There's a typo:
In the first room with the button, it says: duzen. Its dozen.
EDIT: and I found a bug aka wallswim.
In the room which according to the text is the final room (you see nice spikey moving platforms), you fall down. I did not touched a key. I fall down and then I'm wallswimming in previous chambers.
A cute little level. Very much in the spirit of The Room ov Death and other levels like that; well executed. I couldn't get past the secret technology room, where you can only climb little purple patches - of the three final patches, the first one landed me on a platform that made the previously solid platform not solid, and there was no way to get anywhere from the next purple patch. Didn't try looking at the level with the editor, but it seemed like any area would change with various shifts according to the player's position; which seemed like a strange design decision in rooms without buttons and/or levers. Sorry if I'm wrong; just can't run the editor right now.
The climbing rooms are a bit weird. The problem was that I needed the walls to only be climbable on one side, so I had to make shifts so that when you get to the other side, the wall wasn't climbable any more. But I've had some problems with things not shifting in KS before, so I was kind of predicting a bug like this. Thid that happen multiple times or just once?
There was another way I could have done this, but that would mean making it look ugly (something to cover the wall on the other side) or rearranging the tileset completely, and I didn't feel like doing that.
EDIT: Actually, I take that back. I was blaming the game when it was all my fault. That wall was indeed not solid, must have forgot to make it solid. And about that next jump, it is tricky. I felt kinda bad for placing that jump there, I would like to find that in a game myself, but you just have to grab to the wall and keep jumping, eventually Juni will jump higher and grab the top purple thing.
That's brilliant actually, a terrific use of that jump. I've completed the level and loved the endings :)
I wonder if you're the only one who saw the two endings. Also, there is a secreto room, or easter egg, did you find that?
EDIT: and I found a bug aka wallswim.
In the room which according to the text is the final room (you see nice spikey moving platforms), you fall down. I did not touched a key. I fall down and then I'm wallswimming in previous chambers.
Actually, that's exactly how it is supposed to go. I though it was pretty obvious that it was intended, in the previous levels you could see those large vertical pipes in the background, and in the end you go through them. Maybe the custom object flashing makes it look like a bug.
That's brilliant actually, a terrific use of that jump. I've completed the level and loved the endings :)
I wonder if you're the only one who saw the two endings. Also, there is a secreto room, or easter egg, did you find that?
EDIT: and I found a bug aka wallswim.
In the room which according to the text is the final room (you see nice spikey moving platforms), you fall down. I did not touched a key. I fall down and then I'm wallswimming in previous chambers.
Actually, that's exactly how it is supposed to go. I though it was pretty obvious that it was intended, in the previous levels you could see those large vertical pipes in the background, and in the end you go through them. Maybe the custom object flashing makes it look like a bug.
Uh no.
I restarted right after I was wallswimming to get the proper fall through those chambers. Something went wrong the first time and after the 2nd room or something it got stuck in the fall and I wallswimmed between 2 rooms constantly. (away from that tube) I must've missed a shift that might've been set as a pulse and I flew right past it.
What kind of shift animation do you use? Even if you set the shift as hidden, there's a shift animation played for the mask. If you set the start one, that can explain this behavor. Try another one, the bigger the better. Also you might want to try center the player in the middle, just to be sure.
Not sure what you mean by shift animation, I guess it's the "shift type". I tried changing it to square but I can't really test this because the bug doesn't allways happen. But everything seems to happen exactly the same way. And I set it to center to prevent wallswim.
Uploaded an updated version, no need to go through it again if already played. Changelog, with spoilers:
Replaced "duzen" with "dozen" (thanks LPChip)
Fixed wall that was suddenly not solid (thanks yohji)
Added extra shifts to prevent people from getting stuck in the last screen of the second ending.
Wow, indeed another ending.
When the Exit door falls it shouldn't autosave. The powerups you give in easter egg are fun, but break logic of the level on many screens. Like, you can get to the door without pulling switches and the door doesn't work then, or you can jump over the fall in the final room.
Here's the deal with steps sound on shifts: when you go to a new screen, the screen is cleared and filled with new stuff, but MMF2 postpones it all until the end of frame. So, checking for collision still operates on the old screen. To avoid the sound problems you should make the position to which player is shifted non-solid not only on the screen to which the player is shifted, but also on one in which the player triggers the shift.
Wow, indeed another ending.
When the Exit door falls it shouldn't autosave. The powerups you give in easter egg are fun, but break logic of the level on many screens. Like, you can get to the door without pulling switches and the door doesn't work then, or you can jump over the fall in the final room.
Yeah I know that, but I just added it for fun and I don't really expect anyone to find it before ending the level.