Will You Snail?

Will You Snail?

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A List of Hidden LAUNCH ARGUMENTS!
By RGC Exists
A list of undocumented launch arguments to change various things in the game, as well as do certain things on startup.
   
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How to Add Launch Arguments With Steam.
Launch arguments are settings that are applied to the executable file when you launch the game. Traditionally, you have to launch the game with a command prompt in order to use launch arguments.
However, Steam adds an easy way to do it with a setting. As long as you launch the game with steam, the arguments will be applied.

Steps to add a launch argument
  • Go to Will You Snail in your steam library
  • Press the settings "gear" icon on the right side of the screen, adjacent to the play button.
  • In the submenu that comes up next to the settings icon, click "properties".
  • From there you can enter your launch arguments to the "launch options" setting at the bottom of the "general" tab.
Make sure you have the "general" tab selected in the properties. It should be in that tab by default.



Launch argument syntax
Launch arguments ALWAYS start with a dash symbol. (-)
Example: -nowarning
Launch arguments MAY have a "parameter" AFTER the first word, specifying a changeable setting in the argument. The parameter does NOT have a dash symbol at the beginning.
Example syntax: -forceroom <ROOM_NAME>
Example usage: -forceroom C_03_FISH_MANIA
List of Launch Arguments
-nowarning
Skips the epilepsy warning on startup

-instant
Causes the save select screen to be skipped on startup

-editor_squid
Makes squid appear in the level editor.

-forceroom <ROOM_NAME>
Forces any loaded save to load into this room (see the "List of Room Names" section.)
(BEWARE IF YOU DO THIS WITH THE LEVEL EDITOR ROOM, IT WONT LOAD THE LEVEL PROPERLY AND YOU'LL HAVE TO MANUALLY LOAD IT VIA THE LOAD BUTTON)

-forcemodded
Forces the game to load into "modded editor" mode. (DON'T USE THIS UNLESS YOU ARE USING A EDITOR WITH CUSTOM OBJECTS.)
This feature is intended to make it so all levels saved in this format are marked as modded and won't open in the vanilla game. It is meant to keep compatibility (or lack thereof) with levels with custom modded objects that will normally crash when loaded in the vanilla game.

-debug
Enables debug mode, allowing the use of debug functions with certain non-rebindable keybinds. same features the lead developer, Jonas, used to debug. (See the "List of Changes With Debug Mode" section.)

