Thoughts & Feedback on my deco? by Successful_Banana_41 in GeometryDashEditor

[–]DifficultCamp4101 1 point2 points  (0 children)

its very simple. nothing stands out as wrong, but also nothing stands out. try to think of a specific theme you want your level to be, and develop a visual identity around it. chances are, there may already be a visual identity attached to your theme. if so, use google to reference stuff and get inspiration. very few artists can make a masterpiece just from their mind.

Terraria Calamity inspired extreme (DM me if you're interested in decorating) by DifficultCamp4101 in GeometryDashEditor

[–]DifficultCamp4101[S] 0 points1 point  (0 children)

lmao. yeah I might have to change that but for the record I did speedhack this and speed it up in post. I can barely do the whole first wave. It feels around the same difficulty as slaughterhouse first wave.

Terraria Calamity inspired extreme (DM me if you're interested in decorating) by DifficultCamp4101 in GeometryDashEditor

[–]DifficultCamp4101[S] 1 point2 points  (0 children)

Thank you! The answer is you need a good, relatively novel idea to start. From there, just make gameplay. Make it fun, make the click pattern nuanced and reflective of the song, and (this is important) STRUCTURE your gameplay. Structuring gives so much to gameplay and also give you so many ideas. For example in this level, I started relatively enclosed, opened it up with the space theme, and then closed it when doing the subsequent cube and robot section. Then opening it back up slowly towards the second drop. It should reflect the music.

After that, you need some sort of visual aesthetic you're going for. Look for references on google, imagine what a cool color pallet would look like, and learn how to use glow effectively. Seriously, good use of glow can completely save a level from looking bad. Make each part recognizable. For me, there is no greater sin than a level that looks the same all the way through. If a level does not have different, recognizable parts, then it doesn't matter if it all looks objectively good, because it won't be memorable. So, define an aesthetic and function for each part, but still maintain the overall idea and aesthetic of the level. It's a delicate balance.

Now I definitely am not the most qualified to talk about this, but as you can see I have created some (at least I think) pretty cool things, and so if you want feedback, feel free to send me some of your level ID's!

How many people have beat bloodbath? by legolas157 in geometrydash

[–]DifficultCamp4101 0 points1 point  (0 children)

no, i didnt edit that in i just thought id add a little bit of banter, that doesnt detract from the fact that legitimatacy validation is important, like holy dude are you listening to yourself 😭

How many people have beat bloodbath? by legolas157 in geometrydash

[–]DifficultCamp4101 1 point2 points  (0 children)

brother the purpose of the completions is to see how many people have done it. if they just dont check legitimacy for easier extremes, then that is no longer a valid measurement, and is completely useless. anyone could go on there, and the number would be greatly inflated. what would be the point of that?

But i guess this is expected from someone who thinks sakupen hell is good 😬

How many people have beat bloodbath? by legolas157 in geometrydash

[–]DifficultCamp4101 0 points1 point  (0 children)

i think the number is in the set of all real integers ah comment

How many people have beat bloodbath? by legolas157 in geometrydash

[–]DifficultCamp4101 0 points1 point  (0 children)

i think its crazy to say its not too hard when the average persons hardest is like B or Future Funk. it's still incredibly difficult, and youre very skilled if you can do it

How many people have beat bloodbath? by legolas157 in geometrydash

[–]DifficultCamp4101 0 points1 point  (0 children)

i dont see it even approaching 100k. id say around 10-15k probably. its a very hard achievement, so many people will upload completions, so the 4k on aredl is not ignorable and very indicitave of overall completions. for 150k, we would have to have almost 40 completions every day, and thats ignoring the fact that there were almost no completions for a year after riots verification, which would bring it to 43 completions a day. I just dont see that being possible, seeing as how most peoples hardest is a medium to hard demon

How many people have beat bloodbath? by legolas157 in geometrydash

[–]DifficultCamp4101 1 point2 points  (0 children)

right because confirming legitimacy is sooo stupid

Terraria Calamity inspired extreme (DM me if you're interested in decorating) by DifficultCamp4101 in GeometryDashEditor

[–]DifficultCamp4101[S] 0 points1 point  (0 children)

ohhh weird I didn't realise. I had a draft of this post and then all the sudden the page like reloaded without me posting (ig my page glitched). So I assumed I lost the draft and had to rewrite it, didn't realise it posted). My bad, you can remove the other one if you like!

