FLUDDed Valley

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What game should I make a level for?

Poll ended at August 29th, 2013, 1:05 pm

Last Legacy ^-^
0
No votes
Super Mario 63 : D
3
60%
Just continue a series you are doing :O
0
No votes
Continue Working on a Long Last Legacy Level : P.
2
40%
 
Total votes : 5

FLUDDed Valley

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Postby blue » July 29th, 2013, 1:05 pm

FLUDDed Valley
Mario lands in a "FLUDDed" valley near a electronic city at night. You can even see the city's glow at night! Using the powers of FLUDD making impossible gaps possible, use Hover FLUDD to reach the Shine Sprite.

Challenges: show
Find all the human lives in this level! (One 1-up is a 3-up) I will post the people's names if you do. (PLEASE PLAY LEGIT)



CODE UPDATED

I ACCIDENTALLY PUT THE WRONG CODE.
Code: Select all
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I just got bored while continuing my Long Last Legacy Level and made this. Hope you like! And NO. Space Fields is not dieing.

Musics
NOTE: I DID NOT FEEL LIKE SEARCHING 10 MINUTES FOR MUSIC.

PLEASE LISTEN TO ALL MUSICS BEFORE CHOOSING ONE

:music: MKWii Custom Music - District 65 :music: LINK IS UNTESTED
If you don't know about this music, read the description.

:music: MKWii Custom Music - Punch City (new BRSTM Version) :music:

:music: Controls (short ver.) - Luigi's Mansion Music Extended
Last edited by blue on July 29th, 2013, 3:06 pm, edited 5 times in total.
blue
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Re: FLUDDed Valley

Postby CedarBranch » July 29th, 2013, 2:55 pm

Unfortunately, it appears that you didn't know about "stubborn tiles" and broke your level, which may not be fixable without a backed-up level code.

Sometimes when you expand the level boundaries toward the right, a single column of darker grid tiles might appear. AT ALL COSTS, YOU MUST REMOVE THESE. These are erased by placing a tile over all of them (the column spans the entire height of the level's current y-dimensions) and erasing them afterwards. If you lost track of where the "stubborn tiles" are, scroll to the bottom of the end of the level; slowly scroll leftward, while also scrolling up and down--you may see the darker grid tiles spawning from below.
Keep this in mind if you want to avoid another problem like this again. It's a shame, seeing this.
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Re: FLUDDed Valley

Postby blue » July 29th, 2013, 2:57 pm

Triple J wrote:Unfortunately, it appears that you didn't know about "stubborn tiles" and broke your level, which may not be fixable without a backed-up level code.

Huh? I never noticed this! I knew about those but didn't know it would affect this. Hm... I'm checking this level (or its too late...)

EDIT: OH :censor: I forget if I re-loaded this level in editor, or some kind of...

Hm....
EDIT: IT SEEMS LIKE IT WAS A LD OUTPUT CODE GLITCH... Hm.. How could this be possible. This is now a new glitch.

This happened to me before.

I think it's some kind of strange glitch. The code has been updated at 7:05 EST. Er.... How would you think I finished my very large Coin level that took 5 days? :troll:
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Re: FLUDDed Valley

Postby ChaosYoshi » July 29th, 2013, 5:04 pm

Triple J wrote:These are erased by placing a tile over all of them (the column spans the entire height of the level's current y-dimensions) and erasing them afterwards.

Just erasing them as if they were regular tiles also seems to do the trick.
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