Please create an account or Login! Have fun!

Despawning and Respawning Glitch: Difference between revisions

Jump to navigation Jump to search
No edit summary
No edit summary
Line 10: Line 10:


Note that dying and vanishing are different. If the entity doing the pushing does not have flippers, they will simply die rather than vanish.
Note that dying and vanishing are different. If the entity doing the pushing does not have flippers, they will simply die rather than vanish.
This also works when the entity that is spring mined off the turtle does not match the entity at the start of the level:
[[File:Waterb3.gif|frameless]]


=== Via failed vanishes ===
=== Via failed vanishes ===

Revision as of 02:17, 9 April 2020

TODO: write something here. :clapping:

Vanished state

Objects in a vanished state will be intangible and invisible to the level until they attempt to move. They will also persist all level changes and resets while vanished.

Vanishing objects

Via spring mining a turtle

File:Lvlinit4.gif

Note that dying and vanishing are different. If the entity doing the pushing does not have flippers, they will simply die rather than vanish.

Via failed vanishes

If you do something that should cause a vanish but the vanish is interrupted by a level change, any entity that was on the tile where the vanish took place will be vanished on level load.

File:Waterb2.gif

(Note again that entities will un-vanish as soon as they attempt to move, which is why the glider in the above gif had to be enclosed in toggle doors in order for the vanishing not to be immediately undone.)

Generating objects

Vanished objects will generate in the same spot they were before once the next level begins. They will only become tangible and visible once they attempt to move.

Suppose you were to reset an additional time after the glider-in-toggle-doors test:

File:Sex2.gif