Adding Effects to Robtop Levels! (#4)

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whoa it's woolsey welcome back to another geometry dash video we're once again back with the adding effects to rob top level series this is episode four last episode we added effects to club step so i think it's only fair that we add effects to theory of everything too in this video as well as some other easier levels that we skipped along the way this support on this series has been unreal so far thank you so much for that so i will continue to shamelessly ask for subscribers because the deadlock finale in the near future is undoubtedly gonna go crazy and i'd imagine i'll cover the whole level in that video just as a little bonus at the end as a little token of my appreciation now we're doing toe two we might as well do toe one just to warm up right i have an idea for this and it involves the last coin in the level hopefully there's no secret ways okay good i wanna make an effect that only shows up if you go and get the coin i've set out the green gameplay line right there and i'm gonna put a box right where the toggle trigger is gonna have to go with touch trigger option enabled right there so i need to prepare this now i'm gonna go and edit to layer one and start making regular outlines just on the edges of all of these so that's all the structures in this part covered we're also gonna do the sauce so once i've set everything out i need to make sure that all of the saws are rotating at the same speed i haven't revealed what i'm doing yet but you'll see very soon that i'm gonna need multiple layers so i'm gonna set all of these saws to 30 degrees and link them together with the outlines right here by turning on link controls and the extra editor options and then setting them to a new i recorded the last video right before this that's why the number is 257 i haven't actually closed the game since the last time i built i'm going to check blending and set it to a low gray for now i've set them to the group 2 and i'm then going to select all of the objects including the clouds underneath them so all of the saws and the regular object basically okay so these are going to be going on group one the rest of the objects are going to be on a group two so group one is going to very quickly fade out at an alpha trigger that is the same size as the box with touch trigger enabled so one zero opacity and a point one fair time i'm also gonna put a background trigger in there by putting down a color trigger changing the id to the background putting it to black and adding that point one fade time please thank you scaling it up and adding the touch trigger as i did before okay now a problem i have is that the rest of the object is still visible while we're going through so i need to set alpha two to zero and they need to fade on at the same point as everything else fades off so two with the touch trigger is failing on to full opacity in point one seconds so it's normal it's normal and then switch there we go so all of these lines are on group number two they're gonna have a unique group three and i'm gonna copy paste them a couple of times at a different editor layer at this point just in case it gets muddled up and i'm gonna keep on incrementing the group number so we start on three if i end on seven we should have five different groups which should be enough so any point before this trigger happens we can start pulses for each line probably just going to have it on a simple 0.05 and 0.5 pulse pattern and then make a staircase of them to happen one by one and that doesn't do much until they move so on a larger scale than this 0.55 second staircase i'm gonna have a couple of move triggers starting on three for 1.1 seconds each i guess this can start here so if you ignore the top ones for a second and just focus on these two the pulse happens in the exact middle of the move time and it's gonna move ever so slightly i'm gonna say minus six and minus three to start off with just as a test and then we can reverse these after the fact because if you think about it they start at the midpoint the move minus six and then to get to the other side of that midpoint it needs to move twice and i guess this pulse trigger can just keep on happening so sometimes it's pulsing on the movement sometimes it's not i don't know how to set arrangement in my mind but it's going to work better if i just have two separate loops as for the move triggers we need to move the doubled movement over and over again so the first one is just like the initial and this and and this and initialization this would have been so much easier if i didn't use real objects for this effect but i've been kind of stupid in the way that i've done this pro tip don't use real objects if you're gonna do this the gameplay is so scuffed but you can see what it's doing right i just got to use non-real objects and it's going to be a lot better it's going to make a pattern like this that's going to be really easy to copy paste another spinning object but i want to make sure that that's on 30. i love having stuff on 30 degrees it's just the best and there's actually a benefit to having tried this and it working already which is that i can make more layers to it which is gonna make it overall a lot smoother so let's delete all of the pulses up there and the movements and we'll remake them everything group two and then all of them on a unique group three then on editor layer two we can start incrementing again when i have a lot of layers to this i'm gonna have to decrease the base brightness of the color channel because if i have it too bright everything's just gonna go to white so i'm gonna grab this color channel and make it dark then let's set up movements way before anything happens and we can repeat the same numbers i guess then when i send it the other way with the movement i'm gonna put it like five blocks before the actual ending so the next movement starts before the other one finishes and it's gonna be a lot smoother from there something i realized is that group number one should also be moving with the rest of the