Dimension Pixel [WIP]

Started by pixelator, July 12, 2016, 12:40:50 AM

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pixelator

Hello, my name is Mr. Pixelator, and I will now present to you...

Dimension Pixel!

...Even though it's not done yet.

Anyway, this level will be 20 by 20, and features the amazing and completely original plot of you going around rescuing crewmates! Yay!
All the areas are finished except the Final Level, which will probably be huge if i want to fill the entire map.
The overworld is sorta finished, and there is one small secret for you to find.
Screenshots:



Download: https://www.dropbox.com/s/m29jg57uenxfpq8/Dimension%20Pixel.vvvvvv?dl=0
Current Version: Alpha 0.4

Changelog:
Alpha 0.4:

  • Continued the Final Level. Includes the Gravitron, plus a bit of when the Polar Dimension goes all bonkers.

Alpha 0.3:

  • Finished the Tower.
  • Remapped the warps in the second Warp Zone so it's actually completable.
  • Started the Final Level, with an unlocking sequence and everything!

Alpha 0.2.1:

  • Fixed a HUGE bug where the warp lines from the first room somehow disappeared.

Alpha 0.2:

  • Removed a LOT of spikes in Streaks.
  • Finished the Warp Zones. WARNING: TWO OF THE TRINKETS IN THE WARP ZONE ARE PERMANENTLY MISSABLE.
  • Removed the "Out of Order" gravity line in the Tower, but you won't get very far anyway.
  • Renamed some rooms.
  • Made Precision easier.
  • Made the trinket two screens to the left of Cavern a bit harder to get.
  • Added a new terminal that explains how the terminal in Cavern is a jerk.
  • Fixed a lot of clipping bugs in This Place Again!.

Alpha 0.1: Initial release.

Trinkets: 18 so far

This level uses Internal Scripting.

Be sure to inform me about anything I can tweak/fix/nerf/any of that stuff for future versions.  :viridian:  :vitellary:  :vermillion:  :violet:  :verdigris:

LafondaSaysMeow

#1
Arghhhh, so many new levels are being released....






And I haven't even played one yet!  :victoria:
I'll check this out later, when I have the time.

Ally 🌠

So many levels...
I haven't gotten to play most of them yet...
I'll play this first because why not.
Looks pretty interesting.

pixelator

Actually, now I need some help.
In my level, [SPOILERS]you're supposed to go through the Warp Zone twice, and I made a cutscene with internal commands and flags that uses gotoroom to [SPOILERS] bring you to a different version of the Warp Zone the second time, but when I go through the script box, nothing happens!

I should note that the exact same thing happened when I tried to make custom crewmates in the secret area, and both of these scripts were called upon by other scripts. So, what should I do?

I can put the whole script here if necessary.


LafondaSaysMeow

#4
Quote from: Mr. Pixelator on July 13, 2016, 06:45:20 PM
I can put the whole script here if necessary.
Well, it is necessary.

We need to see what you did so that we can point out errors and try to fix them.

Oh, and also 100 POSTS!

pixelator

#5
Quote from: LafondaSaysMeow on July 13, 2016, 07:13:21 PM
Quote from: Mr. Pixelator on July 13, 2016, 06:45:20 PM
I can put the whole script here if necessary.
Well, it is necessary.

We need to see what you did so that we can point out errors and try to fix them.

Oh, and also 100 POSTS!

Congratulations.
Also, here:

script1: (not saying the real script names because it will give it away for anyone who didn't read the spoilers)

ifflag(0,script2)


script2:

say(-1)
text(1,0,0,4)
say(37)
delay(15)
flash(5)
shake(20)
playef(9)
delay(30)
squeak(cyan)
text(cyan,69,420,1)
What was that?
position(player,above)
speak_active
delay(15)
flash(5)
shake(20)
playef(9)
delay(10)
flash(5)
shake(20)
playef(9)
delay(10)
flash(5)
shake(20)
playef(9)
delay(15)
changemood(cyan,1)
delay(15)
squeak(cyan)
text(cyan,69,420,1)
I really don't like this...
position(player,above)
speak_active
delay(30)
flash(5)
shake(20)
playef(23)
gotoroom(11,0)
endcutscene()
untilbars()
loadscript(stop)

QwertymanO07

It's probably because the "wait" command doesn't exist.

pixelator

#7
Quote from: QwertymanO07 on July 13, 2016, 07:50:53 PM
It's probably because the "wait" command doesn't exist.

