One-Square Motion Glitch

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Emerald141
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One-Square Motion Glitch

Post by Emerald141 » Sun May 17, 2009 11:01 pm

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cbloopy
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Post by cbloopy » Mon May 18, 2009 9:57 am

Hmm, very strange, looks like you find a new bug with the game. I can confirm that it has nothing to do with your teleporters; the same thing happens even if the thwarts move to plain floor tiles.

Have you tried using the flip glitch to place the thwarts directly on the tiles where the teleporters are? So you won't have to move the thwarts and "lose" the dialog. I can't think of any other way around this bug.
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AJQZC
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Post by AJQZC » Mon May 18, 2009 12:09 pm

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cbloopy
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Post by cbloopy » Mon May 18, 2009 6:23 pm

AJQZC wrote:Perhaps you have accidentally adjusted the Logic of the tiles surrounding the Thwarts to "Wall". :wink:
I tested this out already so I know that's not the case, you should try that too before you post. :roll: :wink:
Emerald141
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Post by Emerald141 » Mon May 18, 2009 8:30 pm

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cbloopy
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Post by cbloopy » Mon May 18, 2009 9:04 pm

There're "Flip X", "Flip Y", and "Flip XY" options at the bottom left of the screen when you're editing a level. I believe that's what "turn the level over" means.
Emerald141
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Post by Emerald141 » Mon May 18, 2009 9:15 pm

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cbloopy
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Post by cbloopy » Mon May 18, 2009 9:35 pm

The order you put in the objects using the flip glitch can sometimes make a difference. If you put in the teleporters first and then use the flip glitch to put the thwarts, try reversing the order: delete your teleporters and thwarts, then put in the thwarts first, and finally put in the teleporters using the flip glitch.

If that still doesn't work, you can PM me the level file, and I'll manually make sure all the location data for the teleporters and thwarts are same.
Emerald141
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Post by Emerald141 » Tue May 19, 2009 8:58 pm

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cbloopy
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Post by cbloopy » Tue May 19, 2009 10:24 pm

I don't know if we'll ever get this perfect without the glitch being actually fixed. How important is it to be able to go onto the space the thwarts originally occupied?
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Post by Emerald141 » Tue May 19, 2009 10:34 pm

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cbloopy
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Post by cbloopy » Tue May 19, 2009 11:14 pm

I found that if the Thwart starts off with Active=No and then you activate it, then there's no problem with being able to enter the space the thwart originally occupied. However, you also can't talk to it.

So one possible re-design would be to surround the thwarts with general command buttons that can bring up the dialog for you (CMD 21). That way you can get the dialog by moving next to the thwart. The buttons can be deactivated/destroyed during the dialog so that they can't be stepped on again.

I can also think of a more complicated re-design that could simulate being able to talk to Thwarts by clicking, but let's try the simpler idea above first.

If you need thwarts with instantaneous ActivationSpeed I can create the WOP for you.
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steelkeg
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Post by steelkeg » Wed May 20, 2009 1:16 pm

In WA1, when wysp is gone, you can't walk in the spot where he was. maybe it's the same problem.
Kaboom!
Emerald141
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Post by Emerald141 » Wed May 20, 2009 9:30 pm

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AJQZC
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Post by AJQZC » Thu May 21, 2009 1:55 pm

Is it alright now? :o
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Post by Emerald141 » Fri May 22, 2009 10:27 pm

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