Geometry Dash Editor Guide PDF
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This guide provides instruction on the Geometry Dash editor, walking through various features and functionalities to create custom levels (basic, advanced settings, objects, and triggers). It's specifically designed to assist both newcomers and seasoned users.
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0 Geometry Dash Editor Guide The Geometry Dash editor allows you to create custom levels any way you want. A level can be simple or detailed, short or long, easy or difficult, and so on. The opportunities are endless. However, to be able to make exactly what you want,...
0 Geometry Dash Editor Guide The Geometry Dash editor allows you to create custom levels any way you want. A level can be simple or detailed, short or long, easy or difficult, and so on. The opportunities are endless. However, to be able to make exactly what you want, there are a wide variety of features that are helpful or even necessary. Learning everything yourself is a near impossible task given the size of the editor as of update 2.2. That is exactly what this guide's purpose is: To help you out, whether you are new to the editor or already a veteran. There should be something helpful here either way. Use the list below if there is anything specific you are looking for. Other Languages Para acceder a una traducción española, mireaquí. Перейдитесюдадля русского перевода этого документа. Table of Contents 1. Basics 6 Getting Started 6 Level Settings 7 Placing Objects 11 Editing Objects 14 Scaling & Warping 16 Select Color 17 Deleting Objects 20 Other Buttons 22 2. Picking Song 26 Starting Song 26 Music Library 27 Newgrounds 28 1 ong Settings S 0 3 Guideline Creator 30 Later Customization 31 3. Gameplay Objects 32 Description 32 Pads 32 Orbs 33 Portals 34 Speed Changers 36 Letter Objects 36 Force Objects 39 4. Animated Objects 40 Description 40 Monsters 40 Edit Special 41 Particle Editor 43 5. Items 51 Description 51 User Coins 51 Custom Collectables 52 6. Edit Group 54 Functionality 54 Using Groups 56 Extra Options 57 Special IDs 60 7. Triggers 61 Description 61 Start Pos 62 Color 62 Move 63 Stop 66 Pulse 67 Alpha 68 Toggle 68 Spawn 68 Rotate 71 2 cale S 3 7 Follow 74 Shake 75 Animate 75 Keyframe Animation 76 Follow Player Y 76 Advanced Follow 77 Edit Advanced Follow 84 Re-Target Advanced Follow 85 Keyframe 85 Area Move/Rotate/Scale/Fade/Tint 90 Edit Area Move/Rotate/Scale/Fade/Tint 99 Area Stop 99 Change BG/G/MG 99 Touch 99 Count 100 Instant Count 101 Pickup 101 Time 102 Time Event 103 Time Control 103 Item Edit 104 Item Compare 108 Persistent Item 111 Random 111 Advanced Random 111 Sequence 112 Spawn Particles 113 Reset 114 Zoom 115 Static Camera 115 Camera Offset 116 Gameplay Offset 116 Camera Rotation 116 Camera Edge 117 Camera Guide 117 3 everse R 1 18 Rotate Gameplay 118 Song 119 Edit Song 119 SFX 124 Edit SFX 125 Event 126 TimeWarp 127 Camera Mode 127 Setup MG 127 BG/MG Speed 128 Counter Label 128 UI Settings 129 Visibility Link 130 Collision 130 Instant Collision 131 Collision State 131 Collision Block 131 Toggle Block 132 On Death 132 Disable/Enable Trail 133 Show/Hide 133 BG Effect On/Off 133 End 134 Player Control 134 Options 135 BPM Guide 135 Gradient 136 Gravity 137 Teleport 137 Shader 139 ShockWave 139 Shock Line 141 Glitch 142 Chromatic 143 Chromatic Glitch 143 4 ixelate P 1 44 Lens Circle 145 Radial Blur 145 Motion Blur 147 Bulge 148 Pinch 148 Gray Scale 149 Sepia 149 Invert Color 150 Hue 151 Edit Color 152 Split Screen 152 Enter Effects 152 Move/Rotate/Scale/Fade/Tint Enter 156 Stop Enter 158 8. Custom Objects 159 9. Channel System 161 10. Keyframe System 165 11. Auto-Build System 175 12. Pause Menu 189 Options 189 Buttons 191 13. Sharing Your Level 193 Verifying 193 Level Menu 193 Uploading 194 Updating Levels 197 Updating Descriptions 198 Rating 199 14. Afterword 201 Suggestions 201 Special Thanks 201 5 1. Basics Getting Started First, you have to find your way to the editor. On the main menu, click the right button, and then click "Create" in the top left. This brings you to the screen in figure 1.1, which is your list of custom levels. Note that levels here are not public, but rather custom levels saved locally on your account. Public levels are accessed through the bottom left button. More on that later. To start a new level, do as the text says and click "New" in the bottom right. 6 At the top, you can set a level name and an optional description. The button in the middle lets you play the level, while the right button is where you share the level with others through the servers. To start editing, click the left button. This brings you into the editor itself. Level Settings A good place to start is the main level settings, which are accessed by clicking the gear button in the top right corner of the editor. This opens the window seen below. 7 These settings decide the level's starting state. This means that they define what a player sees at the start of their attempt. Many of these settings, such as Speed, Game Mode, and colors, can be changed inside the level itself too. This allows you to change them further into the level. Going through each option in figure 1.4 in turn, we have: Game Type:This is perhaps the most important optionto decide on, as it changes how your level plays completely. It cannot be changed throughout the level. ○ Classic is the original way to play Geometry Dash levels, in which the camera automatically scrolls to the side. To beat the level, the player has to avoid obstacles to make it all the way to the end of the level. This is done by clicking to change their vertical position in different ways depending on the Game Mode. For example, in the most simple mode, Cube, you jump by clicking, while something like Wave moves your icon diagonally from holding. ○ Platformer is the newest Game Type, and as the name implies, it lets the player move around freely. You can click to move left or right as you please, and another input allows jumping. How exactly the inputs work depend on the device you are playing on. 8 Speed:This sets the starting speed of your level. It can be changed at any point in the level. The blue option is the default speed, and the others are modifiers of this. Each one is fittingly indicated by a reversed arrow or more arrows depending on how much they modify the speed. The reversed orange option is the slowest option, which is roughly 25% slower than the normal speed. For double, triple, and quadruple arrows, the modifier is roughly 25%, 50%, and 75% faster than the normal option. Mode:This alters the way the icon moves when theplayer clicks. It is often referred to as Game Mode, and should not be confused with Game Type. This can also be changed at any point in the level. The different ones are shown in figure 1.6 below. From left to right, we have: ○ Cube is the default Game Mode, which has the player click to jump as previously mentioned. Interaction with objects such as Pads and Orbs make it a bit more complex, but those are handled later. ○ Ship lets the player fly, and the exact trajectory is dependent on clicks. Holding down takes you up very fast, while letting go makes you fly downwards. Clicking fast in a consistent pattern makes it possible to fly in a straight horizontal line. ○ Ball makes the player's icon circular, and movement makes it roll. Clicking switches the gameplay gravity, which means that the icon goes from rolling on the ground to rolling on the roof (or vice versa). 9 ○ UFO also makes the player fly, but instead of precise control like Ship, clicking makes you boost a certain distance upwards. Holding down is not possible. ○ Wave has the player move diagonally by holding or letting go. If you hold down, you move diagonally upwards, while letting go makes you move diagonally downwards. This is disabled in Platformer. ○ Robot is similar to Cube, but instead of a set jump height, the amount you hold down decides the vertical movement. Clicking very fast leads to a small jump, while holding down (to a certain limit) takes you higher. ○ Spider is similar to Ball, but clicking makes gravity switch instantly rather than a slower rolling motion. ○ Swing is also based on flying, but each click changes the player's gravity. This is disabled in Platformer. Options:This lets you set various other options.Most of them, like Flip Gravity and Reverse Gameplay, speak for themselves. Mini makes the player's icon smaller, altering the effects of clicks to some degree. Dual duplicates the icon into two, making it so that the player has to control two icons. Every click affects both icons. Enabling 2-Player changes this to require clicking on each side of the screen for each icon. Spawn Group lets you set a specific target object, given by its Group ID, as the spawn position. Applying Group IDs are covered more later, but essentially an object may have a Group ID for Triggers to interact with it. Clicking the top right gear button opens Legacy Options, which fix various older bugs. These should not be changed in new levels. BG, G, and MG:This sets the type of Background, Ground,and Middleground art to use from the start. The Ground is on the front