Every Proven Glitch and Idea for this Known to Man.

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Re: Every Proven Glitch and Idea for this Known to Man.

Postby KABOOM » September 23rd, 2012, 12:56 pm

Triple J wrote:This just in, I found a way to make harmful spikes!
Somebody may have thought of this before, but I do not see anything on these forums covering this trick.

    Step 1: Place at least several Big Bullies.
    Step 2: Copy (Save) the level code.
    Step 3: Paste the code onto something like Note/Wordpad or Microsoft Word.
    Step 4: Search through the code for the Big Bully Sprite ID, which is 61. (found in the code, it will look like |61,x,y,1|
    Step 5: Add a zero between the "|" and "6."
    Step 5.5: (optional) Add a comma before the second "|", then a number, 0 through 360 (adding a 360 is the same as adding a 0). This will allow you to rotate the disabled Big Bully later on.
    Step 6: Copy the new code, and paste/load it in the Level Designer.
    Step 7: Find the disabled Big Bully(ies), and move them to somewhere that would cover them, with only their horns showing.
    Step 8: Now that you have spikes, add a Flame Tower.
    Step 9: Make it so it stays on forever, then stretch the y axis size to a distance equal to the length of the row of spikes.
    Step 10: Adjust the Flame Tower's position so that its center is just at the tip of the spikes.
    Step 11: Set the x axis size to "0."
    Step 12: Align the "invisible" Flame Tower with the spikes.

If you followed those steps correctly, the Big Bullies' horns should be the only things showing, the invisible flames just by the "spikes," and each point harmful on contact.

Blackyoshi already did that. I think it's in his "Deserted Hell" level.
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Re: Every Proven Glitch and Idea for this Known to Man.

Postby -BY » September 23rd, 2012, 1:00 pm

This just in, I found a way to make harmful spikes!
Somebody may have thought of this before, but I do not see anything on these forums covering this trick.

    Step 1: Place at least several Big Bullies.
    Step 2: Copy (Save) the level code.
    Step 3: Paste the code onto something like Note/Wordpad or Microsoft Word.
    Step 4: Search through the code for the Big Bully Sprite ID, which is 61. (found in the code, it will look like |61,x,y,1|
    Step 5: Add a zero between the "|" and "6."
    Step 5.5: (optional) Add a comma before the second "|", then a number, 0 through 360 (adding a 360 is the same as adding a 0). This will allow you to rotate the disabled Big Bully later on.
    Step 6: Copy the new code, and paste/load it in the Level Designer.
    Step 7: Find the disabled Big Bully(ies), and move them to somewhere that would cover them, with only their horns showing.
    Step 8: Now that you have spikes, add a Flame Tower.
    Step 9: Make it so it stays on forever, then stretch the y axis size to a distance equal to the length of the row of spikes.
    Step 10: Adjust the Flame Tower's position so that its center is just at the tip of the spikes.
    Step 11: Set the x axis size to "0."
    Step 12: Align the "invisible" Flame Tower with the spikes.

If you followed those steps correctly, the Big Bullies' horns should be the only things showing, the invisible flames just by the "spikes," and each point harmful on contact.

Here's a demo:

