1)Wall Glitches
I'm brand new to making rooms so I'm still trying to figure things out. Occasionally if a wall doesn't have a solid line around it, Viridian clips through the walls and sort of falls through them until he hits the next room, and then the whole room freezes. Why is it that the wall's solid line doesn't appear even when there's a solid line?
adjacent wall indicators (those white solid lines) appear so you don't get clipping errors when crossing room borders. they don't appear for spikes or for warping room borders within a room. i don't know what you mean by "why is it that the wall's solid line doesn't appear even when there's a solid line?"
also one of your goals as level designer is to not have those clipping errors. clipping errors can even happen when a tile is only one tile away from a horizontal room border and four tiles away from a vertical room border, so make sure that doesn't happen. and make sure to indicate bordering, adjacent spikes in an adjacent room with spikes next to the room border in the current room.
2) Room Teleportation
I've already designed the particular room in question around this problem using warp tiles, but for future reference is it possible to map one edge of the room to the edge of a completely different room to give the illusion of a "climb" or "fall" that is higher/deeper than just 5 rooms without using warp tiles?
yes, by using internal scripting. here is what your two scripts would look like:
iftrinkets,0,warp
say,3
gotoroom,1,0
moveplayer,0,-202
loadscript
text,,,,4
that trailing newline is only to be done in the in-game vvvvvv editor. you could also try using ved, that's a much better editor, and it has an internal scripting mode so all you would have to do is create a loadscript and not fiddle with the notation. in this case, this is suited for down room borders, and you would be placing
warp_load in a trigger (script box) right next to a down room border.
what's happening is that
warp_load loads
warp (because you need to load internal scripts like this in a special way) and in
warp,
gotoroom,1,0 goes to the room (1, 0)+100. basically, room coords for the main map actually start at 100 (0-99 are used for outside dimension vvvvvv). what the in-game editor does is subtract 99 from the room coords when displaying them, so (1, 0)+100 would actually look like (2, 1).
gotoroom actually adds 100 to the given room coords, so
gotoroom,1,0 goes to (101, 100), which in the in-game editor (and ved) would look like (2, 1).
gotoroom,1,0 goes to (2, 1).
it also sounds like you aren't aware maps can be larger than 5x5. they can be as large as dimension vvvvvv (excluding the tower): 20x20. you can change them using ved or (with the in-game editor) holding shift and using the arrow keys.
and also, commas, opening parentheses, and closing parentheses are completely exchangeable in scripting. they all equally count as argument separators. you don't need the last argument separator because there are no arguments (has to be plural) to separate
3) Room Names
Is it possible for the Room Name bar to not obscure the bottom-most row of tiles? I've put some spikes there in some rooms, and it gets obscured with the room names.
no. also, don't put spikes there or tiles players can walk on. that's annoying
4) Unused Scripts
I have some scripting boxes I accidentally placed and deleted terminals, and the whole scripting menu is a bit screwed up and cluttered with extra unused scripts. I cannot seem to remove them. I know I could "break" the game if it tried to call a script that doesn't exist but it's really cluttering up the workspace.
use ved. deleting them is more intuitive and also you can see which scripts are unused and see how many scripts you're using (which is important because there's a 500 scripts hard limit) and how many lines of a script you're using (which is important because there's a 500 lines hard limit)
you can remove scripts by pressing backspace in the in-game editor
5) Multiple Levels
How do I create a full-out world where there's multiple teleporters and levels? All I can do at this point is use my limited 25 frames to make people run back and forth to complete tasks. I know there's a way to map the gravity lines to scripts that are triggered by trinket counts to act as gates. I plan to use that to make people run back and forth, and I've placed some diabolical traps to cause people to have to re-do some difficult parts if they mess up.
for teleporters, you're going to have to use internal scripting. it depends on whether you want to reserve a room for a "hub" or have a menu system with text boxes instead that doesn't take up any rooms.
to make gravity lines or warp tokens disappear, use
destroy,gravitylines or
destroy,warptokens respectively. to have them be destroyed only when a certain flag is activated, first, that flag needs to be activated by using
flag,x,on (you can also turn them off by using
flag,x,off. flags range from 0-99.
so if a certain flag is on,
ifflag,x,script will jump to
script if flag
x is on. for example, if flag 0 is on, and your
destroy,gravityline script is
destroyline, you would place
ifflag,0,destroyline in a trigger covering the entire room containing said gravity line.
destroy,gravitylines and
destroy,warptokens destroy all gravity lines or warp tokens in the room. you can also use
destroy,platforms but that just makes platforms invisible (it's bugged)
6) Text Enemies
Is it possible to place flashing text enemies in the game?
like "obey" and "lies"? you will need to consult the createentity enemy map
http://distractionware.com/forum/index.php?topic=2881.0 and use internal scripting. basically you need to have a loadscript as usual, but the internal command (with all the fancy notation) will need to be
createentity,x,y,1,direction,speed, and within the same room as the enemy appears in the main game map. otherwise, you'll just get a pink box enemy
7) Playing Outside Editor
Is it possible to load a level without going into the editor?
you mean actually play the level? of course you can. it should be in the levels list when choosing "play a level" unless you moved the level file. you can also load the level using ved, which doesn't count as loading it in the in-game editor.
And as I am new to the forum, is there anything I need to know? You know, that's fundamentally different from other forums and common sense rules?
this community be small af yo