Full Object List

Here is a list of every object in the game. Please note that many of these have requirements from other objects and may crash the game if called.

All objects are tested by spawning them during a level with Shift+I (thus with no variables set), unless otherwise stated.

Mechanics
Things the player can interact with, or which can interact with other things in the level.
 * lv07_movingbouncer_obj
 * A moving bouncer from LOVE 2014 Level 07 (Apex). Moves up until it gets near the top of the level, moves down a fixed distance, repeats.
 * lv09_bouncer_obj
 * A moving bouncer from LOVE 2014 Level 09 (Jetset). Moves up and down a short distance.
 * lv10_bouncer_obj
 * A moving bouncer from LOVE 2014 Level 10 (Lumen). Moves down, eventually leaving the screen.
 * lv11_door_obj
 * The door from LOVE 2014 Level 11 (Nickel). Disappears when lv11_switch_obj is made contact with.
 * lv11_switch_obj
 * The switch from LOVE 2014 Level 11 (Nickel). On contact, causes all lv11_door_obj in the level to disappear. Crashes the game if touched while no lv11_door_obj is in the level, so avoid placing multiple of these in the player's reach.
 * lv14_plat_obj
 * A movable platform from LOVE 2014 Level 14 (Kismet). Snaps back to its original position if player has not been on it for a while.
 * obj_2007_conveyorLeft
 * A leftward conveyor from <3 Level 13: Fighting the Current.
 * obj_2007_conveyorRight
 * A rightward conveyor from <3 Level 13: Fighting the Current.
 * obj_2007_lv12_down
 * A downward bouncer from <3 Level 12: Bumping Rumps. Should be rotated 180 degrees with "image_angle" variable for accurate appearance.
 * obj_2007_lv12_up
 * An upward bouncer from <3 Level 12: Bumping Rumps.
 * obj_2007_lv14_conveyor
 * A long conveyor from <3 Level 14: Lovely Cavern.
 * obj_2007_lv17_bounce1x
 * A standard bouncer from <3 Level 17: Fling.
 * obj_2007_lv17_bounce3x
 * A powerful bouncer from <3 Level 17: Fling.
 * obj_2007_lv19_bouncer
 * A moving bouncer from <3 Level 19: Rough Rider. Moves down, eventually leaving the screen.
 * obj_24_deathbar
 * A deadly obstacle from LOVE 3 Level 24 (Ashes). Theoretically, this can be removed via another object from that level (obj_lv24_switch?).
 * obj_24_deathbar_pop
 * Animation of obj_24_deathbar disappearing.
 * obj_bouncer_indidivual
 * A small classic bouncer (with a misspelling of individual).
 * obj_bouncer_indidivual_1
 * A small classic bouncer. Seemingly identical to obj_bouncer_indidivual.
 * obj_bouncer_indidivual_2
 * A small classic bouncer. Seemingly identical to obj_bouncer_indidivual.
 * obj_bouncer_indidivual_3
 * A small classic bouncer. Seemingly identical to obj_bouncer_indidivual.
 * obj_bouncer_indidivualXL
 * A wide classic bouncer.
 * obj_breakable
 * A deadly object that can be broken by gun shots from LOVE 3 Level 13 (Prism). Does not respawn.
 * obj_breakableSolid
 * A non-deadly object that can be broken by gun shots from LOVE 3 Level 13 (Prism). Does not respawn.
 * obj_breakableSolidSpawner
 * Spawns an obj_breakableSolid in its place after some time has passed, if there isn't already one where it is.
 * obj_downBouncer
 * LOVE 3 bouncer facing down.
 * obj_downLeftBouncer
 * LOVE 3 bouncer facing down-left.
 * obj_downRightBouncer
 * LOVE 3 bouncer facing down-right.
 * obj_goal
 * Invisible. Sends you to the result screen on contact. Created by default within the config.json, but you can create other obj_goal areas in a level to trigger the end of a stage.
 * obj_leftBouncer
 * LOVE 3 bouncer facing left.
 * obj_love_01_movingPlat
 * A pillar that collapses when you land on it, from LOVE Remastered Level 01 (Nocturne). Unlike the 2014 equivalent, lv01_fallingPlat_obj, this is solid from all sides, and can only be lowered by landing on top. You get one frame to jump after landing on it.
 * obj_love_07_bouncerMoving
 * A moving LOVE 3 bouncer from LOVE Remastered Level 07 (Apex). Similar behavior to lv07_movingbouncer_obj.
 * obj_love_10_bouncerOnPath
 * A moving bouncer from LOVE Remastered Level 10 (Lumen). Moves down, eventually leaving the screen.
 * obj_love_11_disaplat
 * The door from LOVE Remastered Level 11 (Nickel).
 * obj_love_11_trigger
 * The switch from LOVE Remastered Level 11 (Nickel). On contact, causes all obj_love_11_disaplat in the level to disappear. Crashes the game if touched while no obj_love_11_disaplat is in the level, so avoid placing multiple of these.
 * obj_love_14_movePlat
 * A movable platform from LOVE Remastered Level 14 (Kismet). Moves back to its original position if player has not been on it for a while.
 * obj_love_15_tele1
 * A portal (with no graphics) from LOVE Remastered Level 15 (Kingpin). Crashes the game on contact. Might be able to set targx and targy to specify target destination?
 * obj_love_16_lv5Plat_A
 * A disappearing/reappearing platform from LOVE Remastered Level 16 (Metric) that isn't baked into level geometry, yay!
 * obj_love_16_lv5Plat_B
 * Same as obj_love_16_lv5Plat_A, but on an opposite cycle.
 * obj_love_16_movePlat
 * Mimic of obj_love_14_movePlat from LOVE Remastered Level 16 (Metric).
 * obj_love09_bouncer
 * A LOVE 3 bouncer that moves up and down a fixed distance. Used in LOVE Remastered Level 09 (Jetset).
 * obj_love09_bouncer_1
 * Like obj_love09_bouncer, but with a slightly smaller distance.
 * obj_love2007_6pxBouncer
 * A classic bouncer, which, bizarrely, is 7 pixels wide.
 * obj_love2007_7pxBouncer
 * Seemingly identical to obj_love2007_6pxBouncer.
 * obj_love2007_7x4Bouncer_move
 * A 7x4 classic bouncer that moves up and down a short distance. Bounce goes higher than obj_love2007_6pxBouncer. Also makes a higher-pitched sound effect.
 * obj_love2007_7x4Bouncer_static
 * obj_love2007_7x4Bouncer_move, but doesn't move.
 * obj_love2007_8pxBouncer
 * A classic bouncer that is 8 pixels wide.
 * obj_love2007_9x4
 * A 9x4 classic bouncer. Same bounce height and sfx as obj_love2007_6pxBouncer.
 * obj_love2007_fan
 * The upward force present above certain platforms in <3 Level 03: Watch out for Spikes. Invisible.
 * obj_love2007_lv01_fallingplat
 * A fake-out platform from <3 Level 01: Frustration. Moves down slowly after being stepped on. Can be jumped off of.
 * obj_love2007_lv04_bouncer
 * A 2007 bouncer.
 * obj_love2007_lv07_fallingplat
 * A stretch of ground that crumbles when you step on it, from <3 Level 07: Caution: Dirty Water. Regenerates after a while, or once you die.
 * obj_love2007_lv08_bouncers
 * A moving bouncer from <3 Level 08: Mega Mission. Moves up until it gets near the top of the level, moves down a fixed distance, repeats.

Hazards
Things that kill the player and aren't mechanics.
 * laserGunBullet_obj
 * Flickery white bullet produced by laser guns from LOVE 2014 Level 16 (Metric). Stationary by default.
