this is an interesting one. can be seen in Contributions 2002 Gerrit Holl & Timen V. D. Berg 021 - Dynablaster III.
in editor:
ingame:
if a level initially contains an "ON" light-switch, only invisible tiles after it in scanning order are revealed
Moderators: Flumminator, Zomis
Re: if a level initially contains an "ON" light-switch, only invisible tiles after it in scanning order are revealed
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!
Also fixed that.
When playing around with it, I noticed that invisible wall exploded with Supaplex style explosion graphics!
Also fixed that.
Re: if a level initially contains an "ON" light-switch, only invisible tiles after it in scanning order are revealed
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