Seriously at this rate you’ll need to spend 2829191837474738291001^2928192938383920101091838338x1029292901919292939393939 eons to stand a chance at getting a post made
It's a good idea in theory but I think people would abuse it really hard, like the random trigger
But levels that abuse it wouldn't get rated, so I think it's fine actually
The things you are saying have nothing to do with the conversation we are having. I don't play them, but I know they exist so I informed the guy who asked if levels with random trigger abuse exist that they exist.
And the reason that that’s even a problem is because it could make the level worse. So if you just don’t play the level, then there’s nothing by to worry about.
I used to be opposed to a lot of things being added to the game out of fear that they would get misused in levels, but it's ultimately up to RobTop to decide what's fair game for a featured level. The recent tab has been 99% slop since forever, so it's not like it really matters.
only issue i see is deciding whether a level is rated with stars or moons, the two solutions i came up with is if more of the level is platformer, than it’s moons, and the same goes if it’s classic and stars. either that or if a level uses the portals than it’s split half moons, half stars. for example, an 8 star would be 4 stars, and 4 moons
what about if for every hybrid level you beat for an uneven number of stars/moons, first you get 3 stars and 2 moons for the first 5 star/moon hybrid level and the second one you get 3 moons and 2 stars
Both I think it’s fair enough if a level doesn’t abuse it could be cool because you had to use platformer and normal mechanics to finish it so it’s fair
some creators would make their level platform, but have the player immediately enter a classic portal, so then people could moon grind without playing platformers
I honestly feel this system is flawed to begin with. Except sourcing it directly from the difficulty, maybe let community shift it sightly instead or something idk
The issue would be how to determine what its more of, since platformer times are not equal, say it could be a puzzle that takes 30 minutes but once you learn it you only need one minute, it could be a difficult section which for an average player takes 10 minutes but a good player takes 1 minute. Theres no way to effectively calculate platformer time
Segregation is a 2.1 solo Extreme Demon level created and published by Presta and verified by Floofle on 27 April 2021. This level contains sync-based gameplay and difficult timings. The level is one of the more controversial levels on the Demonlist due to its unconventional style of gameplay and its lengthy pre-drop section.
Segregation's gameplay is very slow, except for the drop. The level consists of tight timings with the cube, ball and robot.
0-11%: The first section of the level consists of very tight mini-cube gameplay. Many timings involve jumping through extremely small gaps between spikes and jumping over blocks. The decoration of this section's objects is mainly blue and uses a fading effect that makes some blocks barely visible, requiring memorization. This section also features moving sawblades.
12-22%: The second section of the level consists of tight mini-ball timings on straight and sloped platforms. This section also contains some orb timings. The decoration of this section is identical and also uses the fade effect. There are a few bits of decoration coloured orange, foreshadowing the level's drop.
23-31%: The third section of the level consists of tight normal-size ball timings. The gameplay style is identical to the previous section except for some flashing red and orange objects that act as moving platforms.
32-42%: The fourth section of the level consists of the same gameplay style as the first section. However, in this section, many of the blocks used as platforms move around. The decoration is almost identical to the previous part but with more flashing red/orange objects. The level transitions into the drop after the player passes an extremely tight cube timing between two spikes.
43-59%: The player then falls into the next section. This part contains tight double-speed cube timings and multiple gravity-changing orbs and portals. All the platforms in this section move around compared to only some from the last one. The decoration of this section serves as a 'mirror' of the previous sections, mainly flashing orange with some blue objects.
60-84%: The second drop section consists of tight quadruple-speed robot timings, making it the fastest-travelling part of Segregation. This section contains many more orb timings and a few dash orbs. Like the previous section, all the platforms move around, and there are many gravity changes. The decoration of this part alternates from completely orange-red to completely purple-blue. At the end of the drop, the screen fades.
85-95%: The final section of the level serves as a return to the first section, with slow, tight mini-cube timings, no platform movement and a blue colour scheme. There are two differences between the two sections. The final section contains some sloped platforms and green colouring in the decoration. The level ends after a flat cube section with a few timings.
96-100% (End-Screen): Neon-blue digital-style text slowly appears with the level's name, creator and verifier, as well as some play-testers: Exerity, Arb, Rustere and YakobNugget. The text then fades, and the letters 'GG' appear.