 * lv06_waterdrop_obj
 * A water dropper, like obj_waterdropper but slower.
 * lv08_buzzsaw_down_obj
 * A rotating cobweb-saw from LOVE 2014 Level 08 (Gadget). Constantly moves down, and snaps back to its original position when it exits the level border.
 * lv08_buzzsaw_up_obj
 * A rotating cobweb-saw from LOVE 2014 Level 08 (Gadget). Constantly moves up, and snaps back to its original position when it exits the level border.
 * lv08_giantsaw_obj
 * A rotating giant saw from LOVE 2014 Level 08 (Gadget).
 * lv09_animatedSpikes_obj
 * A portion of moving spike floor from LOVE 2014 Level 09 (Jetset). Identical to obj_2007_13_death_upanddownSpikes, down to timing.
 * lv09_saw_obj
 * An oscillating saw from LOVE 2014 Level 09 (Jetset).
 * lv12_bullet_obj
 * A single wavy bullet from LOVE 2014 Level 12 (Suburb). Moves right. Does not disappear when hitting a solid object, though renders behind anything solid.
 * lv12_shuttingDoor_obj
 * A stompy liney thing from LOVE 2014 Level 12 (Suburb).
 * lv13_miniSpinningDeath_obj
 * The large inner death circle from LOVE 2014 Level 13 (Galactic).
 * lv13_spinningDeath_obj
 * The very large outer death circle from LOVE 2014 Level 13 (Galactic).
 * lv14_spray_obj
 * A puff of deadly gas from LOVE 2014 Level 14 (Kismet).
 * lv15_laser1_obj
 * A short horizontal laser from LOVE 2014 Level 15 (Kingpin).
 * lv15_laser2_obj
 * A tall vertical laser from LOVE 2014 Level 15 (Kingpin).
 * lv15_movingLaser_obj
 * A moving vertical laser from LOVE 2014 Level 15 (Kingpin). Moves left and right a short distance.
 * lv16_laserGunDownRight_obj
 * A shaky gun from LOVE 2014 Level 16 (Metric). Faces down-right.
 * lv16_lgDownLeft
 * A shaky gun from LOVE 2014 Level 16 (Metric). Faces down-left.
 * lv2_dirHaz_obj
 * A deadly rotatey line from LOVE 2014 Level 02 (Jellyfish).
 * obj_2007_13_death_upanddownSpikes
 * A portion of moving spike floor from <3 Level 13: Fighting the Current. Identical to lv09_animatedSpikes, down to timing.
 * obj_2007_lv14_boulder
 * A boulder from <3 Level 14: Lovely Cavern. Does not move.
 * obj_2007_lv14_flamethrower
 * A flamethrower from <3 Level 14: Lovely Cavern.
 * obj_2007_lv15_deathbarrier
 * A disappearing and reappearing horizontal barrier from <3 Level 15: Smoke it Out.
 * obj_2007_lv15_smokeUpward
 * A timed smoke hazard from <3 Level 15: Smoke it Out.
 * obj_2007_lv16_deathball
 * A deadly ball from <3 Level 16: Love that homes onto your location and moves a little bit faster than you. Disappears after a while.
 * obj_2007_lv16_eye
 * A white ball from <3 Level 16: Love that bounces around, turning a random direction when it hits something solid. Not deadly, but occasionally emits obj_2007_lv16_deathball.
 * obj_2007_lv18_fire
 * A timed fire pillar from <3 Level 18: Nothing Clever Here.
 * obj_2007_polesaw
 * An oscillating saw from <3 Level 13: Fighting the Current. Similar to lv09_saw_obj, but spans more distance.
 * obj_3x3Bullet
 * A stationary 3x3 bullet.
 * obj_4x4_lightningtile
 * A 4x4 bolt of electricity.
 * obj_4x4_lightningtiled
 * A 4x4 bolt of electricity. Seems identical to obj_4x4_lightningtile.
 * obj_boulderSpawner
 * Invisible object that moves left to right, while bobbing up and down in a sine wave pattern. Occasionally it spawns a downward-moving obj_2007_lv14_boulder from the top of its level at its current x position.
 * obj_bouncingBarrier
 * A deadly barrier with an opening that moves from left to right. Found in LOVE 3 Level 23 (Fable) and kuso Level 25 (Nucleus).
 * obj_bullet
 * A stationary bullet resembling most bullets in LOVE 3.
 * obj_chainDeath_custom
 * The spinning death orbs found throughout LOVE 3, e.g. LOVE 3 Level 08 (Decade). Uses variables "links", "distance", and "spd". Probably a custom level-friendly version. If no variables are set, defaults to a short chain spinning counterclockwise.
 * obj_chainLink
 * An individual link from obj_chainDeath_custom.
 * obj_circularDeath
 * Acts like the very last link of obj_chainDeath_custom.
 * obj_death_generic
 * A generic 4x4 deadly white square.
 * obj_death_invis
 * Invisible death object. Hitbox doesn't show with middle-click in editor mode.
 * obj_death_invisible
 * Seemingly a copy of obj_death_invis.
 * obj_death_placeholder
 * A generic 4x4 deadly yellow square.
 * obj_diagonalSpinner
 * Firey orb that moves back and forth diagonally over a long distance.
 * obj_dopeGear
 * A dope-looking gear used in kuso Level 05 (Hula), kuso Level 06 (Astro), and kuso Level 07 (Ergo). Deadly on contact.
 * obj_dopeGear_1
 * Seemingly identical to obj_dopeGear.
 * obj_dopeGear_2
 * Seemingly identical to obj_dopeGear.
 * obj_dopeGear_3
 * Seemingly identical to obj_dopeGear.
 * obj_droplet
 * A single droplet from obj_waterdropper.
 * obj_enemy_carrier
 * An enemy helipod, like those found in LOVE 3 Level 14 (Fearless) and kuso Level 18 (Tuxedo). Naming scheme suggests it's for LOVE 3, but it uses Tuxedo's red palette by default. Moves right forever.
 * obj_enemy_carrier_spawner
 * Periodically spawns a obj_enemy_carrier moving left.
 * obj_flameDown
 * Periodic flame from kuso Level 03 - Spooky, facing down.
 * obj_flameLeft
 * Periodic flame from kuso Level 03 - Spooky, facing left.
 * obj_flameRight
 * Periodic flame from kuso Level 03 - Spooky, facing right.
 * obj_flameRight_1
 * Identical to obj_flameRight.
 * obj_flameUp_A
 * Periodic flame from kuso Level 03 - Spooky, facing up.
 * obj_flameUp_A_1
 * Identical to obj_flameUp_A.
 * obj_flameUp_B
 * Periodic flame from kuso Level 03 - Spooky, facing up. Alternate timing.
 * obj_flameUp_B_1
 * Identical to obj_flameUp_B.
 * obj_guillotine_horizontal
 * A horizontal guillotine that moves left and right, from LOVE 3 Level 24 (Ashes).
 * obj_guillotine_vertical
 * A vertical guillotine that moves up and down, from LOVE 3 Level 24 (Ashes).
 * obj_horizontalSpinner
 * Firey orb that moves back and forth horizontally over a long distance.
 * obj_lerperDasher
 * Firey orb that smoothly moves between two close points.
 * obj_lerperSpinner
 * Firey orb that spins around two close points.
 * obj_love_01_death2
 * The deadly hook from LOVE Remastered Level 01 (Nocturne).
 * obj_love_02_death2
 * A row of "wavey" spikes with one spike missing, from LOVE Remastered Level 02 (Jellyfish).
 * obj_love_02_wobblyDeath
 * A deadly rotatey line from LOVE Remastered Level 02 (Jellyfish). Spins in the opposite direction of lv2_dirHaz_obj, and has a smoother animation.
