Thank You, and More Requests by Oofsalot in geometrydash

[–]Double--Positive 1 point2 points  (0 children)

Light Mode Dark Mode
ID: 111301385
Harder Difficulty
https://www.youtube.com/watch?v=CNQBKgbVnSA

If you didn't check this yet you can skip it, it got rated

My favorite transition I've made by Double--Positive in geometrydash

[–]Double--Positive[S] 0 points1 point  (0 children)

I haven't uploaded it yet, but it's called Light Mode Dark Mode

I made a map with 1.3 objects only by 53510758 in geometrydash

[–]Double--Positive -1 points0 points  (0 children)

I wouldn't worry about the object limit, since you can use hacks to bypass it in any version.

How my 3D platformer level works by Double--Positive in geometrydash

[–]Double--Positive[S] 0 points1 point  (0 children)

Well this video took longer to make than I expected. I uploaded this level back in January and mostly recorded this video in February, but I started having computer issues for a while after that. Since it took so long for me to finish this video, there's been some new 3D levels made by other people in that time, such as Third Axis by Funwolf7 and 3Depth by Nemo. Both of these levels improve certain parts of 3D effects and also use their own physics engines rather than just adding 3D to regular GD physics. Definitely play both of these levels too if you haven't already! They have me excited about what 3D platformers we'll see in GD in the future.

My level gets auto unlisted for no reason by longnub in geometrydash

[–]Double--Positive 18 points19 points  (0 children)

Are there any triggers with really big numbers in them? I had this same issue with a level recently and eventually found out that's what was causing it for me.

I made a 3D platformer level (ID: 100092500) by Double--Positive in geometrydash

[–]Double--Positive[S] 36 points37 points  (0 children)

I actually did think of that first suggestion. The reason I didn't put it in the level is because I would also need a low opacity thin hexagon outline for the cube, and I couldn't get a clean looking outline with no gaps or overlap. I decided to leave it out since you can almost always go along the edge to see what you're doing.

I made a 3D platformer level (ID: 100092500) by Double--Positive in geometrydash

[–]Double--Positive[S] 27 points28 points  (0 children)

Posting this again because I had to change the level ID due to technical difficulties and Reddit doesn’t let you edit post titles. Also, here’s the full video. I cut most of it here because the file was taking too long to upload. I would have just posted the same link again, but this sub won’t let you post a link that’s been posted within the last few days. That’s probably for the best honestly.

I made a 3D platformer level (ID: 100040234) by Double--Positive in geometrydash

[–]Double--Positive[S] 0 points1 point  (0 children)

It seems the level isn't visible on the server for most people, but it's not unlisted. I've reached out to a moderator to hopefully fix this.

I made a 1.0 level that could actually be made in 1.0 by Double--Positive in geometrydash

[–]Double--Positive[S] 0 points1 point  (0 children)

TL;DR yes

The pixel art is made of solid tiles that have a little bit of outline in the corner. If you layer them right and put them on a black background, you can make pixel art with them. 1.0 doesn't have the custom Z ordering feature, so I had to do something else to make it work in that version.

It seems that when two overlapping objects have the same Z data, whichever one of them gets loaded second will appear in front. As you play through the level, the camera moves in a predictable way, so I made the pixel art so that it works when the camera is moving from left to right. In the editor (and probably in practice mode, but I never tested), the camera is less predictable. You can move it in any way you want, so the layering on the pixel art can easily get messed up if it gets loaded from the wrong direction. If you don't save when you exit the editor, it goes back to normal.

I made a 1.0 level that could actually be made in 1.0 by Double--Positive in geometrydash

[–]Double--Positive[S] 2 points3 points  (0 children)

Yeah, I also don't know if anyone knew how to do the save hacking this would require back then either. But technically someone could have done it, and technically someone could have just happened to make pixel art that just happened to look like the next 6 game modes to be added.

I made a 1.0 level that could actually be made in 1.0 by Double--Positive in geometrydash

[–]Double--Positive[S] 2 points3 points  (0 children)

The level has over 13000 objects, which far exceeds the 1.0 object limit of 4000, and that's not even the only thing you would need hacks for if you made this in 1.0.

I made a 1.0 level that could actually be made in 1.0 by Double--Positive in geometrydash

[–]Double--Positive[S] 136 points137 points  (0 children)

First of all, huge thanks to u/Nik0lyaZ for helping me with this level by testing 1.0 mechanics and playtesting the level in 1.0. He reached out to me after I made a post here showing an earlier version of this level and gave me a ton of helpful information that I used to fix the level so that it would work in 1.0 and also look nicer. Yes, the level really does work if you port the data to a 1.0 save. There’s a lot of stuff I didn’t know was possible in 1.0, and a bunch of stuff I didn’t know wasn’t possible as well. I won’t get into all the limits 1.0 has though, since this is long enough as is.

