Adding Effects to Robtop Levels!

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whoa it's woolsey welcome back to another geometry dash video today i'm going to be adding effects to rob top levels it's a very simple video idea but it could be pretty challenging to work with a few of rob's block choices and it's going to add a nice little spin to what we're familiar with in the game so let's just jump into it i want to start off with dry out i'm not really sure how i'm going to copy the level i think i just got to search it dry out copyable here we go we've got one by sky sapphire i'm just going to have a quick little scout of this to make sure it's the real one i'll delete the secret way who's putting a secret way in dryer man come on i wish there was a way to turn these lines off they're really annoying okay let's put a stop pause right here the first thing i want to work on is this ship part because it's very empty first things first i'm going to turn off the background effect which is going to get rid of all the particles you see in the ship section in the open flying areas now i want to make a vortex background here just to warm up for this video yeah this is going to work the only thing i can see getting in the way are these uh these ground spikes we can set the whole level to a group one and just start off with a nice little pulse for that group maybe eight and eight to black let's see we need to follow the duration line all the way to the end okay the q portals here let's just try a seven and seven you know what that'll do if i just move it a bit to the left there we go so all of these blocks should fade to black in the middle of the ship section you can see it happening already just need to remember to do that with the line as well yeah here we go this is going to be a lot cleaner you see that the ground spikes on the bottom disappear because the player color channels are blending since blending treats a color channel like light black light doesn't exist so any objects with it just go invisible okay let's check our ship portal and we shall get to placing our background in we're going to be using two time scaled up squares on a new color channel that copies the color of the background there we go so three objects takes it to the middle on each side okay we have our coverage going into the ship like this but you'll notice that it's a very obvious cut off which i'm gonna make a little bit nicer with some glow that's stuck up on top of itself with extra layers like this roof two is gonna be about 33 percent opaque just so we can have a nice looking gradient like that that eases in this color we might have to add an extra version without that group just to match it there we go we could be a lot more fancy and make it move onto the screen in a stylistic way but i don't think this looks too bad it's nice and easy i'm not trying to go too insane with any of these effects or anything the moving group is three which is given to the whole lot then the bottom half is gonna be given group four and the top half is going to be given group five these numbers will increment every time for every layer first things first we need to lock the moving group to the x-axis provided that this is on don't fade don't enter which it is and that's going to stop any block transitions at the side like these taking any effect see how every block right now is moving up and down under the screen well the background is just a solid block right there and it's very saturated it's going to be lowered as soon as i get the other layers and trust me okay let's test it group number four is moving down 50 blocks ease in two seconds then five needs to be the opposite because it's on the top um very lame one it happens too early and two there's not enough move time on it to make it smooth okay that's a lot better i changed it to five seconds yeah that's a lot cooler already so then we need to copy this layer put on editor layer three because i used the second editor layer for that gradient we're gonna go into the hsv tab while keeping color channel 2 we're going to change the brightness by 0.04 downwards the bottom layer has six the top layer has seven so those numbers are going to be incremented by two every time i can copy these move triggers move them a little bit to the right and just add two just like that and now this time there's gonna be another layer behind hold on i forgot to do something very important on edit to layer three i need to decrease the zed order by one there we go you see how there's another slightly darker layer behind it now we just got to repeat that process over and over again it takes a while but eventually you get in the swing of things giving it groups and stuff i've copy pasted this about 10 times in a row and i'm finally starting to get the hang of what i'm supposed to be doing in the most efficient way possible listening to slow dive right now is really helping me focus on what i'm doing and not get distracted by the way when you make these kinds of effects it's good to stop every now and then and work on the triggers separately as well if at some point i have accidentally put the wrong brightness on something i would have continued from that wrong brightness and it's a nightmare to correct so this is what we've got so far i think there's about 22 layers in this maybe 23. it gets pretty dark after a while so i'm thinking of changing the movement time on it and making it go back in at the end and it's going to be pretty easy to do let's change this to ease in out and a 7 second move time and we'll scale it down so at that point in the song that i've paused i want them to come