2.2 Force Blocks are WILD
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- Опубліковано 22 сер 2024
- My 2.2 layout is going downhill fast...
Geometry Dash 2.2 FULL PLAYLIST:
• Geometry Dash 2.2
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hey
i watched u comment this 🧡
Hello juniper
Im a human
Absolutely huge
@@WulzyStalker
For the rotating gameplay at 1:45 ish, the triggers don’t need to be touch triggered- there’s an option to change the channel in the rotate gameplay trigger menu, and then only triggers in that channel will be activated, which is what allows you to add triggers during sideways and backwards gameplay without needing to have them all be touch triggered
I said trigger so many times in that sentence holy moly. I’m not good at explaining it but it’s simpler than it sounds I swear
It also fixes the percentage and music sync
Yes. I knew somebody was gonna comment this
Wow how
yeah it took me a minute to figure out how that worked lol
Hey, the issue with the triggers isnt that they're touch trigger. There needs to be an "order" of the arrow triggers / reverse triggers. Arrow trigger 1 set to order 1, trigger 2 at 2... In the order you want them to happen in.
better to use channels aswell
Bro, maybe I have skill issues, but the channels are the single most infuriating feature to deal with in the editor right now.
@@Kolatez ew
channels seem like one of those features that will eventually improve your workflow once you get used to them @@kibble-nator
That works for reversing gameplay but for rotations you should really use channels
Everything in 2.2 is wild, I at first thought rob was just being lazy with the update and while I think it still should have only taken 3 years to make, I can totally see why it takes so long.
3 years if he never took a break and stopped being active in the community ngl
Remember there's still content that isn't in the full release, the map has some parts already made. Versus has some progress and probably the event too.
Bugs take time
Now think about how many bugs all the possible combinations can give with each new thing you see. And there are some aspects that are still buggy or incomplete.
It's less about how long adding this much content should've or shouldn't have taken, but rather about how much of that content should've really been pushed to just one update. We would've been better off if all this stuff was spread between 2 or maybe even 3 updates.
The reason triggers are breaking after your first touch rotate gameplay trigger is because the game assumes you can avoid it. To fix this, keep them all standard, but objects after (until the next rotation) are in a different channel (new feature), that gets changed in the rotate gameplay trigger's special settings. Set the channel of objects on the bottom right of the grouping screen. This is what allows you to make the level go backwards with triggers executing at the right time whilst not being touch triggers.
You can change the max scale from 2x to 4x in the editor settings just so you know :)
real ones just use aspect ratio locked warp
how do u lock
@p1xel2 Yeah, but he still uses normal scale so
@@lavatrexwhen you open the warp, there's a lock button in the top right corner (if the selected object isn't rotated). only annoying thing is it doesn't save between sessions, so you'll have to enable it every time you enter the editor.
Btw you can go into the settings of the arrow trigger in the edit object tab, and set it to "change channel"
Then you can put any triggers you want to activate when crossed on the Y axis to be in that same channel, then the next arrow trigger revert to channel 0
(3:43) You should use channels, so the game knows which triggers to activate in which order.
For example, in the first arrow trigger, set CHANGE CHANNEL to 1. In the EDIT GROUP for the next arrow, set the bottom-right value to 1, and set its CHANGE CHANNEL to 2. Repeat for the others. NOTE THAT YOU NEED TO DO THIS FOR ALL TRIGGERS BETWEEN, AND AFTER
Dude, at first I was like “wth is blud yapping, it aint working” until my pea sized brain finally figured it out. THANK YOU SO MUCH THE SYNC WORKS NOW 😭😭😭😝🥰🥰🥰
Rotation triggers didn't work correctly because you don't use "order" in group editor this thing makes order of turn on for triggers that affect gameplay
2:13 The Spike Is Over There
Also yesterday when creating a level my game crashed THREE TIMES IN ONE HOUR when the only thing heavy in the level was a congergation jumpscare
Geometry dash 2.2 might be the first thing I found that's more unstable than windows 11
Everyone's talking about the channel system for triggers in rotated gameplay, but nobody is talking about the order feature which is placed to the other side in the edit group tab
Here's something that you might need to know when working with the rotate gameplay trigger:
If you go to an object, like let's say a trigger, there's a box in the bottom right corner. This is for the channel system. The channel system works by having triggers be set to a channel ID and having said ID to be activated by the rotate gameplay trigger.
If you click Edit Object on a rotate gameplay trigger, there's a tick box labelled "Change Channel". If you have a trigger with let's say Channel ID 1 and put 1 on the Change Channel box, then the trigger only activates once the player passes the rotate gameplay trigger, no need for it to be touch-activated.
