oh btw i released the mod already, you can download the latest version using this link: github.com/SpecialAPI/SpecialAPIsWordsAndStuff/releases/latest edit: since a lot of people are asking about this, having an object be grow in a situation that would cause an infinite loop with GROW (example: BABA IS KEKE IS BABA while baba is grow) it instead just makes it grow into the last object in the chain. for example when baba is grow and BABA IS KEKE IS ME IS BABA, baba will cycle between BABA and ME. if BABA IS KEKE IS BABA while baba is grow, GROW will have no effect edit 2: I've decheesed "so close yet so far" since this video came out, stop commenting about it
I personally would have named "fake you" as either "remote" or "control". that still drives it home that you control it, but it's not YOU. Besides that, very cool.
It should be "remote". "Control" should mean that whenever something moves onto the same square as whatever is before the word, the thing after the word moves in the same direction.
It will be better if they rename this into "Persona". Because it is you but a different personality and mind, just like a persona from the internet itself.
The So Close Yet So Far level made me think, could it be possible to have a keyword "ARE", which is like IS but can only applied to multiple objects (so basically there must be an AND in the rule). For example: 'BABA ARE YOU' would not be valid but 'BABA AND KEKE ARE YOU' would be
@@matchadoodlez4323it would be more of a limitation because say you didn’t have IS. But you did have ARE and AND. You would have to use ARE and AND together, and wouldn’t be able to make a sentence with a single predicate word.
I just watched this entire video, thoroughly enjoying the idea behind all of the custom keywords... and only realized who it was made by after looking here in the comments. We meet again, SpecialAPI
Grow is conceptually neat, but I struggle to think of a functionally different puzzle to use it in. "Turning X to Z results in intermediate form Y which is bad, but can be skipped with the word that lets you do that specific thing" only gets you so far. I has a weird grammar gimmick that seems more useful for preventing unwanted solutions than creating new problems. The way a one-letter object interacs with letters is neat, though. The other words are interesting, but not in ways that give me much to say.
Yeah the NO property is like the custom NOT property in another levelpack, that just erases the character from the lua file And it replaces all instances of the object's text with a colored NOT
I and AM are quite confusing but very interesting. I don't play baba but there might be a better way to present how it works or reduce its complexity. Also, your the first frog pfp I found. The above statement is also giving me an excuse for the call out. It's been annoying getting call outs but I would have settled with them if they said something more or constructive.
"i am" makes me think that object words that apply to specific words could theoretically pair really well with it. like, let's say you had the rules "you is float" "am is float" and "i is float", making those specific words float and unable to form rules with non-floating words.
No - make something disappear instantly (You + Defeat) FakeYou - You but cannot win or be defeated FacedBy - *death stare* Grow - Instant chain reaction Hold - stops you from moving I - uses its own pronoun (Am)
@@plutopow3885 I don't think GONE would work, because the function is supposed to destroy the object, akin to DEFEAT or WEAK, which would trigger any HAS statement and probably others I'm forgetting. GONE implies something similar to EMPTY, which doesn't trigger HAS statements. So I think that could be potentially confusing.
Is it possible to remove or add base rules(like edge is stop or text is push or cursor is select)? Also I'm curious if its possible to make it so that edge responds to rules that aren't base rules?
@@whatkidsandbabieslike7884 no it's not, it's a different object not found in the editor and messing with it in the game files can give strange resuklts
@@nexinex6049 Edge is programed to not respond to non-base rules, so you add or subtract rules on edge without mods. Minor exception is all is done when in baba map pack where all is done makes edge also done.
@@SpecialAPI I imagine this must have been interesting to program! Getting an object to find out what happens to the thing it turns into next. Neat! Does this only work with direct evolution lines in one sentence? If I made “Baba is Keke” then “I am Grow” and THEN built “I am Baba” all separately, would I still become Keke? Also, does it just skip one? What if Keke is Tree before I set off the chain? Does it skip to Tree or Keke?