Code: Select all
90x40~4K*33*4M4L4K*5*0*36*4L4K*3*0*36*4L4K*3*0*36*4L4K*3*0*36*4L4K*3*0*36*4L4K*3*0*37*4L4K*2*0*37*4L4K*2*0*37*4L4K*2*0*36*4L4K*3*0*36*4R4K*3*0*36*4K*4*0*37*4K*3*0*37*4K*3*0*37*4K*3*0*36*4K*4*0*36*4S4K*3*0*36*4L4K*3*0*36*4L4K*3*0*36*4L4K*3*0*36*4L4K*3*0*33*4L4K*6*0*33*4L4K*6*0*33*4L4K*6*0*33*4L4K*6*0*33*4L4K*6*0*33*4L4K*6*0*30*4K*10*0*30*4K*10*0*30*4K*10*0*30*4K*10*0*31*4K*9*0*36*4K*4*0*36*4K*4*0*36*4K*4*0*36*4K*4*0*36*4K*4*0*34*4K*6*0*34*4K*6*0*34*4K*6*0*34*4K*6*0*34*4N4K*5*0*35*4N4K*4*0*36*4K*4*0*36*4K*4*0*36*4K*4*0*37*4L4K*2*0*32*4K*2*0*3*4L4K*2*0*32*4K*2*0*3*4L4K*2*0*37*4L4K*2*0*36*4K*4*0*36*4K*4*0*36*4K*4*0*36*4K*4*0*37*4L4K*2*0*37*4L4K*2*0*37*4L4K*2*0*37*4L4K*2*0*37*4L4K*2*0*37*4L4K*2*0*37*4L4K*2*0*37*4L4K*2*0*37*4L4K*2*0*37*4L4K*2*0*37*4L4K*2*0*37*4L4K*2*0*37*4L4K*2*0*37*4L4K*2*0*37*4L4K*2*0*37*4L4K*2*0*37*4L4K*2*0*37*4L4K*2*0*37*4L4K*2*0*37*4L4K*2*0*37*4L4K*2*0*37*4L4K*2*0*37*4L4K*2*0*37*4L4K*2*0*37*4L4K*2*0*36*4K*4*0*36*4K*4*0*36*4K*4*0*36*4K*4*0*36*4K*4*0*36*4K*4*0*36*4K*4*0*36*4K*4*0*36*4K*4*0*36*4K*37*04K*6*0*36*4K*4*~1,48,1112,0,0,Right|061,1496,1040,1,180|061,1512,1040,1,180|061,1496,1040,0,180|061,1008,1136,1|061,1024,1136,1|061,1040,1136,1|061,1056,1136,1|061,1072,1136,1|061,1088,1136,1|061,1104,1136,1|061,1120,1136,1|061,1136,1136,1|061,1152,1136,1,NaN|061,368,1168,1|061,384,1168,1|061,400,1168,1|061,416,1168,1|061,432,1168,1|061,448,1168,1|061,176,1184,1|061,192,1184,1|061,208,1184,1|061,224,1184,1|061,240,1184,1|061,256,1184,1|061,1456,1184,1|061,1472,1184,1|061,1488,1184,1|061,1504,1184,1|061,1520,1184,1|061,1536,1184,1|061,1552,1184,1|061,1568,1184,1|061,1712,1184,1,NaN|061,1728,1184,1,NaN|061,1744,1184,1,NaN|061,1760,1184,1|061,1776,1184,1|061,1792,1184,1|061,1808,1184,1|061,1824,1184,1|061,1840,1184,1|061,1856,1184,1|061,1872,1184,1|061,1888,1184,1|061,1904,1184,1|061,1920,1184,1|061,1936,1184,1|061,1952,1184,1|061,1968,1184,1|061,1984,1184,1|061,2000,1184,1|061,2016,1184,1|061,2032,1184,1|061,2048,1184,1|061,2064,1184,1|061,2080,1184,1|061,2096,1184,1|061,2112,1184,1|061,2128,1184,1|061,2144,1184,1|061,2160,1184,1|061,2176,1184,1|061,2192,1184,1|061,2208,1184,1|061,2224,1184,1|061,2240,1184,1|061,2256,1184,1|061,2272,1184,1|061,2288,1184,1|061,2304,1184,1|061,2320,1184,1|061,2336,1184,1|061,2352,1184,1|061,2368,1184,1|061,2384,1184,1|061,2400,1184,1|061,2416,1184,1|061,2432,1184,1|061,2448,1184,1|061,2464,1184,1|061,2480,1184,1|061,2496,1184,1|061,848,976,1,270|061,848,992,1,270|061,848,960,1,270|061,848,1008,1,270|061,848,1024,1,270|061,656,1120,1,270|061,656,1104,1,270|061,656,1088,1,270|061,656,1072,1,270|45,824,1032,180,0,150,-1,-1,0,0,0|45,632,1144,180,0,150,-1,-1,0,0,0|45,216,1160,90,0,120,-1,-1,0,0,0|45,408,1144,90,0,120,-1,-1,0,0,0|45,1104,1112,90,0,240,-1,-1,0,0,0|45,1508,1064,90,0,60,-1,-1,0,0,0|45,2144,1160,90,0,1200,-1,-1,0,0,0|45,1520,1160,90,0,200,-1,-1,0,0,0|7,1744,1128,4,0,180,0,0,0,Right,none,1,1,0,25|6,2688,1024|7,1464,1128,4,0,24,0,0,0,Right,none,1,1,0,25~10~3~Spikes%20Demo