 * obj_love_05_newCrusher
 * A crusher from LOVE Remastered Level 05 (Tofu).
 * obj_love_06_dropper
 * A water dropper, with an actual visible source, from LOVE Remastered Level 06 (Miniature). Faster than the 2014 counterpart, lv06_waterdrop_obj.
 * obj_love_07_death
 * The diagonal sawblades at the end of LOVE Remastered Level 07 (Apex).
 * obj_love_08_SawLarge
 * A small rotating saw from LOVE Level 08 (Gadget). When spawned in-game with Shift+I, will be offset from the cursor significantly downrightward.
 * obj_love_08_SawLarge_1
 * Seemingly identical to obj_love_08_SawLarge.
 * obj_love_08_SawLarge_2
 * Seemingly identical to obj_love_08_SawLarge.
 * obj_love_12_bullet_1
 * A right-moving bullet that bobs up and down, from LOVE Remastered Level 12 (Suburb).
 * obj_love_12_bullet_2
 * Similar to obj_love_12_bullet_1, but starts lower, and has a mirrored up/down cycle.
 * obj_love_12_closingDoor_1
 * A stompy liney thing from LOVE Remastered Level 12 (Suburb).
 * obj_love_12_closingDoor_2
 * Similar to obj_love_12_closingDoor_1, but on an opposite cycle.
 * obj_love_12_closingDoor_2_1
 * Seemingly identical to obj_love_12_closingDoor_2_1.
 * obj_love_12_deathspawner1
 * Bullet shooter from LOVE Remastered Level 12 (Suburb). Alternates between spawning obj_love_12_bullet_1 and obj_love_12_bullet_2.
 * obj_love_12_deathspawner1_1
 * Seemingly identical to obj_love_12_deathspawner1. (Reason for duplicate might be because the same type of hazard appears in Remastered Level 13?)
 * obj_love_12_dropper_A
 * A fancy water dropper from LOVE Remastered Level 12 (Suburb).
 * obj_love_12_dropper_B
 * Similar to obj_love_12_dropper_A, but on an opposite cycle.
 * obj_love_13_bigCorner
 * Half of the giant death circle in LOVE Remastered Level 13 (Galactic). Note that this object's BOTTOM-RIGHT corner will be aligned with its coordinates, not its top-left.
 * obj_love_13_bigCorner_1
 * Seemingly identical to obj_love_13_bigCorner. Probably supposed to be rotated.
 * obj_love_13_lilcorner
 * Half of the smaller death circle in LOVE Remastered Level 13 (Galactic). As with bigCorner, this object's BOTTOM-RIGHT corner will be aligned with its coordinates.
 * obj_love_15_deathFloor
 * A small horizontal timed barrier from LOVE Remastered Level 15 (Kingpin).
 * obj_love_15_deathLaser
 * A vertical laser with a moving hole from LOVE Remastered Level 15 (Kingpin).
 * obj_love_15_movingLaser
 * A vertical laser that moves left and right a fixed distance, from LOVE Remastered Level 15 (Kingpin).
 * obj_love_16_dropper
 * A water dropper from LOVE Remastered Level 16 (Metric) that mimics obj_love_06_dropper. Strangely, this water dropper will usually start the level by emitting one large stream of water all at once, then become normal afterward.
 * obj_love_16_flowingSpikes
 * A flow of spikes from LOVE Remastered Level 16 (Metric), similar to obj_love_02_death2, but only one spike at a time.
 * obj_love_16_hookDeath
 * Mimic of obj_love_01_death2 from LOVE Remastered Level 16 (Metric). It's back with a vengeance. And it's mirrored horizontally.
 * obj_love_16_lv12Dropper
 * A water dropper from LOVE Remastered Level 16 (Metric) that mimics obj_love_12_dropper_A.
 * obj_love_16_saw
 * Mimic of obj_love_08_SawLarge from LOVE Remastered Level 16 (Metric). You know it, you love it, it's Cobweb Saw.
 * obj_love_16_turretDownLeft
 * A shaky gun from LOVE Remastered Level 16 (Metric). Bullets are faster than its 2014 counterpart. Faces down-left.
 * obj_love_16_turretDownRight
 * A shaky gun from LOVE Remastered Level 16 (Metric). Bullets are faster than its 2014 counterpart. Faces down-right.
 * obj_love08_bouncingSaw
 * Starts moving up once it's below a certain y coordinate, starts moving down once it's above another y coordinate.
 * obj_love08_hugeSaw
 * A very large saw from LOVE Level 08 (Gadget).
 * obj_love08_sawShootDownward
 * A downward-moving saw. Does not respawn.
 * obj_love08_sawShootUpward
 * An upward-moving saw. Does not respawn.
 * obj_love09_chainsawdeath
 * An oscillating saw from LOVE Remastered Level 09 (Jetset).
 * obj_love09_deathBar
 * A small portion of the deadly floor from LOVE Remastered Level 09 (Jetset).
 * obj_love09_deathBar_1
 * Seemingly identical to obj_love09_deathBar.
 * obj_love10_deathBorder1
 * A rectangle of moving spikes in LOVE Remastered Level 10 (Lumen).
 * obj_love2007_individualspike
 * An individual spike that retracts into the ground and pops out, on an interval.
 * obj_love2007_laserdoor_horiz
 * A horizontal laser that turns on and off on an interval.
 * obj_love2007_laserdoor_verti
 * A vertical laser that turns on and off on an interval. Different timing than obj_love2007_laserdoor_horiz.
 * obj_love2007_lv02_smasher
 * A crusher from <3 Level 02: Smashan Games.
 * obj_love2007_lv04_bigsaw
 * A saw from <3 Level 04: Hack and Dash that regularly astounds people with its bigness.
 * obj_love2007_lv04_lilsaw
 * Baby saw from <3 Level 04: Hack and Dash.
 * obj_love2007_lv07_water_spray
 * A downward spray of water from <3 Level 07: Caution: Dirty Water.

Visual
These objects are animations and other mainly visual objects. Some of them might have reusable animation styles that could use a sprite swap.
 * lv01_fallingPlat_obj
 * A fake, nonsolid platform that falls when the player touches it. Found in LOVE 2014 Level 01 (Nocturne).
 * lv06Decor_obj
 * The "CONTAMINATION WARNING" sign in LOVE 2014 Level 06 (Miniature).
 * lv13_decor_obj
 * The spinning gear from the center of LOVE 2014 Level 13 (Galactic).
 * lv15_teleporterDecor_obj
 * The animation of a teleporter in LOVE 2014 Level 15 (Kingpin).
 * lv5_decorativeRotators_obj
 * A decorative thingy from LOVE 2014 Level 05 (Tofu).
 * obj__lv13_survivorAnimation
 * Two survivors sitting in a purple box, from LOVE 3 Level 13 (Prism).
 * obj_24_backingDrill
 * Part of a drill from LOVE 3 Level 24 (Ashes).
 * obj_blackOverlay
 * A 2x2 black box that renders over everything else, including fiveEight.
 * obj_bubblespawner
 * Occasionally spawns a bubble if placed in water.
 * obj_carrierExplode
 * Animation of an enemy helipod exploding, used in LOVE 3 Level 14 (Fearless).
 * obj_dust
 * Dust particle.
 * obj_dustlittle
 * Small dust particle.
 * obj_fireworks
 * Particle tester left in the game. Spawns a particle of a random color and size that moves in a random direction and lasts for a random duration.
 * obj_levelHard_stationaryDiamond
 * A decorative background diamond from kuso's Bonus Level.
 * obj_love_01_decor1
 * A barber shop pole from LOVE Remastered Level 01 (Nocturne).
 * obj_love_01_wireDecor
 * A hanging wire from LOVE Remastered Level 01 (Nocturne). Includes the ceiling above it, which disappears for part of its animation.