layer, making it the only one the player interacts with directly at the bottom of the level. BG and MG are seen behind the player. The difference between 10 these two is their layering, with Background being furthest back. All of these three can bechangedat any point in the level. Font:There is normally an attempt counter found atthe start of levels, and this option changes the font used for this. It also changes any other text objects found in the level. You cannot change this further into the level. Select Color:At the top of the window, you can setcolors for various parts of the level. BG, G, and MG set the colors for the art described earlier. (G2 and MG2 are secondary colors used for details.) Line is an outline for the Ground. Clicking "More" lets you change the starting settings for the custom Color Channels. These are used for other objects. Note that any colors can be changed at any time in a level. Select Song:This is where you set what song to use.The various options and menus are handled in the next chapter. Placing Objects Back to the main editor screen, the main part you will interact with is the bottom section, seen in figure 1.7. To begin creating, have the "Build" button on the left selected (indicated by blue color). This is where all the different objects in the game are located. We will write "objects" in lower case to refer to objects in general, so any goes. Clicking on an object selects it for use, which lets you place it in your level. This is done by clicking at the desired position on the grid. While an object is selected, you can enable "Swipe" on the right side to place objects over the area you swipe (hold down and drag). 11 There are various types of objects, which are grouped into specific tabs based on their properties. Each object is only found within one tab. Inside a tab, you can also click through several pages using the arrow buttons. Going through each tab in order, we have: Blocks:This tab ranges from simple squares to moredetailed blocks. Some have outlines, while others do not. This is visible by the white lines, indicating that they are solid, which means they interact with the player upon collision. Putting these in front of the player's movement means that they have to jump to pass them. Colliding with a line horizontally leads to death. However, landing on top of them is fine. Outlines:Various basic outlines are found here. Asmentioned for the previous tab, these interact with the player when touched. Slopes:These are similar to blocks, but instead ofbeing square they are sloped. There are two types of slopes in the game. One is basically a block cut in half diagonally, making a 45 degree angle, while the other makes a slope over 2 blocks. Interaction with a sloped outline is safe in most cases. Spikes:Spikes lead to death on any collision no matterwhat. 3D:These can be combined with blocks to make themlook 3D. 12 Gameplay Objects:Various objects that affect gameplay are found here. For example, this is where you find objects that change the Speed and Game Mode as mentioned earlier. These are covered more in-depth in their own chapter later. Click the title for a direct link to the chapter. Animated Objects:While most objects are still bydefault, the ones found in this tab have certain animations built in. These are also covered more in-depth in their own chapter later. Pixel Art:Lots of different art made up of smallpixels are found here. None of them interact with the player by default, but you can combine them with lines or Spikes for the effect you want. Items:These objects are used as Collectables thatcan be picked up during gameplay. Symbols:Various Symbols, even some art from the game'smenus, are found here. None of these are solid. Decorations:Different types of objects that do notinteract with the player. As the name implies, they are meant to be used as decorations to fill space. Pulsing Objects:These are called Pulsing Objectsbecause they automatically pulse to the beat of the song. Pulsing in this case means scaling to a bigger size for more intense audio. Rotating Objects:Many circular objects that automaticallyrotate, such as saws but also decorations. Saws are spiky and lead to death upon collision. The speed and direction of all these objects can be customized. 13 Triggers:Triggers are more complex objects that let you do endless customization, whether it is something as simple as moving an object to something complex like making a bossfight. None of these objects show in the level itself when played, but start their set operation when passed on the X axis during gameplay. You can also make them Trigger when touched by the player. Every Trigger is covered in-depth in its own chapter. Custom Objects:This tab is empty when you are newto the editor. It lets you save combinations of objects to be reused at any time, even in another level. Each one can have maximum 1000 objects, and you can make 250 custom objects in total. See the dedicated chapter for more details. Editing Objects After successfully placing objects in the editor, you may want to edit them in some way. Figure 1.10 shows an example. Assume you want to move these three Spikes (often referred to as a "triple Spike") one block to the right. To do this, you have to click the "Edit" button in the bottom left. Afterwards, you can click an object to select it for editing. Normally, you can only select one object at a time. To select all three at once, enable "Swipe" in the bottom right as seen in the example. This lets you swipe over the objects you want to select. 14 Now that the objects are selected, indicated by the green outline, we can move onto actually editing them. The buttons in the lower section, seen in figure 1.11, are all used for this. Most of these are self-explanatory, so testing them out yourself is recommended. The various arrows move the selected object(s) in their given direction. How much they move is indicated by the number of arrows. Other buttons, like the circular arrows, let you rotate the object(s) a given amount. The one with "Free" inside it lets you rotate as much as you would like. Having found the correct button, double arrow to the right, we get the result in figure 1.12. Another way to do this is by selecting "Free Move" and "Snap" in the bottom right. The former lets you move the selected objects wherever you want, even outside of exact grid positions, while "Snap" puts the objects in exact grid positions. Together, this combination gives us the result we wanted, but you can also use "Free Move" on its own to move off-grid. 15 If you are satisfied with your edits, click the "Deselect" button on the far right. You can also deselect the objects by placing new objects. After this, you can go ahead and place or edit other objects. Additionally, you may see another "Rotate" button in the bottom right that has not been covered yet. This has the same functionality as the previously mentioned "Free" rotation button but is easier to access. Scaling & Warping The last three buttons in the "Edit" tab, as the names imply, let you scale or warp the object. This means to change its form and/or size in some way. In essence, each of these buttons can do the same thing, but with even more control sequentially. The first "Scale" only lets you scale the objects in place, which means they keep their original aspect ratio. With the second one, you can scale for the X and Y axis as you wish, allowing for even more control. With "Warp", you get the most control. Selecting it opens the interface seen in figure 1.13, which features various buttons. Each of the square buttons let you scale as with the previous two buttons. You use them by holding one down and dragging to your desired scale. If you want the scaling to be in place, you can toggle the lock in the top right. As for the circular buttons, the middle one 16 is used as an anchor point for rotation, while the outer one performs the actual rotation. Finally, we have the two rectangular buttons outside the square ones. These let you skew the objects in a given direction. As an example, dragging the top one to the left results in the example below. The anchor point also affects how much you can skew. Select Color After having warped the Spikes successfully, you may want to change their color a bit. Assume you want to make the outline of the left Spike red. This is done by selecting the object and clicking "Edit Object" on the far right, which opens the menu seen below. 17 In here, you have various options for coloring the object. Selecting "P-Col 1" or "P-Col 2" makes the color based on the player's colors. "Light BG" makes it a lighter shade of the Background Color, while "Default" simply sets it to its default. For Spikes, this is white, but it varies from object to object. Below this, you can select custom Color Channels that can be specified freely. These are numbered from 1 to 999. "Next Free" finds the next unused Color Channel, which is 1 in our case. To begin customizing it, click on top of the colored square in the bottom right. This opens the following menu: Here, you have various options to set the color of the object. Selecting the color by using the outer wheel and then its shade by using the inner circle is the easiest way. You can also specify a color exactly by its "RGB" or "HEX" values in the bottom right, while "Opacity" changes how transparent the color is. "Copy" and "Paste" in the top right are used if you want to copy and paste colors across channels, while "Default" sets it back to the standard white. 