Superliminal

Superliminal

Spot The Differences
swoo703 26 Mar, 2021 @ 11:11am
Building features used. I need to understand!
SPOILER ALERT !!! Don't read any of this if you've not yet played the amazing level Furdabip has created. You should definitely check it out. This is just a side conversation I'm launching because I need to understand a few things.

Hi Furdabip, I'm completely puzzled by some building features you seem to have used and would like you to explain yourself, if you don't mind:
- How does that loading screen work? Is it a video with a fixed timer for everyone? Or does it really react to how loading is progressing?
- Using freecam, I could find out and understand how spotting the differences can open doors. But I counted the buttons and the doors. There's way more than three different pairs! At least two (but I think 3 or even more) pairs have neither red, nor blue, nor yellow, nor "none" tag but they still work, and independently from the other pairs! Did you find a way to add more tags????
- How did you replicate each room so perfectly? I searched on the level editor but couldn't find a way to copy elements after having selected them in orange (using the Control key and clicking all the elements, I mean). Am I missing a simple way to duplicate group of elements??? Cloning is possible, yes, but not for a group of selected elements... Or is it?
- I noticed two weird things in the room D, are they intentional? 1° The switch and electric outlet are swapped in the little closet with the shoeboxes. 2° The computer which is under the desk facing the one with the teddy is flipped upside down. Are these tricks to make people think they got the solution?


I hope you'll see this and agree to reply to my questions... :-)
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Showing 1-6 of 6 comments
Furdabip  [developer] 26 Mar, 2021 @ 12:38pm 
There are 5 loading screen objects placed at different points inside of the level. One for 0%, 25%, etc, etc. Once an object is loaded, all instances of that object also get loaded in the level. I placed the 0% load screen at the top-left (assuming the "Play Dream" sign is bottom-right) of the level so it is the very first object loaded, and a duplicate at the bottom-right. I then placed the 25% loaded object at a place that loads approximately 25% after other objects and so on for the remaining loading screens. Figuring out where to place the objects so they load at the correct time was very time consuming and I messed up the 75% object. It loads almost immediately before the complete one.

The door and button pairs actually use a number to identify which pair they are. 0 = none, 1 = red, 2 = blue and 3 = yellow. You can open up the LevelData file in a hex editor, find these numbers and increase them beyond 3 and they will still work, even if they do not have a selectable tag in the level editor. This level only uses a few extra door/button pairs, whereas my 'Hoops' level uses 28 different door/buttons.

Holding down Shift when you go to move an object/objects will clone it/them. I simply Ctrl-clicked every object in the room and then held Shift to duplicate, move and rotate the entire thing. The real trick to it was to make sure the entire map is properly on the Ctrl-grid and to use LOCAL positioning and not global (the Y key). That way I could hold Ctrl and shift it to the correct spot without having to adjust it much or at all. The local positioning also relies on the last object selected to determine the X/Y/Z arrow positions, so I had to select a floor or ceiling last to make sure the room moved/rotated with the grid properly.

You only noticed TWO odd things in Room D? I put a BUNCH of red herrings in there! There's a white label on one of the filing cabinets, a butter knife in one of the wall folders, one of the windows is extra wide, one is brighter than the others, an upside down air vent, an upside down coffee cup on one of the desks, and then the flipped computer tower and socket/light switch in different spots. I feel like I am missing one, but those are the ones I remember. They were all there to mislead the player into thinking they found it without actually studying the example room first. :-p

If you have any further questions or need clarification, feel free to ask. I love this game and playing people's workshop levels, so if other people can make better levels with the knowledge I've gained messing with the editor, I'm happy to share.
swoo703 26 Mar, 2021 @ 3:59pm 
Wow. The way you designed that loading screen is unfathomable. How did you come up with such an idea is beyond me... Congratulations!

So that was the trick for the doors and button pairs... But it's awesome!! Everyone should know about that trick! More tags would clearly let people try things much more complex! But maybe there's already some thread on the forum addressing the topic, actually. I don't know, haven't checked Superliminal forum yet.

I'm sure I tried holding shift but how was I supposed to know it must be held while clicking on the X/Y/Z arrows!!? It's stupid to be hiding such a crucial command from the level editor HUD!!! Anyway, now that I know that, I'm definitely gaining more motivation to get back to creating levels with that editor. But there are still a few things I don't like with it. I'll first go check the forum, though.

