|
Post by Deleted on Nov 4, 2016 5:21:14 GMT -5
This tutorial will show you how to make a level however long you want! This method works on all devices, but it's slightly different which I will explain later. Step 1. Place down an object and set it to group 1.  Step 2. Place down a move trigger and move it all the way to the left, then set it to move group 1 X 99999 with a move time of 0.  Step 3. Now the slightly tricky part. Click/tap and hold the yellow playtest button and press the esc key (or the pause button in the top right on mobile) without letting go of the playtest button. Step 4. Let go of the playtest button, and the character should move onto the screen behind the pause menu. Now save and exit the level. Step 5. The level should now appear as XL and have a 16 minute length! You can repeat steps 3-4 as much as you want and the level length will increase each time. You can also increase the number of triggers to increase the length faster. 
|
|
|
Post by Agg on Nov 4, 2016 12:24:40 GMT -5
Cool,didn't know that.
Q:Is this how Lonely Travel and Dem Travel became so long, or a bypass was used?
|
|
|
Post by Supersebi3 on Nov 4, 2016 12:31:48 GMT -5
There is an easier way. Instead making three triggers that move the object back, make as many triggers as you want to move the block further. Then hold the playtest button without releasing it, press pause, release the playtest button and after the cube passed all triggers, just press save+exit. With this, you cab also move objects over the borders at the top, bottom and left. Just remember - you cant move triggers! Cool,didn't know that. Q:Is this how Lonely Travel and Dem Travel became so long, or a bypass was used? Those levels didnt use any kind of glitch, they just used the full level length in slow speed.
|
|
|
Post by Agg on Nov 4, 2016 12:37:33 GMT -5
Just remember - you cant move triggers! Would be VERY useful if you could tho.
|
|
|
Post by Supersebi3 on Nov 4, 2016 12:49:44 GMT -5
Just remember - you cant move triggers! Would be VERY useful if you could tho. Fixed
|
|
|
Post by Deleted on Nov 4, 2016 22:21:22 GMT -5
Just remember - you cant move triggers! Would be VERY useful if you could tho. Would be VERY useful if you could tho. Fixed These would cause rather big glitches in the game. If you need to reuse a group of triggers, just assign them a group and use the Spawn trigger.
|
|
|
Post by Supersebi3 on Nov 5, 2016 2:23:54 GMT -5
Would be VERY useful if you could tho. These would cause rather big glitches in the game. If you need to reuse a group of triggers, just assign them a group and use the Spawn trigger. I dont think you actually understand. 1. Spawn triggers cant activate triggers multiple times. 2. Moving triggers on the x axis wouldnt be used for reusing them either. You would use it for mechanics or to move them out of the border eith the glitch i mentioned.
|
|
|
Post by Deleted on Nov 5, 2016 2:52:52 GMT -5
These would cause rather big glitches in the game. If you need to reuse a group of triggers, just assign them a group and use the Spawn trigger. I dont think you actually understand. 1. Spawn triggers cant activate triggers multiple times. 2. Moving triggers on the x axis wouldnt be used for reusing them either. You would use it for mechanics or to move them out of the border eith the glitch i mentioned. I'm not very proficient in triggers, so my apologies Though, what sort of mechanics?
|
|
|
Post by Supersebi3 on Nov 5, 2016 3:05:43 GMT -5
I dont think you actually understand. 1. Spawn triggers cant activate triggers multiple times. 2. Moving triggers on the x axis wouldnt be used for reusing them either. You would use it for mechanics or to move them out of the border eith the glitch i mentioned. I'm not very proficient in triggers, so my apologies Though, what sort of mechanics? A very good example for this is moving keys. Right now, you have to plase a trigger everywhere the key comes along and that can become very unexact. But 2.1 will solve that problem anyways cuz keys can be triggers themselves anyways
|
|
|
Post by Deleted on Nov 5, 2016 3:32:28 GMT -5
I'm not very proficient in triggers, so my apologies Though, what sort of mechanics? A very good example for this is moving keys. Right now, you have to plase a trigger everywhere the key comes along and that can become very unexact. But 2.1 will solve that problem anyways cuz keys can be triggers themselves anyways Oh, I've encountered that problem before, and to be honest, if you put 10-20 seconds of your life into scaling the triggers then it'll be pretty accurate. Anyways, WE'RE GETTING OFF TOPIC HERE! My main problem with this guide is that I just don't understand how the mentioned steps would extend the level. I know it does, but I don't know how it works. @tama can you explain for me?
|
|
|
Post by Deleted on Nov 5, 2016 4:16:49 GMT -5
A very good example for this is moving keys. Right now, you have to plase a trigger everywhere the key comes along and that can become very unexact. But 2.1 will solve that problem anyways cuz keys can be triggers themselves anyways Oh, I've encountered that problem before, and to be honest, if you put 10-20 seconds of your life into scaling the triggers then it'll be pretty accurate. Anyways, WE'RE GETTING OFF TOPIC HERE! My main problem with this guide is that I just don't understand how the mentioned steps would extend the level. I know it does, but I don't know how it works. @tama can you explain for me? Most of these tricks work by exploiting the playtest feature. When you playtest a level and an object gets moved, you can use it to your advantage because when you stop playtesting the game moves the objects back to the original position (which is the opposite of all movements that the object made). Usually when you try to move an object out of the editor but there are exceptions like this one. Another way is to save and exit the level during playtesting (actual playtesting, not paused) using a glitch, which saves the object's moved position as its actual position.
|
|
|
Post by Deleted on Nov 5, 2016 4:33:11 GMT -5
Oh, I've encountered that problem before, and to be honest, if you put 10-20 seconds of your life into scaling the triggers then it'll be pretty accurate. Anyways, WE'RE GETTING OFF TOPIC HERE! My main problem with this guide is that I just don't understand how the mentioned steps would extend the level. I know it does, but I don't know how it works. @tama can you explain for me? Most of these tricks work by exploiting the playtest feature. When you playtest a level and an object gets moved, you can use it to your advantage because when you stop playtesting the game moves the objects back to the original position (which is the opposite of all movements that the object made). Usually when you try to move an object out of the editor but there are exceptions like this one. Another way is to save and exit the level during playtesting (actual playtesting, not paused) using a glitch, which saves the object's moved position as its actual position. Ahh, thanks! :3
|
|
87 posts
Favorite Level: 19572077
|
Post by Parowan on Nov 7, 2016 10:52:03 GMT -5
Here's a slightly different way to make a level the exact length that you want past the editor limit. I found this video helpful. youtu.be/aqBKemr5zmQ
|
|
6,568 posts
Discord: [Speed the Weeb]#4931
Clans: TI, Zircon, Qualia
Favorite Level: Vooper - Serponge
Hardest Demon: System Split - Picha
Mini-Profile Background: {"image":"https://i.imgur.com/CdNpLJh.jpg","color":"ffffff"}
Mini-Profile Name Color: 1a4f56
Mini-Profile Text Color: 99ffe3
|
Post by ✩Speed The Weeb✩ on Nov 8, 2016 4:13:26 GMT -5
Nice info. But I still prefer building 1:30 minute long levels.
|
|
1,268 posts
Discord: genericqueso#0388
Creator Points: 14
Hardest Demon: ToE II v2 by Neptune
Mini-Profile Name Color: 0096FF
Mini-Profile Text Color: D1ECFF
|
Post by genericqueso on Nov 9, 2016 17:15:00 GMT -5
Wait, is this how the move bug is triggered? Not fully sure, but anything that breaks a move trigger's job is surely up for debate.
|
|