18 On the left, "Copy Color" lets you input another Color Channel to copy from but with potential changes to HSV. HSV is also seen in figure 1.15 as a "HSV" button. This allows you to change hue, saturation, and brightness of the color for the selected object (and not the channel as a whole). By default, the color is solid, but enabling Blending makes it blend with the visuals behind it. "Player Color 1" and "Player Color 2" are, as explained earlier, based on the player's choice of colors. With the object's color set to red, it is successfully colored as seen above. The defined Color Channel can also be given to other objects you wish to have the same color. It is worth noting that the Color Channel's settings can be changed throughout the level using aColor Trigger.Changing it inside the menu in figure 1.15 only sets the starting values for the channel. Additionally, note that some objects have two different parts that can be colored. This is indicated by a "Detail" button next to "Base" in the top left of the color menu, allowing you to switch between the settings of each. In our example, the Spike only has one customizable color, which is the outline, so only "Base" is shown. This is called the Base Color, while some objects also have Detail Color. 19 Deleting Objects If you place the wrong object, you may want to delete it from the level entirely. This is done in the bottom tab called "Delete", which is shown in figure 1.18. Just having this tab opened allows you to click any object to delete it. As with building and editing, you can select "Swipe" on the right to drag over multiple objects you want to delete. However, there are numerous other options inside the tab as seen below. The four buttons on the right are filters for deleting. These are useful if you have many different types of objects overlapping, and you only wish to delete certain types of them. If you have "None" selected, which is the default, any objects can be deleted. Switching to "Static" means that only solid blocks can be deleted. As for "Details", this covers a lot of different types of objects, such as Portals, decorations, Triggers, and more. 20 If you enter this tab while having an object selected (from the "Edit" tab), you get some more options. Switching to "Custom" on the right makes it so that only the selected object can be deleted. After enabling this, you can head back to "Edit" and swipe to select an area of objects you want to delete from. Afterwards, head back to "Delete" and click the top left deletion button (indicated by a trash can), either within the tab or in the top left of the editor. Both of these do the same action, but the latter is easier to access at any time. There is also the "All" button on the left which deletes every instance of this object in your level. Next to this is a button to delete allStart Pos Triggers. Finally, we have the four middle buttons marked in the figure above. Opening each one gives a good idea of what they do, but they are covered shortly here. The top left one lets you find a specific Group ID. Looking up Group ID 23, for example, will take you to an object using this if it still exists and is not deleted. If there are multiple objects using this Group ID, you are taken to the object that received it first. The two buttons to the right are Group ID and Color Channel filters respectively. As an example, writing "1" in either means that you can only delete objects with Group ID or Color Channel 1 while in the "Delete" tab. This is useful if you wish to delete only objects using that specific color among many others. The bottom left trash can button is a quick way of resetting all of these filters without having to go into their window. You can also use these filters to select objects by enabling "Select Filter" inOptions. 21 Other Buttons There are still many buttons in the user interface that we have not touched on yet, which are summarized here. Some of them are covered more in-depth later on when appropriate. We will be using figure 1.21 to cover specific buttons, referencing them by colored boxes that have been drawn on top (not from the game). In the top left, marked in purple, are buttons to undo and redo the recent action. As an example, you can use this to recovered a wrongly deleted object. However, note that not all actions can be undone or redone, such as applying Color Channels or Group IDs. Below these two buttons, we have playtesting buttons marked in yellow. The top one playtests the music of the level, showing a line moving to help sync visuals to the song. The lower one lets you playtest your level inside the editor, starting from the start or a set start position. 22 In the white box are buttons for zooming in and out inside the editor, letting you see details more clearly or whole areas at once. Right next to these are some optional buttons that are enabled fromOptionsreferred to as Link Controls. Clicking the top one links several selected objects together, making them act as a single object (for editing or deleting). The bottom one, on the other hand, unlinks linked objects. At the top, marked in black, is a slider that simply lets you slide through your level horizontally inside the editor. You can also move around by simply swiping in a given direction. To the right of this slider, in the top right, we have the start level settings covered earlier, as well as thePause Menushown below. This opens up many other options covered later. However, for now, we note the middle buttons since these are most important as a beginner. "Resume" goes back into the editor, while "Save and Play" saves the level and starts an attempt on it. This lets you see exactly how the level will play for other users once uploaded, unlike playtesting in the editor. "Save and Exit", "Save", and "Exit" are self-explanatory. 23 Back to figure 1.21, we have the numerous buttons inside the red and blue boxes on the right. These are shown together in an edited image below for easier access. Many of these are self-explanatory, while others are not. "Copy", "Paste" and "Copy+Paste" all do similar actions, which is making a new copy of the selected object(s). The button that has both in one will copy the selected object(s) and place the copy on top of the old one. If you wish to copy something from one spot in the editor to somewhere far away, the separate buttons are useful. Simply use "Copy" on what you want to copy, move to where you want to paste, and click "Paste". This also works across levels if you want to copy something into another level you are working on. "Copy Values" copies Group IDs and Color Channels, allowing you to paste them onto other objects. "Paste State" does both, while "Paste Color" only pastes the color information. "Edit Special", "Edit Group" and "Edit Object" are all for editing objects, but they work in different ways.Edit SpecialandEdit Grouphave a lot of functionality, and are coveredin later chapters found by the links, whileEdit Objectwas covered earlier fora Spike. For many objects, this simply lets you change the object's color as shown there. However, for some objects, such asTriggers, it lets you changetheir settings. 24 The button with three colored circles give you quick access to editing a Color Channel, opening a menu that can be used while editing objects. Clicking it another time switches to a HSV menu. As mentioned earlier, "Deselect" is simply used to deselect selected objects. Finally, we have "Go To Layer", which is closely tied to the arrows and number below it. The pink arrows allow you to switch between different layers to build on, making it easier to organize more complex constructions. You can only access objects on a specific layer for editing or deletion if you are on it. However, you can also toggle editing or deleting a layer by clicking on top of the number, which locks the layer's objects from being changed. Click it again to unlock it. As for the blue arrow on the left, this simply returns you to the "All" layer, which shows every layer together. While in here, you can select an object and click "Go To Layer" to go its specific layer quickly. 25 2. Picking Song Starting Song The majority of the community's favorite Geometry Dash levels are largely due to their great music synchronization, so picking a song is obviously important when creating. To pick one, we head back to the level settings: The bottom of this image is where the starting song of a level is set. By default, it shows "Normal" songs, which are the official main level songs ("Stereo Madness", "Back On Track", and so on). If you want to make a level with one of these songs, use the arrows to go through and stop on the one you want. Selecting "Custom" instead, we have hundreds of thousands of songs to pick from. Click "Select Custom Song" to open the menu seen in figure 2.2 below. This has various buttons that serve different purposes. For now, we focus on the two circular buttons in the middle, one called "Music Library" and the other being the logo ofNewgrounds. This is a websitefor various user-created content, such as music. 26 Music Library The Music Library is a new addition in update 2.2, which has many songs handpicked by RobTop for use by the community in levels. Once clicked, the interface below is seen. By default, every song is shown in alphabetical order by their title, which is a lot to scroll through given the song count. (As of writing, it is 6391, seen at the bottom of the menu.) To sort through the library, use the buttons on the sides. On the right side, the first button lets you filter by specific genres, while the second lets you filter by specific artists. As for the left side, there is a search button that lets you search for title keywords. 27 The figure shows both downloaded and non-downloaded songs. You have to download them to be able to listen to or use them. Once a song is downloaded, click the playtest button to listen to it. Once you have found a song you wish to use from the start of your level, simply download it and click the pink "Use" button. Exiting the Music Library, the selection is now filled in: Newgrounds Before 2.2, the main way to select a custom song was through Newgrounds. Clicking its button gives more details on how it works, but you basically have to search a song by its specific ID. The ID is found at the end of its link on the website. For example, imagine that I am a fan of Creo and want to use his song"Dimension". Click the link to open the followingpage: 28 Here, you can listen to the song and easily skip around to hear different parts of the song. Browse the "Audio" tab to find other songs to use. Once you have found a song you want to use, you have to write its ID into Geometry Dash. As seen in the top left of the previous example, the link for "Dimension" by Creo ends with "709578". Typing this and clicking "Search" finds the song as seen below. Note that not all songs are available in Geometry Dash. This is something the artist can toggle themselves. The best way to find out is by testing its ID, which will give an error if it is not available for use in the game. Make sure you click the download button and then "Use" on this screen too. After downloading any songs, whether it is through the Music Library or Newgrounds, you can find them all through the "Saved" button in the bottom right. This is also the case for any songs you download while playing custom levels on the servers. In here, you can easily select a previously downloaded song for use too. 29 Song Settings When picking a song, you may not want to use it from the start but rather from a set point further into the song. Clicking the gear in the top right of the custom song selection menu lets you do this. "Start Offset" is given in seconds, allowing up to 3 decimals, with a playtest button to help you make it as exact as possible. The fade options makes the song fade in at the start or out at the end. Note that these can be used even with a main level song. Guideline Creator To help you sync the gameplay and visuals of your level to your song of choice, you can click "Create Lines" in the bottom left. This opens the menu seen below. The text itself gives good steps for how to do it, which is essentially clicking "Record" and then clicking to the song. You can, for example, time each click to the main beat. After you are done, click "Stop" and vertical lines will be shown in the editor to indicate when you clicked. As a result, you can time specific gameplay or visuals to these lines, for example toPulse Triggers (where a specific color, such as the Background, turns brighter for a split second). Note that you can toggle the guidelines in thePause Menu. 30 Later Customization The settings covered thus far are all for the starting song. However, the editor lets you change the song further into the level, as well as customizing the current song in many ways. You can, for example, change the speed or edit the volume based on proximity (to the player). Additionally, up to 5 songs can be overlapped at once, giving a lot of possibilities. These customizations are done using theSongandEdit Song Triggersat thepoint you want them to take effect. Further audio customization is possible usingSFX Triggers handled in the same chapter. With the possible complexity of your level's audio using these Triggers, the Guideline Creator shown above is not as helpful anymore. To handle such cases, you can use BPM Finder within each song's details. Click "More" next to a song and then "BPM" to open its menu. The way it works is similar to the Guideline Creator, but it only finds the BPM for you and does not draw guidelines automatically. Afterwards, you can use aBPM Guide Trigger together with the song's placement in the editor to create guidelines. 31 3. Gameplay Objects Description This chapter handles the sixth tab in the editor, referred to as Gameplay Objects because they affect gameplay or interact with the player in a different way than other objects. These range from giving small boosts throughPads orOrbsto customizing the starting settings furtherinto the level, such as Game Mode and Speed. The first page is seen below. Many of these only work the first time they are interacted with, but you can enable "Multi Activate" in Edit SpecialorEdit Objectto allow multiple interactions.This is useful if your gameplay switches direction, making the player pass by a Gameplay Object several times. Pads The first 5 objects in the tab are often referred to as Pads. When a player touches one of these, they are affected in some way depending on the type of Pad. The first three give various vertical boosts, while the last two switch gravity in different ways. For the blue one, the gravity switch is natural, keeping horizontal velocity, while the purple one teleports you vertically until an object is hit. This is similar to how Spider works. An illustration of the various Pads, with the player path in green, is shown below. To refer to a specific one, you simply use the color, so the leftmost one is called Yellow Pad. 32 Orbs Orbs work similarly to Pads, but instead of being activated upon being touched, they have to be clicked by the player. The ones with the same color as in figure 3.2 have a similar effect, as seen in figure 3.3. There is also a Green Orb, which works like a Yellow Orb but also switches your gravity. However, there are five extra Orbs that do not have an equivalent in Pads. These are seen in figure 3.4 with their common names in the figure text. The Black Orb simply pushes you downwards, while the Dash Orbs take you in a straight line in the arrow's direction as long as the player holds down. Once released, the Green Dash Orb keeps the original gravity, while the Pink Dash Orb switches it. The Teleport Orb lets you set a specific object to teleport to when clicked. Finally, the Trigger Orb lets you toggle a specific Group ID. 33 Portals Portals change the gameplay in various ways. Their effect is only activated if the player passes through them. First, we have the Game Mode Portals. These are seen in figure 3.5 below, ordered in the same way as in the start settings: Green is Cube, pink is Ship, red is Ball, orange is UFO, blue is Wave, gray is Robot, purple is Spider, and yellow is Swing. Use these at any point in your level to switch the player's Game Mode. Some Game Modes, such as Ship, have a floor and roof by default. Click "Edit Object" and enable "Free Mode" to remove these. 34 In figure 3.6, various other types of Portals are shown. First, on the left, are Gravity Portals. The blue one changes gravity to be normal (down), while the yellow changes it to be upside-down. As for the green one, it switches to the opposite gravity depending on your current gravity. If you are upside-down and go through it, gravity turns normal, and vice versa. This is useful if a part's gravity is dependent on the player's actions and you want to force a gravity switch. After all, if you are in normal gravity and pass through a Blue Gravity Portal, it has no effect since that is already the player's gravity. Secondly, we have Mirror Portals, which essentially mirror the entire level. Once activated, this means that instead of going towards the right, the level goes towards the left. The Orange Mirror Portal switches to the left, while the Blue Mirror Portal switches to the right (which is default). Third are Size Portals. The pink one makes the player's icon smaller in the current Game Mode, often referred to as Mini Mode. This changes the gameplay in some ways depending on the Game Mode, such as jumps being lower and shorter in Cube and Robot. If the Game Mode changes, Mini Mode is still kept until the size is changed back to normal. That is done with the Green Size Portal. 35 Finally, on the far right, we have Dual Portals. The orange one enables Dual Mode, which duplicates the player's icon into two. Both of these are controlled upon clicking. By default, every click affects both. However, you can enable 2-Player Mode in the level settings, making it so that clicks on each side of the screen control each icon. To switch back to one icon, use the Blue Dual Portal. Speed Changers Speed Changers are pretty self-explanatory, but if you want more details, checkLevel Settings. As with Portals, they are enabledwhen a player interacts with them. The blue lines around them (not seen in-game, only in the editor) indicate their hitbox. This is where you have to touch them to change the speed. Naturally, if the Speed is already normal, for example, going through a Blue Speed Changer (one arrow to the right) does nothing. Letter Objects At the end of the tab, there are various letters inside white squares. These are only visible in the editor itself (and not in-game). They are used in very specific use cases to alter player interactions in some way. In order from first to last, we have Letter Objects with "D", "J", "S", "H", and "F" written on them, which are covered in order here. 36 First is "D", which is used when the Game Mode is Wave. As seen in figure 3.8 on the left, the player will normally die when the icon hits a block below it (and similar above it). However, adding D Letter Objects allows the icon to hit the blocks. The placement of these objects decide which blocks are safe. The J Letter Object is used to stop jumps when the player holds down in Cube. Many players hold down a little after using an Orb, such as a Blue Orb, and after hitting objects this may lead to an unwanted jump. This is seen on the left in figure 3.9. Adding the J Letter Objects here, holding down from the Blue Orb does not result in a jump. Note that clicking again while on top of these Letter Objects does lead to a jump. This only affects holding. 37 By default, using a Dash Orb lets you hold it down as long as you want. The player decides when its action ends by releasing. However, at times it may be wanted to control when a Dash Orb's effect stops. This is done by placing S Letter Objects as seen in figure 3.10. The player can still release before this if they wish, but they cannot use the Dash Orb for longer than the S Letter Object's placement. In Cube, jumping into a block above you and "hitting your head" normally leads to death. Using H Letter Objects stops this. This works the same way if the gravity is switched, and it also applies for Robot. Last are F Letter Objects, which switch gravity when you hit your head on them. An example of this is seen here: 38 Force Objects Last in the tab are Force Objects, seen as an arrow inside a circle or square. These apply a set force in the direction of the arrow when touched. This means that you can rotate them in the direction you want them to work. The difference between the two lies in the hitbox, which is indicated by the circle and square. Similar to letter objects, these do not show in the level itself, so it is probably smart to find some way to indicate them with decorations. This makes it less annoying for the player. Use "Edit Object" to change various settings, such as the force applied. 39 4. Animated Objects Description Animated Objects are in the seventh tab. Each object here consists of several frames, which the game cycles through and loops forever to create animations. The most complex Animated Objects are particles, which can be customized in theParticle Editor. ManyCollectableObjectsare animated as well and have similar settings. The first page of the tab is seen here: Monsters As seen above, the first 5 objects in the tab are various Monsters. Once placed, these do different default animations. However, they can be customized using theAnimate Triggercovered later. To use theAnimateTriggeron a Monster, you have to assign it a Group ID. Select the Monster you want to change the animation of and click the "Edit Group" button found on the right. In this menu, enter a value in the "Add Group ID" field. "Next Free" is helpful to find an unused Group ID. To assign that value, click the "Add" button, as seen in figure 4.2. You can use the same Group ID for different kinds of Monsters. However, their animation cycles may not align with each other, resulting in unwanted results. Because of this it is recommended to use a different Group ID for every kind of monster. You can find more information aboutGroups andTriggersin the later chapters. 40 . Edit Special The objects beyond the Monsters do not let you change to another animation specifically, but you can use "Edit Special" to customize its default animation in some ways. To do so, select the objects you want to edit and click the "Edit Special" button found to the right. The menu will look like this: 41 All options change different attributes of the animation cycle. Here is a list of all options and what they do: Randomized Start:By default all Animated Objectsstart on their first frame. With this option enabled, the first frame is random, and the animation will continue normally from that point. Use Speed:Uses a custom speed for the animation,which gets configured with the slider below. A speed below 1.00 is slower than default, while a speed above 1.00 is faster. You can input negative values to reverse the animation. Animate on Trigger:The objects freeze on the firstframe. They begin their animation when anAnimateorSpawn TriggerTriggersthem. Disable Delayed Loop:Some objects get delayed beforelooping. This option instantly starts the next loop. Disable AnimShine:Some Animated Objects have a whiteflash at the start of their animation, which gets deactivated with this option. Only if active:Addition to the "Animate on Trigger"option. With this option, the "Animate on Trigger" option will only play if the object is active. If the animation is not active while anAnimateorSpawn TriggerTriggers it, the animation will instead begin once the object is active again. Single Frame:The animation will not play and insteadonly display a single frame of the animation, which gets chosen with the number field below. 42 Particle Editor The Particle Editor allows you to create your own set of particles. To get started, you first have to place its object. It is the first object in the tab, seen as a white "P" and shown in figure 4.4. While having this object placed and selected, you can access the Particle Editor by clicking the "Edit Special" button on the right. This opens the menu in figure 4.5. In here, you can configure different attributes of your particles, such as their movement, color, texture, and more. In the following sections we will go through all the tabs and explain what every option does. You can copy and paste configurations from different particles by using the "C" and "P" buttons at the top. 43 First, we have the "Motion" tab, which configures the particles' movement. You can edit the motion of your particles in "Gravity" or "Radius" mode. Depending on what mode you choose, you will have different options available. Max Particles:The amount of particles that can bevisible at once. Duration:How long particles will be generated. "-1.00"means they will spawn forever, which you can input by clicking the "Inf." button to the right. Lifetime:How long particles are visible before theydisappear. Emission:At what rate particles spawn. You can clickthe "Max" button for the highest possible rate or click the "Calc" button to use the "Max Particles" and "Lifetime" values to generate them at an even rate. Angle:The angle at which the particles will go. Avalue of "0" means right, " 90" down, "180" left, and so on. Speed:The speed at which the particles go from thecenter. 44 PosVar:Position variables indicate the space in which the particles can spawn. Gravity:This applies a gravity force to the particles.The higher the value, the stronger the force. Positive values make the gravity go right and up, while negative values make the gravity go left and down, depending on what slider you choose. AccelRad:Refers to the radial acceleration of theparticles. AccelTan:Refers to the tangential acceleration ofthe particles. StartRad:This option is only available in "Radius"mode. It sets the start radius of the particles. EndRad:This option is only available in the "Radius"mode. It sets the end radius of the particles. RotSec:This option is only available in the "Radius"mode. It refers to rotations per second. Next is the "Visual" tab, which lets you change how the particles look. The start and end colors are customized in the top left. 45 StartSize:The size the particles have when they spawn. EndSize:The size the particles have when they despawn. StartSpin:The rotation of the particles when theyspawn. EndSpin:The rotation of the particles when they despawn. Start R/G/B:Percentage of red, green, and blue valueswhen the particles spawn. Start A:Opacity when the particles spawn. End R/G/B:Percentage of red, green, and blue valueswhen the particles despawn. End A:Opacity when the particles despawn. In the "Extra" tab, seen below, various other configuration can be done. 46 Free:With this option enabled, you do not move the particles but pan the camera around. Relative:With this option, particles do not movewhen you move the object but spawn at the new position. Grouped:With this option, all particles move whenyou move the object. Fade in/out:Fade time for the particles to appearand disappear. FrictionP:Adds friction to the particles. FrictionS:Adds friction to the particle speed. FrictionR:Adds friction to the particle rotation. Respawn:Modifies the rate at which particles respawn. Additive:This is comparable to the blending optionfor Color Channels. Start Size = End:The particles have the same sizeat the end as the start. Start Spin = End:The particles have the same rotationat the end as the start. Start Rad = End:Changes the "StartRad" value to bethe end instead of the start. This option only works in "Radius" mode. Start rot is dir:The rotation of the particles whenthey spawn is the direction they will go towards. Use obj color:Particles use Color Channels insteadof the color specified in the visual tab. Uniform obj color:Makes the beginning and endingcolors the same. Dynamic rotation:The particles rotate to face towardsthe direction they are going. Animate on Trigger:The objects freeze on the firstframe. They begin their animation when anAnimate TriggerTriggers them. Animate Active Only:Addition to the "Animate on Trigger"option. With this option, the "Animate on Trigger" option will only play if the object is active. If the animation is not active while theAnimateTriggeris activated, the animation will instead begin once the object is active again. 