Request for Levelmakers: List of "tricks" in level

Discuss the games (no level solutions or off-topic, please).

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paulm12
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hmmm

Post by paulm12 » Wed Dec 27, 2006 12:18 am

Well, I couldn't help but post THIS bug! It occured when I first made "The Key". That place near the boulder, (1 or 2 spaces under) you can't walk under although there is no X-Square! It's just a normal tile! Look in the edidor after playing to see what I mean!
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mqdar
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Post by mqdar » Mon Jan 08, 2007 7:37 am

I think that is because those squares are on the edge of the level! For some reason, the edge squares can be glitchy.
When I played the level called, "Weider Wonderland: Things are not Always as They Appear Here!" there was a box on an edge tile that was invisible that I pushed, but
in the editor, there was no box there!!
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Post by mqdar » Mon Jan 08, 2007 7:43 am

I found a glitch when playing a level that I made called, "The Boulder Place".
Download the level.
When you play the level, there is a small skiny room with two trampoleans
and a coin. Push a powder keg into the water directly above it, so that the push cannon to the left can be pushed into the water below the powder keg.
When the other push cannon shoots, you will hear the sound of an explosion, and the two boulders in the water to the right will dissappear. This will also happen to the powder keg in the water. But you can still walk on those patches of water!
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There is an unexpected glitch in this level!
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dlcs18
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Post by dlcs18 » Sat Feb 10, 2007 4:14 am

Ghost Box:

Make a level, looking like this...
Image



When you play the level, you find that the box is there, but you can go right through it!
Look in the editor again!
The Convayor, leading to the trampo, is in the same row as the box and water! (and on the side of the level... of course... :lol: ) Seems the game moved the actual box to the side of the level, but didn't move it's image!
Can also be shown in Darshan's "Fake Box" and my "Super Block" Level
There, Ghost box!
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mqdar
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Post by mqdar » Tue Feb 13, 2007 7:49 pm

mqdar wrote:I think that is because those squares are on the edge of the level! For some reason, the edge squares can be glitchy.
When I played the level called, "Weider Wonderland: Things are not Always as They Appear Here!" there was a box on an edge tile that was invisible that I pushed, but
in the editor, there was no box there!!
I was wrong about that. There was actually a boulder placed in the water at the start of the level which created another boulder.
Skype wrote:[7:23:42 AM] Darx: Click here to give me an internet!
[7:23:57 AM] 'a'a: *clicks here*
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Blast!10
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Post by Blast!10 » Sat Feb 17, 2007 8:18 am

I found another glitch.
If you put a fake wall anywhere at the edge of the level, it acts like a regular wall. :lol:
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dlcs18
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Post by dlcs18 » Sun Jun 10, 2007 9:59 am

ANOTHER GLITCH!
Usually, when a UFO goes on top of a button, it doesn't press it. One exception though! If you place a UFO on top of a
button in the editor, it will be pressed!
If you put the UFO on a round button, it will stay pressed when the UFO goes off it! :shock:
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tyteen4a03
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Post by tyteen4a03 » Mon Jun 18, 2007 1:44 pm

Walking on Empty Space

This will use you a little bit of time.

First,make a texture(Or Copy).
Then,select what background you want to use(THIS IS IMPORTANT!YOU NEED THE BACKGROUND
FOR FURTHER USE!!!!!!!!!!!)
Then,cut a bit of part in the background and paste it in the texture(Floor A/B/C)
Then,make the level using the Texture and Background.
(Like:
A=BT(Back.Tiles)
O=other
S=Sign(I get this area by walking on empty space!)
E=EXIT

OOOOO
OOOOO OOOOOAAAAAAAAAAAAAAAAAAAAAAAAASOOOE
OOOOO


And,Finish!
and the duck went moo

Beep bloop
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dlcs18
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Post by dlcs18 » Thu Jun 21, 2007 7:11 pm

Ah, That doesn't exactly work tyteen4a03
If you look closely in the picture below, you can actually see that it's a floortile, so it gives it away. :|
What you need to do is Hex the level to make it really look like it.
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tyteen4a03
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Post by tyteen4a03 » Fri Jun 22, 2007 5:26 am

I suggest you not to use Animated back.
And use a single color for the back.
and the duck went moo

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Muzozavr
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Post by Muzozavr » Fri Jun 22, 2007 8:17 am

Hexing go round! :lol:
Rest in peace, Kym. I hardly knew ya.
Rest in peace, Marinus. A bright star, you were ahead of me on my own tracks of thought. I miss you.
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tyteen4a03
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Post by tyteen4a03 » Sat Jun 23, 2007 2:51 am

