Nah, you probably already can,@ronanfitzgerald9169 . It's just going to require a lot of triggers - like sputnik tier trigger counts. GD was Turing complete back in 2.1 and it's a whole lot more efficient in 2.2, thus making it so you aren't as limited when it comes to space and performance. All that's missing for the true OSU experience is data saving inside the level and the level having online access, which sounds like it could open up a lot of security flaws if done, so I wouldn't be expecting that until a geometry dash 3.0, whenever that comes out in like 2034 (if at all) but yeah, GD osu when?
Idea for improving / defining better trigger: Instead of using only basic operations u would write an equation where u would denote which values are variables and which are constants, geometry dash would then before starting the level compile the equation to bytecode, and execute it on command. u would used item id to reference the item example: I3 = (I1 + I2) * 2 would be written as ($[item id] + $[item id]) * 2 => ($1 + $2) * 2 and assigned to item id benefits: u can extend the possible functions that could be performed, also u could use multiple items (not just 2) to do a calculation. real world example: $1 = sqrt($2*$2 + $3*$3 + $4*$4)
Stuff like a random function would be nice to be added as well, which will either choose any number between the min and max values or only choose from the specified values. It would also be more insane if you can reference these item ids and use them not just for the item related triggers, but for almost any trigger. Say we have a move trigger, then we have an item id with a value of 10, then we reference that id to the move x/y input field. We then call that move trigger with a spawn trigger. After that we increase the value of the id by 10 and call the move trigger again. It now moves the object 20 blocks instead of 10. This would be more practical if it was a spawn loop or if you want a lot of variations on what a certain group does without making one for every single variation. You can also reference them to time and id inputs as well.
sequence trigger is my favorite, its underrated as hell. it works so well for what its meant to do and theres also many other things you can do with it, like making it spawn just 1 group in a looped sequence (so it works like a spawn trigger) but setting a mintime so that it can be spawned too quickly just like you can ignore the "sequence" aspect of the sequence trigger, another of my favorite things to do (esp in platformer) is ignoring the "teleport" aspect of the teleport trigger by clicking on ignore x and ignore y, and use the trigger as a force trigger, allowing you to set, add and multiply the force on player 1. its super neat
I'm using it right now for some minigames inside of my platformer level and not only it could be an unfair advantage, but also , along with some other op triggers as well, get my level rated legendary and possibly even mythic if I used the triggers along with some godlike deco
1:15 "u can make something like that on gd now" well... I think someone hear you and now we have the full fnaf1 on GD with custom night and everything...
So, with this trigger, its possible for the level to have a different map each attempt? Imagine each time you die the level gets more gruesome details or something. Would be sick
Someone already made a No Man's Sky level, it gets a completely different environment every time you play it. Probably, they used Item Edit and the Random triggers.
As soon as I saw a screenshot (in the Discord server) with a formula, I freaked out! I got so excited that we could do math in GD more easily! Spu7nix boutta go wild 💀. I bet he's making a 4D non-Euclidean ray-traced game rn.
What i'm saying might be nonsense, but maaybe, with that trigger we can calculate the position on screen of the vertices of a gradient trigger to simulate actual 3D rendering inside the game
when I saw the name "item edit" I thought it was a trigger that let you change the variables of an object, like color channel or Z-layer or the group or something, which might be a semi-good idea for a new trigger maybe? Or is it already there lol
several triggers alr change one variable of an object. e.g. while u can't change groups of objects, u can change the target groups of triggers, which has a similar effect. i dont rly see a reason to add a trigger like this imo
Considering how this is one of the first triggers I tried using when the update came out, I agree. A lot of stuff was already possible in 2.1, with some collision trigger workarounds, but this makes anything that was possible in 2.1 severely easier while also opening an infinity of new possibilities. Yeah sure, gradient and particle triggers are very cool for adding a lot of cool effects in levels, but being able to do math properly is, funnily enough, probably the most revolutionary thing about 2.2
First thing I thought of when I realized what this did was “I can’t wait to make a Mandelbrot sequence as a background that evolves over time as the level progresses”. It’s a shame that it only handles integers right now
all I wish for is something that allows you to take an object or group of objects, and make them follow a certain path for example with keyframe, except you wouldn't have to copy/paste them like 10 times to have the pattern happen 10 times, instead have like a duplicate trigger or something, that way bullet hell minigames in GD would be so much better, as well as many other things like simple hazard loops in platformer (dart trap, fireball being shot) it could potentially save hundreds of groups
w, a, d and the equivalent arrow keys are accessible (platformer, 2 player and some trigger knowledge). but yes, keymap triggers that work like normal touch trigger would be very cool (but non-mobile accessible)
Not to mention, before 2.2, copying the value of an item ID to another item ID is SOO tedious and takes at least 4 triggers each ID pair (a really fast clock activating an instant count trigger which in turn activates 2 pickup triggers), even more if you want it to be even decently fast for large numbers (more instant triggers checking for larger values so it can + or - larger numbers if it can). Now it only takes ONE. ONE TRIGGER! I LOVE Item Edit!
