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Insidely Tiles to the Next Level...

PostPosted: September 19th, 2010, 1:15 pm
by nin10mode
Fun with tile placement

Code: Select all
33x17~0*15*2K2M0*15*2K2M0*15*2K2M0*15*2K2M0*14*2e2K2M0*13*2S2c2K2M0*11*2U2S2K2[2K2M0*11*2a2^2K2\2K2M0*9*2U2Y2[2c2R2d2K2M0*7*2U2Y2a2W02K02f2K2M0*6*2U2c2O2[2c02K2t2S2K2M0*6*2a2[2\2e2g2^2K2o2d2[2M0*5*2i2k2M2K2L2h2V2d2o2V2^2`0*3*2W2Y2X2M*2*2b2L2K2M2a2s2w2a2m0*3*2j2\2M2^2`2X2c2K2e2g2U2o2K2M0*4*2K2M2c2t2p2K*2*2V2m2c2s2K2M0*4*2b2M2[2s2Y2[*2*2Q2w2[2e2g2M0*4*2V2\2M*2*2O2M*2*2T2p2M2]2_2M0*5*2T2b2O2M*2*2P2M*2*2r2Z2\2M0*6*2V2Z2^2`2M*2*2U2o02K2M0*8*2L2h2M*2*2a2s2Y2K2M0*8*2V2d2M2\2T2\2M2K2M0*9*2V2Z2b2M2b2n2K2M0*11*2j2l2L2N2K2M0*12*2K2X2^2K2M0*12*2T2\2f2K2M0*13*2b2P2K2M0*13*2j2l2K2M0*14*2K*2*2M0*14*2T2K2M0*15*2K2M0*15*2K2M0*15*2K2M~1,64,416,0,0,Right|9,345,374,0,0,0,0,0,0,Right,none,0.5,200,27,Left,0,0,1|9,331,479,0,0,0,0,0,0,Right,none,0.5,300,27,Left,0,0,1|9,404,284,0,0,0,0,0,0,Right,none,0.5,200,27,Left,0,0,1|9,445,174,0,0,0,0,0,0,Right,none,0.5,100,27,Left,0,0,1|9,549,359,0,0,0,0,0,0,Right,none,0.5,200,27,Left,0,0,1|9,681,392,0,0,0,0,0,0,Right,none,0.5,100,27,Left,0,0,1|9,734,426,0,0,0,0,0,0,Right,none,0.5,100,27,Left,0,0,1|9,771,449,0,0,0,0,0,0,Right,none,0.5,80,27,Left,0,0,1|9,395,481,0,0,0,0,0,0,Right,none,0.5,120,6,Left,0,0,1|9,366,406,0,0,0,0,0,0,Right,none,0.5,90,6,Left,0,0,1|9,315,406,0,0,0,0,0,0,Right,none,0.5,30,6,Left,0,0,1|9,590,429,0,0,0,0,0,0,Right,none,0.5,80,6,Left,0,0,1|9,491,239,0,0,0,0,0,0,Right,none,0.5,80,6,Left,0,0,1|123,440,441,1,0|123,376,450,1,5|123,401,447,0,350|126,595,440,1,10|122,572,441,1,0|123,483,249,1,0|123,467,254,1,0|126,495,246,1,0|124,459,235,1,0|131,454,177,1,0|105,306,343,1,0|106,265,344,1,0|108,251,462,1,0|109,747,472,1,0|116,293,362,1,0|116,279,434,0,345|113,392,445,1,0|115,616,413,1,0|119,586,405,1,0|120,466,239,1,350|119,520,364,1,0|119,658,369,0,320|119,342,407,1,0|6,464,432|3,936,416|6,944,344~5~1~Pwetty%20Mountain%2E%20%3A333

(I'm surprised no one tried this before.) This takes precise sizing and tile placement in order to effectively do this. Doing this removes some of the limits of decoration, but will make the level lag depending on how many items you place (obviously.)

Re: Insidely Tiles to the Next Level...

PostPosted: September 20th, 2010, 3:26 am
by Worst_master
nin10mode wrote:(I'm surprised no one tried this before.) This takes precise sizing and tile placement in order to effectively do this. Doing this removes some of the limits of decoration, but will make the level lag depending on how many items you place (obviously.)