 * obj_love_04_cake
 * Hidden cake from LOVE Remastered Level 04 (Kid).
 * obj_love_04_decor2
 * A dot that moves back and forth. Used to denote the edges of the slow fall tube in LOVE Remastered Level 04 (Kid).
 * obj_love_04_decor2_1
 * Seemingly identical to obj_love_04_decor2.
 * obj_love_05_crusherDecor
 * Appears above crushers in LOVE Remastered Level 05 (Tofu).
 * obj_love_05_decor
 * A nicer version of lv5_decorativeRotators_obj, used in LOVE Remastered Level 05 (Tofu).
 * obj_love_05_decor2
 * obj_love_05_decor on a different cycle.
 * obj_love_07_decor1
 * Flickery chevron from LOVE Remastered Level 07 (Apex).
 * obj_love_11_dripper
 * Another water dropper, this time from LOVE Remastered Level 11 (Nickel).
 * obj_love_11_pulse1
 * A gentle reminder that the monster in LOVE Remastered Level 11 (Nickel) is alive.
 * obj_love_11_pulse2
 * obj_love_11_pulse3
 * obj_love_11_pulse4
 * obj_love_11_pulse5
 * obj_love_11_pulse6
 * obj_love_11_pulse7
 * obj_love_11_triggerDisappear
 * Animation of the switch in LOVE Remastered Level 11 (Nickel) disappearing. Makes a sound effect when spawned.
 * obj_love_12_spinner
 * Source of bullets in LOVE Remastered Level 12 (Suburb).
 * obj_love_12_spinner_1
 * Seemingly identical to obj_love_12_spinner.
 * obj_love_12_waterDecor
 * Decorative sparkly water from LOVE Remastered Level 12 (Suburb).
 * obj_love_15_teleDecor
 * Animation for portals in LOVE Remastered Level 15 (Kingpin).
 * obj_love_15_teleDecor_1
 * Same as obj_love_15_teleDecor, but with a slight offset in the cycle.
 * obj_love_16_sawDecor
 * Decorative pivot for the stationary saws in LOVE Remastered Level 16 (Metric). Attaches to a wall.
 * obj_love_16_waterDecor1
 * Bottom 4 strips of obj_love_12_waterDecor, used in LOVE Remastered Level 16 (Metric).
 * obj_love08_sawDecor
 * A vertical dotted line indicating obj_love08_bouncingSaw's ordinary travel distance.
 * obj_love16_laserDecor
 * A purely decorative laser found in LOVE Remastered Level 16 (Metric).
 * obj_love2007_lv04_sawholderDecor
 * Presumably a decorative pivot for stationary saws in <3 Level 04: Hack and Dash, but doesn't show up in that level; nor do stationary saws. Renders in front of the player. Attaches to a floor.
 * obj_love2007_lv05_decor1
 * In a feat of remarkably intuitive design, this is the actual text "SLOW TUBE" between two horizontal lines, which marks the beginning of the slow tube in <3 Level 05: Murder.
 * obj_love2007_lv05_decor2
 * The text "END" between two horizontal lines, marking the end of the slow tube in <3 Level 05: Murder.
 * obj_love2007_lv07_decor
 * A pipe crack in <3 Level 07: Caution: Dirty Water. Also works as a small leftward arrow. It's 2x3 pixels.

Miscellaneous

 * obj_invisibleBlock
 * 1x1 invisible solid block. Hitbox doesn't show with middle-click in editor mode.

Unknown
Objects whose functionality is unknown or uncertain.
 * lv10_bounceSpawn_obj
 * Probably the bouncer spawner for LOVE 2014 Level 10 (Lumen). Does nothing when spawned mid-level.
 * lv12_launcher_obj
 * Probably the bullet spawner for LOVE 2014 Level 12 (Suburb). Does nothing when spawned mid-level.
 * obj_2007_lv19_bouncerSpawner
 * Probably the bouncer spawner for <3 Level 19 (Rough Rider). Does nothing when spawned mid-level.
 * obj_afterimage
 * 1x1 invisible object that disappears shortly after being created. Probably internal.
 * obj_animationMarker
 * 1x1 invisible object. Probably internal.
 * obj_blank
 * 1x1 invisible object.
 * obj_camfocus
 * Crashes the game on contact if no variables are set.
 * obj_chainDeath
 * Crashes the game when spawned with no variables set. obj_chainDeath_custom does not crash when no variables are set.
 * obj_classic_secretToken
 * Secret token, but doesn't increment the secrets percentage for the level when collected.
 * obj_decor_waterbubble
 * Does nothing when spawned.
 * obj_doom
 * Does nothing when spawned.
 * obj_love_10_bouncerSpawner
 * Probably the bouncer spawner for LOVE Remastered Level 10 (Lumen). Does nothing when spawned mid-level.
 * obj_love_14_fallingObj_Spawner
 * 1x1 invisible object. Does nothing.
 * obj_love_16_bouncer
 * Does nothing when spawned. Object name implies it's for LOVE Remastered Level 16 (Metric), so it may have been a classic bouncer (or classic bouncer geometry) removed in favor of the LOVE 3 bouncers.
 * obj_love_16_laserBullet
 * Does nothing when spawned.
 * obj_love_16_teleTrigger_1
 * Does nothing when spawned.
 * obj_love_16_teleTrigger_2
 * Does nothing when spawned.
 * obj_love08_sawSpawner
 * 1x1 invisible object. Does nothing. Maybe it needs a certain variable set, and then it spawns either obj_love08_sawShootDownward or obj_love08_sawShootUpward on a cycle?

Internal
Internal or main-game objects whose use should be avoided.
 * obj_charlieAchTrig
 * obj_controlsdisplay
 * Crashes the game when spawned.
 * obj_credits_CharlieToken
 * Unused holdover from kuso. Does nothing when spawned.
 * obj_cutscenefallingfiveEight
 * Probably related to end cutscene logic.
 * obj_endinga_scene
 * Probably related to end cutscene logic.
 * obj_endingb_scene
 * Probably related to end cutscene logic.

Geometry
Objects that are either pre-set level geometry of various levels, or have certain properties that make them difficult to use outside of their origin level. Not very useful.
 * lv01_bounce_obj
 * Bouncers of LOVE 2014 Level 01 (Nocturne).
 * lv01_solid_obj
 * Solid geometry of LOVE 2014 Level 01 (Nocturne).
 * lv02_death_obj
 * lv02_solid_obj
 * lv03_death_obj
 * lv03_solid_obj
 * lv04_death_obj
 * lv04_decor_obj
 * lv04_slowtube_obj
 * lv04_solid_obj
 * lv05_bouncer_obj
 * lv05_platforms_obj
 * The disappearing platforms of LOVE 2014 Level 05 (Tofu).
 * lv05_solid_obj
 * lv06_death_obj
 * lv06_solid_obj
 * lv07_death_obj
 * lv07_lasers_obj
 * The lasers and laser timer of LOVE 2014 Level 07 (Apex).
 * lv07_platforms_obj
 * The disappearing platforms of LOVE 2014 Level 07 (Apex).
 * lv07_solid_obj
 * lv08_decor_obj
 * The chains in LOVE 2014 Level 08 (Gadget).
 * lv08_solid_obj
 * lv09_death_obj
 * lv09_solid_obj
 * lv10_death_obj
 * lv10_path_obj
 * The path for moving bouncers in LOVE 2014 Level 10 (Lumen). Unknown if bouncers can actually connect to it.
