GD Creating: How to make a smooth layout
Sept 21, 2017 16:10:20 GMT -5
geocrafter12, LenA2, and 1 more like this
Post by realy0_ on Sept 21, 2017 16:10:20 GMT -5
idk how to start dis
Hello, if you clicked there, it's for leaning to do a better layout no ?
Then you are in the right place !
In this guide i'm going to talk about :
. How the song is constructed
. How your layout can be built and synced
. What are the best ways to make your layout smooth and enjoyable
Note : The thread go in depth so for newer players, it could be hard to understand.
This guide reflect all my perspective of my experience as a builder.
1/ How a song is constructed.
It's important to understand how a song is builded, you will make your layout more organized and synced.
1) ---
A song is builded in 2 parts generally
A interlude/verse (whatever) and the drop/chorus. (the song may continue but it's repeating the same pattern, interlude and drop)
These are differencable in the song with the difference of the intensity of the song, volume etc...
/-interlude part :
The song is generally composed in 1/4 times, i'll call the small 1/4 a tick and a 4/4 a beat.
Ticks are generally used to do simple tap/not tap and nothing else, mostly only used on hard+ levels. because they aren't that special to hear.
A Beat is a bit more imposing than a Tick because it has more volume and the song can change a bit and it's the most important thing to sync.
Example with Stereo Madness song
(note that the spikes aren't proportional to the song, they are only here to show the importance of the beat.)
Usually, Players are doing something more imposing every 8 beats (changing speeds for example) and changes gamemodes every 16 beats.
The ideal way to structure your layout is to add something to do between each beat (1-2 times, for example a small jump, letting the cube fall by 1 cases etc...) and always do something to click in the beat (by jumping, adding a ring/pad etc...), something more imposing.
The BPM : Beat Per Minute, they represent how fast is the song
A fast song will have a high BPM (ex : FREEDOM DiVE - xi),the time between each ticks is reduced
A slow song will have a slow BPM (ex : The Undertaker's Daughter by steampianist) the time between each tick is increased.
It determines how fast the level can be, a fast song would mostly use x3/x4 speed and a slow song a x1/x0,75 speed.
Build-up : It's the part before the drop, it last generally 16 beats, and the song is generally building-up and become progressively more intense.
Players uses generally a x2 speed to show the build-up and some of them add a x3 speed on the 8th beat to accentuate that build-up.
All the ticks must be synced with the gameplay to show the intensity of that part.
/-Drop part :
It's the most intense part of the song, the gameplay are generally fast and intense.
Most players are using all the ticks to show the intensity even half-ticks on very hard levels.
The ideal is to sync your gameplay every ticks, and doing something very imposing each 4 beats instead of 8 beats.
2) ---
A Melody : it's the way how the song is constructed with notes. a song where the melody is dominant is At the speed of light - Dimrain47
A Drum : it's the tick's sound, it's alway rythmed to the song. a song where the drums are dominant is Bass Knight - Boomkitty.
2/ How your layout can be built and synced.
1)---
I'll list some gameplay elements and show when you can use them.
Pink-Yellow-Red-Blue orbs : it's often used on a beat and it should only follow the drums.
The itensity of the beat determines which orb should be used.
a pink orb would be less intense than a red orb.
Pads : they are the same thing as above exept that they will make jump your icon automatically. They should not be overused.
Green orb : It's the exeption of all the orbs mentionned above,
it could be used for drums and melody because that orb can make the icon's way smooth or brutal.
Black orb : It the most brutal orb,really useful to accentuate beats. it can only be used on drums.
Green/Pink dash orbs : Less used,it's mostly used in build-ups and glitched songs parts. (Ex : Fingerbang - MDK)
Slopes : it's a curved block, very cool to use, and for sync,
It's perfect in build-ups or beats where the song pitch up/down.
Teleportations portals : Teleport the icon to a place in the Y-axis, used in cancerous transitions mostly and to a beat essentially.
Gravity blue/yellow portals : useful to change gravity, it's often associated with the melody because the icon's way is a bit curved when interacted.
- Portal's use in sync :
. Cube : The default gamemode used in the beginning, essentially to follow drums with his mecanic of jumping. It can be used to follow also the melody.
. Ship : Essentially used for following the melody because of his mecanic of holding. Gravity portals/orbs make this gamemode more drum-gameplay oriented.
. Ball : A gamemode who has the most imposing sync, used when there are heavy beats in the part of the song.
. UFO : The ideal gamemode to fully follow the drums because of his similarity mecanics of cube/robot to jump.
. Wave : A versatible gamemode to use in both drum and melody because of his timing holding mecanic.
. Robot : Same role as cube, his jumps are extendable, making robot a better choice to sync with the melody.
. Spider : It has the same role as ball exept that he teleport to the floor or the ground.
2)---
Differents types of syncs :
-Gameplay sync : the player have to interact with the icon at the same time of a tick/beat.
for example : a jump, a orb, pad, blue portals, ball portals etc...
-Effect sync : It's a visual effect that doesn't affect gameplay, it only need triggers to works.
for example : Flashes (with triggers), black screen (in transitions often or sorta of blacks flashes) and custom Effects.