Acatally I've try some...just a little of them...........but I am too lazy to do them. Anyway, it is still a good idea.

Mmmmmmm......

They're slow, right? Or....not...................

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|19,159,768,181,0|19,158,767,179,0~1~1~My%20Level

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

PostPosted: November 24th, 2010, 9:31 am
by entertainment.net
Sorry for the bump on such an old post, but I've got a glitch that isn't listed here:

SHINE STEALING TRANSITIONS:
This is similar to the lava cancelling shines, but with platforms instead.
Code: Select all
41x32~0*28*5254*3*0*28*5256*3*0*28*525654*2*0*28*525456540*28*525456540*28*525654560*28*5254*2*560*28*525654*2*0*28*525754560*28*525756*2*0*28*525654560*28*5254*2*560*28*5254*3*0*28*525756*2*0*28*525654560*28*525654570*28*525657540*28*525457540*28*525457540*28*5254*3*0*28*525754560*28*525754560*28*525654560*28*525654560*28*5254*2*560*28*5256*2*540*28*5256*2*540*28*525654560*28*525654*2*0*28*525654*2*0*28*525654570*28*5257*2*540*28*525754*2*0*28*525457540*28*5254*3*0*28*525754570*28*5254*2*570*28*525657540*28*5254*3*0*28*5I5654*2*0*28*5?5A*3*~1,64,832,0,0,Right|43,704,843|2,160,800|2,192,800|2,160,768|2,192,768|2,224,768|2,224,800|2,256,800|2,256,832|2,288,800|2,304,784|2,288,768|2,256,736|2,256,768|4,176,784|4,208,784|4,240,784|4,272,784|6,560,848|7,560,872,4,0,60,0,0,0,Right,none,0.5,1,1,45|2,896,816|2,928,816|2,896,784|2,928,784|2,960,784|2,960,816|2,992,784|2,992,816|2,1024,848|2,1024,752|2,1024,784|2,1024,816|2,1056,784|2,1056,816|2,1072,800|2,1040,768|2,1040,832|2,1040,800|2,1008,800|2,976,800|2,944,800|2,912,800|6,1200,800|35,1280,896,1,0|35,1326,896,1,0|38,1255,920,0,500,400|38,1256,920,0,500,400~1~1~
Basically you put a transition next a shine, then place a "touch and go" platform beneath the shine. When Mario/Luigi passes through the transition, not only does the platform disappear, but the shine does too!


I used this glitch to make this level here. It never ends.
Code: Select all
50x30~0*1500*~1,544,304,0,0,Right|43,640,865|6,544,400|7,552,424,3,0,30,0,0,0,Right,none,0.5,2,1,25|7,728,423,3,0,30,0,0,0,Left,none,0.5,2,1,25|6,728,400~15~4~


/vmk89

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

PostPosted: December 20th, 2010, 1:47 pm
by AwesomeJRFD
Take The Shine Sprite.
Code: Select all
25x30~0*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*2K2M~1,64,832,0,0,Right|43,608,837|6,849,784|30,848,831,1,0|6,770,806~1~1~My%20Level

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

PostPosted: January 8th, 2011, 10:27 pm
by AwesomeJRFD
I used the invisible platforms and blocks glitch to make a Rotating and Moving Block seem to have gravity.

Unfortunately, Mario can not escape the gravity.

I am still working on this.

Note: Mario stays upright even if he is on the bottom. sorry if it looks weird.

Here it is:
Code: Select all
50x30~0*1500*~1,448,544,0,0,Right|9,576,560,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,336,512,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,328,528,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,174,334,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,92,376,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,295,281,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,358,278,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,273,347,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,234,381,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,126,413,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,301,329,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,320,560,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,400,496,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,432,496,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,368,504,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,464,496,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,528,504,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,328,720,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,336,736,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,576,624,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,568,720,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,320,656,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,560,736,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,576,592,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,496,496,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,320,592,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,320,688,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,576,688,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,320,624,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,560,512,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,576,656,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,400,752,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,528,744,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,496,752,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,464,752,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,432,752,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,368,744,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,568,528,0,999,0,1,0,0,none,Up,999,32,2,Left,0,0,1|9,448,628,0,0,0,0,0,0,none,none,0.5,150,6,Left,0,0,1|7,528,672,0,999,0,1,0,0,none,Up,999,1,0,25|7,528,640,0,999,0,1,0,0,none,Up,999,1,0,25|7,368,576,0,999,0,1,0,0,none,Up,999,1,0,25|7,368,608,0,999,0,1,0,0,none,Up,999,1,0,25|7,368,640,0,999,0,1,0,0,none,Up,999,1,0,25|7,368,672,0,999,0,1,0,0,none,Up,999,1,0,25|7,528,576,0,999,0,1,0,0,none,Up,999,1,0,25|7,528,608,0,999,0,1,0,0,none,Up,999,1,0,25~14~13~Block%20With%20Gravity