X IS GROW and X IS Y IS Z is equal to simply X IS Z, *skipping* object Y (thats why in grow level ME wasn't destroyed; if it would go to Y and then Z level wouldn't be solvable)
Idea for mod: Are Only effects the player character You is the only word able to be used with it How to use sentence with it: You are Baba OR You are Push
Couple things. First: Cheesing the level with "HOLD". Solution? Skull Is Move. Yeah, defeat does NOT block text nor any push object. So, get cheesed. ANYWAYS this is me showing off an easy way to re-create these levels, and what the hidden text could be. NO: All feeling NO is Defeat and You. That simple. Fake You: All feeling Fake You is Group, All on Group is not Defeat and not Win. (This only works for one object however, but that doesn't matter in this case.) Grow: The trick is hidden text and Group. The "Vine" text is actually a "Group" text in this example. With 2 rules reading: "Group not feeling grow is vine" and "Group feeling grow is rose". Directional Fall: All feeling Directional Fall and facing (Up/Left/Down/Right) is (FallUp/FallLeft/Fall/FallRight). Note: FallDown isn't a thing, as it's set to only "Fall" as the normal name. Hold: All feeling Hold is Group. All on Group is Still. Again, this works if only 1 object can be Hold, but instead of all, you can use ex. baba and have (a) duplicate set(s) where it's Group2/Group3 instead of Group.
another idea: stops: place in position like eat or follow,makes the second object not be able to move into the first objcet/ the first object acts as stop to the second. BUT any other objects can move trough it if it isnt stops to it and its not stop. eample: lets make the rules: "WALL STOPS BABA" "BABA IS YOU" "WATER STOPS KEKE" "KEKE IS YOU2" now baba cant move into the walls,as if they were stop,but keke *can* move through it,same with swaping wall and water,and baba and keke (keke cant move into water,but baba can)
If "Faced By" goes after the "is", what happens then? Like "Rock Is Baba FacedBy Keke" should, I assume, transform Rock into Baba *and* create a Keke on an adjacent tile, facing the Baba. But how do you choose which tile to put it on?
It took a bit to figure out what facedby is. If you are willing, you should probably change the text so that both words appear on the different lines. Also the grow one is confusing. Didnt exactly make sense to me
Idea for Quicksand: Push water through the skulls on the flag. Then do Water-Is-Baba Idea for word: Means - Is a command has met it’s condition, it will display the other command’s command. Example: (Baba-Facing-Wall-Means-Keke-Is-Move) [If baba faces a wall, then Keke will move.]
On "So close yet so far", what's stopping you from doing "I am you and float"? Maybe that's a cheese or maybe it doesn't work but it seems like it would.
@@SpecialAPI Wait, huh? But if X is Y is X, X functions as a Z to skip to, so I feel like X should still skip to Z, which is X, so it would stay the same. Breaking the statement X is Grow should start up the cycle behavior.
@@directrix777TrixieKagami x is grow doesn't skip one transformation step, it skips to the end of the transformation. in this case it would normally just cause an infinite loop so I added a special interaction to prevent that
If an object has another object, Empty prevents the second object from spawning, while NO still spawns the object. For Example: Box Has Flag, Box Is Empty, Wouldn't spawn a flag, but Box Has Flag, Box Is NO, Will spawn a flag.
That's pretty clever stuff! Question tho: What would happen if A IS B IS C IS A, and you use A IS GROW ? I assume that the original phrase would cause A to cycle through A, B, C, A, etc. on each move. Is GROW safeguarded against causing an infinite loop?
@@SpecialAPI what about A is B is C is A is D is E Does A turn into C overlapped with E, or does it just cross itself out? Or was this unaccounted for?
oh btw i released the mod already, you can download the latest version using this link: github.com/SpecialAPI/SpecialAPIsWordsAndStuff/releases/latest
edit: since a lot of people are asking about this, having an object be grow in a situation that would cause an infinite loop with GROW (example: BABA IS KEKE IS BABA while baba is grow) it instead just makes it grow into the last object in the chain. for example when baba is grow and BABA IS KEKE IS ME IS BABA, baba will cycle between BABA and ME. if BABA IS KEKE IS BABA while baba is grow, GROW will have no effect
edit 2: I've decheesed "so close yet so far" since this video came out, stop commenting about it
but how do you make custom keywords i wanna do it myself
wait did I forget to pin this or did youtube just randomly unpin this
@@silli_catyeah
I personally would have named "fake you" as either "remote" or "control". that still drives it home that you control it, but it's not YOU.