-nosteamworks
Disables steamworks. You will not be able to upload or download levels this way.
List of Room Names For "-forceroom" Argument
  • A01 - T_01_first_contact
  • A01.1 - T_01_secret_shortcut
  • A02 - T_02_first_jumpies
  • A02.1 (Hat Room) - RoomOfHats
  • A03 - T_03_first_lowjump
  • A03.1 - DianasStory
  • A04 - T_04_before_test
  • A05 - T_05_skill_test
  • A06 - T_06_test_results
  • A07 - S_01_lights
  • A08 - S_02_consciousness
  • A09 - S_03_indifferent
  • A10 - S_04_alive
  • A10.1 - IntoTheStars1
  • A10.2 - IntoTheStars2
  • A11 - S_05_pain
  • A12 - S_06_can_you_stop_it
  • A13 - A_03_hello_spikes
  • A14 - A_04_parcour
  • A14.1 (Squid's Presentation) - RoomOfHaha
  • A15 - A_05_parcour
  • A16 - A_06_conveyor_tower
  • A17 - A_07_conveyor_tower
  • A18 - A_08_shooter
  • A19 - A_09_shooter
  • A20 (Splitty Boss Fight) - A_10_boss_fight
  • A21 - A_11_after_boss
  • B01 - A_12_puzzle_tutorial
  • B02 - A_13_chill_puzzle
  • B03 - A_14_chill_puzzle
  • B03.1 - bonus_puzzle_2paths
  • B04 - S_11_brain_room
  • B04.1 - InBrain_01
  • B04.2 - InBrain_01b
  • B04.3 - InBrain_02
  • B04.4 - InBrain_Controlroom
  • B05 - S_12_nested_sim
  • B06 - S_12_nested_sim2
  • B07 - S_12_nested_sim3
  • B08 - B_01_laser_intro
  • B09 - B_02_dance_intro
  • B10 - B_03_laser_balls
  • B11 - B_04_ai_lasers
  • B12 - B_05_bomb_mania
  • B13 - B_06_disco_conveyor
  • B14 - B_07_ball_dance
  • B15 - B_08_shooter
  • B16 - B_09_dont_shoot_ground
  • B17 - B_10_disco_shoot_drones
  • B18 (Mr Dance Boss) - B_11_level_disco_boss_battle
  • B19 - B_12_after_boss
  • C01 - B_13_disco_puzzle_01
  • C01.1 - BonusPuzzle_CloseItUp
  • C02 - B_14_disco_puzzle_02
  • C03 - B_15_disco_puzzle_03
  • C04 - S_13_evolution1
  • C05 - S_13_evolution2
  • C06 - S_13_evolution3
  • C07 - S_13_evolution4
  • C08 - C_01_floaty_platforming
  • C09 - C_02_underwater_spikes
  • C10 - C_03_fish_mania
  • C11 - C_04_jellyfish_and_currents
  • C12 - C_05_race_tutorial
  • C13 - C_06_long_race
  • C13.1 - SecretPump
  • C14 - C_07_bombs
  • C15 - C_08_hardcore_mix
  • C16 - C_09_danger_race
  • C17 - C_10_shooter_down
  • C18 - C_11_piranha_tower
  • C19 - C_12_shooter_race
  • C20 - C_13_before_boss
  • C21 (Mama Squid Boss) - C_14_underw_boss_fight
  • C22 - C_15_after_boss
  • D01 - C_16_underw_puzzle_01
  • D02 - C_17_underw_puzzle_02
  • D03 - C_18_underw_puzzle_03
  • D03.1 - bonus_puzzle_connectthrough
  • D04 - C_19_underw_puzzle_04
  • D05 - S_13_history
  • D05.1 - S_13b_2ndWipe
  • D05.2 - S_13c_Afterworld
  • D06 - D_01_start
  • D06.1 - D_06_tower_defense_intro
  • D06.2 - D_07_tower_defense
  • D06.3 - D_13_tower_defense
  • D06.4 - D_14_tower_BOSS
  • D06.5 - D_TowerDefReward
  • D07 - D_02_jumpyjumpy
  • D08 - D_03_falling_spikes
  • D09 - D_04_jumpyjumpy2
  • D10 - D_05_bubble_platforming
  • D10.1 - D_05_bubble_climbing
  • D11 - D_06_ball_game_intro
  • D12 - D_07_ball_game_advanced
  • D13 - D_08_fly_bubbles
  • D14 - D_09_bubbles
  • D15 - D_10_jumpyEnemies
  • D16 - D_11_jelly_explosions
  • D17 - D_12_explosions_and_shots
  • D18 - D_13_ball_tower
  • D19 (Helpy Boss Fight) - D_14_ball_boss
  • D20 - D_15_after_boss
  • E01 - D_16_puzzle_intro
  • E02 - D_17_puzzle_2
  • E03 - D_18_puzzle_3
  • E03.1 - bonus_puzzle_antijump
  • E04 - D_19_puzzle_4
  • E05 - S_14_repeat_history
  • E06 - S_SecretFriends
  • E06.1 - BonusPuzzle_GlitchIt
  • E07 - X_01_glitchy_spikes
  • E08 - X_02_random_fall
  • E09 - X_03_glitchy_disco
  • E10 - X_04_bartender
  • E11 - X_05_calm_snow
  • E12 - X_06_snowman_mafia
  • E13 - x_07_underw_madness
  • E14 - x_08_underw_crazyness
  • E15 - x_09_bubble_glitches
  • E15.1 - x_10_pop_the_bubbles
  • E15.2 - x_BubbleDefReward
  • E16 - S_BeforeFinalBoss
  • E17 (Final Boss Phase 1) - X_11_boss_P1
  • E18 (Final Boss Phase 2) - X_12_boss_P2
  • E19 - S_15_after_final_boss
  • E19.1 - S_15_after_final_bossSecr
  • Level Select - level_select
  • Level Select Side - level_select_side
  • Dialog Spring Library - story_library
  • Alternate Ending Secret Spring - end_of_game_story_file
  • Anger Management Room - AngerManagementRoom
  • Bonus Hats Room - bonus_hat_room
List Of Changes Made With "-debug" Argument
Keybinds
  • O - Shows the "debug" overlay built in to the GameMaker game engine.
  • U - Gives the game an unlimited framerate. This was used to test the maximum game speed the game can be run at. It will make the game go FASTER THAN NORMAL.
  • N - Go to the next room. (Specifically, the next room in the game's internal room order. This could take you to unexpected rooms, or hidden rooms that could crash your game or cause issues!)
  • B - Go to the previous room. (Specifically, the previous room in the game's internal room order. This could take you to unexpected rooms, or hidden rooms that could crash your game or cause issues!)
Other changes
  • Adds a "reset all achievements" option to the settings menu.
  • You can see all the objects normally hidden during the performance test when you first launch the game or reset your settings.
1 Comments
ProtOwO 19 Apr @ 12:04pm 
___________________________________________
############################################################################################
ERROR in
action number 1
of Step Event0
for object obj_persistent:

Moving to next room after the last room.
at gml_Object_obj_persistent_Step_0
############################################################################################
gml_Object_obj_persistent_Step_0 (line -1)


DEBUG MODE YAYA:sans: