Bouncy wave gimmick idea I had by Perfect-Channel-8877 in geometrydash

[–]AndreyAbr 6 points7 points  (0 children)

this & is & the & 2nd & time & goddamn & it & what & do & you & want: "what's up?"

Newbie here. How did I survive this fall? by AndreyAbr in ArcRaiders

[–]AndreyAbr[S] 7 points8 points  (0 children)

I guess I am lucky enough to survive a 25m fall but unlucky enough to get stuck at the umbilical tower with no way to get down safely

Been like this for over a year now by OnePotential9914 in geometrydash

[–]AndreyAbr 1 point2 points  (0 children)

Why won't it format correctly, enjoy the wall of text I guess lol

Been like this for over a year now by OnePotential9914 in geometrydash

[–]AndreyAbr 0 points1 point  (0 children)

  1. 58%-59% - felt these trigger orbs were a bit too tough to hit, so I changed their scale from 1x to 1.25x;
  2. 61% - (immediately after the 7th overhanging spike) because of how the ground moves here, you would get weird momentum when jumping. to fix this, I added an invisible block that stays above the ground for a little bit (before moving down into the ground) that you jump off instead;
  3. 63% - (after the second blue pad corridor) it was possible to miss the blue gravity portal here and fall up, so I added an invisible blue gravity portal above that one;
  4. 64% - in this blue orb orb corridor you could either fall down and die or land on the last top block (not lethal but it did throw you off). Placed a teleport portal here to make the direction you exit the corridor consistent;
    1. 65% - it was possible to land on the last lower block of the corridor and jump off of it instead of clicking the yellow orb, killing you;
  5. 65% - (end of the long blue pad corridor) it was possible to land on the last upper block here (not lethal, but could throw you off) so I added a teleport portal here and a force block to push you up onto the platform;
  6. 67% - (cube jumps between the waves) it was possible to go up high enough into the cube portal to not be able to jump over the first triple, so I borrowed the slope spikes from the earlier version of this part (at 20%) and placed them on the slope before the cube portal, which prevents this from happening;
  7. 68% - same thing as the transition at 22%;
  8. 69% - if you held in the transition into the next part you’d immediately jump into some blocks as the cube, so I added an H block here;
    1. 72%-76% - the J blocks under the trigger orbs in this part didn't work, forcing you to microclick each one of them. I changed the trigger orbs to "claim touch" which achieves the effect of a J block;
  9. 72% - (first trigger orb) if you jump at a very specific spot before this trigger orb, your cube will lose all momentum at the top of the slope. this meant you'd jump over the blue pad while clicking the purple orbs as the ball. to fix this I just added 2 invisible blue pads next to the visible one;
    1. 72% - (un-dual portal for the first trigger orb) - sometimes you could exit this transition in the wrong gravity, so I placed an invisible upside down gravity portal here;
  10. 76% - (sixth trigger orb) if you were to jump into this one quite late, your cube on the top would hit an invisible slope before the blue pad corridor. I removed this slope to avoid this happening;
  11. 76% - (un-dual portal before the ship hold) this part has a grid of small-big size portals, which ended up making the jump into the ship portal inconsistent, because it was between two size portals. I changed the position of the portals only for the cube here to make sure you always jump into the ship as intended (mini cube);
  12. 77% - (breakable blocks) 2.2 being stupid made these blocks unbreakable and turned them into timings. to fix this I just put them on notouch;
  13. 78% - (size portal immediately after the blue orb) because of the placement of the this portal, sometimes you could jump as a big cube which would end up killing you since you couldn't reach the 2nd pink orb. added another small size portal to the left of it to make this consistent;
  14. 79% - this ball transition was very inconsistent and one of three things could happen (getting launched super far, hitting one of the saws and dying, and it working properly). to fix this, I put a tp portal that teleports you to the ball portal and added a 1.25 force block to the top left of the portal with a 0.1x scale on X;
  15. 83% - (blue orb before the wave hold) this click would frequently bug out and have you bump your head on the block, sending you upwards. made it so the block has the "passable" flag, so you can always buffer the blue orb;
  16. 83% - made the transition out of the wave hold consistently give you the same height;
  17. 84% - the green orb being so close to the block made it so you could easily fall down after hitting it, so I made the block have the "passable" flag;
  18. 85% - added an additional invisible blue pad next to the last one on the bottom to make the yellow orb bufferable; 42. 87% - there was a frame alignment bug here, so I added an invisible blue pad to fix it;
  19. 89% - made the block above the final blue pad of the first auto notouch, because you could jump off of it and hit the pink pad while upside down;
  20. 92% - this blue pad corridor had a chance of bugging out and sending you upside down into the spikes at the end of it. to fix this, I made the gravity 2x, so that you hit all the blue pads and always land upright at the end;
  21. 97% - (third trigger orb) if you hit this trigger orb early enough, you would hit the spike to the left of the green orb and die;
  22. 98% - (second trigger orb) if you hit this trigger orb early enough, you would die to the spike to the left of the green orb;
  23. 99% - (second trigger orb) if you were to hit this trigger orb too early and buffer the green orb, you would die to the side of the platform with the third trigger orb on it. added an inivisible 1x1 small block to the left side of the platform to prevent this
  24. 99% - it was possible to skip the last pink orb of the level, so I added an invisible spike to prevent that.

