Ved

Ved is an external editor for VVVVVV levels!

When submitting a bug report, please provide detailed information if you can, like the versions of Ved and LÖVE you are using, and any error messages you get, but don't let that discourage you from submitting a report at all!
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4 votes Vote

Ved integrating with the right-click context menu

How possible would it be to be able to have an "Open with Ved" option added to the right-click context menu when right-clicking on a VVVVVV level?
Response from the site administrator
Dav999, 27.10.2015
This might turn out to not really be hard to do, not sure though. Definitely considering this.
InfoTeddy, 23.10.2015, 03:18
0 comments
3 votes Vote

background and spike border lines

if i place some backing at the edge of one room, i want to be able to know where i should place it on the next room to avoid misalignment without having to look back and forth between the two rooms. same with spikes.
Response from the site administrator
Dav999, 02.04.2019
Spikes are now indicated. See https://gitgud.io/Dav999/ved/merge_requests/6
StillSpelledViridan, 13.04.2016, 17:54
0 comments
2 votes Vote

The ability to replace text, tiles, or entities massively

You should be able to replace text in a script with different text, not unlike Notepad++'s search and replace feature. You should be able to replace tiles as well, e.g. replace all instances of tile 69 in this room or in the entire level with...
InfoTeddy, 30.09.2015, 22:57
0 comments
2 votes Vote

Custom Player Colour

How about you can choose what colour you start out with (any of the normal crewmate colours) then it creates 2 single scripts. colour iftrinkets(0,colour2) colour2 changeplayercolour(COLOUR THAT YOU CHOSE) Then it detects where there is a...
Response from the site administrator
Dav999, 13.12.2015
At first when I read this I thought it would be too complicated, but thinking about it more makes me think that it shouldn't be too hard.
Luigi_master1, 04.12.2015, 20:07
0 comments
2 votes Vote

enemies in Ved have a different color than in VVVVVV

http://image.prntscr.com/image/d761a08139ba4236a3e1b5c7124a09fb.png they seem to be derived from the outline color of whatever tileset is being used instead of looking at entcolours.png
Response from the site administrator
Dav999, 06.08.2016
True, I should've used entcolours but for some reason forgot about it and thought colors were hardcoded in VVVVVV. Though, I implemented platform colors first, then just used the platform colors for enemies, and apparently they're not the same! https://i.imgur.com/91MFNR9.png

I'll look into how this works in VVVVVV exactly, maybe the enemy colors are even hardcoded.
StillSpelledViridan, 06.08.2016, 12:38
0 comments
2 votes Vote

Multi editing more crash.

I'm having a strange issue. In one of my rooms, attempting to use the mixed/multi editing mode causes a crash. Direct mode seems to work perfectly however. "roomfunc.lua:714: attempt to compare nil with number Ved version: b13 LÖVE...
Response from the site administrator
Dav999, 17.08.2016
Hmm, cannot reproduce it, but what tileset(s) are you using in that room? (After some testing it seems like the lab spikes aren't working properly in multi mode.) Were the spikes you were trying to remove at the edge of the screen? What tool/subtool were you using to get rid of the spikes? Can you reproduce the problem?
Anonymouse, 15.08.2016, 18:33
1 comment
2 votes Vote

add activateteleporter() to Int. script reference

activateteleporter() If there's a teleporter in the room, it will glow white and touching it will not annihilate your save data. May not work if there are multiple teleporters. this was used in the first tOLP
Response from the site administrator
Dav999, 10.06.2017
Looking at the list of internal commands that is built into the script editor, it turns out I forgot to add all of these to the reference:

blackon
activateteleporter
purplecontrol
customposition
changecustommood
startintermission2
redcontrol
foundlab2
resetgame
changegravity
entersecretlab
greencontrol
foundlab
activeteleporter

I'll add all of them to the reference, hopefully I can remember or find what they all do!