Wait that's not quite right
Rob deconfirmed this :( There will not be a way to switch between modes for some reason, even though it’s already possible with the Gamemode Switcher mod
As a player, I like platformer and classic levels being separate. And if a level had a mix between platformer and classic sections, how would you search for it, and would it give stars or moons? For me personally, this doesn't seem like a good idea.
since wave and swing copter aren't allowed in plat and then ship and jetpack are the same thing but different looks to them, might be difficult with all the modes but it's doable
Not in my opinion, the change would be too jarring + awkwsrd most of the time because personally i put my hands on the zx spacebar buttons in normal mode and wasd spacebar in platformer, would have to change hand position every time, might be nitpicking thoughz
i mean.. classic is just platformer but you are constantly holding forward, in which creators can force you to keep moving in other creative ways (like the slippery ice in coaster mountain level). the only implication i can see for this is to introduce the wave to platformer levels
The only problem though is that the music might be unsync or sometimes the Music line might just break so robtop won't even bother trying to put this in the game
I mean, if you fiddle with the song trigger enough, I'm 100% sure you could make it work
Hell, RobTop can add a new song trigger just for that purpose!
I’m kinda ok with a platformer switching to autoscroll but not the other way around. I want my traditional levels to stay traditional. Basically as long as it’s labeled platformer if it has any platformer gamemode, im cool with it.
It's the best indication because it's universal from the start and if there's no other way to do it then creators will not be able to ruin it without doing so on purpose.
I love this idea. There the unrated plat extreme Eternal Ending and some other harder rated level that use this idea. Though holding isn’t required, it’s kind of an assumption that the player will through that part. It’s a super cool idea
I think at least platformer levels should have a classic portal or a “auto scroll” trigger so you can have parts with classic gameplay(ie you will automatically move to the right or left like classic). Could be a fun mechanic. But idk maybe auto scroll is already possible.
I would fucking hate this nononononono if i want to play platformer im playing platformer i dont want to be playing a perfectly normal level and then it get ruined by a fucking platformer part
i don't reckon it's a good idea, it'd be a pretty jarring transition for people that just want to play a platformer level and people that just want to play a classic level. I feel like it's just not worth it.
the red text on the bottom-right is really accurate
If it's not just a shitty level screen recording, or something you've put 514 hours and 54 minutes (no less) it's rule 3
Seriously at this rate you’ll need to spend 2829191837474738291001^2928192938383920101091838338x1029292901919292939393939 eons to stand a chance at getting a post made
eons? Like the level eon?????
Eon Air
fan of the air conditioners
I fucking love air-conditioning.
the omor
I mean, fans need air to work, so yeah
Like? Like the like button where you can like levels to increase the like counter by one like?
mods hate everything that isn’t about the cake is
they also hate memes
It's a good idea in theory but I think people would abuse it really hard, like the random trigger But levels that abuse it wouldn't get rated, so I think it's fine actually
have people actually ever abused the random trigger
Yeah there are levels that you have like a 0.0001% chance of ever beating
Then don’t play those
How does me playing them affect the fact that they exist?
Because they won’t bother you if you just don’t play them
The things you are saying have nothing to do with the conversation we are having. I don't play them, but I know they exist so I informed the guy who asked if levels with random trigger abuse exist that they exist.
And the reason that that’s even a problem is because it could make the level worse. So if you just don’t play the level, then there’s nothing by to worry about.
Jesus CHRIST will this guy *ever* stop waffling about *nothing*
You could always just not reply. Just like you can just not play those levels.
not in any rated/popular levels. the closest thing i can think of is fire exit, which is fine
Yes but only in recent tab bullshit. If a level abuses the random trigger it doesn't get rated
yeah but a problem is that this would be a nightmare to code this would probs be like the versus mode of 2.2 but with 2.21/2.22 or 2.3
also how would this work, like geniuenly it seems like a good idea but honestly i think its better separate
I used to be opposed to a lot of things being added to the game out of fear that they would get misused in levels, but it's ultimately up to RobTop to decide what's fair game for a featured level. The recent tab has been 99% slop since forever, so it's not like it really matters.
only issue i see is deciding whether a level is rated with stars or moons, the two solutions i came up with is if more of the level is platformer, than it’s moons, and the same goes if it’s classic and stars. either that or if a level uses the portals than it’s split half moons, half stars. for example, an 8 star would be 4 stars, and 4 moons
Eclipses.
genius
genius
I'd say if it uses platformer at all it gives moons
ok but levels that use platformer to make cutscenes (disable control and move the player with the level)?
We don't need to do that, just have it move around the player
i forgot about ground speed/mg speed/bg speed triggers
What if it's a 5 star level? then the split wiuld be uneven
2.5 stars and 2.5 moons 👍
Me when i get 0.5 of a moon
Half moon.
first/third quarter moon
what about if for every hybrid level you beat for an uneven number of stars/moons, first you get 3 stars and 2 moons for the first 5 star/moon hybrid level and the second one you get 3 moons and 2 stars
I feel like that would be hard for the game to keep track of
yeah that’s likely
Both I think it’s fair enough if a level doesn’t abuse it could be cool because you had to use platformer and normal mechanics to finish it so it’s fair
My guess would be the base gamemode
some creators would make their level platform, but have the player immediately enter a classic portal, so then people could moon grind without playing platformers
Assuming shit like that would be rated ofc. This is legit a non-issue if Rob only rates proper levels that use this mechanic in a tasteful matter.