The Hexing Code List
Muzozavr wrote:By my request it was sent to me by VirtLands per PM. I think he only wants to send it per PM cause someone might lose the game, but with full backup measures you're all ready to go even if you're not THAT experienced.
However, still be careful with these cause hex-editing is NOT A SILLY TOY. I also experimented and found two more funky objects, they are also here in this post.
How to use this:
1. Download a hex editor.
2. Create what you need in the wonderland level editor BEFORE using hex editor, or some simple meaningless level if you're just training or experimenting. (Unnecessary, but it's simpler this way)
3. Make a backup and use it instead of the main game copy.
4. I SAID, A BACKUP!
5. You're all ready to go!
6. Have fun.

Quote:
You'll need to download a hex editor to make use of the following data.
Some of the mutations are highlighted in bold.

" Mutations, List 1"
The LV6 file starts off with some of the following:
...
{time limit} lo-byte,
{time limit} hi-byte,
00,00,
Style, (00 - 09) = { Cave,Sand,Wood,Purple,Castle,Jade,Spooky,Garden,Aztec,Custom }
00,00,00,
BackGround, (00 - 0A) ={ Sky,Forest,Walls,Stars,Flat,Water,Lava,Warp,City,Rainbow,Custom }
00,00,00,
Level-Width, { The maximum allowed by the W lev editor is 99d (=63h), but the HEX can do more... }
00,00,00,
Level-Height,
...

Some Object Codes:
Stinky : 01
Loof : 02
Qookie: 03
Peegue: 04

rainbow coins: =05, Exit =06, Time Capsules=07, (Bonus Coins)$ =08,
Wooden Boxes =09, Steel Boxes =0A,
Reflector (/) =0B, Reflector (\)" = 0C,
Boulders =0D, Plasma Box =0E, Powder Kegs =0F,
Prisms =10, Coily =11,
Blue Zbots = 12 to 19 (8 items)
Kabooms = 1B to 22 (8 items)
Red Bots = 23 to 2A (8 items)
Red Chompers = 2B
Yellow Chompers = 2C
Ghost =2D, Rainbow Spirit =2E
Flying Saucers(spaceships) =2F

Fish (in water) =30
Torches =31

BackGround or Tile Codes:

3D View = FC:08

Sticky Cube = D0:07

Water = 2C:01

Wall A = C8:00
Wall B = C9:00
Wall C = CA:00
Wall D = CB:00

Fake Wall [ Regular ] = DC:05
Fake Wall [ 1.5 ] = DD:05
Fake Wall [ 2.0 ] = DE:05

Floor A = 64:00
Floor B = 65:00
Floor C = 66:00
Floor D = 67:00
Floor X = 68:00

Ice ranges from 90:01 to 94:01

Conveyors Type 1: range = F4:01 to FB:01
Conveyors Type 2: range = FC:01 to 03:02

Red Link Sphere = 34:08
Yellow Link Sphere = 35:08
Green Link Sphere = 36:08
Blue Link Sphere = 37:08


Water Bridge #1 = 58:02
Water Bridge #2 = 59:02
Water Bridge #3 = 5A:02

Lava Bridge #1 = 5B:02
Lava Bridge #2 = 5C:02
Lava Bridg #3 = 5D:02

SpaceBridge #1 = 5E:02
SpaceBridge #2 = 5F:02
SpaceBridge #3 = 60:02

SpaceBridge #4 = 61:02 : mutant. You need to walk on
: this 4 times to collapse it!
spacebridge #5 =62:02 : mutant.
.....
spacebridge #28 = bb:02 : highest value?


Electro #1 = BC:02
Electro #2 = BD:02
Electro #3 = BE:02
Electro #4 = BF:02

Buttons: Grey Square #1 = 4c:04
Grey Circle #1 = 4d:04
Grey Timing button #1 = 4e:04
Grey Square #2 = 4f:04
Grey Circle #2 = 50:04
Grey Timing button #2 = 51:04
(to be continued...)