So you're telling me that it's possible to play yugioh on geometry dash? Well, I have wanted to play tearlament mirror, but just never could afford the money nor personnel...
A while ago I saw this video and thanks to him, I got the idea to first make a recreation of Hollow Knight (it was just the mechanics) and this video gave me an idea of how to make the mechanics of life and after many attempts I managed to make it, life. Then I changed my mind and I am currently cooking an original level (it is no longer a recreation) and with many references to other games.
Something that I like is that seeing how someone made an exponent calculator and a factorial calculator, we can make Taylor Series, which will allow us to make basically everything.
Unfortunately one thing missing is the ability to use item values to calculate the movement of triggers like move and scale. At least from all my testing. Maybe there is a way or Rob will consider it. It's very hard to make reusable and dynamic boss bars that can take different kinds of weapon damage because of this
I couldn't agree more! I calculated e^x even in the decimals, alongside sine and cosine :V There are some precision issues when using the 8th order in the taylor series for sine and cosine... But its enough to calculate to the thousandth digit so its a nice proof of concept to the potential of timer and item edit! I also calculated 2nd and 3rd root through Newton's inverse approximations, Kinda cluttered the editor with a heck ton of spawn triggers for iterations XD
Man I thought the gradient trigger couldnt be beaten, but if i knew we had a freaking calculator trigger, I wouldn't have thought that. Spu7nix is bouta make full on 3d games
all we need are copy triggers, paste triggers and clone triggers and we can make a full, randomly generated open world game (i want them seperate because that increases possibilities a bit)
Wow, did not know this! Along with 6 completely independent input detections, and listening events, you can make pretty much any NES game completely accurately.
Pienso hacer un especie de calculadora de daño de caída con un cronómetro que calcula el tiempo sin tocar el piso y calcule tu daño de caída en un sistema de vidas
So, ''GD is a game engine'' is no longer a simple gag, it's an *OBJECTIVE FACT.* I know that people like Spu7nix have made programming languages in GD and a ton of awesome minigames have been made, but now, GD being a game engine is an official feature inside of the game itself. It's insane how much you can do with a ''simple calculator'' in any game _(If a sandbox game pass what I like to call the calculator test, which basically means ''can a simple calculator be made in this game?'' that means that it can theoretically function as a game engine, and now GD literally has a calculator block, meaning the process of coding actual _*_games_*_ in it, not just zany minigames, becomes as close of a step as building a complex calculator was in GD 2.1),_ and GD's ''simple'' calculator isn't even that simple, it allows for quite a lot. Man, I thought 2.2 would trivialize minigame levels thanks to Platformer Mode, but I couldn't've been more wrong, it'll none but TENFOLD their relevance! Also yeah, speaking of Spu7nix, this definitely feels like the kind of trigger he'd abuse the shit out of, and I couldn't be more excited about it.....
Gd has a huuuuugee community 2.2 is like the Thanos glove if the community has everything finally figured out and played around with it gd will be unstoppable
the math trigger
The meth trigger
TRUE
@@secretgogeta the meth triggers are the shader triggers and sfx trigger
true, I agree
the edging trigger
This does mean you can build a whole computer from scratch in GD if you wanted to
Geometry OS
someone already made a programming language in GD, so we can run a graphing calculator if we wanted.