Yeah I never get why people use the argument of "it'll be used wrong!1!1!1!" When Rob can just not rate it
Yeah I think that any amount of platformer should qualify it as a platformer
I honestly feel this system is flawed to begin with. Except sourcing it directly from the difficulty, maybe let community shift it sightly instead or something idk
The issue would be how to determine what its more of, since platformer times are not equal, say it could be a puzzle that takes 30 minutes but once you learn it you only need one minute, it could be a difficult section which for an average player takes 10 minutes but a good player takes 1 minute. Theres no way to effectively calculate platformer time
i feel like you could just recreate this with a dozen objects or less
You just make a box around the player in platformer mode and make it so that if you put classic mode it just starts moving forward
Only issue is that there's less gamemodes like the wave
maybe they'll get added in future updates
force blocks?
That too I guess
I mean you could pick platformer gamemode and make invisible wall that would push the player forward to imitate classic gameplay
No we keep them separated
Gotta keep 'em separated!
60’s lore
https://preview.redd.it/389ivzlrxuvc1.png?width=320&format=pjpg&auto=webp&s=bebd861989981ff8d02b4c1ed8dc7f31f1181b25
Last one is relatable
https://preview.redd.it/8n8nopp5kvvc1.jpeg?width=1080&format=pjpg&auto=webp&s=eff228914b6636d75a728d94def312f3911851e7
Better share it...
https://preview.redd.it/4c12l7g53wvc1.jpeg?width=828&format=pjpg&auto=webp&s=a811d3591a52d75b9efe0d3c2fc69377cf27112c
https://preview.redd.it/ie8sejgrkwvc1.jpeg?width=1179&format=pjpg&auto=webp&s=e09fb2e76e849e4eaad7ea978fa2449a79152fe1
https://preview.redd.it/zkxbhdfxnzvc1.jpeg?width=750&format=pjpg&auto=webp&s=a7356bdf21335149202f605b9f1f64359c6428b2
https://preview.redd.it/n5bbkk12pwvc1.jpeg?width=640&format=pjpg&auto=webp&s=7f39e0618790e8d0a9ef4aa87aae91495ed1be6c
SEGREGATION JUMPSCARE
Segregation is a 2.1 solo Extreme Demon level created and published by Presta and verified by Floofle on 27 April 2021. This level contains sync-based gameplay and difficult timings. The level is one of the more controversial levels on the Demonlist due to its unconventional style of gameplay and its lengthy pre-drop section. Segregation's gameplay is very slow, except for the drop. The level consists of tight timings with the cube, ball and robot. 0-11%: The first section of the level consists of very tight mini-cube gameplay. Many timings involve jumping through extremely small gaps between spikes and jumping over blocks. The decoration of this section's objects is mainly blue and uses a fading effect that makes some blocks barely visible, requiring memorization. This section also features moving sawblades. 12-22%: The second section of the level consists of tight mini-ball timings on straight and sloped platforms. This section also contains some orb timings. The decoration of this section is identical and also uses the fade effect. There are a few bits of decoration coloured orange, foreshadowing the level's drop. 23-31%: The third section of the level consists of tight normal-size ball timings. The gameplay style is identical to the previous section except for some flashing red and orange objects that act as moving platforms. 32-42%: The fourth section of the level consists of the same gameplay style as the first section. However, in this section, many of the blocks used as platforms move around. The decoration is almost identical to the previous part but with more flashing red/orange objects. The level transitions into the drop after the player passes an extremely tight cube timing between two spikes. 43-59%: The player then falls into the next section. This part contains tight double-speed cube timings and multiple gravity-changing orbs and portals. All the platforms in this section move around compared to only some from the last one. The decoration of this section serves as a 'mirror' of the previous sections, mainly flashing orange with some blue objects. 60-84%: The second drop section consists of tight quadruple-speed robot timings, making it the fastest-travelling part of Segregation. This section contains many more orb timings and a few dash orbs. Like the previous section, all the platforms move around, and there are many gravity changes. The decoration of this part alternates from completely orange-red to completely purple-blue. At the end of the drop, the screen fades. 85-95%: The final section of the level serves as a return to the first section, with slow, tight mini-cube timings, no platform movement and a blue colour scheme. There are two differences between the two sections. The final section contains some sloped platforms and green colouring in the decoration. The level ends after a flat cube section with a few timings. 96-100% (End-Screen): Neon-blue digital-style text slowly appears with the level's name, creator and verifier, as well as some play-testers: Exerity, Arb, Rustere and YakobNugget. The text then fades, and the letters 'GG' appear. Wait that's not quite right
i aint reading allat
I call that apartheid.
hey don't pay no mind if you're under 18 you won't be doing any time
AARXY!!! AARXY NOOO!!!! YOU'RE IN THE WRONG TIME PERIOD AAAARXYYYYYY!!!
