if a level initially contains an "ON" light-switch, only invisible tiles after it in scanning order are revealed

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ncrecc
Posts: 351
Joined: Thu Jul 12, 2018 12:59 am

if a level initially contains an "ON" light-switch, only invisible tiles after it in scanning order are revealed

Post by ncrecc »

this is an interesting one. can be seen in Contributions 2002 Gerrit Holl & Timen V. D. Berg 021 - Dynablaster III.

in editor:
dynablaster - in editor.png
dynablaster - in editor.png (49.22 KiB) Viewed 176 times
ingame:
dynablaster - ingame.png
dynablaster - ingame.png (31.98 KiB) Viewed 176 times
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Holger
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Re: if a level initially contains an "ON" light-switch, only invisible tiles after it in scanning order are revealed

Post by Holger »

This is a very old bug, and I am even sure it was already mentioned here in the forum! But apparently it was never fixed ... until now. (It's fixed in the just released version 4.4.2.4.)

When playing around with it, I noticed that invisible wall exploded with Supaplex style explosion graphics! :shock:

Also fixed that. :)
ncrecc
Posts: 351
Joined: Thu Jul 12, 2018 12:59 am

Re: if a level initially contains an "ON" light-switch, only invisible tiles after it in scanning order are revealed

Post by ncrecc »

Holger wrote: Mon Aug 03, 2026 9:49 am When playing around with it, I noticed that invisible wall exploded with Supaplex style explosion graphics! :shock:
i noticed that too, but i thought it was intentional; in levels with dynabombs and lots of dynabomb powerups it serves as an interesting way to communicate to the player that their dynabomb explosion stopped at/pierced through an invisible wall. oh well
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