Besides that, very cool.
It should be "remote". "Control" should mean that whenever something moves onto the same square as whatever is before the word, the thing after the word moves in the same direction.
or just "RC"
Baba Is RC
It will be better if they rename this into "Persona".
Because it is you but a different personality and mind, just like a persona from the internet itself.
I think Fake You works with the style that Baba goes for
or puppet.
“I” is very creative
that rule won't work, you need AM instead of IS
I guess I am very Creative
@@SpecialAPI You is creative
@@destroything "you" is a property, that rule wont work
@@SpecialAPI dang it
All very cool, but I can already sense the mind-wracking that will ensue...
nice mod and grats for hitting the algorithm :p
chess and battle is advanced
Chess is battling and avdanced
The So Close Yet So Far level made me think, could it be possible to have a keyword "ARE", which is like IS but can only applied to multiple objects (so basically there must be an AND in the rule).
For example: 'BABA ARE YOU' would not be valid but 'BABA AND KEKE ARE YOU' would be
It doesn't make sense to me because I don't see why you'd need to use ARE when you could just use IS and AND,but maybe I'm missing something???
@@matchadoodlez4323it would be more of a limitation because say you didn’t have IS. But you did have ARE and AND. You would have to use ARE and AND together, and wouldn’t be able to make a sentence with a single predicate word.
what about “you are baba”
@@matchadoodlez4323exactly, to make limitations
SKULL IS DEFEAT? Just say NO! SKULL cannot legally DEFEAT YOU without your permission
DEFEAT IS CONSENT
Level rules:
All feeling defeat is group
Group near group2 is no
Baba is you
All feeling you is group2
Skull is defeat
6:30 isn't it possible to just do I AM YOU AND FLOAT?
wait youre right
Just put a stop object to the right of you so you can't do that
@@SpecialAPI That's the magic of Baba is You.
I just watched this entire video, thoroughly enjoying the idea behind all of the custom keywords... and only realized who it was made by after looking here in the comments.
We meet again, SpecialAPI
keyword battle advanced
i don't think i quite remember you but your name seems very familiar
You made a lot of very cool stuff
you is a property
@@mathguy37 that one hurts deeply.
You hurt me
for the fall one, couldn't that be "slide"? i think thatd make a bit more sense
Grow is conceptually neat, but I struggle to think of a functionally different puzzle to use it in. "Turning X to Z results in intermediate form Y which is bad, but can be skipped with the word that lets you do that specific thing" only gets you so far.
I has a weird grammar gimmick that seems more useful for preventing unwanted solutions than creating new problems. The way a one-letter object interacs with letters is neat, though.
The other words are interesting, but not in ways that give me much to say.
“Hold” feels much more “Sticky”
Hold is in the museum as a property btw
i like the idea of saying "_______ IS NO" and then that thing simply disappears
Yeah the NO property is like the custom NOT property in another levelpack, that just erases the character from the lua file
And it replaces all instances of the object's text with a colored NOT
It’s funny but seems basically the same as “X is empty”
The "I" mechanic is so clever
Finally a level pack that doesn't melt my brain
For the YOU level, couldn’t you have done “I am you and float” instead?
TH-cam: Dislike count is NO
so true
block version: [👎] IS [NO]
@@Slineryo Ah, so then, Dislike is word?
@@directrix777TrixieKagami the dislike has 2 types, the word and the object
0:07
,,just say no,,
if it doesn't work, just say you don't give consent
I and AM are quite confusing but very interesting. I don't play baba but there might be a better way to present how it works or reduce its complexity.
Also, your the first frog pfp I found. The above statement is also giving me an excuse for the call out. It's been annoying getting call outs but I would have settled with them if they said something more or constructive.
I only works with AM, but using X AND I ... overwrites this rule and uses IS, not AM
Hold is like the one in museum.