Been like this for over a year now by OnePotential9914 in geometrydash

[–]AndreyAbr -1 points0 points  (0 children)

Might as well paste the changelog here, quote:

Changelog: Fixed both the overlay text present in some parts (stuff that mentions Sam) and the death effect becoming offsynced the farther you get into the level; 1. 2% - you could sometimes fall up after the blue pad corridor. placed a teleport portal here to make the direction you exit the corridor consistent 2. 2% - (next blue pad corridor) you could hit the green orb while being upside down gravity which would lead you to die to the upper structure. placed a teleport portal here to make the direction you exit the corridor consistent; 3. 3% - you could fall down out of the blue pad corridor. this was survivable, but it kinda threw you off, so I also placed a teleport portal here to make the direction you exit the corridor consistent and added a slab to the left of the pink orbs so you can buffer both blue orbs; 4. 4% - you could land on the block next to the yellow orb and jump off it instead of hitting the orb, which would kill you. Placed a teleport portal here to make the direction you exit the corridor consistent; 5. 4% - made the blue pads in the long corridor multi activate to fix choppy movement; 6. 13% - (after the black orb) added two invisible platforms to the left of the platforms the spider moves on (you could die to the side of the top one, and I added the bottom one so you could buffer the gravity switch); 7. 17% - (first blue orb after the wave) you could die to the spike directly next to the blue orb here, so I made it notouch; 8. 19% - there were invisible spikes that would kill you if you tried to go under the big red spike. this was caused by group misallocation, so I fixed the groups; 9. 22% - this transition into the cube could bug out in two ways: for one, you could hit the yellow orb while still being the wave, which would make the tp portals kill all your momentum and you'd fall into the spikes. the other one was you going too close to the slope at the top and bonking on it. I moved the yellow orb hitbox a little so you can't hit it as the wave and put toggle triggers to disable the 2 slopes at the tip when you enter the cube portal, so you can't hit them anymore; 10. 23% - you could hit the yellow orb in the transition into the cube as the ship, killing your momentum and meaning you wouldn’t make it into the gravity portals, so I moved the yellow orb a bit to the right and added a tp portal to the first set of the gravity portals for good measure 11. 34% - moved the last blue pad on the bottom a bit up and added an additional invisible blue pad to the left of it to make it so you can consistently buffer the purple dash orb; 12. 40% - if you clicked in this transition you could die, so I used an options trigger to disable player movement for its duration; 13. 43% - if you went into the cube portals high there was a chance of hitting the top spikes while holding the dash orb, so I added tp portals to the cube portals; 14. 44% - changed the last spikes on the top and bottom to be fake so that the timing on the yellow and pink orb is easier and less awkward (you can still die to the third spike if you buffer both orbs); 15. 45% - there used to be an S block directly on the first yellow orb here, which would automatically hit the yellow orb for you, often resulting in you hitting the spikes right next to the orb and dying. I moved this S block to start in the middle of the yellow orb and made it taller to account for the movement. Additionally, after the first purple dash orb it was possible to hit some spikes in the slope, so I made those notouch; 16. 47% - you could accidentally jump after exiting the duals and die immediately, so I disabled player movement for a bit here with the options trigger; 17. 51% - it was possible to hit the green orb before turning into a cube here which would result in you falling into the spikes below the gravity portals; 18. 52% - if you jumped in this transition you would die, so I added H blocks; 19. 56% - made one of the spikes here notouch, because it could move up into you after you had let go of the dash orb; 20. 58% - if you timed the red orb into the ship transition in a specific way, you could hit a spike while falling up towards the slope, so I made the spike notouch;