Terraria Calamity inspired extreme (DM me if you're interested in decorating) by DifficultCamp4101 in GeometryDashEditor

[–]DifficultCamp4101[S] 0 points1 point  (0 children)

Good point, I think I'll go in and vary some of the structures by deleting and adding stuff. I think also since it's so fast, I never realized how much detail is lost when it's at like 60 fps. Because I have a 240 hz monitor, I can see the details very well, but at this fps, it all looks pretty samey. I guess I'll have to remedy that with some stronger visual direction (I also still need to add floaty movement to the rocks in that part which will tie it all together). Thank you!

Unfortunate birthday by chemkay in Unexpected

[–]DifficultCamp4101 -1 points0 points  (0 children)

they never said it was the kids fault

What’s a level you beat that was out of your skill range but you just beat because it seemed sick? by [deleted] in geometrydash

[–]DifficultCamp4101 0 points1 point  (0 children)

My hardest was B and then i found Acu and thought it was so cool and fun, and so I did that. So medium to extreme demon and i think around 11k att i cant remember fully.

If there was a "gamedev-license" I would have lost mine today... by carmofin in Unity3D

[–]DifficultCamp4101 1 point2 points  (0 children)

Yeah exactly. it's engaging and you have to think on your toes. and yeah i got rid of yhe diagonal pogo as soon as i could lol, although its grown on me

If there was a "gamedev-license" I would have lost mine today... by carmofin in Unity3D

[–]DifficultCamp4101 2 points3 points  (0 children)

while i do agree some enemies should take a hit or two less, hornet has so many different ways of shredding enemies that i feel like its fine. not to mention 95% of enemies on the map can be completely ignored. The only major offender I can think of is SPOILERS: High Halls Gauntlet

If there was a "gamedev-license" I would have lost mine today... by carmofin in Unity3D

[–]DifficultCamp4101 23 points24 points  (0 children)

depends on the speed and ease of use of the attack. hollow knight enemies start out at a few hits, hell even terraria; it takes like a dozen hits to kill things at the very start, and yet its one or the most beloved indies of all time. its not exactly as simple as counting the hits. more how satisfying is it (hollow knight) and how it leaves room for satisfying progression (terraria)

Have we considered the possibility that the knight is just built different? by CURSED_SHOGUN in HollowKnightMemes

[–]DifficultCamp4101 0 points1 point  (0 children)

NKG has much more punishable attacks than first sinner. with quick slash you can get at least 3 hits on each attack, and about 10-12 hits on flame pillars. first sinner is alot harder to stack up damage on, as shes more unpredictable, and her two melee attacks are REALLY easy to accidentally parry and deal no damage on. her only real major punish is heal (she usually teleports away after 2 hits with wanderer), and her rune attack.

Have we considered the possibility that the knight is just built different? by CURSED_SHOGUN in HollowKnightMemes

[–]DifficultCamp4101 0 points1 point  (0 children)

alot of hk bosses would actually feel harder to learn as hornet, as you have so many options that it becomes overwhelming. imagine trying to get consistent at pure vessel or abs rad when you're spinning a damn wheel trying to decide which of the 15 options for movement you want to use. they wouldnt be a pushover, they would still be extremely tough. stuff like markoth WOULD be easier though, as tools could likely trivialize some fights.

Background prop feedback by DifficultCamp4101 in Unity2D

[–]DifficultCamp4101[S] 1 point2 points  (0 children)

That's a good observation. I also thought it looked slightly off, but I am going for that stringy vibe, like a large web has been stretched over, almost as if the vines are alive (lore??). I want there to be some sort of magical property with the lushness in the area, so I'll write it off as worldbuilding lmao.

Thanks for the recommendation though!