(note to self: for k,v in pairs(knowninternalcommands) do if LH[8].cont:find(k) == nil then print(k) end end)
StillSpelledViridan, 06.06.2017, 23:07
0 comments
1 vote Vote

characters with the cursor over them are ignored

http://i.imgur.com/3MYTIu3.gif
StillSpelledViridan, 26.07.2016, 18:19
0 comments
1 vote Vote

Custom Tileset Configurations

Being able to set a pattern using all the tiles and then having the program auto-tile them for you, including spikes, backgrounds and colors. Mockup: http://i.imgur.com/pNmgZrs.png?1
QwertymanO07, 14.02.2016, 00:49
0 comments
1 vote Vote

"extended" scripting mode

somewhere in-between simplified and internal scripting, extended scripting would be the simplified scripting interface while featuring some features that originally weren't available in it such as changeplayercolour and having non-cyan text boxes...
StillSpelledViridan, 26.04.2016, 19:55
0 comments
1 vote Vote

shifting rooms

let's say i've got this map: i.imgur.com/nf7zPcE.png. it's a nice map and all (not really), but i'd like to swap down all the rooms, one time, so that the green room is in the very center. instead of doing it manually, which would be a pain if the...
StillSpelledViridan, 09.05.2016, 16:26
0 comments
1 vote Vote

easier internal scripts

You should add easier script index Eg: say(-1) text(1,0,0,4) say(2) teleport(2,2) (insert ending stuff here) but in the game it converts to: say(-1) text(1,0,0,4) say(5) flash(20) shake(10) playef(10) gotoroom(1,1) (insert ending...
lol---ipops, 09.07.2016, 01:18
0 comments
1 vote Vote

lots of room entities are not stored in the clipboard

http://i.imgur.com/b3adKA4.gif this includes everything but spikes, enemy bounds, and the top-left corner for platform bounds
StillSpelledViridan, 30.08.2016, 18:47
0 comments
1 vote Vote

move the order of scripts around freely

in the list of scripts, i would like to be able to move their order freely
lollipop, 12.01.2018, 02:57
0 comments
1 vote Vote

About the statistics bar

In VED 1.4, the statistics bar is there to note some statistics about the level. Unfortunately, the stats do not show some key statistics: -Block count -Spike count -Enemy count -Moving Platform count -Crumbling Platform count It would be...
Samuel Lipsutz, 24.07.2018, 04:05
0 comments
0 votes Vote

User can still pick tiles in automatic and multi-set mode

Operating System: Linux Mint 17.3 Rosa LÖVE version: 0.10.0 Affected versions: β6 User can still pick tiles in automatic and multi-set mode by using LEFT CONTROL+LEFT SHIFT+ANY ARROW KEY or MIDDLE CLICK, however Ved does not show the tile...
Response from the site administrator
Dav999, 27.05.2016
Is this really a problem, though?
InfoTeddy, 14.05.2016, 03:11
1 comment
0 votes Vote

Space Station Color Names

Please give the colors in the space station tile set names instead of numbers. You could give them names like blue#1, blue#2, etc.
Pattoo1234, 14.10.2016, 15:49
4 comments
0 votes Vote

Easier to work with entites

Personally, I feel like when using Ved, entities can be pretty annoying to work with, so I had two ideas I wanted to share: 1. Ctrl + Right Click to delete without opening the menu 2. An option to include entities when pasting or moving rooms....
Response from the site administrator
Dav999, 30.09.2018
Just going through all open ideas here; #1 was already possible as you mentioned, #2 (including entities on the clipboard) is still scheduled, can also be found here: http://ved.idea.informer.com/proj/?ia=105697
Colon, 11.02.2017, 21:45
1 comment
0 votes Vote

Easier Tile Selection

I would like it to be easier to select things like the rainbow background in the Lab tileset and the Outside tileset tiles in the Space Station sheet.
weee50, 18.03.2017, 19:48
1 comment
0 votes Vote

Space Station Color -1

By putting "tileset="0" tilecol="-1" for a room, you can use some of the unpatterned space station tiles!
Pattoo1234, 18.04.2017, 15:25
0 comments
0 votes Vote

crash when undoing after shrinking level size

i remember that one room was deleted when i shrunk the level drawmaineditor.lua:1307: attempt to index a nil value Ved version: 1.3.1 LÖVE version: 0.10.2 State: 1 OS: Windows Time since start: 98.69402113809 Plugins: (none)
Response from the site administrator
Dav999, 18.03.2018
I may need some more info on this.

I've tried to reproduce this crash, but I can't get it to happen. Also, looking at the code, I have no idea how this could happen under normal conditions (like, not having a level bigger than 20x20 or something), even when shrinking a level and undoing that.

So could you tell me in more detail what you did? As far as I understand, you shrunk the level, then undid that, did Ved immediately crash? What size were you shrinking down to what size? Do you know what room you were looking at? You also mentioned a room being deleted, but in what way was it deleted?
ssv, 15.03.2018, 22:32
2 comments
7 votes Vote

My character is Vitellary.