The collision detection isn't the best in this demo, but I could fix it. I just don't feel like doing it right now. It being a demo.



Yup. I did that before. In Deserted Hell for example. And I personally don't think that's an glitch. :3
Maybe the invisible fire one. But that was mentioned before too.

I loved creating the spikes by my own too. But I wasn't the first. I wonder who was the first one with that trick then....

(Maybe reading the posts before doing that.)

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Have someone ever tried to put a cannon under water?

It's interesting when you run out of air in the cannon. :3

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Re: Every Proven Glitch and Idea for this Known to Man.

Postby CedarBranch » September 23rd, 2012, 1:12 pm

Oh, well. At least I found out how to do it on my own. :|
I'll check out that "Deserted Hell" level, at least!
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Re: Every Proven Glitch and Idea for this Known to Man.

Postby ~MP3 Amplifier~ » September 23rd, 2012, 4:15 pm

You guys should experiment with enemies more often- they can make up pretty neat things :P
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Re: Every Proven Glitch and Idea for this Known to Man.

Postby CedarBranch » October 14th, 2012, 4:07 pm

blackyoshi wrote:Yup. I did that before. In Deserted Hell for example. And I personally don't think that's an glitch. :3
Maybe the invisible fire one. But that was mentioned before too.

I loved creating the spikes by my own too. But I wasn't the first. I wonder who was the first one with that trick then....

(Maybe reading the posts before doing that.)

I apologize for this bump, but would like to point out that this topic is titled "Every Proven Glitch and Idea for this Known to Man."

Personally, I could not find the Spikes idea anywhere on the forums before posting (not even with Advanced Search). After your reply, I noticed I somehow overlooked the "Deserted Hell" post within the results.
    I, too, wonder who discovered it first.

    ...Now, I'll let it go...
    ...And to avoid another conflict, I'll end right here (not literally :3).

    11/8/12 9:00pm Edit: OH, OH, OH! I personally found that whether or not an enemy's coin glitches depends on where it is placed. Someone else may have found this out already, however I cannot find what factors actually cause it to happen; I had a Goomba with a glitched coin and when I moved it to a couple different positions, it eventually had a collect-able coin. I think this needs more investigation.
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    2xRe: Every Proven Glitch and Idea for this Known to Man.

    Postby CedarBranch » November 10th, 2012, 12:41 pm

    Sorry for double posting (I know there is a useful EDIT button. My previous post just wouldn't look as good with this in it.)...



    Isn't this weird?:

    Weird Glitch: show
    ImageWhat the f*ck is wrong with the Shine Sprite????? :wtf:


    This happened to me one other time in the past (with a non-warp pipe), but I went to see what it looked like in "test" mode... and it reverted back to normal. This time I caught it!

    This happened when I deleted a Flame Tower right below the Shine Sprite. I moved the Start Position out of the way to find that this happened.
    Has this happened to anyone else?

    (63rd post. Super Mario 63! :p )
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    Re: Every Proven Glitch and Idea for this Known to Man.

    Postby Timi » December 25th, 2012, 9:08 am

    Flametower Background

    Yellow Background
    Spoiler: show
    Code: Select all
    50x30~0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M~1,64,832,0,0,Right|45,1010,761,90,999999,999999,-1,92,1,0,0|45,1010,761,90,999999,999999,-1,92,1,0,0|45,1010,761,90,999999,999999,-1,92,1,0,0|45,1010,761,90,999999,999999,-1,92,1,0,0~1~1~My%20Level


    Red Background
    Spoiler: show
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    50x30~0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M~1,64,832,0,0,Right|45,-411272,3681,90,999999,999999,-1,92,1,0,0|45,-411272,3681,90,999999,999999,-1,92,1,0,0|45,-411272,3681,90,999999,999999,-1,92,1,0,0|45,-411272,3681,90,999999,999999,-1,92,1,0,0~1~1~My%20Level


    If you make the x-and y size of a flametower very big you can use it as a "background".