"i am" makes me think that object words that apply to specific words could theoretically pair really well with it. like, let's say you had the rules "you is float" "am is float" and "i is float", making those specific words float and unable to form rules with non-floating words.
As a person that has never played Baba is you I can say
_Message is [NO]_
No - make something disappear instantly (You + Defeat)
FakeYou - You but cannot win or be defeated
FacedBy - *death stare*
Grow - Instant chain reaction
Hold - stops you from moving
I - uses its own pronoun (Am)
Suggestions for more intuitive names (hyphens signify line breaks):
NO -> BRE-AK or DES-TROY
FAKE-YOU -> AVA-TAR
FA-LL -> ZO-OM or SP-EED
Id personally change NO to GONE just feels better
@@plutopow3885 I don't think GONE would work, because the function is supposed to destroy the object, akin to DEFEAT or WEAK, which would trigger any HAS statement and probably others I'm forgetting.
GONE implies something similar to EMPTY, which doesn't trigger HAS statements. So I think that could be potentially confusing.
@@imveryangryitsnotbutter Ah I see
How about NO -> POOF
@@Matojeje I like that
i love when [ ] is no it just gets removed
“I am you” is weirdly creepy.
The directional fall reminds me of sliding
This is really cool!
IT: "FAKE YOU!!"
I: "NO--"
1:26
Baba: *slepping* what- uhh wha?
dude, amazing!
So close yet so far could be solved with I AM YOU AND FLOAT.
I know
@@SpecialAPI oh. ok. I really do like FAKEYOU and NO.
@@SpecialAPI I do like this mod though.
(6:30) why not just do I am you and float
this is an awesome levelpack, good luck making more ideas :3
No seems to just be gone without the animation.
Is it possible to remove or add base rules(like edge is stop or text is push or cursor is select)? Also I'm curious if its possible to make it so that edge responds to rules that aren't base rules?
the answer is yes to all of them. I forget how edge works but you can just negate base rules with not
edge is just pixel
@@whatkidsandbabieslike7884 no it's not, it's a different object not found in the editor and messing with it in the game files can give strange resuklts
@@nexinex6049 Edge is programed to not respond to non-base rules, so you add or subtract rules on edge without mods. Minor exception is all is done when in baba map pack where all is done makes edge also done.
Proper grammar invades local puzzle game
"No" can be done in vanilla by layering Open and Shut over each other
Ah, I get it. 'GROW' makes the tile in question iterate through all rules on update, thereby triggering everything in succession, right?
if X IS GROW, X IS Y and Y IS Z then X will transform into Z instead of Y
@@SpecialAPI I imagine this must have been interesting to program! Getting an object to find out what happens to the thing it turns into next. Neat! Does this only work with direct evolution lines in one sentence? If I made “Baba is Keke” then “I am Grow” and THEN built “I am Baba” all separately, would I still become Keke? Also, does it just skip one? What if Keke is Tree before I set off the chain? Does it skip to Tree or Keke?
@@directrix777TrixieKagami I does become keke and if you add keke is tree I becomes tree
X IS GROW and X IS Y IS Z is equal to simply X IS Z, *skipping* object Y
(thats why in grow level ME wasn't destroyed; if it would go to Y and then Z level wouldn't be solvable)
Idea for mod:
Are
Only effects the player character
You is the only word able to be used with it
How to use sentence with it:
You are Baba OR You are Push
idea:
directioal nudge:
like move,but doesnt go the other way when it reaches a wall
so it's auto
@@SpecialAPI oh,that exists
Didn't really understand the "grow" command
If X is Y, Y is Z and X is GROW, then instead of X becoming Y and then Z, X becomes Z (and not Y).
I should be like the dual to ME, and IT is its own dual, snd there are sprites HE and HIM which are duals
the only reason I is similar to it is because both of them have short names with an I. very creative I know
@@SpecialAPI yeah i could see i am just it but i shaped
@@SpecialAPI *the only reason I am
@@notwithouttext true
Couple things. First: Cheesing the level with "HOLD".
Solution? Skull Is Move. Yeah, defeat does NOT block text nor any push object. So, get cheesed.
ANYWAYS this is me showing off an easy way to re-create these levels, and what the hidden text could be.