 * lv10_solid_obj
 * lv11_bounce_obj
 * lv11_death_obj
 * lv11_solid_obj
 * lv12_decor
 * lv12_bounce_obj
 * lv12_solid_obj
 * lv13_bouncers_obj
 * lv13_solid_obj
 * lv14_death_obj
 * lv14_solid_obj
 * lv15_death_obj
 * lv15_solid_obj
 * lv15_teleporter1
 * An invisible teleporter from LOVE 2014 Level 15 (Kingpin) with a preset location.
 * lv15_teleporter2
 * The branching teleporter from LOVE 2014 Level 15 (Kingpin). Main sprite does not display, but timing indicator does. Warps to one of three preset locations.
 * lv15_teleporter3
 * An invisible teleporter from LOVE 2014 Level 15 (Kingpin) with a preset location.
 * lv15_teleporter4
 * An invisible teleporter from LOVE 2014 Level 15 (Kingpin) with a preset location.
 * lv16_solid_obj
 * obj_2007_13_death
 * obj_2007_13_solid
 * obj_2007_lv11_death
 * obj_2007_lv11_solid
 * obj_2007_lv12_solid
 * obj_2007_lv12_stairs
 * The stairs from <3 Level 12: Bumping Rumps that disappear and re-appear.
 * obj_2007_lv14_death
 * obj_2007_lv14_goopDropper
 * The upper area of <3 Level 14: Lovely Cavern. No collision or death.
 * obj_2007_lv14_solid
 * obj_2007_lv15_death
 * obj_2007_lv15_solid
 * obj_2007_lv16_death
 * obj_2007_lv16_solid
 * obj_2007_lv17_death
 * obj_2007_lv17_solid
 * obj_2007_lv18_solid
 * obj_2007_lv19_death
 * obj_2007_lv19_decor
 * obj_2007_lv19_solid
 * obj_2007_lv20_finale
 * The geometry of <3 Level 20: Potentiality to Actuality. Also causes fiveEight to gain a rainbow around them after moving far enough left, and eventually causes a whiteout, then makes fiveEight stuck in place.
 * obj_24_death
 * obj_24_solid
 * The geometry of LOVE 3 Level 24 (Ashes).
 * obj_k03_solid
 * The geometry of kuso Level 03 (Spooky).
 * obj_kusoBonus_bounce
 * obj_kusoBonus_death
 * obj_kusoBonus_solid
 * The geometry of kuso's Bonus Level (which appears as a possible level in LOVE 3's Endless Mode).
 * obj_love_01_bounce
 * Non-functional bouncers due to LOVE 3 bouncers being used in LOVE 3's version of LOVE Remastered.
 * obj_love_01_death
 * obj_love_01_solid
 * obj_love_02_death1
 * obj_love_02_solid
 * obj_love_03_death
 * obj_love_03_solid
 * obj_love_04_death
 * obj_love_04_secret
 * The non-solid secret passage in LOVE Remastered Level 04 (Kid).
 * obj_love_04_slowtube
 * The slow tube from LOVE Remastered Level 04 (Kid). Invisible; should be used with obj_love_04_slowtubeDecor.
 * obj_love_04_slowtubeDecor
 * The animation of the slow tube from LOVE Remastered Level 04 (Kid).
 * obj_love_04_solid
 * obj_love_05_bounce
 * Non-functional bouncers due to LOVE 3 bouncers being used in LOVE 3's version of LOVE Remastered.
 * obj_love_05_platforms
 * Column of disappearing platforms from LOVE Remastered Level 05 (Tofu).
 * obj_love_05_solid
 * obj_love_06_death
 * obj_love_06_solid
 * obj_love_07_disaplat
 * The disappearing platforms of LOVE Remastered Level 07 (Apex).
 * obj_love_07_laser
 * The lasers and laser timer of LOVE Remastered Level 07 (Apex).
 * obj_love_07_solid
 * obj_love_08_solid
 * obj_love_10_decor
 * The path for moving bouncers in LOVE Remastered Level 10 (Lumen). Unknown if bouncers can actually connect to it.
 * obj_love_10_solid
 * obj_love_11_bounce
 * obj_love_11_death_bottomLeft
 * obj_love_11_death_bottomRight
 * obj_love_11_death_topLeft
 * obj_love_11_death_topRight
 * obj_love_11_solid_bottomLeft
 * obj_love_11_solid_bottomRight
 * obj_love_11_solid_topLeft
 * obj_love_11_solid_topRight
 * obj_love_12_bounce
 * Functional "classic" bouncers from LOVE Remastered Level 12, since that level never had its bouncers replaced with LOVE 3 bouncers.
 * obj_love_12_solid
 * obj_love_13_bouncers
 * Functional "classic" bouncers from LOVE Remastered Level 13, since that level never had its bouncers replaced with LOVE 3 bouncers.
 * obj_love_13_solid
 * obj_love_14_death
 * obj_love_14_fallingObj
 * A falling hazard. Disappears after crossing a pre-determined y coordinate.
 * obj_love_14_solid
 * obj_love_15_death
 * obj_love_15_solid
 * obj_love_15_variableTele
 * 3-choice teleporter from LOVE Remastered Level 15 (Kingpin). Uses preset destinations like the 2014 counterpart.
 * obj_love_16_altPlats
 * The disappearing platform section from LOVE Remastered Level 16 (Metric).
 * obj_love_16_death1
 * obj_love_16_death2_waterPool
 * obj_love_16_kusolaser
 * The corner-bending laser at the end of LOVE Remastered Level 16 (Kingpin) that segues into kuso Level 01 (Deep).
 * obj_love_16_slowtubeDeath
 * obj_love_16_slowtubeDecor
 * obj_love_16_slowtubetrigger
 * obj_love_16_solid
 * obj_love09_solid
 * obj_love17_death
 * obj_love17_solid
 * Geometry of LOVE 2014 Level 17 (Game Over), a level that does not actually exist in the 2014 release of LOVE but was added to LOVE 3, so that the end of the LOVE 2014 levelset can segue into kuso Level 01 (Deep) like the LOVE Remastered levelset does.
 * obj_love1Solid
 * Seemingly identical to obj_love_01_solid.
 * obj_love2007_lv01_solid
 * obj_love2007_lv02_solid
 * obj_love2007_lv02_switchingplats
 * The disappearing platforms of <3 Level 02: Smashan Games.
 * obj_love2007_lv03_death
 * obj_love2007_lv03_solid
 * obj_love2007_lv04_solid
 * obj_love2007_lv05_death
 * obj_love2007_lv05_solid
 * obj_love2007_lv06_death
 * obj_love2007_lv06_solid
 * obj_love2007_lv07_solid
 * obj_love2007_lv07_water

Unsorted
Objects yet to be sorted into another category.
 * obj_love2007_lv08_laser
 * obj_love2007_lv08_plats
 * obj_love2007_lv08_solid
 * obj_love2007_lv09_lastdoor
 * obj_love2007_lv09_solid
 * obj_love2007_lv09_switch
 * obj_love2007_lv10_death
 * obj_love2007_lv10_solid
 * obj_love2007_spikerow
 * obj_lv01_death
 * obj_lv01_death_1
 * obj_lv01_decor
 * obj_lv01_decorA
 * obj_lv01_decorfan
 * obj_lv01_secretextradeath
 * obj_lv01_solid
 * obj_lv02_charlie
 * obj_lv02_fake
 * obj_lv02_fan_speed1
 * A horizontal rotating fan from kuso Level 02 (Summer).
