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

PostPosted: March 28th, 2014, 3:15 am
by ~MP3 Amplifier~
It's alright though, I wasn't even mad at you, was just stating a fact. :P Also, I remember I have created something new which I used in my LDC entry. I might say what it is in a few days or something if the results don't come through soon, because it made me quite excited to use it. :D

MP3 EDIT: Hmm, that is very hard to see unless you zoom in a lot. Maybe you could add another flame above it, and make it look as though blood is dripping from the ceiling, then add the really thin flame below it?

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

PostPosted: March 28th, 2014, 5:00 am
by Dtroid
"x" size 1.2 with "y" size 150,wait on = "-1"works very well without zooming in/out in my opinion. I'm not sure if it still works very well if you change the "y" size,though.

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

PostPosted: April 2nd, 2014, 9:48 am
by ~MP3 Amplifier~
Okay, I might as well say this now as you'll find out sooner or later, and I reeeally couldn't care less if a judge saw this :P -

I used blue fire in my LDC entry. It wasn't as good as I wanted it to be, but I was still impressed that it worked at all. Just get some water and disable it, so it leaves that blue fading line. If you want the fire to be vertical, then hide the horizontal line behind a tile of some sort, or vice versa; get 3 of the disabled water items and press Ctrl so they lock into place. Then get 2-4 more and put them in between the gaps, and if you get it perfectly, it should be totally smooth, like so:

Spoiler: show


However, I think it's fine to overlap them a little, it gives it a spikier, more dangerous looking effect, and makes it look a bit more like a flame, like so:

Spoiler: show


And then when you've done that, just add a flame at the size 0.1, and there you go. I'm hoping someone can find a better substitute than that for blue fire, though. This was made up on the spot tbh.

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

PostPosted: April 2nd, 2014, 10:35 am
by -BY
Been aware of that. It's horrible laggy and never appeared useful. Usage as fire is still pretty inventive, though.

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

PostPosted: April 2nd, 2014, 10:43 am
by ~MP3 Amplifier~
Weird...it never lagged for me. But then again I've never used it in large amounts.

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

PostPosted: April 2nd, 2014, 10:45 am
by -BY
Used them in my water temple concept about a year back as stars and such. :3
So probably been my fault back then. I mean. I did even create animations like a turning 3D square, using fire throwers. Only person who did ever see the prototype of that one has been pat.

I could continue, but my ideas are rather horrid.

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

PostPosted: April 2nd, 2014, 11:10 am
by ~MP3 Amplifier~
Your ideas aren't horrid, they're actually pretty cool. I never thought of making a star with them lol.

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

PostPosted: May 19th, 2014, 10:09 pm
by adventuretimemadness
Where's the fat mario glitch? cause i saw it when i first played SM63 like when you walk in the large flipping platform when you die like mario screams with his fat flat body.

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

PostPosted: May 20th, 2014, 8:50 am
by Sethster
I was just wondering, how do you disable items? I need to know this for my sucky level making skills... :?:

EDIT: Thank you Dtroid for answering my question. I really appreciate that. :)

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

PostPosted: May 21st, 2014, 5:20 pm
by NanTheDark
It's relatively simple... I'll try to give a quick explanation.

Each item has a number associated with it, which you can see when you select the item in the LD. For example, the coin is number 2.

I do it this way:

1. Place the item you want to disable. Make it the last item you place. Also, take a look at the number. For this case, we'll use the coin (number 2).
2. Get the code and paste it to Notepad or wherever you can manipulate it.
3. Look for the string of code that represents the item. If you made it the last item you placed, like I said, it will be by the end of the text. The text should end in something like this:

|2,209,719~1~1~My%20Level

The ~1~1~My%20Level part isn't part of the item's code, but it's what the code ends in.

The 2 at the beginning is what matters to us. That's the item's ID (I think I said that right). Now, what you do is you place a 0 right before that number, so it looks like this:

|02,209,719~1~1~My%20Level

Now take your edited code and paste it back into the Level Designer. That item is now disabled! It will look pretty, but can't be interacted with.

I think that if the item is from the second tab (enemies and other thingies) you add 50 to the number, and 100 if it's from the third tab (trees and other background stuff). However, if you make your item the last thing placed, you don't really need to learn that. You just modify the last thing the code has. That's why I do it the way I do it. ^_^

I hope you learned something from this, and I hope this makes up for me never making that sigbar I promised. :P I can still make it if you want...