Author Topic: Things that can be done by editing a level's code directly  (Read 2444 times)

Bruce Michez

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Things that can be done by editing a level's code directly
« on: February 08, 2015, 04:39:42 PM »
My second big level includes two such things:
  • The colour-changing lab background, achieved by manually setting the room's properties to tilecol="6"
  • A weird box-shaped checkpoint, achieved by setting an entity to t="10" p="5", as seen in crazyal02's "Dimension SIMPLE" (http://distractionware.com/forum/index.php?topic=1875.0).  This one's complicated: it turns out that the direction in which it spawns :viridian: is determined by the previous normal checkpoint the player touched.  Therefore, starting at a box checkpoint, when using the editor, crashes the game, as does saving and reloading at one.  Use with caution.
I'm aware of at least three other exploits:
  • The grey warp zone tileset, with a grey warp background, as seen in the original game's Polar Dimension.  Again, this is done by changing the room's properties to tilecol="6".  Interestingly, if you put a warp background in the colour-changing lab room described above, it will be grey.
  • An invalid tilecol in a lab room does something interesting.  If the player hasn't previously visited a lab room, this creates a plain white background.  Otherwise, the background will be the same colour as the last lab room the player was in.
  • Changing the speed of moving platforms, set by platv="x" in the room's properties.
How many other fancy things can be done with a VVVVVV level and a text editor?  I shall try to keep this first post up-to-date.
« Last Edit: June 28, 2018, 05:04:12 AM by Bruce Michez »

Bruce Michez

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Re: Things that can be done by editing a level's code directly
« Reply #1 on: April 11, 2015, 12:41:41 PM »
There must be more than this...

alek

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Re: Things that can be done by editing a level's code directly
« Reply #2 on: April 11, 2015, 12:59:48 PM »
  • A weird box-shaped checkpoint, achieved by setting an entity to t="10" p="5", as seen in crazyal02's "Dimension SIMPLE" (http://distractionware.com/forum/index.php?topic=1875.0).  This one's complicated: it turns out that the direction in which it spawns :viridian: is determined by the previous normal checkpoint the player touched.  Therefore, starting at a box checkpoint, when using the editor, crashes the game.
I wouldn't recommend using this, since reloading a save while with one of these checkpoints active will make the game bug out (which is why I replaced them with normal checkpoints in an update to SIMPLE).

Setting the tilecol of a Lab room to something invalid (like 42) will create a background with strange colors. Note that this only works if the room is the first Lab room loaded in that session.

Info Teddy

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Re: Things that can be done by editing a level's code directly
« Reply #3 on: May 04, 2018, 04:21:14 PM »
  • A weird box-shaped checkpoint, achieved by setting an entity to t="10" p="5", as seen in crazyal02's "Dimension SIMPLE" (http://distractionware.com/forum/index.php?topic=1875.0).  This one's complicated: it turns out that the direction in which it spawns :viridian: is determined by the previous normal checkpoint the player touched.  Therefore, starting at a box checkpoint, when using the editor, crashes the game, as does saving and reloading at one.  Use with caution.
can you elaborate on this? this level's gimmick is having to die to advance the level. at two points there's a box-shaped checkpoint where you have to die to spawn way underneath it, but you can just saveload there instead and it doesn't crash the game.

Hennal

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Re: Things that can be done by editing a level's code directly
« Reply #4 on: May 05, 2018, 04:40:36 AM »
  • A weird box-shaped checkpoint, achieved by setting an entity to t="10" p="5", as seen in crazyal02's "Dimension SIMPLE" (http://distractionware.com/forum/index.php?topic=1875.0).  This one's complicated: it turns out that the direction in which it spawns :viridian: is determined by the previous normal checkpoint the player touched.  Therefore, starting at a box checkpoint, when using the editor, crashes the game, as does saving and reloading at one.  Use with caution.
can you elaborate on this? this level's gimmick is having to die to advance the level. at two points there's a box-shaped checkpoint where you have to die to spawn way underneath it, but you can just saveload there instead and it doesn't crash the game.

nice 3 year bump

also its probably because 2.2 but i cant elaborate on that

Bruce Michez

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Re: Things that can be done by editing a level's code directly
« Reply #5 on: May 05, 2018, 04:53:42 AM »
  • A weird box-shaped checkpoint, achieved by setting an entity to t="10" p="5", as seen in crazyal02's "Dimension SIMPLE" (http://distractionware.com/forum/index.php?topic=1875.0).  This one's complicated: it turns out that the direction in which it spawns :viridian: is determined by the previous normal checkpoint the player touched.  Therefore, starting at a box checkpoint, when using the editor, crashes the game, as does saving and reloading at one.  Use with caution.
can you elaborate on this? this level's gimmick is having to die to advance the level. at two points there's a box-shaped checkpoint where you have to die to spawn way underneath it, but you can just saveload there instead and it doesn't crash the game.
Well, it seems that, contrary to what Alek said, this glitch only occurs when starting at a box checkpoint in the editor.  (If you're curious, this causes :viridian: to fall up with the wrong sprite, and he won't be able to flip even when touching a solid... ceiling?)

alek

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Re: Things that can be done by editing a level's code directly
« Reply #6 on: May 05, 2018, 02:40:56 PM »
Well, it seems that, contrary to what Alek said, this glitch only occurs when starting at a box checkpoint in the editor.  (If you're curious, this causes :viridian: to fall up with the wrong sprite, and he won't be able to flip even when touching a solid... ceiling?)
really? oops. mustíve just assumed back then. this should lend these checkpoints a lot more versatility then