Editing levels manually with the .vvvvvv file

Started by ToasterApocalypse, October 30, 2012, 07:19:30 PM

Previous topic - Next topic

allison

Quote from: FIQ on November 10, 2012, 03:09:52 PM
Quote from: crazyal02 on November 10, 2012, 02:56:15 PM
Quote from: FIQ on November 10, 2012, 02:54:49 PM
Quote from: crazyal02 on October 31, 2012, 11:19:31 PM
Quote from: Dav999 on October 31, 2012, 08:22:05 AM
The problem is: you can't make it happen forever, and you can't control :viridian: in the meantime.

Says who? Says you. Not me. Here we go.
Whoa, the level was way more responsive than I thought it would be :o

There is indeed a very good reason why I put a seizure warning in the description.
I meant the fact that there was simply no lag moving Viridian at all.

Oh, that. Yeah, it surprised me too! Of course, many things still don't work; warp tokens are overridden by the teleportation script, and the level NEVER ENDS.

ToasterApocalypse

Anyway, lets list all the tilesets we can't get without direct mode.

THE ONES I KNOW:

tilecol=6 with warp zone set: Polar Dimension
tilecol=6 with lab set: Rainbows!
tilecol=-1 with SS set: Dark green, seen in room (1,1) in Dimension Dimension (?)
tilecol=-2 with SS set: ? Same style as dark green, but may be purple/brown
tilecol=-3 with SS set: same as 2. may be purple/brown

Pyrite

I don't know why I'm posting but why are you messing aroun with the .vvvvvv file that  can get you into serious trouble and cheesecake

Dav999

Quote from: eggs benedict w/ hollandaise sauce on November 13, 2012, 09:20:48 PM
I don't know why I'm posting but why are you messing aroun with the .vvvvvv file that  can get you into serious trouble and cheesecake

You're exaggerating. Your computer won't crash or something similar ???

FIQ

Actually my graphical text editor refused to cooperate workng with my back to vvvvvv level due to the way the map and the scripts are stored... And emacs crashed for some weird reason. Had to use nano.

Dav999

Quote from: FIQ on November 13, 2012, 10:45:29 PM
Actually my graphical text editor refused to cooperate workng with my back to vvvvvv level due to the way the map and the scripts are stored... And emacs crashed for some weird reason. Had to use nano.

I always used the basic built-in text editor (TextEdit), which is no problem because long lines are wrapped.

allison

#21
I know that the first parameter for enemies is the direction it goes. I also know that some values make them behave like the enemies in the Gravitrons (stops when it hits a wall, disappears if it hits an edge), some make them disappear instantly (yeah, useful), and one makes a bunch of weird boxes appear, lags the game to hell, and eventually segfaults. FUN

ToasterApocalypse

#22
I got bored and did:

mapheight: 21
mapwidth: 21
levmusic: 15

RESULT:
Room 1,21 is titled '[ loaded: levelname.vvvvvv ]
Room (2,21) segfaults.
Music is silent
1,21 is glitchy and direct mode will flicker on and off.

Also, back up your levels if you do this.

The stuff gets destroyed.

Pyrite


Dav999

Quote from: ToasterApocalypse on November 30, 2012, 08:03:03 PM
I got bored and did:

mapheight: 21
mapwidth: 21
levmusic: 15

RESULT:
Room 1,21 is titled '[ loaded: levelname.vvvvvv ]
Room (2,21) segfaults.
Music is silent
1,21 is glitchy and direct mode will flicker on and off.

Also, back up your levels if you do this.

The stuff gets destroyed.

Try to draw walls in (1,21)! It will fill the entire column. If you draw backgrounds, it does the same, but there's a blue box in the top left corner which smoothly resizes when you move your cursor. Spikes fill up the entire column too, and when you place an enemy, it will constantly change! Warp lines cannot be placed, it will show a 'Cannot have both warp types' error. If you draw enemy bounds, the game crashes. If you get an error, the room name is changed to the text of that error! :D

Also, the music will show '?: something else', and if you want to change it, the game crashes too.

Also try editing the room (21,20), it will give similar results, but walls do not fill entire columns.

ToasterApocalypse

Quote from: Dav999 on November 30, 2012, 09:54:43 PM
Quote from: ToasterApocalypse on November 30, 2012, 08:03:03 PM
I got bored and did:

mapheight: 21
mapwidth: 21
levmusic: 15

RESULT:
Room 1,21 is titled '[ loaded: levelname.vvvvvv ]
Room (2,21) segfaults.
Music is silent
1,21 is glitchy and direct mode will flicker on and off.

Also, back up your levels if you do this.

The stuff gets destroyed.

Try to draw walls in (1,21)! It will fill the entire column. If you draw backgrounds, it does the same, but there's a blue box in the top left corner which smoothly resizes when you move your cursor. Spikes fill up the entire column too, and when you place an enemy, it will constantly change! Warp lines cannot be placed, it will show a 'Cannot have both warp types' error. If you draw enemy bounds, the game crashes. If you get an error, the room name is changed to the text of that error! :D

Also, the music will show '?: something else', and if you want to change it, the game crashes too.

Also try editing the room (21,20), it will give similar results, but walls do not fill entire columns.

So, I basically did that on Switchback. Being the VERY smart person I am...



I BACKED IT UP SO I LOST NOTHING.  ;D

Dav999

Quote from: ToasterApocalypse on November 30, 2012, 10:05:53 PM
I BACKED IT UP SO I LOST NOTHING.  ;D

*overwrites the level with a blank one AGAIN and loses backup* ;)

FIQ

Mapsizes over 20 isn't worth it. Apart from what already told, even minor increase of width will, even though the room doesn't become as unstable, overwrite the content of room 1,1 if you edit room 21,1 (example).

FIQ


allison

Setting the tileset to an invalid number (like 20 or something) is a bit weird. First, when loading the room, it looks exactly the same as it did before you changed the tileset (but with Space Station background). Placing walls will give you cyan solid-colored tiles (like the evil one in Doing Things the Hard Way, except cyan). Backing looks the same, but green. Spikes are Space Station style, and always point up. Enemies, platforms, etc. look blue. Changing colors does nothing.