structures because the positions of the structures as shown by the deco isn't going to be real if i don't do that yeah that's cool right boom okay right there there's 16 beats the last one is right here these pulses are going to be for color channel 4. we have two of 16 triggers we need to copy paste this 14 times now 15 objects there 16 okay then we align by the x we have a bunch of evenly spaced triggers and we can just go through and increment the hue on the mall please work it would be really cool if it worked first try wouldn't it boom boom boom boom yes this is good nice okay we've actually put a design in this guys adding designs to rob top levels to celebrate i'm just going to add some glow that goes over the top on t3 with the moving group 23 and that pulsing group can i just mention how god damn cool this game is i can make whatever i want and i feel so good when i do it and it's fun and it's cool let's go this is actually looking good we made like a neon disco party for fear of everything okay nice humongous w theory of everything more like theory of every win [Music] [Applause] [Music] it is time we are doing back on track we're going to be tackling this ship section because it's pretty god damn iconic in my opinion stop pause is going back here okay we're gonna make one of those splash transitions for the background to become smooth with the default blocks for that we need a new color channel which is gonna copy the color of the background we're gonna get our strips like this horizontally and we shall add little glow pieces on the side now these are going to have their moving group one but they're also going to have their own unique groups such as two they need to start back here i guess the background can lock on like way before the ship so i'm gonna set up the move trigger straight away starting with two like two seconds long maybe three actually we're going to move it 300 to the left which is 30 blocks and we'll just put two blocks of space between them i suppose because there's space above the ship that's visible we need way more than 10 of these groups i'm going to go up to group 15 or maybe even 16 so we can have 15 original triggers by the way i'm not putting this as three the next one is four we're gonna randomly put these numbers in just to make it a bit more interesting the way it rolls on i should probably do this in a more coordinated way than just writing a number in because now i don't know what numbers i've used god damn it okay the smartest thing to do is to just place them first and then change the group number boom we should have 15 objects nice okay b4 all the way down at the bottom it's gonna be don't fade and don't enter i'm also gonna extend a little bit on the right just to be safe just need to make sure this background comes onto the screen before the ship section that looks cool in my opinion there we go then the whole screen is consumed then we are going to go to every single object probably on editor layer 1 again because it's free at this point and plus this doesn't really matter too much we can then set this to b4 again right down the bottom above the background though i'm going to put it like -6 because i know that's above and we just got to cover up the space underneath these blocks because like many other default objects they are slightly transparent in some way and left the background through them and we do not want that i was trying some stuff earlier i spent a whole hour trying to get this rotating effect to work and it didn't so i'm probably gonna cheap out and just do a little pulsing effect in the background so i quite like the idea of a long transition as i've already shown with that movement for this background appearing and the background isn't even gonna mean that much because what i'm gonna do is take this background trigger which doesn't even exist anymore by the way this actual trigger does not exist in the game you have to go into the color trigger and set it to background and even then it's a different looking trigger i'm gonna slowly fade it to black and then i want spikes to appear but these spikes are gonna be the fake ones because they look really cool when they're colored so these need to be at the very top of no do they they need to be minus seven on b4 which is the layer below these backing blocks that we added we're going to set this to the next free 17 and we're gonna make it vertically so 18 19 all the way up to the top okay approaching 26 nice this is also gonna have a vertical value 27. wait hold on i might be stupid this has to be staggered like that no no no it needs to be staggered like this with half spaces there we go okay then i can flip upside down and have another version of it underneath but as you can see the top spike has 2627 this one is gonna have 1727 so there's different values for these don't think it's going to make sense if i put a spike here but we might as well i'm going to have a second group which is gonna lock to the x-axis at the ship portal so i need this to be right here we should make 27 the actual moving group then we'll give this 28 and we are going to copy paste these with different editor layers and it's going to increase the group every time as well also yes i just put them on a random secondary editor layer so i can select them all if needs be i just chose 45 as a random number mainly because i know i'm not going to reach that point then this needs to move one two three four five six sets of five blocks away and we'll start moving them on we'll give it five seconds to do so copy paste and increment the number okay that's all of the groups put in nice but then remember i added horizontal groups that started on 17 so we need to initialize them zero opacity on the line of the ship portal it's gonna fade on for two seconds so as the last one begins to fade on the first one is already faded fully on right there and then i guess we can briefly shut it off like point five to zero and then we'll do another full one on two point five why not so there's going to be two types of transition happening there's gonna be the strips in the background which