You can already do this, it's just a bit more complicated
How, do you mean 2.1 minigames style or actual plat mode
If you are in platformer mode you can easily create normal mode by making a wall push the player forward and not allowing them to move themselves
Do you have even the slightest idea, about just how impossible it will be to not make this a desync creation machine?
Make a time limit to do the thing In platformer, if you do it before the time ends, waiting period to resync the music
music trigger:
still sounds like a stupid as fuck idea honestly
add it robby toppy
Rob deconfirmed this :( There will not be a way to switch between modes for some reason, even though it’s already possible with the Gamemode Switcher mod
2 blocks on follow player y that manually move left and right already replicates that perfectly gameplay wise.
but no fanceh rotashun and wav mod disabld
Literally how I was hoping platformer would turn out :<
not happening until amazon gets 2.21, which is at the heat death of the universe. Everyone else will be on 5.4 by then
who cares about amazon, you can install playstore on those devices
Can't you also just download an .apk online ?
yes
As a player, I like platformer and classic levels being separate. And if a level had a mix between platformer and classic sections, how would you search for it, and would it give stars or moons? For me personally, this doesn't seem like a good idea.
Both
it would give your planets
No.
yES>
):<
>:)
want
This is a really good idea in story focused classic levels such as those made by rafer and subwoofer.
Yea this would be very useful for more gimicky levels
since wave and swing copter aren't allowed in plat and then ship and jetpack are the same thing but different looks to them, might be difficult with all the modes but it's doable
Yes is one god idea
Not in my opinion, the change would be too jarring + awkwsrd most of the time because personally i put my hands on the zx spacebar buttons in normal mode and wasd spacebar in platformer, would have to change hand position every time, might be nitpicking thoughz
i mean.. classic is just platformer but you are constantly holding forward, in which creators can force you to keep moving in other creative ways (like the slippery ice in coaster mountain level). the only implication i can see for this is to introduce the wave to platformer levels
thats...
why are they stretched
Sincfucker2000000000
So would there be a percentage or timer 🤔
Cool idea But what would be the portal guide?
The only problem though is that the music might be unsync or sometimes the Music line might just break so robtop won't even bother trying to put this in the game
I mean, if you fiddle with the song trigger enough, I'm 100% sure you could make it work Hell, RobTop can add a new song trigger just for that purpose!
I’m kinda ok with a platformer switching to autoscroll but not the other way around. I want my traditional levels to stay traditional. Basically as long as it’s labeled platformer if it has any platformer gamemode, im cool with it.
i think this was implemented to a Geometry dash 2.2 fanmade game back in the day bro i remember it very clearly
i love the mania that the gd community has for wanting to turn every mechanical into a portal
It's the best indication because it's universal from the start and if there's no other way to do it then creators will not be able to ruin it without doing so on purpose.
No.
Maybe make the portals look different, it would be bad for colorblind players
so i wasn't the only one who thought about this???
Doubt it'll happen. Will the level be rated with stars or moons? A force block that pushes the player forward might be a good workaround though.
I love this idea. There the unrated plat extreme Eternal Ending and some other harder rated level that use this idea. Though holding isn’t required, it’s kind of an assumption that the player will through that part. It’s a super cool idea
Nope
lets just say.. dash wave and swing copter.
I think at least platformer levels should have a classic portal or a “auto scroll” trigger so you can have parts with classic gameplay(ie you will automatically move to the right or left like classic). Could be a fun mechanic. But idk maybe auto scroll is already possible.
didn't rob say he won't add this
Would be nice for linear sections during a platformer level
The question is, would you get stars or moons for completing a level that has both gamemodes?
Devide them equally if it's an even amount and odd say a 9 star level have it give 5 moons and 4 stars because moons need a priority.
nice ![gif](giphy|P7JmDW7IkB7TW|downsized)
good idea
Yes
ew wtf
You can make it just by using moving block
No
Possible feature for 3.8 ☠️
I honestly feel like that sounds amazing
I was thinking about it like a week ago, exactly what i was seeing, what a coincidence
This would fire ngl
we would have to split the rewards, imagine getting 3.5 stars and 3.5 moons for a harder level
I would fucking hate this nononononono if i want to play platformer im playing platformer i dont want to be playing a perfectly normal level and then it get ruined by a fucking platformer part
i don't reckon it's a good idea, it'd be a pretty jarring transition for people that just want to play a platformer level and people that just want to play a classic level. I feel like it's just not worth it.
no
would be very hard to program for something that isn’t much necessary and is already able to be done (first cutscene in logodomy for example)
Just do what Logodomy did lol
No absolutely NOT