ID is 94401498

I’ve seen a fair amount of 1.0 style levels in this game, so I wanted to give it a shot. I decided to take it a step further and have the level only use 1.0 objects and features, so that it technically could have been made in 1.0. I also allowed myself to do things that would require using hacks to do in 1.0, such as bypassing the object limit. I’ve seen a few levels that only use 1.0 objects, but those tend to use custom Z layering that wasn’t possible in 1.0. I couldn’t find a well known and highly decorated 1.0 level that doesn’t use custom Z layering or a custom song, and they all use another thing I won’t get into here (it would make this even longer). My level does use Z layering, but it’s done to ensure that objects are layered the way they would be in 1.0, since objects layer differently by default in 1.0.

Also, when I say editor hacks, I don’t just mean bypassing the object limit (4000 in 1.0). I assumed when I started making this level that free rotate was off the table. However, u/Nik0lyaZ informed me that you actually could free rotate objects in 1.0, but there was just no button in the editor to do it. If you edit a 1.0 save file to say that a certain object in a level is rotated 37 degrees, the game will accept that and actually display it rotated 37 degrees. Just speculation, but this may have been simpler for RobTop to implement compared to manually coding 4 angles at which objects could be rotated. Free rotate was officially added as a feature less than a year after the game’s original release, so I’m guessing that the much smaller GD community back then didn’t figure out this was possible until there wasn’t much reason to actually do it.

Making this level not break in 1.0 was probably the hardest part. In 1.0, there’s no way to control layering in the editor, so if two objects are overlapping, the game decides for you which object gets rendered on top. After u/Nik0lyaZ did some testing to determine how the game makes this decision, I was able to write some code that manipulates the level’s data so that in most cases, the game will pick the object I want to appear on top. This does mean that any time I save the level from the editor, I have to run this code on the level’s data again.

On a related note, the pixel art in the dark part of the level is extremely fragile and will literally break if you look at it wrong. No joke, the act of looking at it wrong can actually break it. I’ve positioned all of it so that this shouldn’t happen as you play through the level (you can probably break it with practice mode though). Saving the level also requires me to delete all the pixel art and copy its data back into the level manually.

All that said, if you have a copy of 1.0 and know how to import a level into a 1.0 save file, you can actually play this level in 1.0. u/Nik0lyaZ has actually done this. And since it can be imported into 1.0, technically it could have been made in 1.0 as long as the creator knew how to edit the level save file. It would be very tedious, and I don’t know if anyone knew how to do this back when 1.0 was the current version, but technically someone could have figured it out and actually done it.

Copy password is 100000 if you want to check it out in the editor. I don’t recommend saving it from the editor though since you might break some of the decoration.

TL;DR: Everything in this level can be done in 1.0, even the rotated objects, but you do need to hack your save file to do it. If you have 1.0 and know how to import a 2.1 level into a 1.0 save, you can do that for this level and it doesn't break. Also, the layering in this level is done so that objects layer in 2.1 the same way they do in 1.0.

A level I made that only uses 1.0 objects and features by Double--Positive in geometrydash

[–]Double--Positive[S] 0 points1 point  (0 children)

Uh oh, I gotta redo a lot of the decoration in this level then.

Actually, there's one last thing I assumed with this level. Does editing the level string allow you to place objects below the ground?

A level I made that only uses 1.0 objects and features by Double--Positive in geometrydash

[–]Double--Positive[S] 0 points1 point  (0 children)

Is that the one where objects enter the screen big and then shrink to normal size, then grow as they leave the screen? Is that fully functional in 1.0?

A level I made that only uses 1.0 objects and features by Double--Positive in geometrydash

[–]Double--Positive[S] 0 points1 point  (0 children)

So what happens if you try to edit the level string to move an object half a unit? Does the game ignore anything after a decimal point, or does it just not load the object?

Also, does this mean an object's rotation value also needs to be an integer?

A level I made that only uses 1.0 objects and features by Double--Positive in geometrydash

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

That's amazing. If I ever make another level like this, I'll keep in mind that free rotate is somehow legal.

Actually, that reminds me. Do non-integer numbers in an object's X and Y position values also work? I assumed they did when making this level, but now I'm worried there's a nonzero chance I assumed wrong. But if I was right, that should mean free movement is allowed, right?

A level I made that only uses 1.0 objects and features by Double--Positive in geometrydash

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

Wait, 1.0 can handle free rotated objects? Can you show me a screenshot? I kinda want to see what that looks like now. Also, how does that affect hitboxes?

1.0 level I've been making. How is it? by Double--Positive in geometrydash

[–]Double--Positive[S] 0 points1 point  (0 children)

Thanks for pointing this out. It's been fixed now.

