The Open Level Project

VVVVVV     -     Old website

Forum

Post Reply
Forum Home > Contributors' discussion > The Open Level: Discussion

manofperson
Limited Member
Posts: 26

...So I've made 2 rooms for 107, but it seems insubstantial. Also I named the room below Downer Upper, because it didn't have a name. The 2 rooms are not connected to anything, though. Perhaps they should be warped to from the Polar Dimension and the rooms recolored grey.

March 21, 2013 at 6:55 PM Flag Quote & Reply

manofperson
Limited Member
Posts: 26

I ran out of time to edit that post, so I have to say that the polar dimension seems a bit convoluted. Once I made it to Don't Trip from Sweeper, there was no way out.

March 21, 2013 at 7:09 PM Flag Quote & Reply

manofperson
Limited Member
Posts: 26

Ok, to whoever does 108: The Polar Dimension currently dead-ends at 20,2.

March 21, 2013 at 7:33 PM Flag Quote & Reply

Dav999
Site Owner
Posts: 249

I got another idea: a jukebox in the script which has two terminals, one for previous song and the other for the next song. I'm going to experiment with this.

March 22, 2013 at 9:01 AM Flag Quote & Reply

manofperson
Limited Member
Posts: 26

...So if we want to make the new version, what do we do? Do we just make it or what? Because I see 4 new versions out and no evidence that they were announced earlier...

March 22, 2013 at 4:50 PM Flag Quote & Reply

Dav999
Site Owner
Posts: 249

manofperson at March 22, 2013 at 4:50 PM

...So if we want to make the new version, what do we do? Do we just make it or what? Because I see 4 new versions out and no evidence that they were announced earlier...

Well, it's best to announce them in this topic, because someone else may be making the same version at the same moment and then things have to be merged, so you basically have to do things twice.

March 22, 2013 at 5:15 PM Flag Quote & Reply

Doormat
Member
Posts: 84

I PROMOTE DOORMAT TO POST THE THREAD WITH THE COMPLETED VERSION IN THE DWARE FORUMS!


owait I'm doormat

--

HOLY CRAP! I CAN HAVE A SIGNATURE?! :o

March 24, 2013 at 1:12 AM Flag Quote & Reply

manofperson
Limited Member
Posts: 26

But it's not done yet! Also I tried to fix Viridian being sad for the first stretch of the game and also the trinket Toaster made that I turned into a warp token to make sense, but I broke the version because I accidentally made the map smaller.

Doormat you're in a non-american country aren't you unless you actually did post that at 1:15 in the morning

March 24, 2013 at 9:14 AM Flag Quote & Reply

manofperson
Limited Member
Posts: 26

How do we turn off debug mode? And yes that is my signature

--

Who parked their car on my sandwich?

March 24, 2013 at 2:34 PM Flag Quote & Reply

Doormat
Member
Posts: 84

No, I live in America. Even though I use colour instead of color.

--

HOLY CRAP! I CAN HAVE A SIGNATURE?! :o

March 24, 2013 at 2:47 PM Flag Quote & Reply

Dav999
Site Owner
Posts: 249

manofperson at March 24, 2013 at 2:34 PM

How do we turn off debug mode? And yes that is my signature

The 'all keycards collected' thing at the beginning? You have to turn it on every time you restart the level to get all keycards again, so if you don't activate it at the beginning, the level works normally.

About the gray tileset: you have to edit the tilecol for a room in the level file to change the color to gray.

March 24, 2013 at 2:48 PM Flag Quote & Reply

manofperson
Limited Member
Posts: 26

Dav999 at March 24, 2013 at 2:48 PM

manofperson at March 24, 2013 at 2:34 PM

How do we turn off debug mode? And yes that is my signature

The 'all keycards collected' thing at the beginning? You have to turn it on every time you restart the level to get all keycards again, so if you don't activate it at the beginning, the level works normally.

About the gray tileset: you have to edit the tilecol for a room in the level file to change the color to gray.

So you must live on the west coast, Doormat? Even then, you still posted pretty late at night...

And Dav, thanks for telling me about that. I don't know anything about internal scripting, so...

--

Who parked their car on my sandwich?

March 25, 2013 at 3:24 PM Flag Quote & Reply

Dav999
Site Owner
Posts: 249

manofperson at March 25, 2013 at 3:24 PM

Dav999 at March 24, 2013 at 2:48 PM

manofperson at March 24, 2013 at 2:34 PM

How do we turn off debug mode? And yes that is my signature

The 'all keycards collected' thing at the beginning? You have to turn it on every time you restart the level to get all keycards again, so if you don't activate it at the beginning, the level works normally.

About the gray tileset: you have to edit the tilecol for a room in the level file to change the color to gray.

So you must live on the west coast, Doormat? Even then, you still posted pretty late at night...

And Dav, thanks for telling me about that. I don't know anything about internal scripting, so...

Uh, I think the all-keycards-collected mode is one of the only things in simplified scripting... :P It's basically just turning a couple of flags on and displaying a text box.

March 25, 2013 at 3:34 PM Flag Quote & Reply

manofperson
Limited Member
Posts: 26

I meant the tilecol thing.