Red Teleporter = B0:04
Yellow Teleporter = B1:04
Green Teleporter = B2:04
Blue Teleporter = B3:04
Purple Teleporter = B4:04
Lite-Blue Teleporter = B5:04
White Teleporter = B6:04
Black Teleporter = B7:04

Rainbow Gate {horizontal} = e8:03
Rainbow Gate {vertical} = e9:03
Purple Gate {horizontal} = ea:03
Purple Gate {vertical} = eb:03
Yellow Gate {horizontal} = ec:03
Yellow Gale {vertical} = ed:03
Green Gate {horizontal} = ee:03
Green Gate {vertical} = ef:03
Lite-Blue Gate {horizontal} = f0:03
Lite-Blue Gate {vertical} = f1:03
Red Gate {horizontal} = f2:03
Red Gate {vertical} = f3:03
Dark-Blue Gate {horizontal} = f4:03
Dark-Blue Gate {vertical} = f5:03
White Gate {horizontal} = f6:03
White Gate {vertical} = f7:03

Box Factory:
for Boxes (wooden) = 40:06
for Boxes (steel) = 41:06
for Prizms / = 42:06
for Prizms \ = 43:06
for Boulders = 44:06
for Ghost Cubes = 45:06
for Powder Kegs = 46:06
for Prisms + = 47:06
for Sticky Cubes = 48:06
for Red Link Sphere = 49:06
for Yellow Link Sphere = 4A:06
for Green Link Sphere = 4B:06
for Blue Link Sphere = 4C:06

Warp Gates:
for Coilys = 98:08
for Kabooms range 99:08 to 9E:08 (6 items)
for Red Chompers = 9F:08
for yellow Chompers = a0:08
for Blue Ghost = a1:08
for rainbow Ghost = a2:08
for (+)? = a3:08

Fixed Cannons range from 20:03 to 2F:03, (16 items)
Push Cannons range from 6c:07 to 7B:07, (16 items)


Transporters: Water Transporter = a4:06
Space Transporter = a5:06
Lava Transporter = a6:06

Signs: Sign 1 = 14:05
Sign 2 = 15:05
Sign 3 = 16:05
...
Sign 99 = 76:05 } mutant signs
Sign 100 = 77:05 } mutant sign, at highest possible range?


Spikes: Spikes speed 1, = 78:05
Spikes speed 2 = 79:05
Spikes speed 3 = 7a:05
Spikes speed 4 = 7b:05
...
Spikes speed 5 = 7c:05 } Mutant Spike ! (slower than usual)
Spikes speed 6 = 7d:05 } Mutant Spike !
....
Spikes speed = db:05 } Mutant spike, this is the slowest speed possible.



Unknown Mutants: (stuff that needs further study.)

Lava Blank? = 84:03
dark blank space you can walk on? B0:00

Possible Mutation: 38:08 ? allows entire floor to move?

a4:00, ?? strange transparency, walkable
a4:04, ? white square button, doesn't work
a5:04, ? spinning white circle
a6:04, ? visible, doesn't move
a7:04, ? sounds, but no image

09:07, ? Invisible (dark) trampoline
08:06, ? Dark space, walkable
07:07, ? Space transporter, unusable, unwalkable
6b:07, ? Acts like invisible trampoline
7c;07...7F:07, ? Green Push Cannons, pushable, not-firing, (not threatening)

82:00, ? dark, invisible floor tile, walkable

04:02, = invisible conveyor, UP
05:02, = invisible conveyor, RIGHT
06:02, = invisible conveyor, DOWN
07:02, = invisible conveyor, LEFT
08:02, = invisible conveyor, Turns visible after stepping on it. UP/DOWN type

af:04, ?? textured square button
b8:04, ? invisible teleporter!

a0:00, ? invisible floor, walkable

{ Use this with caution }

Have Fun, From VirtLands


Some notes from my own about the list and two new mutations.

Quote:
Possible mutation allows entire floor to move?

A violent MAV for me!

Quote:
white square button, doesn't work
spinning white circle
visible, doesn't move
sounds, but no image

This is all about buttons, I think. Oh, and they all don't work.

Quote:
textured square button

Duuuh? Textured? Looks like a conveyor button image!

Some unlisted values make listed objects.

Now on to the two (not highly tested) new mutations:

84:02 ? looks like a spacebridge #39 but untested for other effects
a7:03 ? A weird space transporter. Similar to the unhexed transporter glitch in It's An Odd World After All but with an ability to "attach" to pushable objects (move the object and WHAM you moved the transporter) and ability to block some floortiles after pushing the attached object.
ANOTHER MUTATION:
a7:02? DAMN THIS TILE! I had to step on this spacebridge 74 times before that bogger collapsed!
and the duck went moo

Beep bloop
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tyteen4a03
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Post by tyteen4a03 » Sat Jun 23, 2007 2:51 am

Dobple posted :(
Last edited by tyteen4a03 on Sat Jun 23, 2007 5:49 am, edited 1 time in total.
and the duck went moo

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Muzozavr
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Post by Muzozavr » Sat Jun 23, 2007 3:06 am

We don't need a duplicate list, sorry. :wink:
Rest in peace, Kym. I hardly knew ya.
Rest in peace, Marinus. A bright star, you were ahead of me on my own tracks of thought. I miss you.
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tyteen4a03
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Post by tyteen4a03 » Tue Jul 10, 2007 2:31 pm

Because someone in the front have talked about Hex.