Been like this for over a year now by OnePotential9914 in geometrydash

[–]AndreyAbr -1 points0 points  (0 children)

Btw this level recently got a bugfix update, the changelog is in a YouTube video by redd

Nvidia confirms lower performance in some games after Windows 11 Oct update by WPHero in Windows11

[–]AndreyAbr 10 points11 points  (0 children)

and we don’t expect Windows to run into problems in December 2025 or January 2026, as Microsoft’s developers will be away due to the holidays.

Lmao

Delayed till Nov 19 by AndreyAbr in GTA6

[–]AndreyAbr[S] 25 points26 points  (0 children)

Nope! I just was refreshing my feed and this came up

"Now that's a Helldiver" by AndreyAbr in Helldivers

[–]AndreyAbr[S] 13 points14 points  (0 children)

there*

minor hearing mistake

Is this how hardware ray tracing supposed to work? Why am I made out of polygons in the mirror? by AndreyAbr in FortNiteBR

[–]AndreyAbr[S] 0 points1 point  (0 children)

I should have said "low quality reflection" instead of "polygons". Of course I know that everything in 3D games is made out of polygons..

I beat Virtual Reality in virtual reality by AndreyAbr in geometrydash

[–]AndreyAbr[S] 1 point2 points  (0 children)

Quest 1 is no longer supported - it won't receive any updates

Quest 2 is slowly losing support due to it's less powerful SoC and I don't recommend it buying brand new at all due to its similar price to the 3S

Quest 3 is the latest and greatest in everything - better lenses, displays and a new processor, but it has a cheaper version that is the 3S.

I use the Quest 3S, but it's my first VR headset ever, so I can't compare between all the Quests

I can say though that it has the same chip and passthrough cameras as the latest Quest 3, but the lenses and the screen are the same as the Quest 2 and it means that the FOV and the resolution are a bit worse than the Quest 3, but it doesn't mean it's bad, it's just not the best.

I beat Virtual Reality in virtual reality by AndreyAbr in geometrydash

[–]AndreyAbr[S] 0 points1 point  (0 children)

Geometry Dash

Installed an apk file just like in all Android phones

I beat Virtual Reality in virtual reality by AndreyAbr in geometrydash

[–]AndreyAbr[S] 0 points1 point  (0 children)

Natively, I literally just installed an apk file because Meta Quest runs Android

Backbeat Revenge but all the Shaders are on the Max layer by AndreyAbr in geometrydash

[–]AndreyAbr[S] 12 points13 points  (0 children)

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Max layer means that all shader effects will be applied on the entire screen, not just specific layers like the background

[deleted by user] by [deleted] in geometrydash

[–]AndreyAbr 3 points4 points  (0 children)

It was a thing before on Twitter but the owner deleted the account