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

PostPosted: October 13th, 2014, 12:09 pm
by CedarBranch
Harmless wrote:Anyways, more on topic, I was hoping someone could tell me how to place invisible tiles (but rather, what determines their location in the level). I'm not sure if someone told me this already (they probably did), but I have trouble placing invisible tiles in respective locations.


The way I ALWAYS place invisible tiles is by placing Snow Top tiles wherever I want to have invisible ones. Snow Top tiles are found as " 6K " in the level code (aka, their Tile ID is " 6K "). Invisible tiles have a Tile ID of " 7^ ".

After I place the Snow Top tiles, I save the level code and paste it on Microsoft Word (I personally never had any problems with copy/pasting level codes on it, unlike some others).
Then, I search for " 6K " all over the level code, and I replace each one with " 7^ ". Warning: If you're going by the way I do this, make sure you don't have ANY OTHER Snow Top tiles in your level, as I don't usually use them in levels anyway.



I have never figured out exactly how the tiles section of the level code works, but I do know a couple things, such as above. :p

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

PostPosted: October 13th, 2014, 1:34 pm
by Harmless
Ah, thanks. That helps a lot, actually.

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

PostPosted: October 14th, 2014, 3:07 am
by Supershroom
My favourite tile for making invisible tiles is the coloured wall, Other Tileset No. "87". It's ID is ":o" and it's very rare (for me at least).

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

PostPosted: October 18th, 2014, 7:52 pm
by SuperCraig64
I remember there is an invisible block glitch if you load the level wrong. You just load a level with no code. Bingo! You just generated a glitched world. You can erase these blocks so it will be cool to see a level completely made out of these blocks. :wtf:
I may use this glitch in a new level as the Glitch Dimension! :troll:

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

PostPosted: October 18th, 2014, 8:14 pm
by Harmless
Oh, that glitch.

It's best to just not have that anywhere.

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

PostPosted: October 19th, 2014, 1:09 am
by 1018peter
Yeah. Your level might be taken down for causing seizure.

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

PostPosted: October 19th, 2014, 1:12 am
by *Emelia K. Fletcher
Fun fact: those aren't glitch blocks, that's Flash's behaviour when it encounters an undefined object

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

PostPosted: October 19th, 2014, 3:34 pm
by SuperCraig64
*Emelia Kaylee wrote:Fun fact: those aren't glitch blocks, that's Flash's behaviour when it encounters an undefined object


Huh. So your saying that if I did this with every flash game that has an editor it gives THAT?! Well good thing I didn't otherwise I may have made something like...idk. :shock:

1018peter wrote:Yeah. Your level might be taken down for causing seizure.


They cause seizures!? Well good thing I never added that. At all. :lol:

Harmless wrote:Oh, that glitch.

It's best to just not have that anywhere.


yeah I would agreed reading these other posts...
Also like that toad avatar ;)

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

PostPosted: October 19th, 2014, 11:54 pm
by ~MP3 Amplifier~
That glitched tile could work for graphical effects, if you're smart about it. BUT I wouldn't recommend it as a tile that you can use and stand upon. It's constantly running through all the tiles in the designer meaning one second you could be standing on a stair, and the next you could be standing on an ice one and it could throw you out of level bounds etc.

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

PostPosted: October 20th, 2014, 1:04 am
by *Emelia K. Fletcher
~MP3 Amplifier~ wrote:That glitched tile could work for graphical effects, if you're smart about it. BUT I wouldn't recommend it as a tile that you can use and stand upon. It's constantly running through all the tiles in the designer meaning one second you could be standing on a stair, and the next you could be standing on an ice one and it could throw you out of level bounds etc.

It's not a tile, it's not any kind of thing whatsoever - (based on observations) when Flash calls an undefined object, it will default to undefined behaviour and the image "cycling through all its states" (see breaking within The Binding of Isaac). If you actually launch the level, it's a complete void since there's no data whatsoever.

Image

Someone proficient in ActionScript would be able to shed a lot more light on this.