I've not yet tried your other level either but I'm coming to it, I guess. I'm trying all the levels in order of their releases so, I'll get there eventually. But knowing there are 28 pairs is positively intriguing. :-)

I did notice the label, yes. But I didn't consider it a weird thing as it was obvious it was a red herring. The two I mentioned appeared to me as potential mistakes you might have overlooked but I realise now how naive that was of me. ;-) As for the rest, no, I didn't notice the other red herrings. But you have to realise that searching for differences between two rooms and searching for anomalies inside one single room are two completely different processes. In the first one, you have to memorize various aspects of small portions of the room and go check on the other room if they are exactly the same. In the second one, you just have to focus inside a single room on what stands out from the other elements the same room contains. That being said, I don't understand I could miss that butter knife, though! ;-)

Thanks a lot for sharing your knowledge like that. It's very much appreciated (by me, at least)!

PS: For the third room, I first searched for the dining table area then went to the kitchen and, on my first overall look at all it contained, when I saw the three dots on that knife, I immediately went to check if that was not the answer. I don't know if I was very lucky or if that's a bit too obvious. Anyway, felt proud of myself to have sold that room while looking only at half of it. ^^
swoo703 26 Mar, 2021 @ 4:43pm 
Well, I checked the forum just now. And I found your long posts listing ideas and suggestions for improvements. I'm glad to see the devs have seen your posts and noted your comments. As I was discovering the editor, I too wrote down a list but turns out I don't think any of what it contains is not yet addressed by your list. However, there's stil a few very annoying things with that editor which I didn't find mentioned anywhere on the forum. So either I'm the only one who is bothered by them or, which is more likely, I just have not found the secret hotkey to use the tools correctly.

I'm talking about the F mode, for instance. Is there a way to disable the fact stretching is always symmetrical? By that I mean I want exactly what happens when trying to stretch up the staircase. It will only stretch up and not equally down like it does with the majority of the other items.

Also, I've seen on some levels people have found a way to use tabulations in the texts of the signs. I can do tabulations too but only on the very first line. As soon as some text has reached the second line, tabs or even pressing multiple space doesn't work anymore. What am I missing?

And about the R mode, is there a way to by-pass the problem that, depending on how we're looking at the object we want to rotate, some of the rotations will cease to be possible? Typically, you want to rotate a sign so that it get perfectly parallel to a wall. Your instinct would tell you to fly over the sign to have a perfect top-down view and rotate the sign gently until it's parallel to the wall. But that specific rotation is not possible when looking top-down over an object. And by "not possible", I mean that the coloured curve that acts as a button to press to rotate the object will systematically avoid the cursor when looking top-down over an object. And this happens practically all the time. Each time I look at an object with the best possible angle to determine if the rotation will be like I want it, the desired rotation option is not available. Damn frustrating! Is there a work-around to that?
Furdabip  [developer] 26 Mar, 2021 @ 5:09pm 
The reason the stairs only stretch up is because that object's origin is at the bottom, whereas most other objects have their origin at the center. There's no way to change that, unfortunately. The default editor objects' properties are set by the devs.

I am not sure about the sign tabs. Maybe try writing the text in Notepad with new lines added, then copy/pasting it into the sign to see if that does anything.

About rotating, it is probably easier to hold Ctrl when rotating to keep it aligned to the grid. It's easier to rotate it 90 degrees or aligned with walls and such that way.
swoo703 27 Mar, 2021 @ 8:03am 
So, there's no way to switch between the center-based stretching and the bottom- (or side-) stretching? That's a shame... :-(

Ok, I didn't know it was possible to paste texts from elsewhere into those signs. Will try that technique. :-)

Ahaaah! I knew there was yet again a secret key to press while rotating to change the way the rotation goes. Thanks for letting me know. Will definitely ease things up!

I can't believe I made my entire level without knowing all these tricks existed...
swoo703 28 Mar, 2021 @ 3:21pm 
Hi Furdabip, I sent you an invitation to be friend on Steam but that's only because I want to ask you for your opinion/permission to upload a level I've made with the idea to benefit the community. I will only be able to share it with you only if I set its visibility as "Friends only" and if you accept this invitation. We can cancel it later on. (You can delete this message once you've read it, btw).
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