Started by Robson, February 02, 2010, 09:35:15 PM
Quote from: Requiem on March 24, 2010, 06:41:51 PMYeah, it was Tunnel of love that the paths weren't working! I tried it again in the conveyor test room and it works as intended. Also, I found, quite by accident, a way to create new levels without the level editor itself. I accidentally copied a folder into the YYYYYY directory, and it showed up on the main menu. Obviously since it didn't have any of the level data, it wouldn't load a map, but if one would create levels following the structure in your settings.ini file, they could easily create rooms in Notepad that would translate to actual rooms in the game. I found this, but havn't gotten to try it yet - I get off class in a few hours and will have time to try to create a room or two in Notepad.
Quote from: ecsdaowzwpjlvn on March 23, 2010, 09:56:02 PM90 degrees turns makes CPU go 100% for a few seconds.
Quote from: Terry on March 23, 2010, 10:20:46 PMI think possibly the whole thing could be a bit faster - I was worried that my version was running a bit slow, but when I checked the video it's about the same. ... Actually, the game speed is probably fine, I think it's more that the character speed seems a mite slow in comparison. The controls do feel a little stiff to me, I'm not sure why. Making the character faster might make it feel more responsive.
Quote from: The Brass on March 23, 2010, 11:35:29 PM-Terminals in wrong orientations unreadable! Nearby rotators turn these into nice puzzles, though, so nothing bad.
Quote from: The Brass on March 23, 2010, 11:35:29 PMThe rest is up to preference and design plans, I guess.
Quote from: Terry on March 27, 2010, 03:40:50 PMOh wow! This is so much better Yes, this movement speed is perfect!
Quote from: Terry on March 27, 2010, 03:40:50 PMIt appears to have highlighted two little bugs, though: - You've got a key-held tunnel bouncing issue (actually, the early versions of VVVVVV had this too) - i.e. in a narrow tunnel, if you hold up or down, you keep bouncing between the floor and the roof. This can cause a problem in a very narrow tunnel where you can overpress a button and end up bouncing right back to the surface you flipped away from.
Quote from: Terry on March 27, 2010, 03:40:50 PM - I keep hitting spikes which were to my right while falling as I moved right, even though I feel like I should have narrowly missed them. I think there might be a collision problem. ALTERNATIVELY, maybe there isn't, but it could just be that the grid snap thing causes me to get the timing wrong when moving around corners. I dunno. Maybe it's something I'd get used to.
Quote from: Terry on March 27, 2010, 03:40:50 PMWhen this gets a little closer to completion, I totally plan to make a level for it!
Quote from: Robson on March 27, 2010, 01:17:25 PMQuote from: The Brass on March 23, 2010, 11:35:29 PM-Terminals in wrong orientations unreadable! Nearby rotators turn these into nice puzzles, though, so nothing bad.I've been trying to locate this bug, but I can't find it. Could you describe this in a bit more detail? How do I replicate it?
QuoteQuote from: The Brass on March 23, 2010, 11:35:29 PMThe rest is up to preference and design plans, I guess.It sounds like you might have some more suggestions here? I'd love to hear them.
Quote from: Shasharala on March 29, 2010, 08:29:00 AMI like what you did to the map. It is way more obvious now to tell what room I'm in.And movement is way better.
Quote from: Shasharala on March 29, 2010, 08:29:00 AMThere are a few issues I'm noticing though.For one thing in Test Room 6 on the right for crewmate testing when I land near one the game fails to respond for about 30 seconds before bringing me to the beginning screen to choose between test lavels or video 2 levels.
Quote from: Shasharala on March 29, 2010, 08:29:00 AMFor another I've noticed that with the rotation lines it is possible to get trapped inside a diamond of those rotation lines just flipping around. Not sure if it's something that can be fixed or if diamond rotation lines are just to be avoided. Also it's possible to escape this with some fancy maneuvering but it's annoying. If a video is needed just say so.
Quote from: Shasharala on March 29, 2010, 08:29:00 AMWell, that's all I can think of for now.A preference would be to possibly get fullscreen to actually expand the game screen itself, but of course that is not necessary as I remember you saying you had issues with test stretching or something.Thanks Robson for being so timely on this stuff.
Quote from: Robson on March 29, 2010, 08:35:24 PM* The player character will be Yvette: