|
Post by Deleted on Dec 21, 2017 23:22:25 GMT -5
Dont worry guys it will work as intended in 2.2 The percentage thing already works, I just forgot to add it to the levels. Havent slept much the last few days. Basically it records your movement when verifying a level and uses that if needed. So it wont go backwards in 2.2. There is a "flip" trigger that you can use instead of orbs/bounce pads. The issue with song sync depending on if you touch an orb early or late was a problem, but its not anymore. When you touch an orb it will register your distance to its center, and slow down or speed up the player a very small amount to compensate. (You either go 99% speed or 101% speed until the offset is removed). That way songs will always stay in sync. Other than that these levels were used a lot as tests to develop the tools everyone will need when building with the reverse feature. Music syncing levels that go back and forth like Power Trip is a bit of a hassle right now, but I am improving the editor to make it as simple as possible for those who want to build levels using the feature. TLDR: Feature safe. Not worry. RubRub Hopefully people don't freak out anymore. Thanks for clearing this all up!
|
|
6,556 posts
Discord: repeater13#2540
Favorite Level: Magma Bound ~ ScorchVX
Hardest Demon: Forsaken Neon ~ Zobros
Mini-Profile Background: {"image":"https://image.freepik.com/free-vector/white-canvas-background_1053-239.jpg","color":""}
|
Post by Repeaterthirteen on Dec 21, 2017 23:28:03 GMT -5
The issue with song sync depending on if you touch an orb early or late was a problem, but its not anymore. When you touch an orb it will register your distance to its center, and slow down or speed up the player a very small amount to compensate. (You either go 99% speed or 101% speed until the offset is removed). That way songs will always stay in sync. Wouldn't this mess with the physics of the cube? Or will the change not be noticeable? Anyway, I'm glad you're clearing this up and actually listening to the community to make the game better,
|
|
1,108 posts
Creator Points: 000
|
Post by RobTopGames on Dec 21, 2017 23:35:59 GMT -5
The issue with song sync depending on if you touch an orb early or late was a problem, but its not anymore. When you touch an orb it will register your distance to its center, and slow down or speed up the player a very small amount to compensate. (You either go 99% speed or 101% speed until the offset is removed). That way songs will always stay in sync. Wouldn't this mess with the physics of the cube? Or will the change not be noticeable? Anyway, I'm glad you're clearing this up and actually listening to the community to make the game better, Well, most of the time I dont think it would be a problem. I dont think you can feel the speed difference during the short period where it removes the offset. In theory it could be a problem in extreme demons where the difference between 100% and 99% speed means you die. One option would be to allow level creators the toggle of the offset compensation. Then you would need to compensate/repair the offset in other ways, like a trigger that "snaps" the player to the correct position. The level creator could then use that trigger where its safe, a bit messy solution. Not sure if it will be needed though. The offset speed thing is used in all the SubZero levels, so you can try and feel the difference there tbh.
|
|
|
Post by ChilliusVGM on Dec 21, 2017 23:46:50 GMT -5
yay so i was right about it recording movements (also thanks for coming to my stream robtop, it really made me feel happier ) also get some sleep, your body will thank you later.
|
|
3,110 posts
Favorite Level: Toxic sewers
Hardest Demon: ultra drivers
Mini-Profile Background: {"image":"","color":"ac1aab"}
Mini-Profile Name Color: fa55f3
Mini-Profile Text Color: f842f0
|
Post by Retired moderator. on Dec 21, 2017 23:48:02 GMT -5
First off I wanna say please do read all other posts i've made in this thread that way you can get a full grasp at what i'm saying and my claims. Secondly the post I made was made very fast and I was very upset when I wrote it so yes it is very hyperbolized. Tho now I speak with a more reasonable mind and if you read my other posts I have admitted that it is more than likely this is some bug and that it will be fixed in 2.2. 1. Now to address your claims and some things you may have misunderstood. I do not want RobTop to remove this feature at all. I think its an amazing feature with lots of potential to be a great addition. What I am trying to say is that this feature needs to be changed in some way before its added in 2.2. If it is changed and fixed i'm sure that it wouldn't take away from the experience at all like you make fixing this feature seem. 2. As of yet you are correct, I along with nobody else knows how this works. It may be an option to have it reverse progress or not. As seen in my last response to WillFlame . or it may just be a bug that will get fixed. Shown in my first response to WillFlame. We dont know till someone hacks GD SubZero, 2.2 is released, or RobTop announces how it works. 3. Now I wanna go really in depth about your claim that songs wont get out of sync from the orb activated switch. Your claim is totally untrue and unfounded, it will make a difference. Imagine a level that is all vertical with lots of these orbs, overtime the song may get severely off sync with the rest of the level. Also assuming that every player holds to activate orbs is really ignorant. I often dont because it most times kills me. You also said this, 'wouldn't it be up to the creator to make it so that the time window for the tap is small enough to not cause sync issues?'. That claim is bullshit straight up. Why should the level creator have to avoid problems RobTop has in his game? Also the size of the orbs hitbox is very large so if a creator wanted to make the player tap at a certain point to keep it in sync then they would need to have it kill you if you tap any second to late or too early. So basically every level that uses this orb needs to have Extreme Demon like tightness with every orb tap. Now that wouldn't make for fun gameplay at all! 4. Now you claimed in your response to the 3rd quote that all my views dont hold water because I dont know every little detail on how it works. This is also a bullshit statement. You dont need to be a professional in a field to talk about something in that field, also making claims and having views on it. I know shit about how cloning works but dose that mean all my views about cloning are wrong and can be dismissed because I dont know every detail about what i'm talking about? No. 5. Now in your response to the 4th quote. Yes I can provide a reason why this ideas should be 'removed'. Even though I dont want it to be removed, I want it to be fixed or postponed. My reasons are that you should never go be able to lose progress in GD other than by dying. You should always be heading toward the exit because you are always heading towards the exit. Even in a flip portal that we have right now you are still moving towards the exit, the screen is just reversed. The same should go if your moving backwards, unless there is a way to avoid being flipped you are always heading towards the exit in the same linear way. This is a 1 dimensional game, one line. Also you should never be able to avoid screen turn, thats why the way it should work is a line not a tap. That way you cant skip a part and break the game. 6.In the 5th quote response you said that my idea of having the % be linear and always move forward and my idea that the trigger should be a line that way you cant avoid it dont correlate together. That is BS. They clearly do as explained in the last paragraph. To keep the game always linear and to get rid of the syncing bugs the trigger needs to be linear. That way you cant skip a part of the game. Its the same problem speed portals have had always. Thats why I also believe speed portals should always be a line so you cant skip them and off sync the game. 7. Now the last quote response. I don't demand it be removed, I demand it be fixed. Otherwise it has some massive game breaking implications that should not happen ever. Also I don't have any respect for RobTop, he has been shown many times being rather uncaring towards the community in many aspects. That dosen't mean I dont want the game to improve or wanna better the game. What I hope to do is push RobTop to make these fixes to improve the game and repair his respect and trust with me and the community. Now I know that RobTop will never see this post but I still like to give my best effort in making the issue public. It is also useful to see how many people agree with me, or how many people that don't like yourself. Now thats fine you disagreeing with me, its just you got some things wrong and I had to respond to them. Hopefully you can respond to this response and possibly convince me that there is some benefit to these features. There has to be more reason to why you disagree with me. 1. I was responding to your hyperbolic statement which was essentially "take this out of the game it'll ruin gd". I actually agree that the system can and should be tweaked. I think if you had made the thread like "these are some concerns i have with the flip trigger that i hope get addressed", i would not have nearly as much of an issue with your post.
3. In the context of a level that is constantly switching and is all vertical, i can see how slight differences can cause sync to be off later on in the level. However, i still think that it is up to the creator to be in charge of having the sync be consistent. in situations such as this, where so many orbs are used that the level can eventually become off sync, i do think it is possible for those types of levels to employ a more strict way to tap those orbs. in many levels, tapping orbs late will cause you to die. the "everyone immediate tap" thing may have been a little ignorant, but i feel as if a lot of level design in the community is already put in a way that immediate activation of orbs is necessary. in a lot of cases, a late tap on a green orb or yellow orb will just cause death. this isnt "extreme demon" territory. a lot of levels today already do this.
4. in response to statements like "this is already in my eyes the single worst update to GD ever" and "The entire integrity of the game is at stake with this one update and unless RobTop fixes it or removes it we are fully doomed" I do think that a clear understanding of what the trigger is and how it works is important, especially when one of your two main complaints is something that you say yourself might be fixable or intentional (the reverse%)
5. I simply do not share your philosophy of "always needing % to go up". As for your last 2 sentences, you can "potentially" skip speed portal as well and break the game. That's on the creator to make it mandatory.
6. I do not share your problem with speed portals. Going back to what i said for #5 about both of these things, It's up to the creator in my eyes.
7. To be quite honest, i do think that giving and putting control into the creator's hands is the most important thing. I do not agree that these problems are as gamebreaking as you say they are, and in your original statement, you did beg for the feature to be scrapped entirely or postponed to a further update.
Also, for the benefit I see in this feature, I think it is the best thing that has happened to geometry dash since 1.9. It breathes life into a game i only recently came back to after quitting. It provides such a unique spin on traditional gameplay that i think is much needed overall. The added pressure on creators to use correctly is worth it to provide a unique gameplay experience. Do i think this can be improved on? for sure, but my response was to something that begged for such a feature to be removed as opposed to minor improvements.