 * obj_lv02_fan_vert
 * obj_lv02_fan_vert_speed2
 * obj_lv02_killingApparatus
 * obj_lv02_overlayS
 * obj_lv02_roller_destroy
 * obj_lv02_secretKey
 * obj_lv02_secretshow
 * obj_lv02_solid
 * obj_lv02_solidSecretDoor
 * obj_lv02_sparks
 * obj_lv02_survivor
 * obj_lv03_bounce
 * obj_lv03_death
 * obj_lv03_death_1
 * obj_lv03_door1
 * obj_lv03_door2
 * obj_lv03_doorSecret
 * obj_lv03_fan
 * obj_lv03_guides
 * obj_lv03_key1
 * obj_lv03_key2
 * obj_lv03_keySecret
 * obj_lv03_secretIndicator
 * obj_lv03_solid
 * obj_lv04_batteryDecor
 * obj_lv04_charlieAnim
 * obj_lv04_classic_secretOverlay
 * obj_lv04_crawlerA
 * obj_lv04_crawlerB
 * obj_lv04_death
 * obj_lv04_death1
 * obj_lv04_decor1
 * obj_lv04_drawDecor
 * obj_lv04_hiddenkey1
 * obj_lv04_hiddenWall
 * obj_lv04_invisibleBarrier
 * obj_lv04_movingWater
 * obj_lv04_secretOverlay
 * obj_lv04_solid
 * obj_lv04_solid_1
 * obj_lv04_survivor
 * obj_lv04_thrusterA
 * obj_lv04_thrusterA_1
 * obj_lv04_thrusterB
 * obj_lv04_thrusterB_1
 * obj_lv04_water1
 * obj_lv05_ballbreaker
 * obj_lv05_bounce
 * obj_lv05_classic_secretOverlay
 * obj_lv05_conveyorLeft_slow
 * obj_lv05_conveyorRight_slow
 * obj_lv05_creepyEye
 * obj_lv05_death
 * obj_lv05_decor1
 * obj_lv05_ejector
 * obj_lv05_ejector_1
 * obj_lv05_fakewall
 * obj_lv05_horizDeathBall
 * obj_lv05_lasersequence
 * obj_lv05_secretToken
 * obj_lv05_solid
 * obj_lv05_solid_1
 * obj_lv05_spikeBall
 * obj_lv05_spikeBallSpawner
 * obj_lv05_survivor_purple
 * obj_lv05_survivor_white
 * obj_lv05_tempsecret
 * obj_lv05_vertDeathBall
 * obj_lv05_vertDeathBall_1
 * obj_lv05_vertDeathBall_2
 * obj_lv06_ach
 * obj_lv06_death
 * obj_lv06_death_1
 * obj_lv06_deathblob
 * obj_lv06_ejector
 * obj_lv06_ejector_1
 * obj_lv06_ejectorDecor
 * obj_lv06_movingUmbrella_1
 * obj_lv06_movingUmbrella_2
 * obj_lv06_movingUmbrella_3
 * obj_lv06_pathUmbrella
 * obj_lv06_platDeath
 * obj_lv06_platSolid
 * obj_lv06_plattans1
 * obj_lv06_plattans2
 * obj_lv06_POP
 * obj_lv06_safeumbrella
 * obj_lv06_secretToken
 * obj_lv06_solid
 * obj_lv06_solid_1
 * obj_lv06_solidMercyPlat
 * obj_lv06_umbrellastill
 * obj_lv06_umbrellastill_1
 * obj_lv06_umbSpawn
 * obj_lv07_bounce
 * obj_lv07_death
 * obj_lv07_deathHump
 * obj_lv07_deathWall_A
 * obj_lv07_deathWall_B
 * obj_lv07_decor1
 * obj_lv07_horizDeathBall
 * obj_lv07_secretToken
 * obj_lv07_solid
 * obj_lv07_solid_1
 * obj_lv07_survivorAnimation
 * obj_lv08_ach
 * obj_lv08_blocker
 * obj_lv08_bounce
 * obj_lv08_death
 * obj_lv08_death_1
 * obj_lv08_fan
 * obj_lv08_laserGrid
 * obj_lv08_laserLeft
 * obj_lv08_laserRight
 * obj_lv08_laserSplode
 * obj_lv08_lowertrig
 * obj_lv08_moveBounce_down12
 * obj_lv08_moveBounce_up12
 * obj_lv08_platTrig
 * obj_lv08_secretManager
 * obj_lv08_secretToken
 * obj_lv08_shooterLeft
 * obj_lv08_shooterRight
 * obj_lv08_solid
 * obj_lv08_solid_1
 * obj_lv08_spikybits
 * obj_lv08_survivorAnimation
 * obj_lv09_death
 * obj_lv09_death_1
 * obj_lv09_deathdoor
 * obj_lv09_deathrod1
 * obj_lv09_fakeWall
 * obj_lv09_key1
 * obj_lv09_keySecret
 * obj_lv09_moveBounce_down
 * obj_lv09_moveBounce_right
 * obj_lv09_moveBounce_up
 * obj_lv09_raisingDeathPillar
 * obj_lv09_raisingPillar
 * obj_lv09_secretDeathDoor
 * obj_lv09_secretToken
 * obj_lv09_solid
 * obj_lv09_solid_1
 * obj_lv09_splodeyPlat
 * obj_lv09_splodeyPlat_delay
 * obj_lv09_survivorAnimation
 * obj_lv09_trigger1
 * obj_lv09_trigger2
 * obj_lv09_trigger3
 * obj_lv09_trigger4
 * obj_lv09_verticalBouncing_bouncer
 * obj_lv1_secretController
 * obj_lv1_secretDeadPerson
 * obj_lv1_secretDeath
 * obj_lv1_secretKey
 * obj_lv1_secretSolid
 * obj_lv1_secretSwitches
 * obj_lv1_solid
 * obj_lv10_bullet
 * obj_lv10_cannon
 * A fast-firing long cannon from kuso Level 10 (Meteor). Does not make SFX.
 * obj_lv10_controller
 * Invisible. No known effect. Likely internal.
 * obj_lv10_Death
 * obj_lv10_door1
 * obj_lv10_key1
 * obj_lv10_key2
 * obj_lv10_laserRecharge
 * obj_lv10_laserWall
 * obj_lv10_levelEndPlatform
 * obj_lv10_levelEndPlatform_still
 * obj_lv10_poppable
 * obj_lv10_secretarea
 * obj_lv10_secretManager
 * obj_lv10_secretToken
 * obj_lv10_secretTrigger1
 * obj_lv10_shortCannon
 * A slow-firing short cannon from kuso Level 10 (Meteor). Does not make SFX.
