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 CedarBranch » October 6th, 2013, 12:10 pm

I am 99.9999999% sure that you cannot disable moves. The only related thing you can do though is give the Start Position undefined y and/or x-speeds, but ground pounding and sign-reading revert those effects...
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Re: Every Proven Glitch and Idea for this Known to Man.

Postby Harmless » October 6th, 2013, 1:05 pm

Erm, quick question...

I was fooling around with the LDer and I tried placing a few water bottles here and there. When I tested the level, they were not appearing.

Is there any way to fix this? Yes, I was using the runouw.com exclusive level designer with everything unlocked.
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Re: Every Proven Glitch and Idea for this Known to Man.

Postby CedarBranch » October 6th, 2013, 1:14 pm

That is PROBABLY because they're getting hidden under the ground. From my experience, they move down when you test the level, as bodies of water move vice versa.
Try moving the bottles up--above where you intend them to be--then adjust them until they're where you want them to be as you test the level.



EDIT: Oh, wait. I didn't read that you tried this on the Standalone. I never used the Standalone LD in my time, so I'll check that out. :/

EDIT2: I tried it. And they don't work on the Standalone LD. Never mind.
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Re: Every Proven Glitch and Idea for this Known to Man.

Thumbs up x1

Postby Megar » October 6th, 2013, 1:16 pm

I'm pretty sure it's just the water bottles not working on the standalone LD?
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Re: Every Proven Glitch and Idea for this Known to Man.

Postby Harmless » October 6th, 2013, 7:21 pm

hmm, okay. Didn't know that actually. Thanks~
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Re: Every Proven Glitch and Idea for this Known to Man.

Postby Dtroid » October 7th, 2013, 12:55 am

Dtroid wrote:
Sethster4321 wrote:
Dtroid wrote:No,I mean before you collected the red coin,it was blue,not transparent like they usually are.

Dude, that's not a glitch. That was suppose to be in there... :facepalm:

I didn't say it was a glitch... :facepalm:

Konradix wrote:Is there a way to disable spinjump, without changing the other controls (e.g. I still can jump)? I may not want a spinjump in one of my levels so I just want to know.


Volcove achieved it in Bullet Hell II. He forced Mario to step on a platform which he has set y:Up Speed:a Length:40 Offset:0 x:none Acceleration: 0.5 Touch&go- ✓ Count: 0.1.

Surely a mega breakthrough in level designing. :P
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Re: Every Proven Glitch and Idea for this Known to Man.

Postby KABOOM » October 7th, 2013, 1:55 am

Well, in that one you couldn't jump either. Or dive. Or fall.
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Re: Every Proven Glitch and Idea for this Known to Man.

Thumbs up x1

Postby Volkove » October 7th, 2013, 7:06 am

Dtroid wrote:Volcove achieved it in Bullet Hell II. He forced Mario to step on a platform which he has set y:Up Speed:a Length:40 Offset:0 x:none Acceleration: 0.5 Touch&go- ✓ Count: 0.1.

Surely a mega breakthrough in level designing. :P


It's actually a very old trick used primarily for floating. I just used it in a different way, but it isn't a breakthrough at all.
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Re: Every Proven Glitch and Idea for this Known to Man.

Postby Harmless » October 7th, 2013, 3:53 pm

I do recall a second way of making Mario float is putting a moving platform with "-" speed.

Although this doesn't seem to disable his ability to spin, ground pound, dive, etc.
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Re: Every Proven Glitch and Idea for this Known to Man.

Postby Konradix » October 9th, 2013, 8:44 am

Another question: I wanted to disable rotation blocks to use them as a background. They get disabled, however they take a form of a normal rotation block (not enlarged, no different texture). Can you somehow disable these blocks so that, essencially, tiles can be used as background? (this might be worlded weirdly and the answer is probably 'no' but meh >.>)

@2xDOWN:
I just posted this here because I didn't know any better place for it TTT.
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