Welcome, Guest. Please login or register.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - FIQ

Pages: [1] 2 3 ... 7
1
VVVVVV / Re: Internal commands (2017 version)
« on: 8 Sep 2017, 16:33 »
IIRC createlastrescued is used in the main game for spawning the last rescued crewmate right before the final level.

2
VVVVVV / Re: script stuff found with hexediting
« on: 1 Sep 2017, 07:49 »
I'm rather surprised that there ended up being a playremix() instead of just a 15th music ID.

3
VVVVVV / Re: What segfaults VVVVVV?
« on: 3 Nov 2016, 11:25 »
It does. Try it.

4
Ved / Re: Ved Reconfiguration Tutorial
« on: 3 Aug 2016, 06:14 »
What is the benefit of using the Windows version under Linux? It was relevant for Mac users back when the 2.1 beta was the latest (since it never had a Mac version), but now?

5
Ved / Re: An Actually Good Idea
« on: 26 Jun 2016, 08:51 »
Round teleporters are fully functional, but assumes main game teleporter locations and map. Just saying.

6
Ved / Re: PLUGIN: Git Saver
« on: 8 Jun 2016, 12:38 »
Thanks, this will prove useful if I get around to working on VVVVVV levels in the future. :)

7
VVVVVV / Re: The Time Trial thread
« on: 20 May 2016, 14:45 »
I V-ranked Space Station 1, The Tower and The Final Level without too much trouble, but gave up on the rest after trying for a week or so. Never got around to V-ranking those as well in the end.

8
Ved / Re: Bug - All Scripts Deleted
« on: 11 May 2016, 17:06 »
This is why you always backup levels. It's a good practice, Ved or not.

9
VVVVVV / Re: A Question
« on: 15 Apr 2016, 00:10 »
Nocontrol/hascontrol is only suitable for disabling control while scripts aren't running. There is no way to let motion happen while a script executes, unless you use what is generally called "background scripts" here. Basically, have a script that fills the room that increments a timer and then ends with gotoroom(whatever room you are in). This will allow the script to execute continuously, but let Viridian be controlled as it happens.

10
Ved / Re: Dav, please get a play testing feature in
« on: 14 Apr 2016, 23:56 »
It is worth mentioning that not even VVVVVV itself has consistent physics.

I remember playing a level and getting stuck on a challenge. After much groaning, it turns out that the puzzle was indeed impossible -- in 2.1. It worked fine in 2.0.

A similar issue exist in the 3DS version where a platform that isn't that hard to get to in one of the featured levels is a pixel perfect jump in the 3DS version.

11
VVVVVV / Re: Larger than 2x2 enemies
« on: 14 Apr 2016, 16:01 »
Huh? Also, hi

12
VVVVVV / Re: Larger than 2x2 enemies
« on: 14 Apr 2016, 14:09 »
oh wow, I completely forgot this was a thing. Probably since it only works on rooms that reflect the normal dimension VVVVVV.

13
VVVVVV / Re: Is custom music a thing yet?
« on: 18 Mar 2016, 14:29 »
I am fairly sure I provided necessary source and a linux binary for a working vvvvvvmusic creator months ago...

14
VVVVVV / Re: Press ENTER To Explode
« on: 16 Feb 2016, 10:26 »
While this was years ago, if my assumption that I made back then is correct, you just have to use do(34) in the script I gave, and do something like this:

say(-1)
text(1,0,0,4)
say(2)
customifflag(90,activityzone_script)
text(1,0,0,4)
say(5)
do(34)
createcrewman(50,50,yellow,0,faceleft)
loop
everybodysad()
text(1,0,0,4)
say(5)
createactivityzone(a)
flag(90,on)
endcutscene()
untilbars()
loadscript(stop)

activityzone_script:
(Stuff)

Make sure you disable flag(90) whenever you want to disable the script (maybe when you enter a new area)

15
VVVVVV / Re: VVVVVV development editor
« on: 23 Nov 2015, 09:57 »
Well, I think Terry would appreciate not being questioned about his internal vvvvvv editor that he made back in 2010 that is not only obsolete, but was never supposed to be released to the public in first place...

16
VVVVVV / Re: VVVVVV development editor
« on: 22 Nov 2015, 09:34 »
Heh, I actually tried to compile it myself for curiousity.

I got this far, and decided to not bother further than that (it segfaults, I'm not sure why but I'm not going to bother looking into it):


But if you linked some compiled versions, I guess I could try that out instead. Thanks anyway :)

(It's windows, but I guess it runs fine under wine, so yeah)

17
Ved / Re: [WIP] Ved - The External VVVVVV Editor
« on: 22 Nov 2015, 08:26 »
I am pretty sure that even if Terry were to release his level editor, that it would "compile" levels into Flash scripts, and thus completely unusable more than for fun experimentation.

Maybe I'm wrong though.
He actually released it (I split this topic), but I couldn't get it to run properly. Possibly due to incompatible versions of zlib or loadpng or something.
Ah, and given his commenting, it is just like what I thought, almost (I actually assumed that the editor was in Flash and not functional for 2.0, and that the levels were merely "ported" to 2.0 when creating the C++ version). :)

I'll see if I can make it functional, for curiousity reasons.

18
Ved / Re: [WIP] Ved - The External VVVVVV Editor
« on: 22 Nov 2015, 08:19 »
I am pretty sure that even if Terry were to release his level editor, that it would "compile" levels into Flash scripts, and thus completely unusable more than for fun experimentation.

It's much less intuitive and more "lowlevel", but I guess that is a given since it was never supposed to be used by end users. E.g. I would assume things like:
- no documentation
- "Direct Mode" being the only means of editing
- assuming that you have the VVVVVV 1.x source code
- making a few assumptions about the style of editing, and breaking horribly if you don't follow a certain style, naturally, undocumented
- even if Terry were to release it (and the parts of source necessary to make it work), he would do so under the assumptions that he isn't going to get a million questions about it afterwards
All these should contribute against releasing the "real" level editor.

These are all guesses though, but if I were to make a game like this myself and make a level editor for it, my own editor would probably end up like that.

19
Ved / Re: [WIP] Ved - The External VVVVVV Editor
« on: 5 Nov 2015, 08:27 »
I would like to get a copy of this, thanks in advance.

20
VVVVVV / Re: inb4 "Google the decrypter"
« on: 14 Apr 2015, 00:56 »
The music file is encrypted in a rather simple way. However, there is fields in the structure that is unknown for what they're used for, so simply googling a decrypter and doing the opposite might not necessarily work since those scripts doesn't care about the unknown parts, being unneeded for extracting the actual music...
So how do you encrypt it, and can I have the decrypted version?
Uploading music from VVVVVV would be illegal, but you can use https://gist.github.com/lukegb/1169265 to decrypt it yourself.

Pages: [1] 2 3 ... 7