Oh, and some tiles can be disabled. the ID for a disabled blue brick is:

Spoiler: show
3c

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

PostPosted: January 15th, 2011, 8:27 pm
by nin10mode
An, um... interesting LDP find:
While spam-scavenging in th portal, I found an... interesting glitch level.
Code: Select all
25x17~92*18*0*15*92*2*0*15*92*2*0*15*92*2*0*15*92*2*0*15*92*2*0*15*92*2*0*15*92*2*0*15*92*2*0*15*92*2*0*15*92*2*0*15*92*2*0*15*92*2*0*15*92*2*0*15*92*2*0*15*92*2*0*15*92*2*0*15*92*2*0*15*92*2*0*15*92*2*0*15*92*2*0*15*92*2*0*15*92*2*0*15*92*18*~1,-6754,8410,0,0,Right|19,-6697,8355,0,-90|19,-6780,8439,0,0|19,-6780,8271,0,0|19,-6864,8355,0,-90|73,-6733,8430,i%20bet%20you%20can%60t%20find%20this%20place%20in%20the%20level%20editor%20hahahahahahahahahahahahahahahahahahahahahahahahahaha%21|40,-6816,8393,42,436|40,50,427,-311,846|41,50,482,1,0|82,110,466|34,-338,894,1,0|34,-201,894,1,0|34,-64,895,1,0|3,-23,879|73,-109,889,WARNING%0Ddont%20take%20the%20red%20coin%20you%20wil%20jusd%20die%21|6,-23,860~1~1~My%20Level
I don't know what caused the thing at the end, since its out of the level boundaries. (Wait, maybe that's why. o_O)

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

PostPosted: May 25th, 2011, 6:37 pm
by Zunar
??? Glitch (not sure how to describe it)-

Not sure if it'll happen to you guys, but here's what happens. To have this glitch act like it is now, you probably have to load this level into the Runouw version. But anyway, load this level:
Code: Select all
100x30~0*27*8K*3*0*27*8K*3*0*27*8K*3*0*27*8N8K*2*0*28*8N8K0*29*8S0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8R0*26*2S2Y*2*8K0*26*2K2M*2*8K0*26*2K2M*2*8K0*26*2K2M*2*8K0*25*2e2g2M*2*8K0*25*2a2m2M*2*8K0*24*2e2g2M*3*8K0*24*2a2m2M*3*8K0*23*2e2g2M*4*8K0*23*2a2m2M*4*8K0*23*2K2M*5*8K0*23*2K2M*5*8K0*23*2K2M*5*8K0*23*2T2Z*4*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*19*2S2Y*8*8<8=0*2*230*16*2K2M2t2Z*5*2\8K*2*0*19*2K2M2o0*5*2K8K*2*0*19*2b2n2o0*2*2W2q02K8K*2*0*19*2f2h2o0*2*2a2o02K8K*2*0*20*2b2o02e2g2o02K8K*2*0*20*2X2v02a2m2o02K8K*2*0*23*2T2Z2p02K8K*2*0*26*2e2g8K*2*0*26*2a2m8K*2*0*25*2e2g2M8K*2*0*25*2a2m2M8K*2*0*24*2e2g2M*2*8K*2*0*24*2a2m2M*2*8K*2*0*24*2K2M*3*8K*2*0*24*2K2M*3*8K*2*0*24*2T2Z*3*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*20*2S2Y*7*8<8=0*20*2K2t2Z*2*2\2t2Z*2*8<8=0*20*2K2o0*2*2K2o0*2*8<8=0*20*2K2o0*2*2K2o0*2*8<8=0*20*2K2o0*2*2T2v0*2*8<8=0*20*2K2o0*6*8<8=0*20*2K2o0*6*8<8=0*20*2T2v0*6*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*50*2S0*29*2K0*29*2K0*29*2K0*29*2K0*29*2K0*39*~1,16,816,0,0,Right|43,640,838|38,64,848,0,600,100|101,48,808,1,0|101,-16,808,1,0|2,144,832|2,240,832|2,336,832|2,432,832|2,528,832|62,192,848,1|62,288,848,1|62,384,848,1|62,480,848,1|73,944,800,WARNING%21%0DDue%20to%20the%20careless%20nature%20of%20humans%2C%20the%20water%20past%20this%20island%20has%20become%20extremely%20polluted%2E%20How%20polluted%3F%20Just%20TOUCHING%20it%20will%20hurt%20you%20and%20send%20you%20flying%21%20If%20you%20happen%20to%20fall%20into%20the%20water%2E%2E%2E|38,672,848,0,500,100|2,848,816|2,880,784|2,912,768|73,1304,704,NOTE%3A%0DIf%20you%20really%20insist%20on%20going%20further%2C%20you%20might%20need%20to%20enlist%20the%20aid%20of%20one%20who%20possesses%20superior%20jumping%20ability%2E|73,976,800,%2E%2E%2EGET%2E%2E%2ETHE%20HECK%2E%2E%2EOUT%20OF%20THERE%21%21%21|106,1056,760,1,330|107,1144,688,1,330|108,1256,640,1,0|51,1104,744,1|102,1616,552,1,0|37,2352,704,15,90~2~2~Sunshine%20Isles