Actually, I meant to put "delay" there, because it says "delay" in the original script. Whoops!

But I mean nothing happens as in cutscene bars don't even appear. Absolutely nothing.

Another note: It DID work the first time, but that was when I accidentally forgot to change say(8 ) into say(37) at the beginning, and so a bunch of "regular" script stuff happened.

QwertymanO07

#8
Try this:
say(37) #v
cutscene()
untilbars()
delay(15)
flash(5)
shake(20)
playef(9)
delay(30)
squeak(cyan)
text(cyan,69,420,1)
What was that?
position(player,above)
speak_active
endtext
delay(15)
do(3)
flash(5)
shake(20)
playef(9)
delay(10)
loop
delay(5)
changemood(cyan,1)
delay(10)
squeak(cyan)
text(cyan,69,420,1)
I really don't like this...
position(player,above)
speak_active
endtext
delay(30)
flash(5)
shake(20)
playef(23)
gotoroom(11,0)
endcutscene()
loadscript(stop) #v
text(1,0,0,4) #v



EDIT: Another thing I just thought of: internal scripts just stop if the player ever touches another script box, so make sure that's not happening.

pixelator

#9
Quote from: QwertymanO07 on July 13, 2016, 08:13:09 PM
Try this:
say(37) #v
cutscene()
untilbars()
delay(15)
flash(5)
shake(20)
playef(9)
delay(30)
squeak(cyan)
text(cyan,69,420,1)
What was that?
position(player,above)
speak_active
endtext
delay(15)
do(3)
flash(5)
shake(20)
playef(9)
delay(10)
loop
delay(5)
changemood(cyan,1)
delay(10)
squeak(cyan)
text(cyan,69,420,1)
I really don't like this...
position(player,above)
speak_active
endtext
delay(30)
flash(5)
shake(20)
playef(23)
gotoroom(11,0)
endcutscene()
loadscript(stop) #v
text(1,0,0,4) #v



EDIT: Another thing I just thought of: internal scripts just stop if the player ever touches another script box, so make sure that's not happening.

No, it isn't. The box I put down just triggers another script that leads to that one. I ran into that once in the last room of the WZ, which in itself is rather interesting...

EDIT: I tried it with say(-1) and then text(1,0,0,4) at the beginning, and it worked! Hooray!

So... Any feedback on this level so far?

QwertymanO07

Quote from: Mr. Pixelator on July 13, 2016, 09:03:31 PM
So... Any feedback on this level so far?
It has a lot in common with some terrible levels, particularly of the overambitious kind.

pixelator

Quote from: QwertymanO07 on July 14, 2016, 02:42:36 AM
Quote from: Mr. Pixelator on July 13, 2016, 09:03:31 PM
So... Any feedback on this level so far?
It has a lot in common with some terrible levels, particularly of the overambitious kind.

Gee, thanks. But, I'm still working on the level, so...

QwertymanO07

Then I hope you'll be careful to avoid it in the finished product.

pixelator

#13
 :verdigris:

Well, anyway, Alpha 0.2 is out now, which tweaked some stuff and added a new area.

EDIT: I just found a HUGE bug involving the warp zone. If you get that cutscene at the end of the WZ after you go through it the SECOND time, that was NOT supposed to happen and I don't know what made that happen. I will try to fix it for the next version.

Or, it may just be me not resetting my save file on the level when I changed stuff. Whatever.

EDIT: I just found ANOTHER huge bug if you start the level from the beginning. Welp, I'm releasing a new version.

Don't forget to notify me of bugs, people! Please.

SJMistery

Quote from: Mr. Pixelator on July 12, 2016, 12:40:50 AM

Alpha 0.2:

  • Removed a LOT of spikes in Streaks.


Lol I see I am not the only that got stuck on that room... Yeah, it deserved a nerf