47 Order Sensitive:Orders particles with newest ones on top. StartRGB Var Sync:Syncs the "Start R/G/B" valuesfrom the "Visual" tab. EndRGB Var Sync:Syncs the "End R/G/B" values fromthe "Visual" tab. Quick Start:By default, the particles will startslowly before reaching their normal movement. With this option, normal movement is achieved instantly. In the "Texture" tab, the actual texture of your particle is chosen. Note that for textures with a Base Color other than white, such as the Difficulty Faces, the particle color has to be white. Choosing a color other than white will tint the colors, which may lead to unwanted results. Based on prior settings, the particles may even disappear if you choose black for the particle color. 48 The Particle Editor preview is on the left half of the settings menu. In this editor, you can configure motion options by dragging lines around and positioning the particles at different locations. The default version of the editor looks like figure 4.10, but it will automatically update the motion, color, and texture depending on prior configurations. All buttons allow you to modify different parts of the motion. Choose the mode by clicking on the corresponding button. If no button is enabled, you can move the particles inside the editor. Their movement depends on the "Free", "Relative", and "Grouped" options from the "Extra" tab. The first button, "1",edits the "PosVar" values in"Gravity" mode, and the "StartRad" value in "Radius" mode. You can change them by clicking on the green line and moving it around to scale it, as seen in figure 4.11. If you click on an edge, you can change the size on the corresponding axis. If you click on a corner, the size will change relative to the corner position in the square. 49 The second button, "2", edits the "Gravity" values in "Gravity" mode, and the "EndRad" value in "Radius" mode. You can change them by clicking somewhere in the editor and moving around. The blue line will draw from the center to the position you are at, with a longer line indicating a stronger gravity in the corresponding direction, as seen in figure 4.11. The third button, "3", edits the "Angle" value in both modes, as well as the "Speed" value in "Gravity" mode. You can change them by clicking somewhere in the editor and moving around. The angle will change to the angle between the center and your click, and the speed will adjust depending on how far the mouse is from the center. The angle is indicated by the rounder yellow line, while the speed is indicated by the straight yellow line, as seen in figure 4.11. The "C" button recenters the particles if you moved them around, and the last, colored button changes the background color of the editor. 50 5. Items Description Items are found in the tenth tab of the editor, and consist of various objects that are suitable as Collectables. This means that they can be picked up throughout the level, whether they are optional extra challenges or necessary to advance. You can also use many of these as decorations if you wish. The first page of the tab is seen here: User Coins The first object in the tab are User Coins. These are the most used Collectables in the game because they are official. This means that they show on a level's menu screen and may count towards player statistics. You can place up to three of these in your level, but note that you do not need to put any. They are supposed to offer an extra, optional challenge for the player, meaning that they should not be a part of the level's normal route and free to get when beating the level. Once you upload your level, they will initially show as bronze both inside the level and on its menu screen. However, if your level gets rated, RobTop can "verify" the coins, making them silver and count for statistics. This means that players get more User Coins on their Profile if they collect yours and beat the level. Note that he may not verify them if your User Coins are free. Similar to Animated Objects, you can useEdit Specialto edit their default rotating animation. 51 Custom Collectables All other objects in the tab function as custom Collectables. You can assign specific actions to them that will be activated once they get collected. This can be editing a specific Item ID, activating or deactivating a specific Group ID, or assigning Points that add up for the player. To access these options, first place the Collectable you want to use and click "Edit Special". This opens the following menu: You can use "Pickup Item" to change the value of an Item ID. Item IDs are variables that can be edited and referenced throughout the level. Enter the Item ID you want to change in the "ItemID" field. By default, the Item ID will be increased by one. By enabling the "Sub Count" option, it will be decreased by one instead. You can read thePickup Triggersection,as well as the various Item Triggers, for more information on Item IDs. 52 Use "Toggle Trigger" if you want the Collectable to behave like aToggleor Spawn Trigger. By default, the Group ID will be toggled off. If you click the "Enable Group" option, the Group ID you input in the "Group ID" field will toggle on instead. If the Group ID is assigned to aTrigger, the Trigger will be activated like a Spawn Trigger instead. You can read theUsing Groupssection for an explanation of what Group IDs are and how to use them. The "Particle" option allows you to spawn particles when the custom Collectables are collected. Assign a Group ID to your set of particles and enter that Group ID in the "Particle" field. Note that your particles cannot have an infinite duration for this to work. You can check theParticle Editorsubchapter for more information about particles and how to use them. Lastly, you can assign Points to the Collectables. Points function similarly to Item IDs. However, they count as a single variable and are used for the Level Leaderboards in Platformer levels. The number you input in the "Points" field is how many Points the custom Collectables will award when collected. 53 6. Edit Group "Edit Group" is one of the most important buttons in the game. It is found on the right side of the editor when the object(s) you want to edit are selected. This menu is what enables you to change attributes of your objects through various options, as well as adding Group IDs to link toTriggers. Functionality The options are used to set editor layer, assign Group IDs, change the Z position, set the Order, and set up Channels. Here is a list of all the settings seen in figure 6.1 and a short explanation of what they do. Editor L and Editor L2:These options place objectsat different editor layers. Objects will appear on both editor layers once set. If "Editor L2" is 0, however, the objects will only appear on the layer set in "Editor L". You can use the "+" buttons to get the lowest layer that has no objects placed on it. Z Layer:Seen at the bottom, this is used as the drawingorder of objects. In order of increasing priority, it goes from "B5" to "T4" selected by the 54 buttons. Objects in layers starting with a "B" are below the player, while objects in layers starting with a "T" are above the player. When multiple selected objects are in different "Z Layers", you can use the "+" and "-" buttons to move everything up or down one step in layer respectively. To change the drawing order of objects even further, see below. Tileset:This term is not directly seen in figure6.1, but its value marked to the right of "Z Layer" in parentheses. It specifies the tileset number of the selected object(s). For similar types of objects, this will typically be the same value. For different types of objects in the same "Z Layer", the tileset value specifies its priority. Within the same "Z Layer", an object with a lower tileset number is always drawn above one with a higher value. To bypass this, you can move the object with a higher value to a higher "Z layer". See figure 6.2 for an example. Z Order:Seen in the top right of figure 6.1, thissets the drawing order of objects that are in the same "Z Layer" and also have the same tileset number. If this is the case, putting a higher "Z Order" makes it drawn on top. You can input positive and negative values in this field. Add Group ID:Assign up to ten Group IDs, which youcan later use in other Triggers. How to use Group IDs is covered later in this chapter. ORD:This option only appears forGameplay ObjectsandTriggers. It sets an Order in which the objects get activated. CH:This option only appears forGameplay ObjectsandTriggers. It assigns a Channel to the objects, which are used forRotateGameplay Triggersto work with different gameplay directions. SeeChannelSystemfor more information. Copy and paste settings from different objects using the "Copy" and "Paste" buttons in the top right. The "Extra" and "Extra2" categories have special options, and are coveredbelow. 