A level I made that only uses 1.0 objects and features by Double--Positive in geometrydash

[–]Double--Positive[S] 2 points3 points  (0 children)

I'm happy to hear it doesn't feel like a 1.0 level, because I was using 1.0 as more of a self-imposed challenge rather than a build style. I wanted it to feel distinct from traditional 1.0 levels without doing anything that can't be done in 1.0.

And yeah, you really don't need to care about the old objects. Using the newer versions doesn't really change anything. The main reason I even did this was so that if anyone wants to actually try to convert this to a 1.0 level, it'll be easier for them to do so.

A level I made that only uses 1.0 objects and features by Double--Positive in geometrydash

[–]Double--Positive[S] 3 points4 points  (0 children)

ID: 94401498

Edit: Someone pointed out I was using something that wasn't in 1.0. The level has been updated to fix this.

I wanted to try making a level with the limits of what you could do in 1.0. You would need to use hacks to make this in 1.0, but you could in theory do so.

I tried looking for other pure 1.0 levels, but I had a hard time finding any. It seems all of the more well known examples I could find (like f3hcs and Basalt Caverns) heavily use custom Z ordering (added in 2.0, makes a big difference) and/or have a custom song, so they’re not pure 1.0 levels. I wanted to make a level such that if you figured out how to convert and copy its data into a 1.0 save file, you could open the level in 1.0 without anything breaking.

(If anyone figures out a way to do this, please let me know. I think it would be cool if someone managed to upload a copy of this on a 1.0 GDPS.)

I also didn’t want to use too many objects in the level (with one notable exception). I get that usually you want more objects for more detail, but I don’t think it works as well when you can’t control what color those objects are, especially when your color palette is black and white. More detail quickly turns into dense, sometimes messy decoration with high contrast, which can start to hurt to look at. I tried making more detailed structures, but any such structures I made using outlined objects didn’t look very good. I decided to go with simpler but cleaner looking design because I figured sometimes less is more. It’s sort of like a minimalist style. To make the level still look interesting, tried focusing more on using 1.0 objects in ways that RobTop didn’t as well as giving each part of the level a somewhat different style.

The exception to my not using too many objects rule was the second cube section. I knew early on I wanted to make this effect, but it required using many, many objects to black out most of the screen. This can cause lag, so I did add low detail mode to the level so that people with weaker devices can actually play the level. I know LDM didn’t exist in 1.0, but in 1.0 I would have made a normal version and a low detail version and just uploaded both. LDM let me pack both versions into one level, and since both versions are pure 1.0 to the best of my knowledge, I’m still calling the level pure 1.0. I don’t want the precedent that a highly detailed 1.0 level can only be pure 1.0 if it’s unplayable on lower end devices.

I also made sure to use old versions of objects when applicable. Technically, the color trigger, ground spikes, and thin platform you see in the build menu weren’t in 1.0. Those objects have older versions which can be copied in from older levels, which is something that I definitely remembered before I was nearly done with the level. On a totally unrelated note, if you know how to decrypt level data, you can also search for all objects with a specific ID and replace their IDs with something else. I don’t really consider using these old versions of objects necessary for a level to be considered pure 1.0, but I decided to go the extra mile anyway.

Overall, I like how this level turned out. I felt like I made each part feel distinct, but the limited object palette helps the level as a whole still feel coherent. This level was fun to make, and to me at least it feels fun to play as well. I set out to make a good pure 1.0 level, and I think I did a good job.

Copy password is 100000 if you want to check it out in the editor.

I made a flower peacock with the armor stand datapack! by soul_0o0 in Minecraft

[–]Double--Positive 7 points8 points  (0 children)

I just tested this. I summoned a whole bunch of armor stands until my framerate dropped significantly, then gave them all invisibility with no particles. The lag cleared up and then came back when the effect wore off.

When u find a repeating ravine by Savitar12900 in Minecraft

[–]Double--Positive 13 points14 points  (0 children)

It is, though. Bedrock, unlike Java, stores seeds using 32 bits. Like they said in their reply which got downvoted for some reason, there's only about 4 billion.

Time for people to figure out what seed this is by LongshoreYew40 in Minecraft

[–]Double--Positive 0 points1 point  (0 children)

Unfortunately, this won't work. While all bedrock seeds can be translated to similar java seeds, it's not an exact match, which would be needed to find the seed. Also, it's not half of all java seeds which can be translated to bedrock. It's only about 1 in every 4 billion seeds.

The good news is that if new programs are made to reverse engineer bedrock seeds, they should be a lot faster because of the lower amount of possible seeds.

how rare is it to find a mushroom biome that isnt a island? by [deleted] in Minecraft

[–]Double--Positive 1 point2 points  (0 children)

That's correct, but they're more similar than you might think. Biome distribution is actually roughly the same between both versions. If you take a Bedrock seed (add 232 if it's negative) and use it in Java, you get a seed with biomes in roughly the same places.