This works for other rotate gameplay triggers, and once you think the rotation/s is/are finished, you can put in another rotate gameplay trigger, check the Change Channel box, check the "Channel Only" box (depends on you), and put in Channel 0.
TL;DR: Read the Channels section in the editor guide lmao
I'm pretty sure that the gp bug at 4:00 is caused because since you changed the gp direction, the activation line of when for that other gp rotate trigger is being rotates too, so you hit it. Don't take my word for it though I could be wrong.
Same thing I was guessing
the triggers are time based without the touch or spawn, not position based
Definitely take a look at the help guide for the channel system cuz it'll solve ur problem with the sideways gameplay section. What happened is when u hit the first sideways trigger the orientation of trigger activations changed sideways so the next trigger was technically behind you
YOU NEED TO LEARN ABOUT CHANNELS! You can set triggers to a certain channel, and set arrow triggers to change your players channel. This way you can make triggers activate only when you are going the right direction and you don’t have to do the touch trigger warp thing
I think a lot of Wulzy’s rotate gameplay problems would be solved by using the channel system
The channel system is wack,like....
How do i use it?!?
@@muffernut definitely read the editor guide it’s super helpful for that
@@HellbentDragon i don't have time to read allat
@@HellbentDragon i learned it
Hey wulzy if you want to fix the bug you experienced try using the order tag in edit group for your rotate objects
You should use the force id thing which is really simple. Same force id=no overlapping when you touch 2 force blocks at once. Or just warp them. The relative setting is really handy as well. I am using it in my level and now I want to use the force block a bit more.
Geometry dash 2.2... its a magical place
4:07 i think the reason that arrow trigger is affecting the other one is that if they arent touch triggered then they get activated by the music so maybe the music activated that one which messed up the other one?
For me, whenever the direction of the user changes in the editor, the object that does that change should have something that represents the order of when it should happen (like 1st, 2nd, 3rd etc.). It can even be a separate number from the groups that other triggers use, so that making layouts in the editor involving directions can be easier (I see fewer layouts that use them)
Tho I think this could be done by triggering those objects off and on when it's not their time to be triggered, but that's kind of a hassle :-:
I feel like I understand the 2.2 stuff with ur videos! Thanks Wulzy!
its not fair that youre so good at gameplay and deco
It's fair, look everyone is good in his own way. He has trained for so long
Looks super cool! This is inspiring me to make a level myself lol
You don’t have to duplicate the particle emitter a bunch you just have to use the x spawn variation slider to the right of the y spawn variation because other wise it looks silly
The reason why the editor is confused with the camera trigger order and rotate trigger order, Page 161-164 of the editor guide has everything you need to know.
My explanation is because you're using touch triggers for camera and rotate gameplay. Theres an option for the player to change 'channel' when passing a rotate gameplay trigger and one to change a trigger's channel as well. When rotating gameplay, make the player change channels, like 1 for going up, then change the channels of the triggers that trigger during the up gameplay to 1 as well. The default going right is channel 0 and all objects are channel 0 by default.
The trigger is bothing the other because the triggers use your camera(my guess), not the location of you, to activate. Ill explain more if neccecary.
for the particle things, you can vary the start position on the x axis and tweak with other things like this to make it a bit more clean
Everything in 2.2 basically has to be touch triggered. I think what’s happening is it doesn’t recognize when you go backwards, or up, or anything wild like that, so it activates when you would regularly get to where the trigger is.
3:34 my guess is that it might be since it is vertical now, all of the triggers' reference lines become horizontal, so once you go into upward gp mode, at the same time it activates the (made) forward gp trigger... but thats my theory
4:06 the trigger starts without considering the arrow triggers, it still thinks youre only going forward, so its activating early, cancelling the one that makes you go vertically, same thing with 6:46
4:28 ok that one i have no idea LMAO
6:38 Its because you went up, so even though the gameplay moved, the triggers still go in a line.
Wulzy ! You remember '' Christmas Cavern'' in your level request ? You didn't send it because it was too short. So, I extended it. Can you re-check it please ?
Wulzy i know you probably won't see this but here's an explanation to the bugs. Basically new triggers that aren't on touch activate on the song. For example the line may move up but really it acts like if it was going to the side so most things need touch trigger I hope you understand and yw!