...and scroll to the very right side (yeah, I know. Cutoff. Hey, the level is a WIP (Work in progress), so cutoff is expected.). Nothing seems wrong, right? Now scroll up and down, and then left. If the glitch is acting right, the border of the level will be glitchy, and do some kind of weird thing I can't describe. It's like it thinks that's the boundary of the level, but it's not, and... It's very hard to explain. Hopefully it'll happen to you, like it did me.

Please do not steal! This is my WIP 13th LDC entry, and I'm still working on it. If you would like to collab w/ me, please PM me and give me some ideas that we can put into the level.

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

PostPosted: May 26th, 2011, 5:15 am
by TheExcavator
TheZunar123 wrote:??? Glitch (not sure how to describe it)-

Not sure if it'll happen to you guys, but here's what happens. To have this glitch act like it is now, you probably have to load this level into the Runouw version. But anyway, load this level:
Code: Select all
100x30~0*27*8K*3*0*27*8K*3*0*27*8K*3*0*27*8N8K*2*0*28*8N8K0*29*8S0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8L0*29*8R0*26*2S2Y*2*8K0*26*2K2M*2*8K0*26*2K2M*2*8K0*26*2K2M*2*8K0*25*2e2g2M*2*8K0*25*2a2m2M*2*8K0*24*2e2g2M*3*8K0*24*2a2m2M*3*8K0*23*2e2g2M*4*8K0*23*2a2m2M*4*8K0*23*2K2M*5*8K0*23*2K2M*5*8K0*23*2K2M*5*8K0*23*2T2Z*4*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*19*2S2Y*8*8<8=0*2*230*16*2K2M2t2Z*5*2\8K*2*0*19*2K2M2o0*5*2K8K*2*0*19*2b2n2o0*2*2W2q02K8K*2*0*19*2f2h2o0*2*2a2o02K8K*2*0*20*2b2o02e2g2o02K8K*2*0*20*2X2v02a2m2o02K8K*2*0*23*2T2Z2p02K8K*2*0*26*2e2g8K*2*0*26*2a2m8K*2*0*25*2e2g2M8K*2*0*25*2a2m2M8K*2*0*24*2e2g2M*2*8K*2*0*24*2a2m2M*2*8K*2*0*24*2K2M*3*8K*2*0*24*2K2M*3*8K*2*0*24*2T2Z*3*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*20*2S2Y*7*8<8=0*20*2K2t2Z*2*2\2t2Z*2*8<8=0*20*2K2o0*2*2K2o0*2*8<8=0*20*2K2o0*2*2K2o0*2*8<8=0*20*2K2o0*2*2T2v0*2*8<8=0*20*2K2o0*6*8<8=0*20*2K2o0*6*8<8=0*20*2T2v0*6*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*28*8<8=0*50*2S0*29*2K0*29*2K0*29*2K0*29*2K0*29*2K0*39*~1,16,816,0,0,Right|43,640,838|38,64,848,0,600,100|101,48,808,1,0|101,-16,808,1,0|2,144,832|2,240,832|2,336,832|2,432,832|2,528,832|62,192,848,1|62,288,848,1|62,384,848,1|62,480,848,1|73,944,800,WARNING%21%0DDue%20to%20the%20careless%20nature%20of%20humans%2C%20the%20water%20past%20this%20island%20has%20become%20extremely%20polluted%2E%20How%20polluted%3F%20Just%20TOUCHING%20it%20will%20hurt%20you%20and%20send%20you%20flying%21%20If%20you%20happen%20to%20fall%20into%20the%20water%2E%2E%2E|38,672,848,0,500,100|2,848,816|2,880,784|2,912,768|73,1304,704,NOTE%3A%0DIf%20you%20really%20insist%20on%20going%20further%2C%20you%20might%20need%20to%20enlist%20the%20aid%20of%20one%20who%20possesses%20superior%20jumping%20ability%2E|73,976,800,%2E%2E%2EGET%2E%2E%2ETHE%20HECK%2E%2E%2EOUT%20OF%20THERE%21%21%21|106,1056,760,1,330|107,1144,688,1,330|108,1256,640,1,0|51,1104,744,1|102,1616,552,1,0|37,2352,704,15,90~2~2~Sunshine%20Isles


