Geometry Dash Editor Guide PDF

Summary

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.

Full Transcript

‭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.‬ ?

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