@@nebulisnoobis102 I saw that, but imagine the optimizations spu7nix could going to make with the dedicated math triggers
@@mysteriousgrimreaper some people are too smart for gd
scratch reference ⁉️⁉️⁉️⁉️⁉️⁉️⁉️⁉️⁉️⁉️🤓
GD is finally a real math game, how it was always meant to be.
So basically
Geometry Dash can now do, well, Geometry. And calculus, pre calc, Geometry 2, Algebra 2, and literally every math class.
Very nice.
You can now geometry (math), and also dash (play). A perfect balance as it should be
So you could say, geometry dash is becoming more geometry dash
im gonna teach my students using gd lmao-
@@justfdwu don't blame you, tbh.
Absolute insanity. How possible would an Excel remake be in GD?
If you can get the controls down it may actually be possible ngl
In 2.9 we will be able to make osu 😂
@ronanfitzgeral9169 we already can make it
@@ronanfitzgerald9169 SOMEONE ALREADY FUCKING MADE OSU ☠☠💀💀💀☠☠☠☠💀💀💀💀💀 THIS EDITOR DAWG
Nah, you probably already can,@ronanfitzgerald9169 . It's just going to require a lot of triggers - like sputnik tier trigger counts. GD was Turing complete back in 2.1 and it's a whole lot more efficient in 2.2, thus making it so you aren't as limited when it comes to space and performance. All that's missing for the true OSU experience is data saving inside the level and the level having online access, which sounds like it could open up a lot of security flaws if done, so I wouldn't be expecting that until a geometry dash 3.0, whenever that comes out in like 2034 (if at all) but yeah, GD osu when?
The "Geometry" in Geometry Dash is real
i didn't even know these triggers existed that's how big the 2.2 update is LOL
or you just never skedaddled to the editor
Idea for improving / defining better trigger: Instead of using only basic operations u would write an equation where u would denote which values are variables and which are constants, geometry dash would then before starting the level compile the equation to bytecode, and execute it on command. u would used item id to reference the item
example: I3 = (I1 + I2) * 2 would be written as ($[item id] + $[item id]) * 2 => ($1 + $2) * 2 and assigned to item id
benefits: u can extend the possible functions that could be performed, also u could use multiple items (not just 2) to do a calculation.
real world example:
$1 = sqrt($2*$2 + $3*$3 + $4*$4)
Stuff like a random function would be nice to be added as well, which will either choose any number between the min and max values or only choose from the specified values.
It would also be more insane if you can reference these item ids and use them not just for the item related triggers, but for almost any trigger.
Say we have a move trigger, then we have an item id with a value of 10, then we reference that id to the move x/y input field. We then call that move trigger with a spawn trigger. After that we increase the value of the id by 10 and call the move trigger again. It now moves the object 20 blocks instead of 10.
This would be more practical if it was a spawn loop or if you want a lot of variations on what a certain group does without making one for every single variation. You can also reference them to time and id inputs as well.
@@Skywalker2016GDyes, random is sooo important. you could literally make a procedurally generated dungeon or smth then lol.
I know someone that used it to calculate pi via iteration. Same for e and square/cube roots
Beans²
@@skytrizz get out of my replies
@@unnamed_0 ilyt
b...b...beans...?
What kind of language is u speaking
sequence trigger is my favorite, its underrated as hell. it works so well for what its meant to do and theres also many other things you can do with it, like making it spawn just 1 group in a looped sequence (so it works like a spawn trigger) but setting a mintime so that it can be spawned too quickly
just like you can ignore the "sequence" aspect of the sequence trigger, another of my favorite things to do (esp in platformer) is ignoring the "teleport" aspect of the teleport trigger by clicking on ignore x and ignore y, and use the trigger as a force trigger, allowing you to set, add and multiply the force on player 1. its super neat
Can we talk about how every trigger is a game changer when you think about it ?