...and scroll to the very right side (yeah, I know. Cutoff. Hey, the level is a WIP (Work in progress), so cutoff is expected.). Nothing seems wrong, right? Now scroll up and down, and then left. If the glitch is acting right, the border of the level will be glitchy, and do some kind of weird thing I can't describe. It's like it thinks that's the boundary of the level, but it's not, and... It's very hard to explain. Hopefully it'll happen to you, like it did me.

Please do not steal! This is my WIP 13th LDC entry, and I'm still working on it. If you would like to collab w/ me, please PM me and give me some ideas that we can put into the level.

Yeah, that'll happen when you extend the x map size. Don't worry it about too much, it is pretty much benign, as long as you erase where the "glitch" tiles are. Otherwise it'll have some strange effects on your tile placement when you leave and go back later to design, as I had a case where I forgot to and ended up having to place my tiles all over again.

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

PostPosted: May 26th, 2011, 5:25 am
by Zunar
Erasing the tiles doesn't do anything. Try it for yourself.

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

PostPosted: May 26th, 2011, 7:31 am
by Doram
Well, I have known about the glitch tiles for as long as I have been making SM63 levels, and as far as I knew, they were common knowledge, but maybe some of the newbies haven't heard yet. Yes, the tiles appear when expanding the level size through the dialog box in the LD editor, and yes, most of the time, they can be erased, and all will be well, but I have seen some stubborn glitch tiles like the last row in this level proved stubborn, and I have also never heard of any serious scientific investigation of the effect. (Stubborn tiles will be created with normal glitch tiles, but will not erase. Any glitch tile is easily identified by scrolling to the affected side, going to the top or bottom of the level and scrolling back down into the middle of the level. Glitch tiles will look like they are copying the out-of-level-boundary tile color into the middle of the level. Also when playing the level, glitch tiles will flash through every available tile and just keep cycling graphically, otherwise acting like a normal non-background tile.)

So, I offer a challenge to the SM63 LD community: Analyze this glitch.

> Find out if it can happen in the Y direction as well as the X.

> Find out if it happens when you click the button many times or if it happens when you hold the button down.

> Find out roughly how often it happens (create level. expand size. create tiles? record & repeat, come up with percentage)

>Find out roughly how often they are stubborn. Compare to factors in their creation. Is one kind of creation more likely to create stubborn glitch tiles?

> For those of you that understand it, look at the code. Is there one way for them to be created? Many? Can you do it by hand? Is there a difference between normal and stubborn glitch tiles?