55 Using Groups Group IDs are essential for Trigger usage. You can add up to ten Group IDs to a specific object. To assign a Group ID to objects, enter the Group ID you want to add into the number field and click the "Add" button. The number will be added to the window below in gray, as seen in figure 6.3. Clicking the "Next Free" button inputs the lowest Group ID value that has not been used in the level yet. 56 To remove a Group ID, simply click the one you want to remove. If you have a single object selected, a new "P" button appears next to "Add". This is used to mark the object as Group Parent ID. After clicking the "P" button, the corresponding Group ID will show in pink instead of the normal gray, as seen in figure 6.4. You can use Group Parent IDs for differentTriggers. Extra Options Extra options are in the "Extra" and "Extra2" buttons on the right side of the menu. These tabs have many options that change the attributes of objects, some of which are only accessible if the selected object is aGameplay Object orTrigger, and others are only useful for Platformer.Here is a list and a short explanation of the options in "Extra" do: Dont Fade:Disables fading in and out when enteringand exiting the screen. This is default behavior for all visible objects. Dont Enter:Disables any appliedEnter Effects. No Effects:This option deactivates the effects ofPortals. Some examples include the Background lightning for Size Portals and gravity lines for Gravity Portals. 57 Group Parent:Sets an object as a Group ID Parent, which is used for scaling and rotating objects. Area Parent:Marks an object as the Area Parent, whichcan be used for Area Triggers. Dont Boost Y/X:Disables the player being boostedby a moving object for the given axis. High Detail:Marks an object as High Detail. Objectsmarked as High Detail get disabled when the player enables the Low Detail Mode on the level page. This is useful if your level has a lot of extra, unnecessary details that can lead to poor performance for some users. NoTouch:Disables interactions between the playerand the objects Passable:You can jump through solid objects but landon them from the top. Hide:Makes objects invisible. NonStickX/NonStickY:Only usable for Platformer. Theplayer will stick to moving objects by default. This option removes the friction so the player does not stick to the objects. ExtraSticky:When the player stands on an object thatmoves down too fast, the player will not stick to the block anymore. This option increases how sticky it is. Extended Collision:Objects with a scale larger thana value of 6 have inaccurate hitboxes. This option fixes the hitbox to be accurate again. Note that this does not apply to the visuals of objects. IceBlock:Only usable for Platformer. This optionmakes blocks slippery, so the player slides further. Controls are also harder. GripSlope:By default, the player can not slide upsteep slopes and will slide down instead. With this option enabled, the player has more grip on slopes so that they can slide up. 58 NoGlow:Disables the glow emitted from solid objects and Spikes, as seen in figure 6.5. ScaleStick:By default, the player's X position willnot change when standing on a scaling object. With this option enabled, the player's position moves the corresponding distance from the scale center. NoParticle:Disables the particles on Orbs and Portals. Center Effect:When previewing Triggers with "TouchTrigger" enabled in the editor, the effect spawns when the player touches the Trigger at all. With this option enabled, it will only spawn when at the Trigger center. Single PTouch:This option is used for Rotate GameplayTriggers and Dual Mode. If one of the players touches the Trigger, only that one is affected. No Audio Scale:Disables pulsing for both Orbs andPulsing Objects. See the figure below. 59 Special IDs Special IDs are in the "Extra2" tab and are used for someTriggers. They have no effect on their own. Here is a list of all the Special IDs and a short explanation of their usage. Enter Channel:Enter Channel IDs are used forEnterEffectsandCustom Enter Effects, which are covered in greater detaillater. You can click the "+" button to get the lowest Enter Channel ID that is unused. Material:You can assign Material IDs to objects forset events upon interaction. For example, you can add a Material ID to all ground blocks and use it inEvent Triggersto Trigger a stone soundwhenever the player lands on them. ControlID:This option is only available forGameplayObjectsandTriggers. Control IDs are used to reference specific objects when using the remapping setting inSpawn Triggers. When using "Edit Group" with a Trigger, additional options "Preview" and "Playback" show below the "Extra" buttons. The former enables "Touch Trigger" Triggers while playtesting, while the latter makes music playtesting start from this Trigger. 60 7. Triggers Description There are over a hundred Triggers in the game. These are found in the second to last tab, seen below. As explained earlier, Triggers are used to perform various complex actions. They may alter visible objects, such as blocks, in some way, or just change the gameplay or visuals. Since they work in this way, they are never visible objects that can be seen when playing a level. You place them in the editor, and they do their action when the player passes the Trigger's position or other linked events. For example, Triggers that have the "Touch Trigger" option enabled will be triggered when the player touches them. There is also a "Spawn Trigger" option, which means it is spawned by a Spawn Triggeror different conditional Triggers, likeTouch Triggers,Count Triggers,Time Triggers, and more. Below this, every Trigger is covered in-depth in order. If you are unsure about the name of a Trigger found in-game, you can find it by looking at the title insideEdit Object. This is also where you will edita Trigger's settings. Note that you can also find some simple quick help there by clicking the information button (shown as an "i" in one of the corners). This guide works best as an additional resource if any of that text is unclear. Previous knowledge in this document, such asEdit Group, isexpected to be able to work with Triggers well. 61 Start Pos This Trigger is used to set a custom starting location of the player for playtesting. Levels cannot be verified if they include a Start Pos Trigger. The "Speed" and "Mode" options are used to set theSpeedandGame Modeto use from the Trigger. The "Options" menu features more settings, such as starting in Mini Mode, Dual Mode, or Rotated Gameplay. The "Reset Camera" option resets all prior camera settings. "Target Order" and "Target Channel" refer to the "Order" and "Channel" options found in theEdit Groupmenu. They are usedto activateGameplay Objectsand Triggers in a specific order. You can temporarily disable a Start Pos by enabling the "Disable" option. Color Color Triggers are used to change the settings of a Color Channel. It works the same way as the normal color selection, which was covered in theSelect Color section. The "Color ID" field refers to what Color Channel you want to edit. You can click the "+" button for more options, such as the Background Color. If you wish to change a Color Channel to the player's colors, you can use "Player Color 1" or "Player Color 2". The "Blending" option applies blending to the color, which makes it multiply with the colors below it. 62 By enabling the "Copy Color" option, you can copy the color of a different Color Channel. The Color Channel you wish to copy is input in the "Channel ID" field. You can change attributes of the color you copy by using the "Hue", "Saturation", and "Brightness" sliders. You can use the "Copy" and "Paste" buttons to copy the color from one Color Trigger to another. By clicking the "Default" button, it will automatically show the color the corresponding Color Channel has in theSelect Colorscreen. Move This Trigger is used to move a specific Group ID. Its interface is seen below. After that, each option is described. 