    How to:
    1) Change the angle to 90
    2) Disable the flametower
    3) Change On wait to "-1"
    4) Copy the code
    5) Change the x- and y-size of the flametower to: VERY big (around 999999,999999 (don't ask me why I didn't use 1 000 000))
    6) Load code again
    7) Change the position of the flametower till it doesn't flicker anymore
    8) Copy the flametower at LEAST 3 times. You should now have at LEAST 4 flametowers (if you use more than 5 it might lag)
    9) Load code
    10) Done

    Red background:
    1-5) As above
    7) If your x-and y-size is 999 999 change the x-and y position to: -411272,3681
    8-10) As above
    This is a sign...
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    Re: Every Proven Glitch and Idea for this Known to Man.

    Postby nin10mode » March 28th, 2013, 11:43 am

    Looped Rotating Block Path:

    Code: Select all
    50x30~0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M~1,64,832,0,0,Right|9,-192,1056,4,4,80,80,-80,-40,Right,Up,0.5,40,1,Left,2,0,1~1~1~My%20Level


    First, I'd like to say I have no idea how I did this, and that it only loops once it gets to the circular-ish orbit. I mainly posted this to see if anyone else can get a mathematical explanation.
    I did this ages ago, and was too lazy to post about it anywhere until now.
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    Re: Every Proven Glitch and Idea for this Known to Man.

    Postby CedarBranch » March 28th, 2013, 11:58 am

    nin10mode wrote:Looped Rotating Block Path:

    Code: Select all
    50x30~0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M~1,64,832,0,0,Right|9,-192,1056,4,4,80,80,-80,-40,Right,Up,0.5,40,1,Left,2,0,1~1~1~My%20Level


    First, I'd like to say I have no idea how I did this, and that it only loops once it gets to the circular-ish orbit. I mainly posted this to see if anyone else can get a mathematical explanation.
    I did this ages ago, and was too lazy to post about it anywhere until now.

    Up/Down and Left/Right movement properties should both be identical, except one of them has an offset which is half of the other.





    EDIT: @Amp: I want to know how you made the "Orbital Pattern" of those moving blocks at the beginning point of "Tearing Paper: China's Dream Part Two."
    Maybe you could post that here. :P
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    My Super Mario Maker levels: viewtopic.php?f=77&t=46621&p=344256#p344256

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    CedarBranch
    Impulsive & ambitious

     
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    Re: Every Proven Glitch and Idea for this Known to Man.

    Postby Dtroid » March 29th, 2013, 3:49 am

    I messed with the code and found this. Stand on the block,it's unusual. Also jump on the FLUDD elevator,it's funny. :D

    I have no idea how I did this.
    Code: Select all
    50x30~0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M~1,64,832,0,0,Right|9,272,712,-63.*9,0,1e+98,0,1,0,Right,none,8.6e+0.555,80,10,Left,9e+50,1.,1|82,200,848|82,200,840|82,200,832|82,200,824|82,200,816|82,200,808|82,200,800|82,200,792|82,200,784|82,200,776|82,200,768|82,200,760|82,200,752|82,200,744|82,200,728|82,200,736|82,200,720|82,200,712|82,200,704|82,200,696|82,200,688|82,200,680|82,200,672|82,200,664|82,200,656|82,200,648|82,200,640|82,200,632|82,200,624|82,200,616|82,200,608|82,200,600|82,200,592|82,200,592|82,200,584|82,200,576|82,200,560|82,200,552|82,200,576|82,200,544|82,200,536|82,200,528|82,200,520|82,200,512|82,200,504|82,200,496~1~1~My%20Level

    I guess this is considered a glitch.
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    Dtroid
    The Legacy

     
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