NO: All feeling NO is Defeat and You. That simple.
Fake You: All feeling Fake You is Group, All on Group is not Defeat and not Win. (This only works for one object however, but that doesn't matter in this case.)
Grow: The trick is hidden text and Group. The "Vine" text is actually a "Group" text in this example. With 2 rules reading: "Group not feeling grow is vine" and "Group feeling grow is rose".
Directional Fall: All feeling Directional Fall and facing (Up/Left/Down/Right) is (FallUp/FallLeft/Fall/FallRight). Note: FallDown isn't a thing, as it's set to only "Fall" as the normal name.
Hold: All feeling Hold is Group. All on Group is Still. Again, this works if only 1 object can be Hold, but instead of all, you can use ex. baba and have (a) duplicate set(s) where it's Group2/Group3 instead of Group.
Can someone explain how the I mechanic works? I dont fully understand
NO might as well just be stacked YOU and DEFEAT, but nice video
in that case if you also make the object safe you'll be able to control it
all feeling no and not feeling safe is you and defeat@@SpecialAPI
@@gg-96 then you can either do X IS NOT DEFEAT to make it controllable or X IS NOT YOU to make it defeat other you objects
just make two new levels about that interaction (one for NOT DEFEAT, other for NOT YOU)
@@gg-96 No.
Maybe changing "Faced by" to "before" or "ahead" might make the text easier to parse? Maybe even just "front" would work.
You should change faced by to look or something because the first thing I though was fackedbee
7:00 couldnt it have been i am you and float?
another idea:
stops:
place in position like eat or follow,makes the second object not be able to move into the first objcet/
the first object acts as stop to the second. BUT any other objects can move trough it if it isnt stops to it and its not stop.
eample:
lets make the rules: "WALL STOPS BABA" "BABA IS YOU" "WATER STOPS KEKE" "KEKE IS YOU2"
now baba cant move into the walls,as if they were stop,but keke *can* move through it,same with swaping wall and water,and baba and keke
(keke cant move into water,but baba can)
why cant i edit this comment
If "Faced By" goes after the "is", what happens then?
Like "Rock Is Baba FacedBy Keke" should, I assume, transform Rock into Baba *and* create a Keke on an adjacent tile, facing the Baba. But how do you choose which tile to put it on?
the rule just doesn't parse just like with literally any other condition...
7:01 alternate solution:I am you and float
th-cam.com/users/clipUgkxGk7Kei4UW7darti2jo4AIwEGSh9vPFmP
is hold basically just all on x is still?
edit: nvm
also btw, can u make a tutorial of how to make custom words?
id of called “fake you” just “you?”
in 0-8 are you able to create "i am you and float"?
anyway creative vid
SKULL is SKULL
faced by would be useful
Fake you has already been implemented as "Vessel"
4:08 why don't you make water is push, push three waters under the skulls, break water is push, and just walk through?
You can probaly cheese quicksand
7:14, it and i *are* you, no?
It took a bit to figure out what facedby is. If you are willing, you should probably change the text so that both words appear on the different lines.
Also the grow one is confusing. Didnt exactly make sense to me
Cool!
It would be extremely stupid.
But what if there was a word creator?
Why "skull is defeat"?
Why it's like that?
Why it can't be just "skull"???
what
skull is defeat so that when you touch the skull, you are defeated.
baba is grow
baba is keke is baba
infinite loop 💀
what if i had GROW but with an endless loop? e.g. baba is keke is baba
baba > keke then keke > baba,as it goes to the end,but going to itselft does nothing,and keke is noy grow
@@kales901 I don't understand, I mean if you had
BABA is GROW
KEKE is GROW
BABA is KEKE
KEKE is BABA
@@diegamer2325 same,as with how baba grows to keke,keke grows to baba,as if they were swaped
@@kales901 i still don't understand.
Idea for Quicksand: Push water through the skulls on the flag. Then do Water-Is-Baba
Idea for word: Means - Is a command has met it’s condition, it will display the other command’s command.
Example: (Baba-Facing-Wall-Means-Keke-Is-Move) [If baba faces a wall, then Keke will move.]