2.2 itself is a game changer at this point
@@Malam_NightYoru 2.2 itself is a game engine actually. And every time you learn more about new features in 2.2. This point justifies.
@@tanhrs8711 I made a dual, shit was so good it looked like one of those edits in video outros xD
I'm using it right now for some minigames inside of my platformer level and not only it could be an unfair advantage, but also , along with some other op triggers as well, get my level rated legendary and possibly even mythic if I used the triggers along with some godlike deco
Send the level id
@@Joao-1114 level's is still work in progress
WE FINISHING THE MATH HOMEWORK WITH THIS ONE 🔥🔥
Finally, I can do geometry in Geometry Dash.
i had a complete meltdown when i saw what this trigger could do on the first day of 2.2, so much potential
0:49 Ok this is just all my fav games in one video now is it.
He even used calamity
1:15 "u can make something like that on gd now" well... I think someone hear you and now we have the full fnaf1 on GD with custom night and everything...
So, with this trigger, its possible for the level to have a different map each attempt? Imagine each time you die the level gets more gruesome details or something. Would be sick
It literally allows to make a random structure generator, taking as an example Minecraft Structures
@@MetroManCL yeah random gen is obvious one, but man, progressive map gen is something else
@@slipknotfehn yup, it is about to get crazy
Someone already made a No Man's Sky level, it gets a completely different environment every time you play it. Probably, they used Item Edit and the Random triggers.
@@HappyGick yeah i saw it, cool
"Ugh, son, stop playing that stupid cubic game, is it any better than studying!?"
"... _Yes, mom. _*_Yes it is."_*
i completly forgot that this op trigger even existed wow
The trigger is genuinely insane. It made the RPG system I made for one of my levels possible.
as a game dev, the best part is that we can now call GD a game engine instead of a game
can't wait to convince my teachers to let me use geometry dash to do my homework
Sputnix literally FROTHING at the mouth
As soon as I saw a screenshot (in the Discord server) with a formula, I freaked out! I got so excited that we could do math in GD more easily!
Spu7nix boutta go wild 💀. I bet he's making a 4D non-Euclidean ray-traced game rn.
i like how now the limiting factor for gd is the amount of different controls we are given
Robtop already mebtioned he wanted to add buttons ui
@@MetroManCL Ooh so does that mean that full keyboard and mouse controls could be added?
@@MrBrineplays_ if so then unironically gd is a game engine
I just hope robtop lets us use ItemIDs in place of numbers in triggers at some point in the future, so we can use these alot more effectively
You can! Just check the "item" box and it will use the value of that item id as your variable
@@zmitter4844He’s talking about using the item values in move triggers etc.
@@zmitter4844 no, this guy meant to like use item id in move and other triggers instead of numbers
I was gonna make a racing game with collision triggers, but now...
physics engines in gd were possible in 2.1
in 2.2 it's just gonna be a regular thing at this point
Doom in geometry dash is slowly becoming real
It has been even in 2.1 lol
bitworld odyssey, a 2.1 level, basically showed us that its possible even in 2.1, with 2.2 i bet we'll see it in like a year or less
Search up nemo2510 in player or just “doom gd” there’s a 2.1 build that will surely be way better with the new input options and triggers
What i'm saying might be nonsense, but maaybe, with that trigger we can calculate the position on screen of the vertices of a gradient trigger to simulate actual 3D rendering inside the game
I’m still figuring out the 2.1 triggers and I’ve been playing this game for like 5 years
when I saw the name "item edit" I thought it was a trigger that let you change the variables of an object, like color channel or Z-layer or the group or something, which might be a semi-good idea for a new trigger maybe? Or is it already there lol
several triggers alr change one variable of an object. e.g. while u can't change groups of objects, u can change the target groups of triggers, which has a similar effect. i dont rly see a reason to add a trigger like this imo
@@Skyymon oh I see
Geometry Dash?? Nah bro we're in 2.2, welcome to Calculus Dash
in 2.4 Geometry dash will be the "2D (Probably) steam"
the FNAF example is funny considering someone's done it already
If someone can make a zoomable Mandelbrot set with this I will give them 2 American pennies.