An easier way to do the rotation is that you can check the "add" box and then you can just use 90 and 180 whenever u want
@Wulzy
Even though 2.2 has a LOT and I mean a LOT of bugs, it is still awesome. From a UA-camr To a UA-camr, Let’s hope that rob fixes it in 2.21, 2.22, 2.3, etc (I know I’m already mentioning 2.3)
hey wulzy, just to know for the future, I wouldnt recommend using touch triggers for gameplay rotations and such. Instead, I'd read up on the channel and order system; its there to make better sync, untangle trigger messes, and generally make the editor easier to use
1:57 don't use touch triggerred but channels instead, you can change channels using arrow trigger
you dont need to use touch trigger, just use changechannel arrow trigger and set each trigger to the appropiate channel in group settings
The reason to why it doesn't work is probably because since your going sideways, the line for the trigger to enable activities, flipping you the wrong way into your death, I just recommend you use touch trigger being enabled rather then making it even worse your yourself, in fact, YOU CAN EVEN SEE THE MUSIC LINE GOING PAST THE TRIGGER, AND IF THE PLAYER PASSES A TRIGGER IN 2.2 IT ACTITVATES THE TRIGGER At 4:09 , SO WDYM “why isn't it working” WALBERT
And also when the player touches the trigger if it has touch trigger enabled it just, does what's needed, even thought it looks wrong, the games going what is needed
3:49 The bug is most likely happening because of the music line, the trigger is far enough to the left for the music line to activate it.
You should check the edit group for every rotate trigger gameplay and reverse orbs and pads. Look for the ORD on the bottom left it stands for order you can put which is suppose to be the first thing you hit so just like if you want to reverse and reverse back to normal it wouldn't think your suppose to hit the second reverse orb/pad same goes with the rotate gameplay triggers but sometimes it bugs and you need to give the speed portals a order number too and the non touch triggers
Not a lot of people know this: There is an option for scale hack (0.5 ~ 2 --> 0.25 ~ 4) in the editor settings
PLEASE. USE THE TRIGGER CHANNELS BEFORE I GO INSANE. Click the rotate gameplay trigger and edit object > change channel. Set it to a number, and then whatever triggers you want to follow the gameplay direction, go to edit group and at the bottom change the channel.
I think that from now on, people are gonna have to use touch triggers exclusively. Unless Robtop decides to make the timing clearer on vertical parts.
This is why Rob added the channel system. its so you dont have to touch trigger everything
When you rotate gp, the effect lines are rotated too. That's why around 4:00 it does that.
Robtop: every single trigger now has to be touch otherwise its broken ;)
Instead of touch triggering everything, you should use channels
Theyre set by the rotate gameplay trigger, and triggers are only activated if you're on the same channel as it (the Ch counter in Edit Group)
Means that if your gameplay backtracks with rotate gameplay, it wont be triggered too early
A start of reminder that breakable block from electroman adventure exist and you can use that
you should rock the king boo swing and the mario cloud UFO to complete that mushroom kingdom drip
just based on the thunbnail, force blocks are wild
Woolzy please be careful using start pos in the 2.2 editor if you want your gameplay to sync. Right now start positions do not really account for gameplay rotations (idk what the trigger is called the one that lets you go on the walls) and reverse triggers. If you place a start position after alot of these triggers the start position will play the music at a completely different point than if you were to play the level from the start. Personally, since I really like to sync my gameplay, I use song triggers on top of my start positions to set the song to where its actually supposed to be (pain in the ass) but yeah unless you know something I dont ur level sync is probably cooked
Gradient got a bug too I made a parallax but sometimes it just doesn’t connect to the group so I gotta make a extra group and regroup it w a new number
Wulzy these new videos are definitely helping me better understand the new triggers! 👍
Can't wait him to notice that the entire song will be desync because of the Rotate gameplay,
Channels are now a thing and should be a norm, the first rotate gameplay should be channel 0(in both Edit Group snd Object tab), the next would be 1 and other triggers after 1 will be channel 1 in "Edit Group" tab, but the Rotate gameplay Channel 1 should be 0 in "Edit Group" in example would be
Rotate Gameplay Channel (in Edit Object )- Rotate Gameplay Channel (in Edit Group)
• 0-0,
• 1-0 (all other triggers should be channel 1 in the Edit Group)
• 2-1 (all other triggers should be channel 2 since you're in channel 2 now),
• 3-2,
• 4-3,
• 5-4 and beyond
In short, Rotate Gameplay is kinda a Checkpoint, everytime you pass it, the channel changes
if you were in channel 0 and you pass channel 1 rotate, so ALL triggers within that channel should be channel 1, and if you pass another channel (channel 2) then all triggers will be channel 2
I am learing a little more about 2.2 when I watch your videos. Cool level!
i love how wulzy makes a video for literally every new feature
Wulzy, I cannot stress this enough: CHANNELS EXIST!
