And besides, what kind of level would use up all flags anyway? My own level ended up using up 16 flags for teleport history (to make cheats work), 4 flags for teleport system to work, 10 flags for various temporary purposes and to disable and/or override teleporter scripts (basically equavilent to the in-game loadteleportscript function), 16 for teleport unlockings, 8 for jukebox purposes, and 10ish (slightly less I think) for power sources and game progression in general. There's still over a third of the flags left, and I could still have optimized away quite a lot of these. Dimension Open can get away with using around 40 flags at most, it has less teleporter destinations, and while having more cutscenes, it's far more linear.
>There's still over a third of the flags left, and I could still have optimized away quite a lot of these.
did you say a third?

>And besides, what kind of level would use up all flags anyway?
>Dimension Open can get away with using around 40 flags at most, it has less teleporter destinations, and while having more cutscenes, it's far more linear.


Terry, Could you make it so we can use other enemies? (Not just 4x4) Thanks! :viridian:
to disappoint your high expectations
By the way, adding commands would break compatibility with earlier versions.(b) A change of map format at this point is too late - most of the people who are ever going to download VVVVVV have done it at this point. I'd just be splitting the community in two, as a lot of people out there aren't going to bother updating their version of VVVVVV to play player levels. Also, due to the new 3DS version, some people simply can't.
I can probably answer a few questions about this if anyone wants :) Here's some basic info, at the very least.
I'm sorry to disappoint, but I'm not adding any major new features to the game at all. The main reason for the update is that VVVVVV is not stable on new computers and operating systems. That's mostly what this update is about - making the game stable and free of serious bugs.
So, for example, I won't be improving scripting, or adding tower level support, or anything like that. The game's old and basically stable, I don't want to introduce new features at this point - I think it's too late. I don't want, for example, for people to have to update the game in order to play new player levels.
I'm going to be careful not to "fix" any bugs that have resulted in cool glitches - so, internal scripting will still work, teleglitching will still work, the R key thing will still work. The bug that lets you glitch to the end cutscene will be fixed, though.
I'm unlikely to add anything new to VVVVVV at this point (it's six and a half years old now!), and any updates I do in future will just be to fix compatibility with new operating systems, and things like that. Adding new features to custom levels (e.g. custom PNG minimaps, tower levels, fixing behaviours like how cutscene bars work) would branch the game into an old custom map format and a new custom map format, creating compatibility issues, which I really don't want to do!
What I *could* see happening are additions to the map editor that don't break the current map format - like, it'd be cool if there was a switch to allow internal scripting that automatically took care of implementation in the background. That sorta thing!
also there's
this helpful thread you can use
you can also use their colors too
ala
happy(cyan)
Viridian :viridian:
happy(red)
Vermilion :vermillion:
happy(green)
Verdigris :verdigris:
happy(yellow)
Vitellary :vitellary:
happy(purple)
Violet :violet:
happy(blue)
Victoria :victoria:
you can also use the far more easier (and what i prefer to use)
all, instead of
everybody or
everyone (which you can also use), to make everyone in the room happy