Bro rob literally made gd an actual game engine with these triggers OMG LMAO.
1:17 Am I the only one who immediately thought about recreating an entire ELDEN RING boss with this trigger?
Your explanation is beautiful
Thank you!
The desmos trigger
Considering how this is one of the first triggers I tried using when the update came out, I agree.
A lot of stuff was already possible in 2.1, with some collision trigger workarounds, but this makes anything that was possible in 2.1 severely easier while also opening an infinity of new possibilities.
Yeah sure, gradient and particle triggers are very cool for adding a lot of cool effects in levels, but being able to do math properly is, funnily enough, probably the most revolutionary thing about 2.2
the fnaf example is now a reality, someone create fnaf plus on gd and its functional 💀💀
First thing I thought of when I realized what this did was “I can’t wait to make a Mandelbrot sequence as a background that evolves over time as the level progresses”. It’s a shame that it only handles integers right now
all I wish for is something that allows you to take an object or group of objects, and make them follow a certain path for example with keyframe, except you wouldn't have to copy/paste them like 10 times to have the pattern happen 10 times, instead have like a duplicate trigger or something, that way bullet hell minigames in GD would be so much better, as well as many other things like simple hazard loops in platformer (dart trap, fireball being shot)
it could potentially save hundreds of groups
cant believe we FINALLY got the geometry in geometry dash after 10 years
waiting for someone to recreate the entirety of a game in 2.2
Make bosses, you say... well ok bye boss making timeeeeeeee!
All we need is a Keymap / Keyboard Trigger and we can turn GD into a game engine
w, a, d and the equivalent arrow keys are accessible (platformer, 2 player and some trigger knowledge). but yes, keymap triggers that work like normal touch trigger would be very cool (but non-mobile accessible)
And a custom image/audio importer too
@@Teacup44 Maybe even add support to 3d rendering? Ik the gradient trigger can do that, but what if we made it even simpler and easier?
Not to mention, before 2.2, copying the value of an item ID to another item ID is SOO tedious and takes at least 4 triggers each ID pair (a really fast clock activating an instant count trigger which in turn activates 2 pickup triggers), even more if you want it to be even decently fast for large numbers (more instant triggers checking for larger values so it can + or - larger numbers if it can). Now it only takes ONE. ONE TRIGGER! I LOVE Item Edit!
So you're telling me that it's possible to play yugioh on geometry dash? Well, I have wanted to play tearlament mirror, but just never could afford the money nor personnel...
no way i actually need to learn math to make levels now😭
We can finally do geometry in dash
this is such a cool math game!
Im bouta start using gd to help me with my math homework
Someone already said this was the "math" trigger, and in a game about Geometry... Yeah, checks out, overpowered.
A while ago I saw this video and thanks to him, I got the idea to first make a recreation of Hollow Knight (it was just the mechanics) and this video gave me an idea of how to make the mechanics of life and after many attempts I managed to make it, life. Then I changed my mind and I am currently cooking an original level (it is no longer a recreation) and with many references to other games.
Something that I like is that seeing how someone made an exponent calculator and a factorial calculator, we can make Taylor Series, which will allow us to make basically everything.
"after passing the demon platformer,please solve this math question to end the level. 1 attempt only,you have 10 seconds to answer with solution."
Unfortunately one thing missing is the ability to use item values to calculate the movement of triggers like move and scale. At least from all my testing. Maybe there is a way or Rob will consider it. It's very hard to make reusable and dynamic boss bars that can take different kinds of weapon damage because of this
That's a good point. Maybe you'd have to resort to the old method of using collision triggers to do math.
If only you can input item id values into other triggers like move and rotate 😋
The Fibonacci Sequence in GD gives me nightmares
I couldn't agree more! I calculated e^x even in the decimals, alongside sine and cosine :V There are some precision issues when using the 8th order in the taylor series for sine and cosine... But its enough to calculate to the thousandth digit so its a nice proof of concept to the potential of timer and item edit! I also calculated 2nd and 3rd root through Newton's inverse approximations, Kinda cluttered the editor with a heck ton of spawn triggers for iterations XD
can't wait for someone to fully make Java (the coding language) in GD!