Only the triggers in the current channel can be triggered. To set the channel, go to the "Edit Group" on a trigger and set the "CH" to the channel number. The Arrow Trigger can change channels.
This can solve your Touch-Trigger problem, if done right. It's been REALLY irritating (for me, at least) seeing you not use these.
Note: IDK what orders do, but I heard it should be the same value as the channel
(ps: sorry if this sounds harsh. it was not intended)
4:10 looks like wulzy doesn't know about orders and channels (those are a pain in the ass to learn)
Beautiful wulzy video as usual ❤❤
Woah
Stopping people from saying "Somebody's gonna stop me from saying "stopping 3 year olds from saying first""
Original comments are a thing of the past
try to figure out channels if possible, they make directional gameplay trigger management much easier, gameplay direction triggers can change the channel.
just realised wulzy posted this literally while i was watching his building a platformer level video 😭
Honey, drop everything, THERE'S A NEW WULZY VIDEO!
i love gd cologne
i think you should increase the width for the particles spawning for the force ones, so they dont all come out from one point and it looks more constant ig
You should make a particle exelerator
YES
you should try messing around with the gravity trigger, it's fun
Wait so you’ve made trip trippy, trippy trip, and trippy trippy, so now you need wacky, wack, and wacky wack
Can we just appreciate how Wulzy fills up his videos with his thick creamy content?
yeah. when i first saw his content i was concerned but he cleared it up and it's just cream cheese
I feel like the sequence trigger will help fix these problems
I'm excited to play wacky if it ever releases. But another great Wulzy video like always.
I think I know at 4:00 since your gravity or whatever gets rotated, thr triggers will also now move vertically? And since the other gravity trigger thing is the same horizontal plane it just cancels them?
There is actually a slider for fading in the particle block
Ive had the same bug with the arrow trigger and i couldnt figure out how to fix it So ty
4:00 something with the channels system
4:02 that is a suprisingly good analogue to why homophobism/transphobism/all that other hate stuff is stupid
Also, for the particles, you should probably make them have no horizontal momentum, but have the start offset be 2 blocks so you cant see the individual emmiter points, but a big plane of them
You can use channels to avoid having to use touch triggered objects
it went from cool effects to goofy recent tab layout
you done the arrow trigger wrong. it can trigger a new channel, you make all the other triggers on that channel, another arrow trigger that executes on the channel can start a new channel when reached, then you wont have problems
tip: i recommend you learn the channel/order system. it will make it WAY easier to make rotated gameplay adn teleports!
most triggers only require a channel, the only triggers that also need an order are: arrow, reverse, teleport and timewarp.
also, most portals don't need channels except for speed portals, wich also need order.
the orders serve to sync the start pos's and music line and channel serves to activate something after a gameplay rotation
plus: "edp" means "editor preview"(youalready know it's purpose cuz you used it) and "edo" means "editor playback object". it will make the music line and the editor itslf sync to after that object :3
At least I'm not the only one struggling with channel and order of triggers
In eddit group there is an order number and in there you say what goes first
6:47 like i said, its the music
wulzy calling f blocks force blocks hurts me physicially
i farted
somebody's gonna stop me from saying "stopping people from saying "stopping 3 year olds from saying first"
you need to use channels for the arrow triggers
(3:34 and beyond) The issue you were having with triggers was because the music bar (the green one that shows where the music is relative to gameplay) is hitting the triggers when the gameplay flips for the first time, and since you can hit triggers anywhere as long as you pass it through the x-axis, but when you flip, suddenly you are passing through every trigger's x-axis. I don't know how to fix it other than to use touch triggers, but it is what it is.
7:28 you can put passable blocks
Wulzy, those aren't force blocks.. the blocks with F and a square around it.. they are just the blocks that FLIP you around. Idk that's what I call them but force blocks are smth completely else
wulzy please explore the Change Channel button in the arrow trigger it will save your life when it comes to sync 👍
WOAH! its wulzy
hell yeah
You should do a video on the Teleport Orb and custom teleport portals next
IT IS PEAKKKKKKKKKKKKKKKKKKKK
you need to see the platformer level i'm making when it's done, it's going to include force blocks and it will be epic
Yoo u gotta do the dual going opposite directions, that would go hard
waiting till wulzy figures out channels
WOAAAAAAH it’s wulzy
Channels man. I was screaming "use channels". They're used in rotation gameplay. I mean come on there's the help button on the top right.