go to black and then these strips that fade on like that i'm gonna copy the color that's in this background trigger background paste just like that point zero five and point five on a background post like that so the background's going to black but there will be a pulse trigger that's always keeping the previous color alive wait why these spikes going above what oh the t1 what i thought they would be i swear i put them on b4 am i stupid there okay so you can see what i mean with the backing blocks i don't want the background to like shine through them i have the music turned off on the recording because i don't want to get copyrighted but there are 28 beats in this song so i've put one trigger at the beginning one at the end as we did in theory of everything i believe we're just gonna press the align x button once we have 28 triggers copy pasted we can get a bounce on this surely and we can probably get a more climactic bounce if we put minus 500 and then give these spikes another group 58 which moves 200 to the right on an ease in out oh okay that is a lot more than i was expecting maybe we don't have to do that you know it's just it's just a little hunch that i have but that's a good strategy you can use by the way i want to repeat this after it happens and make it so all of these spikes move off just as you go through the cube portal all i need to do is flip this to positive 300 and then we need to ease in and we might as well copy the alpha triggers at that point too let's see what we got so it should bounce why is the top missing for a second oh yeah because of the wait what okay this yeah i told you it was gonna be a problem if i put that spike at the top i guess just scaling these so that the top spike isn't visible i mean why not it's a good foolproof strategy it works hell yeah there we go then they begin to move away they change in opacity oh when it goes dark we should totally just toggle it off that will be awesome it's on this line where the background goes black because there's no pulse and the next background trigger hasn't started yet so we just add 58 to this now we've got to think of some cool colors i guess so we take the color that's in the background trigger and we put it into a new color channel eight why not and the reason i'm doing that is so that i can copy that color since the background is changing all the time the pulse wouldn't be consistent so we might as well store the color inside that color channel so we can use it for hue changes we'll just put a 0.5 and 0.5 pulse starting with 17 and moving upwards to 26. we could do cooler stuff like making a secondary wave for the horizontal groups just similarly to what we did in theory of everything which is moving at a number and then moving it back double and then back double so it's like a wave this looks so much cooler there we go you see the difference that makes with the secondary waves i think it's awesome we can also add a little gradient at the bottom so i want to have a singular glow piece along the top that's going to be at the very top of b4 then we'll make a glow staircase and also we keep the black at the bottom this needs to be low opacity so we'll give it a new color channel because i'm too lazy to add another group there's far too many groups in this already we'll do that and then we stack them we might need to change the opacity now that i'm thinking yep for sure there we go it looks a bit more textured now and we'll lock this to the x-axis it's going to end up needing a group to fade on i just thought of something what if i give this part a block transition and add these spikes to just don't fade since they're moving on and off screen they might as well have something cool going on at the sides you know what we're going to use the secret one which you can find by typing in secret trigger and then adding it to your custom objects let's have a look yes this is vibey i'm a fan let's go i'm not sure about the green but the concept is there i am a fan of this oh god uh so these strips are gonna slowly but surely move away nice i like that it just slowly drains it takes so long oh my god also yeah i'll give you the luxury of what was made earlier yeah screw that that was stupid i realized you can't add more than 10 groups to a single object look if i try and add 39 it just doesn't work so i had to make like a bunch of different lines and it was just pain all right it is time for theory of everything to and we're going to go ahead and skip right to the wave and the ball section we're going to go straight to edit layer 1 and start putting white blocks all inside the objects right here and it's important that these objects are white because any blending objects cannot be displayed on top of white objects blending basically trades brightness for opacity and it takes into consideration any color that's behind it when it's combining the rgb and the brightness to create a new color and you can't get anything brighter than white so in fact i should probably do some spikes and also the ground spikes as well just to make it consistent it needs to be b3 don't fade don't enter and we're gonna put it on a modest five z order uh rob what is that i guess i'm just gonna make my own edge for this then this looks mega lame but i'm just gonna add it in anyway we've added design to rock top levels with fixed rob top levels like god damn what else am i gonna do cook for rub top levels okay cool now we're gonna select all of the objects apart from the portals i want the portals to be visible obviously we'll set that to group one and group one can be invis now we're gonna select all of these objects copy paste and on b2 the next editor layer up we're going to add next free group and this is going to be something like a light red blending on both the base and the detail at this point by the way the background is going to black it's going to delete all the other background triggers in this part so this is what you see wave part looking fresh then ballpark coming up can i remember what to do yes boom on just like that okay so now i need to make the layer that goes in between the white