Going Into a Fireball!

Timing is everying!

First,Made a level like that(Note:You can select any teleporter to make.)

Then,Load the level(It must! :lol: :lol: )

When the cannon has just shot,Run into the teleporter,when you have ran into the last point,You will just saw that you have "going into a fireball"!

But it will not possible sometimes.

Discovered by tyteen4a03
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tyteen4a03
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Post by tyteen4a03 » Tue Jul 10, 2007 2:37 pm

dlcs18 wrote:ANOTHER GLITCH!
Usually, when a UFO goes on top of a button, it doesn't press it. One exception though! If you place a UFO on top of a
button in the editor, it will be pressed!
If you put the UFO on a round button, it will stay pressed when the UFO goes off it! :shock:
This is what dlcs18 is saying.
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and the duck went moo

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tyteen4a03
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Post by tyteen4a03 » Tue Jul 10, 2007 2:42 pm

Blast!10 wrote:I found another glitch.
If you put a fake wall anywhere at the edge of the level, it acts like a regular wall. :lol:
'
It doesn't work!

Look at this.
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and the duck went moo

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tyteen4a03
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Post by tyteen4a03 » Tue Jul 10, 2007 2:56 pm

Loof Merge with the bolder!

This is the final super version of Me in a box Glitch.

First,Made a level like this:

Pic.jpg

Then Loof will apper in the level.

Push the bolder.When you landed,Keep going,and you see a pic like this:
Picp.jpg

Is it funny?

P.S:I think dlcs18 is not cool(anymore) :lol: :lol:
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and the duck went moo

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dlcs18
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Post by dlcs18 » Tue Jul 10, 2007 3:44 pm

tyteen4a03 wrote:Loof Merge with the bolder!

This is the final super version of Me in a box Glitch.

First,Made a level like this:

Pic.jpg

Then Loof will apper in the level.

Push the bolder.When you landed,Keep going,and you see a pic like this:
Picp.jpg

Is it funny?


P.S:I think dlcs18 is not cool(anymore) :lol: :lol:
Tyteen, that was my level "Button Boxy" changed into the wood texture. So you did NOT discover it (Neither did I, really! I just used it)
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tyteen4a03
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Post by tyteen4a03 » Wed Jul 11, 2007 3:08 am

First I saw it,and try it,then discover it.

P.S:Did I say I discover it?
and the duck went moo

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dlcs18
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Post by dlcs18 » Wed Jul 11, 2007 3:16 pm

tyteen4a03 wrote:First I saw it,and try it,then discover it.

P.S:Did I say I discover it?
No. :lol:
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tyteen4a03
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Post by tyteen4a03 » Fri Jul 27, 2007 2:56 pm

Another things!

IN THE BOX!

You can have 2 ways to do that:

How to make 1

First,make a level like that:

(pp1)

Then,when the box is about to get to the Sticky Cube,push the sticky cube.
Then,You are in the box!

For More:see tyt010.lv6

Found by dlcs18

How to make 2

First,made a level like that:

(pp2)

Then,when the gen.(???)start,you go out too.
(You will in the box!)
For more:tyt011.lv6

Found by tyteen4a03
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TYT010.LV6
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TYT011.LV6
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pp1.JPG
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pp2.JPG
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tyteen4a03
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Post by tyteen4a03 » Thu Dec 13, 2007 9:56 am

Hello! :?
and the duck went moo

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Post by Midnight Synergy » Thu Dec 13, 2007 4:11 pm

Tyteen:

I've PMed you before about your posting behaviour, but it seems to have had little effect. Hence I will do this in public one last time - consider this your final warning.

Your posting behaviour on this forum is not acceptable. This morning I needed to delete a bunch of your posts (such as this one) that brought up months-old topics with replies lacking any content, with the only clear intention of bringing up your post count. I consider that spamming. You have made almost 800 posts in a fairly short time, and many, many, many of them have been devoid of any actual content.

You have also, on several occasions, made posts with objectionable content, such as offering up "free" games for contests.

I'm going to ask you to severly limit your own posting activity. Post fewer posts, and only if you have something to say that would be of interest to the community. You can also take this opportunity to think through your posts a little more carefully before sending them, as many of your postings simply don't make any sense. I know English is not your first language, but fewer and more carefully worded posts will actually help you practice.

Thank you.
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