63 Target Group ID:The Group ID you want to move. Move X:Moves blocks along the X-axis. One block isequal to a value of 10. Input a positive number to move to the right, and a negative one to move to the left. Move Y:Moves blocks along the Y-axis. One block isequal to a value of 10. Input a positive number to move up, and a negative one to move down. Move Time:The duration you want the movement to last. Easing:Easing options change the way the objectsstart and end their movement. Player:You can select a "Player" option for boththe X-axis and Y-axis. When this option is selected, the objects will follow the player's movement in the given direction. Camera:The "Camera" option can also be selected forboth the X-axis and Y-axis. It functions similarly to the "Player" option, but follows the screen movement instead of the player movement. Target Mode:Moves the objects to a "Target GroupID". This must be a single object. "Center Group ID" declares the center of the objects you want to move. This must also consist of a single object only. Selecting "P1" or "P2" declares Player 1 or 2, in Dual Mode, respectively as "Target Group" and moves the objects to that player's location instead. 64 Direction Mode:Moves the objects in the direction of a "Target Group ID". This must be a single object. "Center Group ID" declares the center of the objects you want to move. This must also be a single object. Selecting "P1" or "P2" declares Player 1 or 2, in Dual Mode, respectively as "Target Group" and moves the objects to that player's location instead. "Distance" indicates how far in the direction the objects move. As before, one block is equal to a value of 10. Small Step:Enabling this option changes the valuefor one block from 10 to 30. This improves accuracy and allows for more precise movements. Dynamic Mode:This option checks if the "Target GroupID" moves when in "Target Mode" or "Direction Mode". Normally the Trigger will only check upon activation where the target is and move towards that direction. With "Dynamic Mode" enabled, it will update its direction based on the target moving. Silent:In Platformer mode, the player sticks to solidblocks that move instantly. With this option enabled, blocks move instantly without the player following their movement. 65 Stop This Trigger shows as a Stop, Pause or Resume Trigger depending on what option you choose inside "Edit Object". "Stop" is used to stop the action of other Triggers permanently. Give the Triggers you want to stop a Group ID and enter that Group ID in the Stop Trigger. "Pause" pauses the action of other Triggers temporarily. Give the Triggers you want to pause a Group ID and enter that Group ID in the Stop Trigger. The difference to a Stop Trigger is that you can resume the Trigger later by using a Resume Trigger. "Resume" resumes the action of other Triggers. Give the Triggers you want to resume a Group ID and enter that Group ID in the Stop Trigger. Only Triggers that were paused with a Pause Trigger can be resumed. "Use Control ID" allows you to only stop a specific Group ID when using remapping. For example, if you remap aSpawn Triggerto use Group IDs 1, 2, and 3, and you only want to stop Group ID 3, you can enter a "Control ID" and enable the option in the Stop Trigger. You can find the "Control ID" option in the "Extra 2" category after clicking "Edit Group". 66 Pulse This Trigger is normally used to change the color of a Color Channel or Group ID temporarily. The interface and various options are as follows: Channel:With "Channel", you pulse an entire ColorChannel. Clicking the "+" button allows you to select a special color. This includes for example the Background, Ground, Middleground, and Player Colors. Group:With "Group", you pulse objects with that GroupID. Main/Secondary Only:These options are only availablewhen clicking "Group". Some objects have a Base Color and Detail Color, which can be seen in the "Edit Object" menu. Color:With "Color", the objects pulse the color youselect. HSV:With "HSV", you can pulse the objects using another"Color ID" and change the "Hue", "Saturation" and "Brightness" of that "Color ID". If you leave this value at 0, you pulse the color you put into the "Channel ID" field 67 Fade In:The duration for the objects to reach the pulse color. Hold:How long the objects hold the pulse color. Fade Out:The duration for the objects to return totheir original color. Exclusive:This option disables all other pulses withthe same ID, and only plays the current pulse. Alpha This Trigger is used to change the opacity of an object over a given time frame. The options are as follows: Group ID:The objects you want to change the opacityof. Fade Time:The duration until the objects reach theset opacity. Opacity:The opacity you want the objects to have. Toggle The Toggle Trigger enables or disables objects. Objects that are disabled are invisible, and the player cannot interact with them anymore. Group ID:The objects you want to disable or enable. Activate Group:With this option enabled the objectswill be enabled. With the option disabled, objects will be disabled. Spawn Spawn Triggers can activate other Triggers. Group ID:The Triggers you want to spawn. Delay:The delay before you spawn the Trigger. Preview Disabled:Disables the Spawn Trigger whenin "Preview Mode". The Trigger will still activate when you playtest in the editor. 68 Spawn Ordered:All Triggers within this Group ID will be activated from left to right, with the distance between the Triggers indicating the delay between them. Reset Remap:Resets the remapping of Group IDs. You can use the second page of the Trigger's interface to remap Spawn Trigger setups. This is useful to save Group IDs. 69 Due to this being complex, we will use an example. In figure 7.8, we are moving a block left and right by using a Spawn Loop. Now we want to add another block that also moves left and right. Normally we would need to copy all the Triggers and change their values. With remapping, we can copy the Spawn Trigger on the left, and remap the Group ID of the old setup to the new block. This is seen in figure 7.9. Now Group ID 4 will behave the same as Group ID 1. You can spawn Group ID 4 at a later time to offset the two block movements. This particular remapping saves 3 Group IDs. 70 Rotate This Trigger is used to rotate a specific Group ID. Its interface is seen below. After that, each option is described. Target Group ID:The objects you want to rotate. Center Group ID:The center the objects should rotatearound. This Group ID can only consist of a single object. Leaving this as 0 will result in all objects rotating around their own center. Move Time:The duration you want the rotation to last. Degrees:How many degrees you want the objects torotate. Enter a negative value to rotate counter-clockwise and enter a positive value to rotate clockwise. x360:How many full rotations (360 degrees) you wantto do. Enter a negative value to rotate counter-clockwise and enter a positive value to rotate clockwise. 71 Aim Mode:The objects will face towards the "Rot TargetID". This must be a Group ID with a single object. You can offset the rotation with "Rot Offset". Choosing "P1" or "P2" will make the objects face towards Player 1 and Player 2 respectively. If this is enabled, you can limit the rotation to be between objects set on the second page of the Trigger. Follow Mode:The objects will follow the rotationof "Rot Target ID". This must be a Group ID with a single object. You can offset the rotation with "Rot Offset". Choosing "P1" or "P2" will make the objects face towards Player 1 and Player 2 respectively. The second page of the overall Trigger lets you set Group IDs of single objects as boundaries for following. This means that the rotation will not continue to follow the target if it reaches these positions. 72 Dynamic Mode:This option checks if the target moves when in "Aim Mode" or "Follow Mode". Normally the Trigger will only check upon activation where the target is and face towards that direction. Moving the Target Group ID does not update the direction. With "Dynamic Mode" enabled, it will update its direction based on the target moving. Lock Obj Rotation:The objects themselves will notrotate but instead only update their position. Scale This Trigger is used to scale a specific Group ID. Every text field and option is described in order below. Target Group ID:The objects you want to scale. Center Group ID:The center the objects should scalefrom. This Group ID can only consist of a single object. Leaving this as 0 will result in all objects scaling from their own center. Duration:The duration you want the scaling to last. ScaleX/ScaleY:How much you want to scale the objectsin the X and Y direction respectively. Div by Value X/Y:Divides the current scale by thisnumber and uses this as the target value. If you want to scale an object and have it return to its original size, you can use "ScaleX/ScaleY" like normal on the first Scale Trigger, and simply tick the "Div by Value" boxes when scaling back on another Scale Trigger. For example, if you want to scale a block to 3.00, put "ScaleX" and "ScaleY" to 3.00. If you want it to return to 1.00 now, you would need to put 1/3 into the fields. This is not possible and leads to inaccuracies. By ticking the "Divide by Value" box, you divide the scale by 3.00, which brings you back to 1.00. 73 Only Move:The objects will only move to the placethey would be when you scale them. They will not change their size. ?