layer and the blending layer to make the patterns i think what i'm going to do for that is create a wiggly line in the middle i think with many blocks is probably the best decision they need to be black they need to be at the very top of b3 don't fade don't enter they need a moving group and a unique group six then the next one can have seven we've done this a billion times in this video i'm pretty sure okay but then on either side on the next layer up we're gonna have another white square color number eight we need it on z order i think 24 we'll put on editor layer four and we'll put one on the other side of this as well i'm using the absolute scaling hack to scale them around their own midpoint this is possible in regular gd but it takes way longer than it would if i use this hack like right now so that's why i'm using it i'm supposed to be using color channel 6 which is the actual black for any black details that i want to add there we go so you can see there's two strips right there i don't want the borders of these to be colorized so i'm going to select the whole of these two strips and put them on v2 there we go so there's two strips that sit above the other ones and they're still part of the row that's about a wiggle so i'm going to copy the two alpha triggers for group number three and set it to five which is going to be for the moving group which is gonna lock onto the x-axis right here oh no you see the problem number one tip do not allow any of your effects to fade on like this it's so ugly one two three four five okay we've moved it five sets of half blocks which is 12.5 blocks we need to move it down 125 on a new group 19. why is that a new group i accidentally missed out 19 on this wavy thing that is so strange so it goes from 18 to 20 whatever so moving them down into their position in 0.2 seconds as soon as the wave starts which is gonna look pretty goofy but it's fine and now it's time to start wiggling moving it 21st and then moving it back 40. you know how this works i think i've done this two or three times in this video already then we copy the whole thing and stagger them by one group at a time and we're gonna align this so the last trigger in the first set is in line with the portal so it's already in motion by the time it fades onto the screen oh that looks cool right and the best part is we can add other low opacity stuff around the outside as long as it's on group 5 and another group which is going to be low opacity b3 and don't fade don't enter oh i messed it up but that looks pretty cool doesn't it didn't even mean to do that but i guess we'll keep it like okay by the way this doesn't have to be red we could make this orange or something and make it fade to a purple because all the colors in between there are super nice just gonna make sure it's on color channel five blending with the default button shift it to purple we can also put pulses for the beams that go behind by using group 32 again and having a 0.1 fade time to full and then fitting it back down to 0.4 or even lower and we can totally mess around with the opacity with one second fade times to fall to zero to fall to zero in the middle of this ball maze something we could do is copy the inside of the mask put it on b1 and a new group which is going to be zero opacity most of the time and then make it pulse at the same time as these could be interesting to mess with in the ball part using the same fade times as earlier i don't know just an idea i had so it goes invisible inside we could also troll and pulse color channel 4 which is white down a black another way i can mess with the colors that i think everyone knows by now is by using a giant blending screen which is going to sit at the top of t1 on a blending color channel and when on a low opacity it will tint the black areas of the screen let me show you if i just press all right now you see the white doesn't change but the black parts do which can fit in and out of a low brightness version of color channel 5 so it can go orange right there maybe a bit more saturated because it looks kind of lame like that i don't know there's a lot of different ways i can mess with this i'm probably going to leave it like this because it has a bunch of different ideas all rolled into one i'm taking the blending screen off of group 5 so i can have a separate fade off for that and then 36 is going to be its own thing so 36 can have a 0.5 fade off and group 5 can stay on a zero second you may have noticed that i copied the wrong goddamn that is so embarrassing i was slap bang in the middle of commentary and that's my excuse for that mistake now let's have a look at this boom nice we got the transition out and everything good theory of everything back on track and theory of everything too three banging levels all in one episode we had some stuff to work with them and i had so many issues trying to record this episode but i think i've managed to fix all of my effects this series should be called fixing my effects in rob top levels instead of adding effects to update levels because i seem to be fixing them more than i'm adding them and most of the video is just bug fixing and then i have to cut everything out and all the recording sessions end up being like four or five hours oh thank you for watching this episode of adding effects to rob top levels leave a like and subscribe have a good day
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Channel: Wulzy
Views: 170,460
Rating: undefined out of 5
Keywords: geometry dash 2.11, wulzy, robtop levels, effects to robtop levels, robtop effects, geometry dash, geometry dash update, geometry dash 1.9, geometry dash 2.2, geometry, geometry dash subzero, geometry dash 2.2 news, geometry dash contest, geometry dash extreme demon, geometry dash 2.2 release news, geometry dash 2.2 release date, geometry dash hack, geometry dash wave, geometry dash world, geometry dash music, geometry dash songs, geometry dash demons, 1.8, 1.7, 1.6
Id: k18sWT8_B8Q
Channel Id: undefined
Length: 22min 59sec (1379 seconds)
Published: Mon Nov 15 2021
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