In the editor, my character has Vitellary's colour. I can't find the "Test" button, (or maybe there isnt one yet) so I cant make sure.
Response from the site administrator
Dav999, 10.04.2018
I haven't made Ved color entities yet, so the start point and missing crewmates still show up as white. (Vitellary's color looks a bit like white I guess?)

As for a test button, if I added a test function to Ved I'd need to implement VVVVVV's physics too, and that would need quite a large amount of work, and I'd probably never be able to make it 100% accurate (so a jump from one platform to another might be possible in Ved, then you release the level and it turns out it isn't possible at all in VVVVVV). Instead, I'll make it so you can click a place to test from, and then Ved will immediately create a save file with those coordinates, which you can then load in VVVVVV.

EDIT: Crewmates and the start point have the correct colors, I still need to implement a "Test in VVVVVV" feature.

EDIT (previous edit was 06.09.2015 d.m.y):
Alright, so I never implemented the savefile feature, because in practice, it's much faster and easier to just keep the level open in VVVVVV at the same time, pressing L+enter there, and moving to the correct room. The closest we've gotten to an actual playtesting feature inside Ved is my April Fools' joke (https://tolp.nl/forum/index.php?topic=3938.0) (also, see puzzle) and I'm not sure if there'll ever be a special version of M&P implemented. If VVVVVV were to become open-source later, I'd probably work on that. But for now, I'll change the status of this from "in process" to "completed".
ShinyWolf07, 13.08.2015, 20:50
0 comments
7 votes Vote

Clickable Level Names

I've noticed that the program lists all the levels that start with the name you input. I think it'd be nice to make them clickable, where clicking them automatically loads the level.
Response from the site administrator
Dav999, 18.11.2016
This is now added in b16, because sometimes it's faster than using tab or the arrow keys (when you have a long list of matching level names)
QwertymanO07, 11.02.2016, 02:22
1 comment
5 votes Vote

potato

It needs a potato option to Do Things that are Magical
Response from the site administrator
Dav999, 27.09.2015
Will be added.

EDIT: The potato option exists.
Samario, 08.08.2015, 22:22
0 comments
3 votes Vote

Problems with spikes tool in Multi Mode

You can resolve the problem? :)
Response from the site administrator
Dav999, 01.07.2016
Fixed in b8.
Sergione, 22.03.2016, 16:38
1 comment
2 votes Vote

Keyboard controls lock up when editing certain entities' metadata

Create a terminal, a script box, or a room text entity. Right-click on it and click "Properties". Now, change any of the raw property values of the entity. Press "OK". Now, you will no longer be able to switch rooms using the arrow keys, nor use...
Response from the site administrator
Dav999, 30.10.2015
This is also fixed by pressing enter, because this is caused by it still waiting for you to complete roomtext/script name input, but you can't type anymore because the properties dialog interrupts that. I'm gonna fix this later.

EDIT: Fixed in a34.
InfoTeddy, 25.09.2015, 00:24
0 comments
1 vote Vote

A few improvements to the script editor

I would like to be able to move my typing cursor to the left of a line so I don't have to backspace to a specific point. This can be useful, e.g. when you mistyped a command but you don't want to have to remember all the information for it (such...
Response from the site administrator
Dav999, 16.04.2016
The current column is now displayed as of a60, so this is now fully covered.
InfoTeddy, 08.09.2015, 02:59
1 comment
1 vote Vote

Copying/cutting rooms copies/cuts room names, pasting rooms does not paste room names

Basically, inconsistent copying/cutting/pasting room name support.
Response from the site administrator
Dav999, 24.01.2016
In fact, room names are pasted but they're not copied, because copied room data is comma-separated and first I want to make sure everything doesn't mess up when a room name contains a comma.

EDIT: room name will now also be copied in a52, commas in the room name are replaced by accent aigus while on the clipboard.
Info Teddy, 02.01.2016, 01:09
1 comment
1 vote Vote

Add the ability to compare differences between levels

In the level select screen, there should be a button that says Compare Levels. That button will take you to a screen where you can select two different levels. The differences will be shown with a split screen with buttons similar to the ones in...
Info Teddy, 10.01.2016, 05:57
0 comments
1 vote Vote

Easier Internal Scripting

I'd like it if the program could automatically make the "filling" for internal scripts: the "text(1,0,0,4)" and whatnot; probably with a checkbox somewhere to say whether or not the script is internal.
Response from the site administrator
Dav999, 11.02.2016
This is actually one of the features that was planned from the very beginning, a checkbox so you can write an entire script in internal scripting. I'll be working on it :)
QwertymanO07, 11.02.2016, 02:19
0 comments

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