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VVVVVV Levels / Re: glory glory
« Last post by Wisp on October 10, 2021, 12:04:56 am »
thanx 4 playing!!! the music was definitely chosen to go with the general "weirdness" of the level. song info is available if you look at the ogg metadata after extracting it from the vvvvvvmusic.vvv with songflip or ved. there's also alternate versions of the songs if you have mmmmmm enabled

re: checkpoint starvation: there were several things we changed about the level when we were tidying it up and preparing to post it (such as rewriting scripts to refer to viridian as they/them, making the bottom-right portion of (2,2) and (6,2) possible, and (7,2)) but the bizarre placement of checkpoints took some weird, nostalgic place in my heart. it was some sort of very conscious choice, even knowing lack of checkpoints is typically a design flaw, to place the checkpoints so arbitrarily such that rarely you'd have to do a series of detours from a distant checkpoint to get back to where you were before you died. and this could just be the nostalgia speaking, but i feel like it sort of adds to the absurdist feel of the level? with checkpoints seemingly ignoring where they'd actually be most wanted and manifesting anywhere.
(6,2) in particular... making the bottom path possible may actually have been a mistake? originally the spike spam was so dense it was plain impossible, but there's actually a completely different way to get the trinket at (7,3) which i won't spoil. so making (6,2) impossible and not relevant as a challenge such that the closeness of the checkpoint didn't matter may have been some stroke of genius that we ignored during our revision... whoops

glad u enjoyed and thanks for replying

-diane
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VVVVVV Levels / Re: glory glory
« Last post by Balneor on October 09, 2021, 10:49:43 pm »
Cool level indeed ! It definitely has character of its own. And the overall level layout is interesting as well.
The "music" is honestly not bad for what it is. Definitely works out

Biggest gripe I had though was with the gameplay. Main culprit : severe lack of checkpoints in most of the overworld.
There are only like 4 c-spots in that area, and given you generally have to backtrack through several screens before getting to another checkpoint or anywhere else, this had me being frustrated.
And it isn't made easier with the entire level being a maze of some sort, and not stranger to death-based exploration.
I was shocked for instance that you had to walk through at least 7 screens of nothing off the c-point in (1,3), just to reach a slightly tricky part (6,2), then another one immediately after (6,3). That's just unreal. And that was the closest checkpoint, which I didn't know about before getting the trinket...

If that could be fixed, by at least putting one checkpoint in those room pockets that have none (1,2), (6,3), (6,5)... I'm sure the level would become a lot more bearable, in a welcoming way.

Still though, pretty impressive level overall  :viridian: Was certainly glad to be able to play it, and enjoying a slight trip to the past along the way.
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VVVVVV Levels / Re: glory glory
« Last post by Wisp on October 07, 2021, 05:46:21 pm »
further info! this is structured like a 2.3 level so you should just be able to drop the zip right into the levels folder. this includes the custom music
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Everything else / Re: The Music Thread
« Last post by Wisp on October 04, 2021, 04:05:26 pm »
Hi, I'm a creative and original individual and that's why I made a mashup album.

https://ncrecc.bandcamp.com/album/ham-mash-em-up

99% sure people only talk about mashups on the Discord sever but. Hey. It's a music.

I liked grouplock, it is not bad in my opinion. Sometimes when I clean my commercial property in Costa Blanca [link was edited in later, removed] I put it on. Like this the process is much faster, gives me more energy  ;D
omg a spambot likes our music  :o  :'(  :-*  :-[  :vitellary: 
in the meantime we also did https://ncrecc.bandcamp.com/album/ham2
and https://ncrecc.bandcamp.com/album/ham-mash-3m-up
plus a sampler and two shitposty non-albums
vitellary said "after thinking about it a bit i'm going to drop a very weird take and say ham2 is one of my favorite mashup albums in the community"/"i could listen to a million good sounding mashups and go "that's pretty alright" but if they sound good because they just do something that works then it feels like it hasn't made an impact; whereas, like in ham2 for example, a mashup doesn't necessarily sound the greatest, but it does something that other mashups haven't quite done the same way, i love it anyways" which i'm pretty sure means ham2 sucks eggs but in a good way

