Exit Path 2

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Exit Path 2

Last Updated: 09/19/2012 02:29

Exit Path 2

Last Updated: 08/26/2011 11:38

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Exit Path 2, a free online Action game brought to you by Armor Games. **8/24 2PM ** Multiplayer Server back up! Thanks for your patience :). Welcome to Exit Path 2. It's time to start running, once more. Exit Path 2 is a Uniplayer and Multiplayer platforming experience, taking place in the dystopia of Central, a large faceless organization which you have escaped from. Now finding a life underground in a secret society outside of the knowledge of Central, you are sent on a journey of sustenance to the surface. • Produced by Armor Games • Story, art, and gameplay by John (jmtb02) • Music by Chris Branscome • Animated cutscenes by Adam Phillips • Additional Art by Jimp Thanks to all the Alpha and Beta testers who took part in helping this game see the completion. Love the soundtrack? Buy it now! Support Exit Path 2 by purchasing exitPASS, now with Pay What you Want Pricing!. Get 10 extra challenge courses, 40 pieces of flair, and some bragging rights for supporting Exit Path 2's long development cycle. Have a bug? Report it here: http://armor.ag/ep2-bugsquash Version 1.0.2 - 8/8/11 Found and fixed rewind problem (caused by 0-length rewinder log file) (if you still have problems email me) Fixed small bouncer glitch found on a few levels Set default Background to black for post-judgment levels Added link to music album, which is now out! Renamed mislabelled exitPASS uniplayer label Version 1.0.1 - 8/5/11 Fixed minor preloader problem Fixed compatibility with some slower processors Fixed some text legibility for exitPASS and other sections of the Main Menu Rewind glitch still present, will update for future version Version 1.0 - 8/4/11 Fixed problems with music not looping correctly on final levels Lowered file size for lower bandwidth users Fixed issue with password field in Custom Room generation Fixed issue with sorting algorithm for Custom Rooms Fixed issue with failed room join on Autojoin. Fixed problems with signs appearing collected when not. Fixed issue with sign icon not syncing to actual collection. Fixed highscore score submit. Lowered letter grades. Implemented ExitPASS, a method of unlocking extra content for any price Fixed problem with last flair piece being cut off Added quality toggle by pushing
Exit Path 2 Posted on: 08/21/2011 3:55pm
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Armor Games: http://armorgames.com/play/11887/exit-path-2

I always love games with this "Your actions are being controlled, try to break free" games.

Hard to survive, Invincibility anyone?
Re: Exit Path 2 Posted on: 08/23/2011 12:25am
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My decompiler keeps crashing, can't find invincibility.
The timer keeps going when paused, can't find time.
But at least I found out that flow/overflow is a double, with a max of 800 and a min of 0! >(broken image removed)
To find flow without wasting a ton of time, just run around until your overflow fills up completely, turn around if needed, and pause with your overflow still full. Search for 800 with search type being double. You should get a small amount of results; then just let your flow run out and look for a value rapidly going down to 0. Freeze at 800.

And another thing, don't you hate it when someone's signature looks like part of their post?

Re: Exit Path 2 Posted on: 08/23/2011 9:18am
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Well, i kinda have decopiled SWF in which you can even search stuff you want in Raw mode without game crashing, but there is slight problem with it.

Decompiled SWF has different AoB, which cant be found in main game. You cant use hitTest because you wouldnt be able to pass teleporters, use checkpoints, gather signs or finish level.
Re: Exit Path 2 Posted on: 08/24/2011 11:37pm
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Well what if you used hitTest AND a fly AoB? ( To go over gaps that the portals would normally cross)
Re: Exit Path 2 Posted on: 08/25/2011 12:21am
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That would just completely ruin the game (broken image removed)

And another thing, don't you hate it when someone's signature looks like part of their post?

Re: Exit Path 2 Posted on: 08/25/2011 2:58pm
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Quote from: "Doomware"
Well what if you used hitTest AND a fly AoB? ( To go over gaps that the portals would normally cross)

hitTest is impossible to do, unless you do specific traps, which is possible

"Fly" AoB would have to be increased jump height, which i also searched for. I also searched for gravity, but i cant seem to do it.

There might be a problem in IE9 which i am facing, so i can try on FF, Chrome and different IE i have in Virtual PC
Re: Exit Path 2 Posted on: 08/26/2011 11:38am
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Foreign Fanservice

4f ab 28 00
47 ab 28 00

Stops all death (probably). Also includes falling off screen hence the below AoB.

Code: [Select]
_as3_callpropvoid die(param count:0)
47 stops the code so it doesn't perform the above.

Infinite jumps

D5 66 EF 27 91
D5 66 EF 27 02

Code: [Select]
if (this.jumpCount < this.totalJumps)
                        var _loc_1:String = this;
                        var _loc_2:* = this.jumpCount + 1;

Either stop the code from jumping if jump count > total jumps or stop the code from increasing the jump count. I opted for the latter removing the increment opcode (91)


Code is a pain to deal with (wildcards won't work effectively because of it) so the AoB's will have to be updated manually each time the game updates.

Also, it works in multiplayer. Trololololol

Survival of the fittest? Then why are there so many idiots around...
Point proven.
Listen to many, speak to a few.