"if" or "when" would be a much better name for it
Can't you just do:
BABA FACING WALL IS POWER
POWERED KEKE IS MOVE
i wonder how you make the keywords
On "So close yet so far", what's stopping you from doing "I am you and float"? Maybe that's a cheese or maybe it doesn't work but it seems like it would.
th-cam.com/users/clipUgkxGk7Kei4UW7darti2jo4AIwEGSh9vPFmP
Make really weird words with moving them
Idea, Tele2 and Tele3: Works like power2,3 and group2,3
en.wikipedia.org/wiki/Tele2
"Fake you 2"
what if x is y is x and x is grow?
it cycles between x and y
@@SpecialAPI ok
@@SpecialAPI Wait, huh? But if X is Y is X, X functions as a Z to skip to, so I feel like X should still skip to Z, which is X, so it would stay the same. Breaking the statement X is Grow should start up the cycle behavior.
@@directrix777TrixieKagami x is grow doesn't skip one transformation step, it skips to the end of the transformation. in this case it would normally just cause an infinite loop so I added a special interaction to prevent that
@@SpecialAPI Ohhhhhh I see!
will you make ARE for multiple objects?
What's the difference between 'empty' and 'no'? Both make the blocks disappear
If an object has another object, Empty prevents the second object from spawning, while NO still spawns the object.
For Example:
Box Has Flag,
Box Is Empty,
Wouldn't spawn a flag, but
Box Has Flag,
Box Is NO,
Will spawn a flag.
@@MerkeligStrormride Then wouldn't NO be like making that object YOU and DEFEAT at the same timer?
I think no works like empty, almost
Wow interesting
baba is *NO* .
Yooo you know what would be cool? Sandbox!!! the players can create their own levels!!!!!!
@@mathguy37 bro didnt understand the joke💀
How do you design these good sprites?
can you make the NO block in vanilla version of baba? (aka baba with no mods)
wait, nvm
I like NO. So simple
LIKE should act like the opposite of FEAR, pulling towards like a magnet
@@mathguy37 yeah I was thinking something similar with WANT
i am not eye
eye is not i
if i may, how did you do this? like is it just modding, or?
edit: ah, saw the link now.
wowowowoowowoowowo
“I float” should work as it’s still proper English.
I am float
Does the condition HAS work on I?
that's not a condition
@@SpecialAPI ah sorry I meant the verb, so I HAS BOX will that work?
@@Firefly256 that will work, i have no plans to add a "HAVE" verb in the near future
Facedby?
yes
I do not understand am, what does it do?
am is like is but only works for I
@@SpecialAPI ohhhhh, that makes sense but also is just really specific
@@the_puzzlest that's the point
@@SpecialAPI I AM NOT CONFUSED
@@SpecialAPI also. idea that someone else probs sugested: ARE, an IS that can only be used for YOU
Im not good at gramar
That's pretty clever stuff! Question tho: What would happen if A IS B IS C IS A, and you use A IS GROW ? I assume that the original phrase would cause A to cycle through A, B, C, A, etc. on each move. Is GROW safeguarded against causing an infinite loop?
a will cycle between a and c, skipping b
@@SpecialAPI Does it only go two steps? If the chain is "A IS B IS C IS D IS E IS A", does it go A -> C -> E -> A, or A -> E -> A ?
@@kieferskunk5101 a -> e -> a
@@SpecialAPI what about A is B is C is A is D is E
Does A turn into C overlapped with E,
or does it just cross itself out?
Or was this unaccounted for?
Wait, isint "no" the same as "done"
youtube should have an equivalent of dislikes for hearts
made B and M
I am no.
isn't no just boom?
boom destroys all objects on the object that is boom, no only destroys objects that are no
@@SpecialAPISo "done" except "all is no" works?
@@want-diversecontent3887 nope, done doesnt trigger on destroy effects like HAS and also cant be prevented by SAFE
NO
Facedby? Just use Baba facing y = move and y = defeat
reminds me of the newgrounds game called ABCDEFGHIJKLMNOPQRSTUVWXYZ
oh no... *grammar*