[moderator edit: removed link from quote]
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VVVVVV Levels / glory glory
« Last post by Wisp on October 04, 2021, 02:02:32 pm »
this is an 8x8 open-world level we made when we were 13, slightly touched up and coupled with music we listened to when we were 18 (which is right now lol :viridian:). every room is filled, there are six crewmates, and there are 18 trinkets.
like 6x7 planet this should evoke some nostalgia for vvvvvv in ye olden days none of us were present for when internal scripting sounded like the name of a sci-fi novella at your local book swap that shut down due to covid.
unlike 6x7 planet it's rather absurdist and you're best off comparing it to something pilotredsun would cobble together at 2 am if he had school in the morning and was 13 years old.
see attachments for download.

screenshots:


-diane of wibi
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VVVVVV Levels / VVVVVV main game in custom level format
« Last post by BookwormKevin on September 26, 2021, 05:45:53 pm »
Hey guys, this is my first post here, but I've been playing other people's levels on the forums for several years now.
A while back I found FIQ's recreation of the main game as a custom level, but it was incomplete. I decided to finish it up by adding scripts, enemies, etc. and here is the result! It's really not much because I didn't use any internal scripting, but I think it will be helpful for anyone who wants to make a variation on the main game. Maybe later I'll learn internal scripting and make the cutscenes more accurate to the actual game.

Here is what is missing compared to the main game:
- Tower doesn't work, the start will just teleport you to the end
- No intermissions or final level
- Cutscenes are very basic (no internal scripting)
- No teleporters except warp tokens at the end of each level that take you to the ship
- Not all terminals and trinkets are present

You are free to use this level for whatever you like, but it would be nice if you could credit me
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VVVVVV Help / Re: Putting these in your VVVVVV level is fine, actually
« Last post by Ally 🌠 on September 03, 2021, 08:48:10 pm »
now that 2.3 is out i can destroy past me once again

7: Intersection with disappearing platforms
ah, this means disappearing platforms which touch. it might look a bit ugly but it's fine to do.

8: Copied scripts
Edge case, this can be done correctly (see: Detox)
okay, actually i just genuinely don't understand this. copying scripts is fine, as long as they're not 1:1 and can be reused. but copying scripts is something you'll have to use a lot since VVVVVV doesn't really have variable support or anything.

12: Repeating Scripts
Depends on why they're repeating, like changing the player color every time you enter a room is fine
okay, i think i was just being a dick here... the original definitely meant scripts which repeat dialogue. generally you should avoid this, however repeating dialogue is okay if it's in like, a terminal, or a crewmate. though maybe it should be a shortened version of the dialogue after the first time you see it...

19: Making a vertical two-block-wide passageway lined with spikes
Allie (the person who posted this originally) later released Detox which had this
well, i think generally you should avoid this... but in detox it was great.

68(?): Putting way too many enemies down. (This causes lag :violet:)
Never heard of slowdown in VVVVVV, but there are entity limits
not in 2.3! those were fixed. i did a stress test, though, and the game barely slows down with thousands of entities. so really, don't worry about this.

