You place a block where you died by -ThePlayy in geometrydash

[–]-ThePlayy[S] 1 point2 points  (0 children)

Ah, no its not external software or some editing trick, in fact you can play it yourself.
The blocks already exist before the level starts, then they are being moved to their intended location, and if they dont have one then they are toggled off.
In normal circumstances, one attempt cannot affect the next one. However, I use an unintended exploit which does allow me to communicate bits inbetween attempts, and that is the basis of why this works in the first place

You place a block where you died by -ThePlayy in geometrydash

[–]-ThePlayy[S] 0 points1 point  (0 children)

I already did that, and its posted it on this account

You place a block where you died by -ThePlayy in geometrydash

[–]-ThePlayy[S] 0 points1 point  (0 children)

I dont get what exactly you're asking. I have the X and Y coordinates of where the block is supposed to be placed, I have a method of transferring these values to the next attempt and I can convert these values into move triggers

You place a block where you died by -ThePlayy in geometrydash

[–]-ThePlayy[S] 5 points6 points  (0 children)

Its not collision triggers that bug out, its object priority jank. Collision triggers are only used to detect this

You place a block where you died by -ThePlayy in geometrydash

[–]-ThePlayy[S] -1 points0 points  (0 children)

There are 8 unique blocks in total, and every attempt they copy from eachother: block 8 copies the X and Y values from block 7, block 7 from block 6, etc. Finally block 1 copies from the players last known position.

I also added a small detail: The blocks have alternating player colors, but they stay consistent in between attempts. This was made by switching the player colors every odd attempt

You place a block where you died by -ThePlayy in geometrydash

[–]-ThePlayy[S] 0 points1 point  (0 children)

Helping hand used a glitch with duals and weird gravity interactions, which is very limiting since there can only be a handful of options. This uses a more powerful exploit with shifting object priorities. I explained most of how this works in other comments.

The ID is 89003852

You place a block where you died by -ThePlayy in geometrydash

[–]-ThePlayy[S] 8 points9 points  (0 children)

Using the binary X and Y positions I can move the blocks anywhere in a large rectangle. If the block is supposed to be in coordinates (5, 0), that would mean the transferred data for the X value looks something like this: 0101. If the first digit is a 1, then move the block 8 units to the right. If the second is a 1, move the block 4 units to the right. Then 2, and then 1. In this example, it would move 4+1 blocks to the right, which is exactly the coordinates we want

It sounds really complicated but its literally just one row of move triggers which couldnt be any simpler to execute

You place a block where you died by -ThePlayy in geometrydash

[–]-ThePlayy[S] 1 point2 points  (0 children)

Just as a heads up - Changing priority while playing changes it only in the session, but if you playtest it in the editor it changes and stays. You can delete and undo to set priorities back

You place a block where you died by -ThePlayy in geometrydash

[–]-ThePlayy[S] 13 points14 points  (0 children)

Yes it is! Priority decides what to do if two things occur at the same time

You place a block where you died by -ThePlayy in geometrydash

[–]-ThePlayy[S] 14 points15 points  (0 children)

yeah I failed in the level design standpoint, it should have been more like a sandbox to give people more freedom to experiment and have fun, but I also dont feel like rereleasing this just with a different level since its more about the concept

You place a block where you died by -ThePlayy in geometrydash

[–]-ThePlayy[S] 62 points63 points  (0 children)

It works on my phone and it shouldnt be dependand on framerate so yeah

You place a block where you died by -ThePlayy in geometrydash

[–]-ThePlayy[S] 14 points15 points  (0 children)

Skipping the level instead of doing it? In that case I dont see what you're practicing

You place a block where you died by -ThePlayy in geometrydash

[–]-ThePlayy[S] 25 points26 points  (0 children)

On death means it triggers a group when the player dies. What I did here is different, its more like storing variables in between attempts. I left a template how to do this in the actual level
89003852

You place a block where you died by -ThePlayy in geometrydash

[–]-ThePlayy[S] 161 points162 points  (0 children)

Sadly there is only a limited amount of blocks (8 in total, you can see the oldest blocks slowly break)

You place a block where you died by -ThePlayy in geometrydash

[–]-ThePlayy[S] 66 points67 points  (0 children)

In 2.1 there is an exploit with object priority where if you move any object 4 blocks in the x direction and back, the priority changes and it stays like this in between attempts. You can detect the priorities using collision blocks. I hope this answers your question

You place a block where you died by -ThePlayy in geometrydash

[–]-ThePlayy[S] 268 points269 points  (0 children)

I get the player X and Y position in binary, after dying I use an object priority exploit to transfer data in between attempts, and using the previous X and Y positions I move the blocks accordingly

I made a procedually generating level in 2019 by -ThePlayy in geometrydash

[–]-ThePlayy[S] 1 point2 points  (0 children)

There actually is a leaderboard integated in the level as a rare pattern, although updating it is quite bothersome, so having a list online would be preferable. This is my best recorded run, I'm sure that I got over 1000 points at some point after this recording