM
I am presently making a level based on the Tower (you will need a custom tiles.png which I will put up once the map is finished).
Download will come soon.

PICS










(don't know why this is huge compared to the others)

Note: There should be another room here, but I can't upload it at this time.




#27
VVVVVV / Re: I tried to start a chatroom! huehue
May 26, 2013, 07:45:38 PM
I has another chatroom.
http://tinychat.com/1uw1w
I'll try to make sure it's kept up.
#28
VVVVVV Help / Re: Internal commands
May 26, 2013, 06:05:59 PM
Quote from: crazyal02 on May 26, 2013, 03:47:32 PM
Quote from: Dav999 on May 25, 2013, 07:39:57 PM
C) No, it doesn't if you execute it right; does anyone know where that test level is where you can move normally while gotoroom constantly changes the room?

I don't remember where I posted it, but here it is again. By using the different tiles instead of different colors, you can get the animation. This would obviously have to be used sparingly.

Yeah, but how do you make A DOORWAY with this? Also - proof-of-concept of all instability tiles cycled through coming soon.
#29
VVVVVV Help / Re: Internal commands
May 26, 2013, 05:16:35 PM
Quote from: Doormat on May 26, 2013, 03:43:04 PM
no let's disciss createsupermetroid() cause it's better
Wasn't referring to the game, I was referring to the creature.
#30
VVVVVV Levels / Re: Back to VVVVVV (V1.2.1)
May 26, 2013, 02:01:11 PM
Quote from: Dav999 on May 26, 2013, 11:43:05 AM
Quote from: Samario on May 26, 2013, 11:13:09 AM
I found a ...interesting... bug. After playing through the map, I went to create a new level, expanded it to 20x20, then parts of the map appeared on it!
This... shouldn't be happening. Does ANYONE have an explanation for this?

Wow. Which parts of the map appeared?

Editor coordinates 1,16 through to 20,20. No objects, no roomnames, no wrapping, no scripts, no tileset specified, just... there.

EDIT: Off-topic: 10th post!