I am glad that since then you have realized that it doesn't need to be scrapped entirely, but i still hold the ideal that this feature will not be nearly as game breaking as you think. Edit: got sniped by robtop. RIP
|
|
|
Post by Deleted on Dec 22, 2017 0:14:32 GMT -5
my god this thread's filled with overreactions. i mean i'm not one to speak up about overreactions (see buff this) but would you guys try calming down? a broken trigger isn't going to ruin an entire update.
|
|
6,571 posts
Discord: [Speed the Weeb]#4931
Clans: TI, Zircon, Qualia
Favorite Level: Vooper - Serponge
Hardest Demon: System Split - Picha
Mini-Profile Background: {"image":"https://i.imgur.com/CdNpLJh.jpg","color":"ffffff"}
Mini-Profile Name Color: 1a4f56
Mini-Profile Text Color: 99ffe3
|
Post by ✩Speed The Weeb✩ on Dec 22, 2017 1:07:24 GMT -5
... I don’t see the problem with the flip trigger... if anything it looks like the Mirror portal with extra cancer to creators
|
|
|
Post by Falcotto on Dec 22, 2017 1:56:14 GMT -5
Robtop replying made my year not gonna lie
|
|
1,456 posts
Mini-Profile Background: {"image":"Screenshot_2017-11-27-22-02-31-962_com.google.android.youtube.png","color":"000000"}
Mini-Profile Name Color: 6373FF
Mini-Profile Text Color: FF3064
|
Post by JustJoking on Dec 22, 2017 3:43:20 GMT -5
before rob : afgdhasdsa reeeeeee
after rob : who's a good boy?
|
|
135 posts
Creator Points: 669
Favorite Level: Succ
Mini-Profile Name Color: {"image":"https://gyazo.com/db046233506807c04b7802620e4a3a52.png","color":""}
|
Post by Serponge on Dec 22, 2017 3:51:17 GMT -5
I wish we could have gotten infinite level so mastergame would have been a lot more fun to make lol
|
|
|
Post by Deleted on Dec 22, 2017 4:16:14 GMT -5
You also need to consider the fact that SubZero is in some ways a beta of 2.2. Not every feature is polished to perfection.
|
|
|
Post by Deleted on Dec 24, 2017 2:06:33 GMT -5
I really like this feature, in fact I've wanted something like this since I started playing the game. So far in the SZ editor its extremely buggy and ruins the sync for the playhead and start pos (and yes I set the orders correctly), however that's probably already fixed. This opens up so many more level possibilities, as the gameplay is no longer linear.
|
|
265 posts
Discord: Espii#1148
Creator Points: 4
Favorite Level: Digital Descent
Hardest Demon: Night Terrors
|
Post by Espii on Dec 24, 2017 11:58:00 GMT -5
Wouldn't this mess with the physics of the cube? Or will the change not be noticeable? Anyway, I'm glad you're clearing this up and actually listening to the community to make the game better, Well, most of the time I dont think it would be a problem. I dont think you can feel the speed difference during the short period where it removes the offset. In theory it could be a problem in extreme demons where the difference between 100% and 99% speed means you die. One option would be to allow level creators the toggle of the offset compensation. Then you would need to compensate/repair the offset in other ways, like a trigger that "snaps" the player to the correct position. The level creator could then use that trigger where its safe, a bit messy solution. Not sure if it will be needed though. The offset speed thing is used in all the SubZero levels, so you can try and feel the difference there tbh. Won't it be possible to hit tons of flip orbs late consecutively and make the game speed go sanic? I mean, does the compensation stack or will it just last longer? It could still slightly mess up sync. For example, before the compensation speed ends after you've hit a lot of flip orbs late/early, some pulse triggers could be late or early as well. So something like a snap trigger would be neccesary, I think. Correct me if I'm wrong on this btw
|
|
|
Post by Deleted on Dec 24, 2017 12:55:24 GMT -5
Well, most of the time I dont think it would be a problem. I dont think you can feel the speed difference during the short period where it removes the offset. In theory it could be a problem in extreme demons where the difference between 100% and 99% speed means you die. One option would be to allow level creators the toggle of the offset compensation. Then you would need to compensate/repair the offset in other ways, like a trigger that "snaps" the player to the correct position. The level creator could then use that trigger where its safe, a bit messy solution. Not sure if it will be needed though. The offset speed thing is used in all the SubZero levels, so you can try and feel the difference there tbh. Won't it be possible to hit tons of flip orbs late consecutively and make the game speed go sanic? I mean, does the compensation stack or will it just last longer? It could still slightly mess up sync. For example, before the compensation speed ends after you've hit a lot of flip orbs late/early, some pulse triggers could be late or early as well. So something like a snap trigger would be neccesary, I think. Correct me if I'm wrong on this btw You probably could.
|
|
|
Post by Flow on Dec 25, 2017 4:38:31 GMT -5
The offset speed thing is used in all the SubZero levels, so you can try and feel the difference there tbh. I just tried it in the 1-1/1-2 part of Press Start, first by pressing the reverse orbs early, second by pressing them late. The song was vastly behind when i pressed them early, so the offset doesn't seem to work? RobTopGames this might be bugged
|
|