Also, what value does it have to be, and which line? The one with the roomname it it?

--

Who parked their car on my sandwich?

March 25, 2013 at 8:47 PM Flag Quote & Reply

Doormat
Member
Posts: 84

You have to open up the .vvvvvv file in a text editor and look up the name of the room you want to make gray. (It has to be warpzone tileset) It should be inbetween some <edLevelClass> tages or something, change tilecol's value in the opening tag to 6. There.


Or, just leave the greying to us

--

HOLY CRAP! I CAN HAVE A SIGNATURE?! :o

March 25, 2013 at 10:15 PM Flag Quote & Reply

Dav999
Site Owner
Posts: 249

I have a new idea. In the level, there are several cutscenes in the hub where Viridian has to move away because someone is going to teleport there. At the 'end' we should make another cutscene in the hub, where people are talking, but Viridian is standing right in front of T0 again. Someone teleports to the hub. This time however, he can't move out of the way in time, and he gets teleported away. Then you have a character selection screen where you can choose which NPC you want to play with! :) With the character you choose, you can explore the dimension again, this time to find Viridian! It would also be nice if the location Viridian teleports to would be different every time, but we can maybe do that with the number of trinkets the player has collected, or a combination of that and VVVVVV version, visited places, etc. (and of course keep it a secret for players. So if we open this board to everyone if the level is finished, I have to censor this out.)


It may be a bit hard to put in the level, and maybe we just have to scrap the character selection screen, but if we manage to do it, it's really cool.

March 26, 2013 at 5:12 AM Flag Quote & Reply

Toaster Apocalypse
Limited Member
Posts: 178

Dav999 at March 26, 2013 at 5:12 AM

I have a new idea. In the level, there are several cutscenes in the hub where Viridian has to move away because someone is going to teleport there. At the 'end' we should make another cutscene in the hub, where people are talking, but Viridian is standing right in front of T0 again. Someone teleports to the hub. This time however, he can't move out of the way in time, and he gets teleported away. Then you have a character selection screen where you can choose which NPC you want to play with! :) With the character you choose, you can explore the dimension again, this time to find Viridian! It would also be nice if the location Viridian teleports to would be different every time, but we can maybe do that with the number of trinkets the player has collected, or a combination of that and VVVVVV version, visited places, etc. (and of course keep it a secret for players. So if we open this board to everyone if the level is finished, I have to censor this out.)


It may be a bit hard to put in the level, and maybe we just have to scrap the character selection screen, but if we manage to do it, it's really cool.

It is a very good idea but there's only 2 possible options


Valso or Verisix

--

im going to murder your family

March 26, 2013 at 12:18 PM Flag Quote & Reply

Doormat
Member
Posts: 84

A character selection would be cool, but... we'd have to put scripts on every checkpoint to change colour back and you can't play as Verisix so you can only really play as Valso and it'd be TOO COMPLICATED.

--

HOLY CRAP! I CAN HAVE A SIGNATURE?! :o

March 26, 2013 at 2:05 PM Flag Quote & Reply

Dav999
Site Owner
Posts: 249

Doormat at March 26, 2013 at 2:05 PM

A character selection would be cool, but... we'd have to put scripts on every checkpoint to change colour back and you can't play as Verisix so you can only really play as Valso and it'd be TOO COMPLICATED.

OK, then we have to play as Valso. I don't think it would be much work if we have a short name for the script which has to be placed on every checkpoint. I see that flag 80 is never used in the level, so we can use that flag to see if it should change the your color to green (and to trigger Valso dialogue). The script at checkpoints would just be ifflag(80,tovalso). We can also just add that same ifflag command to the existing scripts which are at checkpoints already.


I think we should also make it so that you lose all keycards because Valso doesn't have them. Should we make Valso have a special one, or should Viridian drop a few (not all, just a few random ones) keycards while being teleported away so Valso can collect them and get access to part of the dimension?

March 26, 2013 at 2:32 PM Flag Quote & Reply

Toaster Apocalypse
Limited Member
Posts: 178

Dav999 at March 26, 2013 at 2:32 PM

Doormat at March 26, 2013 at 2:05 PM

A character selection would be cool, but... we'd have to put scripts on every checkpoint to change colour back and you can't play as Verisix so you can only really play as Valso and it'd be TOO COMPLICATED.

OK, then we have to play as Valso. I don't think it would be much work if we have a short name for the script which has to be placed on every checkpoint. I see that flag 80 is never used in the level, so we can use that flag to see if it should change the your color to green (and to trigger Valso dialogue). The script at checkpoints would just be ifflag(80,tovalso). We can also just add that same ifflag command to the existing scripts which are at checkpoints already.


I think we should also make it so that you lose all keycards because Valso doesn't have them. Should we make Valso have a special one, or should Viridian drop a few (not all, just a few random ones) keycards while being teleported away so Valso can collect them and get access to part of the dimension?

Valso gets the Old Keycard which allows access to the ancient ruins where Viridian is teleported to. The Old Keycard cannot be obtained by Viridian, and the ancient ruins has no trinkets.

--

im going to murder your family

March 26, 2013 at 2:57 PM Flag Quote & Reply

This topic is closed, no additional posts are allowed.