OMG THE MATH TRIGGER IS ACTUALLY GAME CHANGING
Beans
Beans
Beans
Beans
Beans
1:32 Someone is actually using those clock triggers oh my god
Man I thought the gradient trigger couldnt be beaten, but if i knew we had a freaking calculator trigger, I wouldn't have thought that. Spu7nix is bouta make full on 3d games
Now I can do Ray-Marching in GD
Because of this trigger, Geometry Dash, is now Trigonometry Dash.
I can finally do geometry in geometry dash
Thanks geometry dash for doing my homework for me
I agree with the guy under my comment saying “true”
I will show every single 2.2 trigger to my math teacher
all we need are copy triggers, paste triggers and clone triggers and we can make a full, randomly generated open world game (i want them seperate because that increases possibilities a bit)
Also item id is unlimited, uses 20,000 and more works fine
cant wait for the TI-84 level
do you think any other trigger updates will be more useful than the current ones we have form 2.2?
If we can input Item IDs as variables for Groups in the future, that would be unimaginably insane
oh nvm i understand@@GDCreatorSchool
Imagine if we could get an if/else trigger
item compare:@@josebarrantes8429
Imagine if we get a clone or summon trigger, basically creates a new object out of nowhere, no manually placing needed
imagine going to a math test and seeing someone drawing a graph and calculating on geometry dash
Wow, did not know this! Along with 6 completely independent input detections, and listening events, you can make pretty much any NES game completely accurately.
them how do i make an exponential calculator in gd?
Pienso hacer un especie de calculadora de daño de caída con un cronómetro que calcula el tiempo sin tocar el piso y calcule tu daño de caída en un sistema de vidas
Seguro que tambien te sirve de ayuda el trigger de "event"
I like it how when you said "revolutionary" you put white space in the bg
I'VE BEEN SAYING THE SPAWN TRIGGER SINCE 2.1 OH MY GOD, I ALMOST CRIED SEEING MODERN CIRCLES LEVELS TIRGGER SPAM
This is my favorite trigger
Can be useful for idle games
you have my old pfp lol
So, ''GD is a game engine'' is no longer a simple gag, it's an *OBJECTIVE FACT.* I know that people like Spu7nix have made programming languages in GD and a ton of awesome minigames have been made, but now, GD being a game engine is an official feature inside of the game itself. It's insane how much you can do with a ''simple calculator'' in any game _(If a sandbox game pass what I like to call the calculator test, which basically means ''can a simple calculator be made in this game?'' that means that it can theoretically function as a game engine, and now GD literally has a calculator block, meaning the process of coding actual _*_games_*_ in it, not just zany minigames, becomes as close of a step as building a complex calculator was in GD 2.1),_ and GD's ''simple'' calculator isn't even that simple, it allows for quite a lot. Man, I thought 2.2 would trivialize minigame levels thanks to Platformer Mode, but I couldn't've been more wrong, it'll none but TENFOLD their relevance! Also yeah, speaking of Spu7nix, this definitely feels like the kind of trigger he'd abuse the shit out of, and I couldn't be more excited about it.....
There's a sine smoothing so couldn't you get the position of a block with that for a sine functuon?
Time to make Geometry Dash inside Geometry Dash
ah yes, my favourite new 2.2 trigger, the spawn trigger
Gd has a huuuuugee community 2.2 is like the Thanos glove if the community has everything finally figured out and played around with it gd will be unstoppable
Seeing as someone's already re-made FNAF +, I can only imagine what other games could be re-made.
I think the sequence trigger could also have INCREDIBLE uses
What a spawn trigger looks like to any new player
That's it! GD has become a game engine
just wait a year to see the insane wonders that people will make in the game
imma get straight to work on making a scientific calculator
Robtop really emphasized the "Geometry" part of Geometry Dash
Now this is the real "CoolMathsGames"
The crate that floats up and down trigger in question:
Man I’m not here to learn what is 1+1 again
Guys did y'all bring your calculator?
Nah I have GD
That's some game engine level stuff, insane!