Author Topic: Valiant Ventures [V1.4]  (Read 6832 times)

SJMistery

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Re: Valiant Ventures [V1.3]
« Reply #15 on: April 06, 2016, 08:15:10 am »
Isn't "The Rims of Infinite Possibility" a little too unfair?

That Souleye Crewmate

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Re: Valiant Ventures [V1.3]
« Reply #16 on: April 06, 2016, 01:06:59 pm »
Never mind about the checkpoints, it's just the french checkpoints from Doormat's "bobloowmind" level
i should fix that issue, eh?

Durrbill

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Re: Valiant Ventures [V1.3]
« Reply #17 on: April 06, 2016, 07:54:57 pm »
Isn't "The Rims of Infinite Possibility" a little too unfair?
I toned it down a bit.

SJMistery

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Re: Valiant Ventures [V1.3]
« Reply #18 on: April 07, 2016, 11:54:59 am »
I am not a script expert but i think there is a way to make the colour change faster and without needing cutscene bars. I'll try to investigate to help a little. I also suggest to put a trinket or something at the top of veni vidi vici to give people a reason to actually go through when they can bypass it on basically every room of the challenge lol.

Durrbill

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Re: Valiant Ventures [V1.3]
« Reply #19 on: April 07, 2016, 07:58:07 pm »
I am not a script expert but i think there is a way to make the colour change faster and without needing cutscene bars. I'll try to investigate to help a little. I also suggest to put a trinket or something at the top of veni vidi vici to give people a reason to actually go through when they can bypass it on basically every room of the challenge lol.

Alright, I changed the Veni Vidi Vici tunnel almost entirely, so it can't be cut through on every room (don't ask me what the hell i was thinking when first making that). The color changing also no longer has the cutscene bars.

Bruce Michez

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Re: Valiant Ventures [V1.4]
« Reply #20 on: April 08, 2016, 02:29:45 am »
One last thing: it's spelled "claustrophobia".

QwertymanO07

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Re: Valiant Ventures [V1.3]
« Reply #21 on: April 08, 2016, 02:46:14 am »
Alright, I changed the Veni Vidi Vici tunnel almost entirely, so it can't be cut through on every room (don't ask me what the hell i was thinking when first making that).

Honestly, I think it was way more interesting with that skip.  It mad the player feel smart for skipping a much maligned mechanic.

SJMistery

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Re: Valiant Ventures [V1.4]
« Reply #22 on: April 08, 2016, 07:37:25 am »
huh, misalignements on the polar dimension, on room on coordinates 13,16 (the name is unreadable sorry). the wall on the edge can cause problems if you enter the room right below it, here is a patch, fixing EVERY misalingnement, including spike misalignement errors, as well as modifying a couple of single tile blocks to look better too, and removing a redundant checkpoint just for the lulz:

fraZ0R

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Re: Valiant Ventures [V1.4]
« Reply #23 on: May 15, 2016, 09:45:57 pm »
Sorry for the bump but the room Dodecaflip is impossible. It appears to be missing some grav lines.

Ally 🌠

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Re: Valiant Ventures [V1.4]
« Reply #24 on: May 16, 2016, 12:42:19 am »
It's hard but not impossible

fraZ0R

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Re: Valiant Ventures [V1.4]
« Reply #25 on: May 16, 2016, 10:52:30 pm »
How do you do it??????????????????????????????????????????????????????????? I want a gif showing it done.

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Re: Valiant Ventures [V1.4]
« Reply #26 on: May 21, 2016, 10:37:59 am »
A (very)Late welcome(I'm new too...in 2015)
DO NOT LET THE "Crewmates Remaining" COUNT MISLEAD YOU.  In fact, for this level, I recommend you ignore it.
NOBODY TAKES IN THE "CREWMATES REMAINING" THING...Y

Ally 🌠

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Re: Valiant Ventures [V1.3]
« Reply #27 on: May 27, 2016, 07:10:51 pm »
I am not a script expert but i think there is a way to make the colour change faster and without needing cutscene bars. I'll try to investigate to help a little. I also suggest to put a trinket or something at the top of veni vidi vici to give people a reason to actually go through when they can bypass it on basically every room of the challenge lol.
It's easy.

All you have to do:

Code: (script1) [Select]
iftrinkets(0,script2)
Then next y- wait
The color changing also no longer has the cutscene bars.
shit
Well
For people that don't know


Code: (script1) [Select]
iftrinkets(0,script2)
Code: (script2) [Select]
changeplayercolour(COLO(U)R)