131224. INTERNAL SCRIPTS WHICH CRASH THE GAME/SEND YOU TO MENU/DESTROY YOUR SAVE!
heyy, in 2.3 your saves no longer get destroyed in custom levels. ever.
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VVVVVV Levels / Re: Dimension SIMPLE (v1.2)
« Last post by allison on September 03, 2021, 09:43:28 am »
the great updatening part 4. this level insists on having zero story whatsoever, and almost no dialogue. it's meant to be a simple, back-to-basics response to some elaborate levels that were coming out at the time. despite this, there's some flourishes that were new to me: it's my first level that used direct mode (mainly one-way tiles). it's even my first level to use internal scripting! it uses it only once, to surprise the player. having long forgotten about it now, and expecting there to be nothing like it here, it kinda felt like getting punched in the face lol.

now let's talk box checkpoints! these were originally used in 3 different rooms, in the Slightly Less Generic Laboratory Place zone. basically, most checkpoints have a set direction: up or down. these ones, though, have no set direction. so instead, whether you respawn flipped up or down depends on what direction the last checkpoint you hit was facing. if you spawn directly at one with no direction set, you end up in a weird glitchy state. i ended up removing 2 of these checkpoints in the initial release (or possibly 1.1?) for fear of this glitchy state. i started spreading the word: don't use box checkpoints!! if you save at one you softlock!!!

however, i hadn't tested this by actually loading a save, only by testing from the editor. when you save, vvvvvv will actually save your flip state at your checkpoint. this means the softlock described won't actually happen: you can save and reload on box checkpoints as much as you want. i sincerely apologize for the disastrous box checkpoint-related misinformation i spread in 2015.

also they don't have to be boxes at all. any sprite that isn't one of the default 2 will work. i just went with a box because it looked nice.

this level came out in 2015, but to be honest it kinda feels older than that. it is a deliberate throwback, though in truth this was the only type of level that i'd actually finished up to this point. i just liked simple levels with charmingly stilted humor. culturally, that era was defined by levels with lots of use of fancy internal scripting and oc characters. the biggest level of this type was Dimension Open, a real tour de force of a level. it has tons of zones, tons of cutscenes, and brings in ocs from many different levels. it's basically the avengers of uhh vvvvvv fanon. it was a big collab project, and i actually worked on it a bit! i don't remember what most of my contributions were tho.

it felt to me like you had to make this type of level to be prestigious. 000000 was my 2014 attempt at making something in this style, but i never finished it. it was frustrating how difficult it was to make, and my heart wasn't really in it. so i scrapped it and made Dimension SIMPLE instead. a defiant stand against the new school. for the next level, a collab with one other person, we'd make a level with (relatively) high production value that stuck out in an entirely new style of its own! that level, for better or for worse, is probably still the project im most known for, but it's a post for another day.



i had trouble fitting this into the main body of the post, but this era was also culturally marked by a lot of horrible toxicity in the community. lots of harassment, lots of 4chan neo nazi type shit. thankfully this atmosphere didn't leak into the level at all, and this thread is extremely tame, but there is still noticeably more rudeness going on than in my level threads from 2012 and 2013. i personally know two of the people in this thread and they're very much chill now, but yeah. not sure what else to say about this here but it sucked.

this post ran long! it turns out a lot of big shifts in design sensibilities happened from 2013 to 2015. it's funny that this, my first solo level after that span, stubbornly refuses to acknowledge these shifts. it is, perhaps, the least useful case study for this era possible. oh well lol
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VVVVVV Levels / Re: Cloning Technology (v1.1)
« Last post by allison on September 03, 2021, 06:48:51 am »
the great updatening part 3. this is a simple little level with an emphasis on spatial connectivity and a slightly confusing storyline about cloning. i feel like my philosophy abt these updates is already changing; i decided not to fix any typos or clips, and basically just present the level as it was (but without my old username, and with the map image i really wanted to include back then). the "early dware" aesthetic is still very clear here and i don't want to sully it lol.

in fact, im concerned enough about preservation that i just added back the older versions of this level, as well as "Stereodimensional" and "Double Trouble". much as i want to fix all these little things that have been bothering me for years, i don't want that to get in the way of good archiving.

this humble little level got over 400 downloads and an endorsement from terry! old dware man
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VVVVVV Levels / Re: LEVVVVVVEL ARCHIVE (55 files, currently)
« Last post by robloxfan1999 on September 03, 2021, 06:14:02 am »
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