 * obj_lv10_smallswitch
 * obj_lv10_solid
 * obj_lv10_solid_1
 * obj_lv10_survivors
 * obj_lv10_watersurfaceDecor
 * obj_lv11_bounce
 * obj_lv11_coverup
 * obj_lv11_death
 * obj_lv11_death_1
 * obj_lv11_deathFan
 * obj_lv11_deathplug
 * obj_lv11_decorA
 * obj_lv11_fireSpitter_A
 * obj_lv11_fireSpitter_B
 * obj_lv11_secretToken
 * obj_lv11_secretunlock
 * obj_lv11_solid
 * obj_lv11_solid_1
 * obj_lv11_survivorAnimation
 * obj_lv11_trigger_1a
 * obj_lv11_trigger_1b
 * obj_lv11_trigger2
 * obj_lv12_death
 * obj_lv12_death_demover
 * obj_lv12_pillarDOWN_A
 * obj_lv12_pillarUP_A
 * obj_lv12_secretController
 * obj_lv12_secretdeath
 * obj_lv12_secretfillup
 * obj_lv12_secretkey
 * obj_lv12_secretsolid
 * obj_lv12_secretswitch
 * obj_lv12_solid
 * obj_lv12_solid_1
 * obj_lv12_solid_demover
 * obj_lv12_solidplatSafety
 * obj_lv13_cannon
 * obj_lv13_death1
 * obj_lv13_Decor1
 * obj_lv13_Decor2
 * obj_lv13_door
 * obj_lv13_drillDecor
 * obj_lv13_dripper_A
 * obj_lv13_dripper_B
 * obj_lv13_electricDecor
 * obj_lv13_keyInSecretRoom
 * obj_lv13_keySecret
 * obj_lv13_keySecretController
 * obj_lv13_rockSpray_A
 * obj_lv13_rockSpray_B
 * obj_lv13_shootDOWN
 * obj_lv13_shootDOWN_1
 * obj_lv13_shootLEFT
 * obj_lv13_shootUP
 * obj_lv13_solid
 * obj_lv13_solid1
 * obj_lv13_struct
 * obj_lv13_trigger
 * obj_lv13_turretDecorDeath
 * obj_lv13_waterfall
 * obj_lv14_charlie
 * obj_lv14_death
 * obj_lv14_drill
 * obj_lv14_dripA
 * obj_lv14_dripB
 * obj_lv14_easyplat
 * obj_lv14_pressDecor
 * obj_lv14_pressDecor_1
 * obj_lv14_pressDecorB
 * obj_lv14_pressDecorB_1
 * obj_lv14_safeDriverAchievement
 * obj_lv14_secretBarrier
 * obj_lv14_secretController
 * obj_lv14_secretDecor
 * obj_lv14_secretExplosion
 * obj_lv14_secretProgress
 * obj_lv14_secretToken
 * obj_lv14_secretTrigger
 * obj_lv14_solid
 * obj_lv14_solid_1
 * obj_lv15_achievement
 * obj_lv15_borkandniko
 * obj_lv15_buildToken
 * obj_lv15_death
 * obj_lv15_death_1
 * obj_lv15_deathFan
 * obj_lv15_disappearingPlatA
 * obj_lv15_disappearingPlatB
 * obj_lv15_progressbar
 * obj_lv15_secretToken
 * obj_lv15_solid
 * obj_lv15_solid_1
 * obj_lv15_speedBuilder
 * obj_lv15_survivorIdle
 * obj_lv15_survivorObliterate
 * obj_lv16_death
 * obj_lv16_death_1
 * obj_lv16_deathBall
 * obj_lv16_deathball_explode
 * obj_lv16_deathBallSpawner
 * obj_lv16_decor
 * obj_lv16_decorFan
 * obj_lv16_destructableBit
 * obj_lv16_disappearingPlat
 * obj_lv16_fan
 * obj_lv16_secretController
 * obj_lv16_secretOverlay
 * obj_lv16_secretProgress
 * obj_lv16_secretToken
 * obj_lv16_secretTrigger
 * obj_lv16_slowSlider1
 * obj_lv16_slowSlider2
 * obj_lv16_slowSliderBAR_horizontal
 * obj_lv16_slowSliderBAR_vertical
 * obj_lv16_slowSliderBAR_vertical_angledCorner
 * obj_lv16_solid
 * obj_lv16_solid_1
 * obj_lv16_survivorAnimation
 * obj_lv17_charlie
 * obj_lv17_deathBarrier
 * obj_lv17_secretArea
 * obj_lv17_secretController
 * obj_lv17_secretToken
 * obj_lv17_secretTrigger1
 * obj_lv17_secretTrigger2
 * obj_lv17_solid
 * obj_lv17_solid_base
 * obj_lv17_survivorAnimation
 * obj_lv18_carrier1
 * obj_lv18_carrier2
 * obj_lv18_carrierSpawner
 * obj_lv18_death
 * obj_lv18_death_1
 * obj_lv18_deathPillar
 * obj_lv18_destroyablepipe
 * obj_lv18_disappearingPlat
 * obj_lv18_helicopterdestroyable
 * obj_lv18_key
 * obj_lv18_secret_lower
 * obj_lv18_secret_upper
 * obj_lv18_solid
 * obj_lv18_solidDecor
 * obj_lv18_solidStatic
 * obj_lv18_survivorAnimation
 * obj_lv18DecorDrill1
 * obj_lv19_bullet
 * obj_lv19_controller
 * obj_lv19_death
 * obj_lv19_deathRotator_1
 * obj_lv19_deathRotator_still
 * obj_lv19_disappearingPlat
 * obj_lv19_drill
 * obj_lv19_fakefloor
 * obj_lv19_refractor
 * obj_lv19_refractor_1
 * obj_lv19_secretdisplay
 * obj_lv19_secretkey1
 * obj_lv19_secretkey2
 * obj_lv19_secrettrigger
 * obj_lv19_shooterLeft
 * obj_lv19_shooterRight
 * obj_lv19_solid
 * obj_lv19_solid_1
 * obj_lv19_survivors
 * obj_lv19_trigger_speedup
 * obj_lv1Death
 * obj_lv1PlatSpawner
 * obj_lv1VertMovePlat
 * obj_lv2_cannon
 * obj_lv2_door
 * obj_lv2_doorTrig
 * obj_lv2_movePlatTriggerDecor
 * obj_lv2_movingPlat
 * obj_lv2_movingPlatTrigger
 * obj_lv2_sweetspotIndicator
 * obj_lv20_bouncer
 * obj_lv20_death
 * obj_lv20_death_1
 * obj_lv20_decor1
 * obj_lv20_projectile
 * obj_lv20_projectileSpawner_left
 * obj_lv20_projectileSpawner_right
 * obj_lv20_secretController
 * obj_lv20_secretOverlay
 * obj_lv20_secretToken
 * obj_lv20_secretTrigDecor
 * obj_lv20_shaft
 * obj_lv20_smasher
 * A smasher from kuso Level 20 (Clock). Can be rotated with "image_angle" param, which accurately updates its hitbox.
 * obj_lv20_smasherB
 * Same as obj_lv20_smasher, but on a different cycle.
 * obj_lv20_solid
 * obj_lv20_solid_1
 * obj_lv20_survivorAnimation
 * obj_lv205_death
 * obj_lv205_disaplat
 * obj_lv205_movingUmb
 * obj_lv205_rotatingDeathWheel
 * obj_lv205_solid
 * obj_lv205_spawner
 * obj_lv21_charlie
 * obj_lv21_death
 * obj_lv21_death_1
 * obj_lv21_disaPlat
 * obj_lv21_disappearingDecor
 * obj_lv21_ejectorDecor
 * obj_lv21_hidescret
 * obj_lv21_movingLaser_A
 * obj_lv21_permaDecor
 * obj_lv21_pillarUp
 * obj_lv21_secretcontroller
 * obj_lv21_secretdoor
 * obj_lv21_secretToken
 * obj_lv21_secrettrig
 * obj_lv21_shooter_a
 * obj_lv21_solid
 * obj_lv21_solid_1
 * obj_lv21_survivorAnimation
 * obj_lv21_wobblyShot
 * obj_lv22_death
 * obj_lv22_secretController
 * obj_lv22_secretdoor
 * obj_lv22_secretOverlay
 * obj_lv22_secretToken
 * obj_lv22_secrettrig
 * obj_lv22_solid
 * obj_lv22_survivorAnimation
 * obj_lv23_activated
 * obj_lv23_bgOverlay
 * obj_lv23_destroyablewall
 * A destroyable wall from LOVE 3 Level 23 (Fable). Breaks when you fly a ship against it.
 * obj_lv23_horiz_projectile
 * obj_lv23_horizShooter_left
 * obj_lv23_horizShooter_right
 * obj_lv23_parallax
 * obj_lv23_secretController
 * obj_lv23_secretoverlay
 * obj_lv23_secretToken
 * obj_lv23_solid
 * obj_lv23_survivorAnimation
 * obj_lv23_timePlat_A
 * obj_lv23_timePlat_B
 * A platform that disappears and reappears on a cycle, from kuso Level 23 (Neptune).
