Whether Viridian is flipped or not will affect whether they fall downwards or upwards during this period and this will change the position that Viridian appears at once the vertical zip is over. The zip will take 22 frames to put Viridian back in bounds and during this time while Viridian's actual position is still out of bounds, Viridian can move around freely since there's no collision that far out. 10 users online: bebn legg, Daizo Dee Von, DefybyDefault, E-man38, Fingolfin, Firstnamebutt, MDBattleFrog, Random Internet Name, Romano338, RussianMan - Guests: 92 - Bots: 145. Unless Start+Select is enabled, the only way out of it is to reset the game. This is Viridian's predicted final position on the FIRST frame Viridian leaves the Tower. VVVVVV - Predestinated Fate - SMW Music - SMW Central. However, it's a bit more complicated than that. Dimension VVVVVV is a 20 by 20 map so we end up moving a net distance of 2 rooms and 170 pixels downward from Seeing Red. Because Viridian's Y-position is 5,450 and a room in VVVVVV is 240 pixels tall, Viridian will travel downwards 22 rooms from Seeing Red and at Y-position=170. So where does Viridian end up? The top of the Tower (Y-position = 0) is aligned with the top of the Seeing Red room so that will be our starting point for this vertical zip. This keeps repeating every frame until Viridian is finally back in-bounds and is the vertical zipping phenomenon I was talking about earlier. However, Viridian's Y-position is still above 240 so this code triggers again. The screen moves 1 room down and Viridian's Y-position gets subracted by 240. Due to the way that the Tower is programmed, the Tower is actually considered one giant room by the game and when we escape we're at Y-position ~5,450! Because our Y-position is greater than 240, this runs the code that's responsible for moving Viridian to a different room. The position of all entities is tracked from the top-left corner of the screen so an entity at (0,0) would be in the top-right corner and an entity at (320,240) would be at the bottom-right corner. This leads to the most important glitch in the entire run, the zip! the key difference between exiting normally and this route is that the Gravitron will still be running once I return to the ship. So why did I go through all this trouble? Well. Also, returning to the ship will fix the broken hitbox so you don't need to worry about that anymore. So instead, we head to the right and eventually clip into Intermission 1 and leave the intermission from there. However, we don't have all the trinkets we need! Additionally, it's currently impossible to collect the trinket in Final Level with our broken hitbox so we need to come back here once that is fixed. What's to the right of the Whee Sports room? Well, it's actually the very end of the game! From here, we could travel back to the left, clip back in-bounds, and reach the credits if we wanted. From there, we can travel across the top and eventually wrap around the other side and to the right. By walking off a specific block and flipping on the last possible frame before the coyote frames run out, we can clip onto the top of the Whee Sports room and go out of bounds. By doing this, Viridian's hitbox becomes messed up and it allows us to clip into areas that we previously couldn't. Canvas dimensions determines how many pixels you'll be able to use for your sprite.After we complete the Gravitron, we are able to respawn in the Gravitron and return to the beginning of the intermission.Note: choosing the transparent color allows you to erase pixels with the pencil/line, bucket, and square/circle tools Color palette swatches are the colors you can use in your sprite.Current color indicates the color you've got picked.Note: circles work best on larger canvas sizes Press the C key on your keyboard to create a circle instead. The stroke width of the shape is determined by the pencil tip sizes. Square tool creates a rectangle defined by the click-drag-release points of the mouse cursor.The boundary of the fill is defined by the color of the pixel under the tool when the mouse button is released Bucket fill tool will flood fill an area with a color. ![]() Eraser is used to remove pixels from the canvas.Just click or click-drag to use! It has an alternate behavior if you press the L on your keyboard - it turns into a straight line tool Pencil tool is used for drawing pixels in the canvas with the currently selected color.These also apply to the eraser, and square/circle tools Pencil tip sizes allow you to switch between 1x1, 3x3, and 5x5 pixel tip sizes.Editor and Gallery buttons allow you to switch between editing sprites and selecting from a set of pre-made sprites.These are the tools and interface elements of the sprite editor:
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