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Messages - Samario

#31
VVVVVV Levels / Re: Back to VVVVVV (V1.2.1)
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?
#32
VVVVVV / Re: Invincibility speedruns
May 26, 2013, 09:40:37 AM
18:54 with 11 trinkets.  :-\
#33
VVVVVV Help / Re: Internal commands
May 25, 2013, 09:38:35 PM
Rather annoying, but I'll live with it.
Thanks for your help!

Also, let's discuss createmetroidprime() now.
#34
VVVVVV Help / Re: Internal commands
May 25, 2013, 07:29:24 PM
Quote from: crazyal02 on May 25, 2013, 07:23:42 PM
It might be possible to use gotoroom(x,y) with nearly identical rooms to make the tiles animate. If you had a WHOLE BUNCH OF ROOMS you could even emulate the color changing!
Unfortunately,
A) I don't WANT the colo(u)r changing,
B) that would take up too many rooms, and
C) gotoroom locks controls.

End of story.
#35
Quote from: Sendy on April 29, 2013, 03:18:20 PM
the advanced editor!

Wait, what? The editor in 2.1 or an external editor?
#36
VVVVVV Help / Re: Internal commands
May 25, 2013, 07:42:57 AM
Quote from: blue626 on May 24, 2013, 10:27:58 PM
If you happen to have version 2.0., then you don't have direct mode and what Dav999 said doesn't help here. Can't help you more.

In fact, I'm confused...
(insert quotes here)

???

I do have 2.1, but it still doesn't work (I'm fine with no changing colo(u)r, I just want the tiles to animate).

Off-topic a bit: Yeah, I'm sort of confused too - what Dav999 and FIQ said are completely different - who's right?  ???
#37
VVVVVV Help / Re: Internal commands
May 24, 2013, 09:49:28 PM
Quote from: FIQ on May 24, 2013, 07:26:03 PM
No.
Well yes in theory, but not in practice. You cannot use gamestate 200 for it.

So, how DO you do it?
#38
VVVVVV Help / Re: Internal commands
May 23, 2013, 06:33:46 PM
Quote from: Super Chillius03 on May 23, 2013, 02:52:13 PM
8 Blocks in the Y Axis
Thanks for your help.

Also, is it possible to have the animated tiles seen in the second half of The Final Level in the editor?
(By "animated tiles", I mean make them animate via a script or whatever else is necessary (unless it's built into gamestate 200 and I'm doing it wrong...))
#39
VVVVVV Help / Re: Internal commands
May 22, 2013, 08:00:12 PM
I have a bit of a bug with my internal scripting. I inserted the Gravitron into my level (it worked fine), but when it finished,  :viridian: started zipping around the screen. If I flipped, the script to remove the wraparound (gamestate 200 - finalmode) started and I started zipping from screen to screen at about 3 frames a screen. (I'm not entirely sure, but it looped round the entire 20x20 map ignoring walls (which also had corrupted fragments of Back to VVVVVV's map in it), so there wasn't anything I could do - I couldn't move since I was in a script.) Pressing enter took me to the level editor menu (I was in testing mode when I pressed enter (with the "Uh oh..." from  :viridian: still on the screen). When I went back into the level, all scripts (might only be internal, I have no idea since all my scripts contain proper internal commands) caused  :viridian: 's controls to lock in place - even going back out to the main menu didn't fix it.
I attached a copy if you want to see.