[X] Up-Down Level Transitions disable two rows of tiles.

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[X] Up-Down Level Transitions disable two rows of tiles.

Postby Triple J » Sat Aug 23, 2014 4:30 pm

When you use the Up-Down Splitters, the two rows of tiles they encompass can be passed through. In other words, those tiles are disabled.
Because of this, the player can cheat through any level with these Splitters by grabbing onto the "new ledge," then walking around the entire inside of the Splitter to drop down any open spaces below it.

As of now, the only way to work around this is by placing Blocks inside the spaces, but even then the player can still grab onto the "ledges."
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Re: [X] Up-Down Level Transitions disable two rows of tiles.

Postby Triple J » Sat Sep 13, 2014 8:28 pm

I just noticed that the same thing goes with Left-Right Splitters.
The issue that arises here is enemies and stuff falling through the center of it and being unable to come back. (Especially with enemies.)

EDIT: ^ This right here isn't entirely true. I posted a more accurate description of this particular part of the issue somewhere in the Null Space Bug Reports forum.

EDIT2: Oh, what the heck. Here's where the more accurate description is: http://www.lastlegacy.us/forums/viewtop ... f=25&t=240
Last edited by Triple J on Sat Oct 25, 2014 4:32 pm, edited 2 times in total.
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Re: [X] Up-Down Level Transitions disable two rows of tiles.

Postby Triple J » Sat Oct 25, 2014 4:27 pm

Ack. I know triple-posting is bad, but another thing came to my attention, and it often breaks the levels in Story Mode too:
At the very top of a level's boundaries - where you can't see, the top row of tiles are also disabled (even though there isn't a splitter there), plus you can jump up AND down through the "boundary" like it doesn't exist.

Is this intentional?
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