 * obj_lv23_vertProjectile
 * obj_lv23_vertProjEnder
 * obj_lv23_vertShooter
 * obj_lv23love3_solid
 * obj_lv24_bouncer_A
 * obj_lv24_bouncer_B
 * obj_lv24_cannon
 * obj_lv24_death
 * obj_lv24_deathBarrier
 * obj_lv24_disaplat
 * obj_lv24_overlay
 * obj_lv24_projectile
 * obj_lv24_secretController
 * obj_lv24_secretToken
 * obj_lv24_secretTrigSpot
 * obj_lv24_shard
 * obj_lv24_shardShatter
 * obj_lv24_solid
 * obj_lv24_spawner
 * obj_lv24_survivor
 * obj_lv24_switch
 * obj_lv25_231_controller
 * obj_lv25_231toggle
 * obj_lv25_cannon
 * obj_lv25_carrier
 * obj_lv25_carrier_spawner
 * obj_lv25_carrierSpawner_decor
 * obj_lv25_claw_running
 * obj_lv25_conveyorBelt
 * obj_lv25_crusherToggle
 * obj_lv25_death
 * obj_lv25_deathFan
 * obj_lv25_deathThing
 * obj_lv25_decor1
 * obj_lv25_DishDeath
 * obj_lv25_doorhint
 * One of the sparkly panels that appears below a door in LOVE 3 Level 25 (Genus).
 * obj_lv25_endlessolid
 * obj_lv25_endlessolid2
 * obj_lv25_engine
 * The center of the ominous machine from LOVE 3 Level 25 (Genus).
 * obj_lv25_fan
 * A horizontal rotating fan from kuso Level 25 (Nucleus), originally from Level 02 (Summer).
 * obj_lv25_finaldoor
 * obj_lv25_finaldoorkey
 * obj_lv25_finalfinalfinaldoor
 * obj_lv25_finalswitch
 * obj_lv25_goodbye
 * obj_lv25_lastBlast
 * obj_lv25_lightningBarrier
 * obj_lv25_love3_death
 * obj_lv25_love3_solid
 * obj_lv25_NormalEndingFade
 * obj_lv25_rotator
 * obj_lv25_secretLocked
 * obj_lv25_shooterLeft
 * obj_lv25_shooterRight
 * obj_lv25_smasher_A
 * obj_lv25_smasher_B
 * obj_lv25_smasher_C
 * obj_lv25_smasher_D
 * obj_lv25_smasher_E
 * obj_lv25_snowmaker
 * obj_lv25_solid
 * obj_lv25_solidPlat
 * obj_lv25_timePlat_A
 * obj_lv25_timePlat_B
 * obj_lv25_topright_door
 * obj_lv25_VertPillar
 * obj_lv25_wallSmasher
 * obj_lv25_wobblyShooter
 * obj_lv25slowTube
 * obj_lv3_secretkey
 * obj_lv3_secretrelief
 * obj_lv4_secretareatrigger
 * obj_lv4_secretmanager
 * obj_lv4_secrettriggervisiblearea
 * obj_lv5SmasherNew
 * A smasher from LOVE 2014 Level 05 (Tofu). This is from the 2014 version, evidenced in its slight recoil after moving fully downward, despite saying "New".
 * obj_lv6_surviorAnimation
 * obj_lv7_breakablefloor
 * obj_lv7_death
 * obj_lv7_fakedoor
 * obj_lv7_fakeupperarea
 * obj_lv7_lowerhiddenarea
 * obj_lv7_trig1
 * obj_lv7_trigger2
 * obj_lvhard_ballspawner
 * The moving ball spawner from kuso's Bonus Level. Balls will start out moving left.
 * obj_lvhard_rollerball
 * A moving ball from kuso's Bonus Level, but stationary.
 * obj_marker
 * Used for graphical purposes. Has no code attached to it. Can be used for things like decor.
 * obj_movePlatTest
 * obj_o_love1_fallingPlat
 * obj_o_love11_trig
 * obj_orb
 * A stationary deadly orb from LOVE 3 Level 09 (Forte).
 * obj_orbdecor
 * A big lava lamp orb from kuso's Bonus Level.
 * obj_restrictedview
 * Having this present makes the level view confined to a small square. Used in <3 Level 06: Jagged Rock Junction to prevent you from seeing too far ahead, considering the original <3's screen resolution.
 * obj_restrictedviewspotlight
 * Having this present makes the level view confined to a small circle with a noisy border. Used in <3 Level 10: Zigs and Zags for the same reason as obj_restrictedview.
 * obj_results
 * Do not use. Spawning this mid-level initiates a fade-out to the results screen, and seems to invisibly activate the results screen without kicking you out of the level.
 * obj_rightBouncer
 * LOVE 3 bouncer facing right.
 * obj_roller
 * A rolling gear from LOVE 3 Level 02 (Plankton).
 * obj_saw_spawner
 * Regularly spawns an upward-moving saw from <3 Level 04: Hack and Dash.
 * obj_secretKey
 * obj_ship
 * A drivable helicopter pod with a player inside. When it breaks, no player comes out.
 * obj_ship_creator
 * Spawning points for the drivable helicopter pods seen in various LOVE 3 levels.
 * obj_shipbreaker
 * A non-solid 2x2 flickery box that breaks helicopter pods on contact. Used in the upper-right section of LOVE 3 Level 25 (Genus).
 * obj_shipExhaust
 * obj_showLogos
 * obj_shrinkFade
 * obj_sindeathball
 * obj_sindeathball1
 * obj_slowdecor
 * obj_slowdecor_topbot
 * obj_slowmotrace
 * obj_snowflake
 * obj_solid_lerper_vert
 * obj_teleporter
 * obj_teleporterpoof
 * obj_transition
 * obj_transitionblast
 * obj_triggerVolume
 * obj_turner
 * obj_tut_death
 * obj_tut_solid
 * obj_tut_spikes_flowing
 * obj_tutbar
 * obj_tutController
 * obj_tutCursor
 * obj_tutEnd
 * obj_tutorial_nextRoom
 * obj_tuttrig
 * obj_upBouncer
 * LOVE 3 bouncer facing up.
 * obj_upBouncer_lv06Secret
 * LOVE 3 bouncer facing up. Causes a particle effect when spawned mid-level, and a sound effect the first time it's spawned. Likely used for the bouncers in LOVE 3 Level 06 (Bonsai) that only appear when all safety platforms are stepped on.
 * obj_upbouncer_lv15
 * LOVE 3 bouncer facing up that moves rightward indefinitely. Likely used for the bouncers in the lower-left section of LOVE 3 Level 15 (Compass) that move left and right.
 * obj_upLeftBouncer
 * LOVE 3 bouncer facing up-left.
 * obj_upRightBouncer
 * LOVE 3 bouncer facing up-right.
 * obj_verticalSpinner
 * obj_vertMovePlat
 * obl_lv02_solid
 * p_bouncer
 * For custom levels. When the player touches a p_bouncer object it will apply an external horizontal or vertical speed to it, variables (exthSpeed, extvSpeed)
 * p_death
 * For custom levels. When the player touches p_death, they will die and return to their checkpoint
 * p_movePlat
 * p_slow
 * For custom levels. When the player is touching p_slow their vertical speed (vsp) will be set to whatever p_slow's variable "slow" is. Equivalent to "slow tubes" like in LOVE Level 04 (Kid).
 * p_solid
 * For custom levels. The solid object parent. Used for creating level geometry.
 * p_water
 * For custom levels. When the player is within a p_water region, they can jump infinitely.

Since v1.3.1 [b]:
 * obj_waterdropper
 * For custom levels. A source of deadly water drops, like those found throughout LOVE. Drop period is probably adjustable.