*gonna add a analyze of something*
Not finished because i lack time,i'll finish later. opinions are apprecied.
Hello, if you clicked there, it's for leaning to do a better layout no ?
Then you are in the right place !
In this guide i'm going to talk about :
. How the song is constructed
. How your layout can be built and synced
. What are the best ways to make your layout smooth and enjoyable
Note : The thread go in depth so for newer players, it could be hard to understand.
This guide reflect all my perspective of my experience as a builder.
1/ How a song is constructed.
It's important to understand how a song is builded, you will make your layout more organized and synced.
1) ---
A song is builded in 2 parts generally
A interlude/verse (whatever) and the drop/chorus. (the song may continue but it's repeating the same pattern, interlude and drop)
These are differencable in the song with the difference of the intensity of the song, volume etc...
/-interlude part :
The song is generally composed in 1/4 times, i'll call the small 1/4 a tick and a 4/4 a beat.
Ticks are generally used to do simple tap/not tap and nothing else, mostly only used on hard+ levels. because they aren't that special to hear.
A Beat is a bit more imposing than a Tick because it has more volume and the song can change a bit and it's the most important thing to sync.
Example with Stereo Madness song
(note that the spikes aren't proportional to the song, they are only here to show the importance of the beat.)
Usually, Players are doing something more imposing every 8 beats (changing speeds for example) and changes gamemodes every 16 beats.
The ideal way to structure your layout is to add something to do between each beat (1-2 times, for example a small jump, letting the cube fall by 1 cases etc...) and always do something to click in the beat (by jumping, adding a ring/pad etc...), something more imposing.
The BPM : Beat Per Minute, they represent how fast is the song
A fast song will have a high BPM (ex : FREEDOM DiVE - xi),the time between each ticks is reduced
A slow song will have a slow BPM (ex : The Undertaker's Daughter by steampianist) the time between each tick is increased.
It determines how fast the level can be, a fast song would mostly use x3/x4 speed and a slow song a x1/x0,75 speed.
Build-up : It's the part before the drop, it last generally 16 beats, and the song is generally building-up and become progressively more intense.
Players uses generally a x2 speed to show the build-up and some of them add a x3 speed on the 8th beat to accentuate that build-up.
All the ticks must be synced with the gameplay to show the intensity of that part.
/-Drop part :
It's the most intense part of the song, the gameplay are generally fast and intense.
Most players are using all the ticks to show the intensity even half-ticks on very hard levels.
The ideal is to sync your gameplay every ticks, and doing something very imposing each 4 beats instead of 8 beats.
2) ---
A Melody : it's the way how the song is constructed with notes. a song where the melody is dominant is At the speed of light - Dimrain47
A Drum : it's the tick's sound, it's alway rythmed to the song. a song where the drums are dominant is Bass Knight - Boomkitty.
2/ How your layout can be built and synced.
1)---
I'll list some gameplay elements and show when you can use them.
Pink-Yellow-Red-Blue orbs : it's often used on a beat and it should only follow the drums.
The itensity of the beat determines which orb should be used.
a pink orb would be less intense than a red orb.
Pads : they are the same thing as above exept that they will make jump your icon automatically. They should not be overused.
Green orb : It's the exeption of all the orbs mentionned above,
it could be used for drums and melody because that orb can make the icon's way smooth or brutal.
Black orb : It the most brutal orb,really useful to accentuate beats. it can only be used on drums.
Green/Pink dash orbs : Less used,it's mostly used in build-ups and glitched songs parts. (Ex : Fingerbang - MDK)
Slopes : it's a curved block, very cool to use, and for sync,
It's perfect in build-ups or beats where the song pitch up/down.
Teleportations portals : Teleport the icon to a place in the Y-axis, used in cancerous transitions mostly and to a beat essentially.
Gravity blue/yellow portals : useful to change gravity, it's often associated with the melody because the icon's way is a bit curved when interacted.
- Portal's use in sync :
. Cube : The default gamemode used in the beginning, essentially to follow drums with his mecanic of jumping. It can be used to follow also the melody.
. Ship : Essentially used for following the melody because of his mecanic of holding. Gravity portals/orbs make this gamemode more drum-gameplay oriented.
. Ball : A gamemode who has the most imposing sync, used when there are heavy beats in the part of the song.
. UFO : The ideal gamemode to fully follow the drums because of his similarity mecanics of cube/robot to jump.
. Wave : A versatible gamemode to use in both drum and melody because of his timing holding mecanic.
. Robot : Same role as cube, his jumps are extendable, making robot a better choice to sync with the melody.
. Spider : It has the same role as ball exept that he teleport to the floor or the ground.
2)---
Differents types of syncs :
-Gameplay sync : the player have to interact with the icon at the same time of a tick/beat.
for example : a jump, a orb, pad, blue portals, ball portals etc...
-Effect sync : It's a visual effect that doesn't affect gameplay, it only need triggers to works.
for example : Flashes (with triggers), black screen (in transitions often or sorta of blacks flashes) and custom Effects.
*gonna add a analyze of something*
Not finished because i lack time,i'll finish later. opinions are apprecied.