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You should.

P#10753 2015-05-17 20:20 ( Edited 2017-03-31 03:05)

I left it running for a while by accident, and this is how far it got

P#10754 2015-05-17 20:26 ( Edited 2015-05-18 00:26)

This I'd love to have as a game feature xD
How'd you manage to break it?

P#10817 2015-05-20 18:27 ( Edited 2015-05-20 22:27)

OMG!
Jelpi 2.0!!!

P#10821 2015-05-21 06:14 ( Edited 2015-05-21 10:14)

Hey shadow,

Read your comment and forgot to reply. It's easy to break - it's a hidden "feature". There's a variable near the top of the code:

CORRUPT_MODE = FALSE

Switch that to TRUE and off you go!

P#10960 2015-05-28 13:43 ( Edited 2015-05-28 17:43)

I thought it might be nice to have a glitch monster who pokes random values into core memory -- you have to get out before the level is no longer completable. Although -- there's always the chance it will poke an exit index into the map right in front of you.

Or: a superhero game set in a city riddled with corruption. (wakawaka)

P#10999 2015-05-29 17:32 ( Edited 2015-05-29 21:32)

I imagine you could have controlled randomness to make glitchy levels less likely to create things you don't want. Like limit it's range so that it always misses the real exit and doesn't spawn certain things.

Maybe you can make it impossible for the game to spawn a working exit after the level first starts?

P#11849 2015-07-26 12:30 ( Edited 2015-07-26 16:30)

This is the code that does it (if corrupt_mode):

for i=1,5 do
poke(rnd(0x8000),rnd(0x100))
end

P#38898 2017-03-30 23:05 ( Edited 2017-03-31 03:05)

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