READ EDIT 2 BELOW. IT IS REALLY IMPORTANTSuperMIC wrote:Hey, look at this. :O When you put a pipe in a cage, it auto-disables! (For me, at least)
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The pipe loses its collision...
but it remains able to warp Mario as long as there's solid ground for you to stand on.
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EDIT: December 28th 2015-Zero wrote:Remember my platform teleporting glitch?I have figured out a way to make it both way accessible!- Code: Select all
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Remember this? Now, there's a steadier, easier assembled gimmick that teleports you to a room
above.The big spinner creates an imaginary surface capable of taking Mario to another room. However, as was found out in the demo level above, if you were to stroll into the warp zone while going down a slope/stairs leading to it, it would not take you to the proper destination, and instead cause you to be crushed to death.
The new system is exactly the same that I used to make the blocks without collisions above - only this time, we are using the lower afterimage as the new teleporter. As far as I'm aware, Mario can no longer teleport safely (or at all) if you build a full solid tile above the upper afterimage, or anything more than that. You can still tweak the block's vertical speed so the afterimage will appear even further away (in the following demo, the value is 320, while Amp's original block has a speed value of 250). This system also benefits from the motion settings not employed in the creation of afterimages,
i.e. you can set the warp pad to move horizontally and rotate.However, the same slope issue that affected Yuri's teleporter can also override the damage-dealing property of the teleporter to the right.
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EDIT 2: December 29th 2015Houston, we have a problem.
I found out that the two visible block afterimages are
not the only ones to exist when the moving block gimmick above is employed.
There's a third one, invisible and with collision. On the following demo, I placed a couple of foreground wall tiles to give their position away.
In my demo level, this projection causes the player to be teleported another ten blocks upwards, and creates another imaginary horizontal line another ten blocks above, which teleports the player all the way to the top of the grid (yet not off bounds). Said line only emerges if the player steps on the invisible block first - it does no effect in any other known circumstances.
Remember that this third projection is also reliant on the block's properties - given a high enough block speed or a proper room layout, you shouldn't come across any unintentional issues.
Taking this precaution is imperative as this glitch doubles as level decoration.- Code: Select all
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You have been warned.
EDIT 3: March 18th 2016Recently, I've learned that the level will not work if the player's spawn point coincides with a block without collision. Should that happen, the player will most likely be pushed out of bounds.