back in i can easily just flip them set them right at that point but the thing is i'm gonna have to select every single one of the top triggers and change them from positive to negative since they've moved up they need to come back down and meet in the middle so let me just quickly do that the same but opposite for the bottom triggers now it's a pain that i've scaled them down first but it is what it is here we go so it should slow down towards the bottom this time because it's got easing out oh there's a gap okay and then they're gonna move back bro that takes so long what why is it like that okay hold on we gotta figure out the right easing for this we could add another layer to this all the way on like editor layer 4 billion we can remove the groups change the z-order by -1 again and then just have the next brightness just there on minus 0.88 it's not going to move or anything it's just going to be the background in case the background gets shown let me see okay so i think that's that in the background there oh it's not moving in the way i want it to and i've messed up the movements what is that oh god so the way i normally fix these bugs is just by letting it play in the background picking out the error when it comes back up right about now yep i can see it okay oh it's on layer 18 group 36 has a discrepancy on its way back up let me see now i need to backwards read to find 30 so here it is aha it doesn't have the 10 second move time i must have just barely missed it when i was selecting them all okay that is the dry out vortex that i was trying to create there we go that's more like it that's a cool looking background to me and we got the coin perfecto so when all of these movements end i'm gonna add another one for group three which takes five seconds it's gonna ease in 400 blocks to the right so that the gradient at the very end over here is shown once again and the background kind of fades away i'm going to try it anyway that is pretty much perfect i'm not gonna lie [Music] [Applause] [Music] wait what how did i just get a ufo what did i jaw i jumped 50 000 times okay can't let go copyable my daddy goose thank you very much alrighty so for this one i want to try out a mask in this black section or the upside down one not sure yet but it's probably going to be very simple and just using different opacities and stuff because i think this could look pretty interesting i don't make anything too complex in this video because obviously the rob top levels are very simple okay so for this one i'm gonna be placing black b3 blocks literally everywhere on don't fade don't enter i'm gonna make one strip straight up like that i think that should be far enough i'm just keeping my eye on that line okay just like that we'll extend it a bit to the left just to allow for a transition which is probably gonna be a toggle right as those background triggers end then these are gonna get copy pasted okay how many objects is that oh you know it's only 13 it's fine it's fine underneath these blocks i'm going to start making little pillars just little shapes underneath that i'm going to delete and cut out i'm going to connect them at times to make it at least a little bit interesting you know give it a bit of structuring instead of it just being straight up pillars now i'm selecting spaces underneath the blocks because i want to keep the black box look to it oh what is that rob are you serious why is that so off grid those are going to get deleted straight up then i'm going to start marking little strips and other areas that i want to be low opacity mostly random areas on top of and around the blocks i've decided to do a box right there which is going to be pretty interesting and then a regular old strip for that orb skip this one and then the next two okay those are the objects that i want to make half opacity let me add that to group one and we're gonna put it on a different editor layer just so we can distinguish that when we're not in preview mode okay one is going to be half then i'm probably going to mark out another area to be like 20 10 opacity and this is gonna be pretty rare wait it's gonna be the opposite way around if i want the background to be ten percent opaque when it's underneath these blocks these need to be either 0.9 or 0.8 somewhere around that region i don't know if i wanted 10 or 20 yet i just got to remember that since i can't decide between 0.8 or 0.9 i'm just going to put 0.85 to go beneath these i am scaling up some b4 glow pillars which are made of a glow block a block and a glow block just like that and this is going to be on one which is apparently white blending this was just on the copy that i got so i might as well use it and these are going to be given a lock to x moving group on their own i could put them on the same group but it's just good practice to make two different groups so this is what we've got for can't let go so far it probably needs polish here and there but this is actually kind of clean it's a bit rough around the edges i can't lie you can see where some of the opacities meet which isn't what i like to see but you know it's not bad i like the mix of the 10 opacity areas and the 50 and then the full opacity behind the blocks yeah this is decent looking to me the other thing i want to do is select all of these spikes and make them invisible on black blending and then we'll just add some black glow there instead because it was a bit weird okay so in editor layer 4 we have some t3 black glow being copy pasted in and this is on the moving group which fades onto the screen so it shouldn't have too much of a weird transition in as you can see on the bottom oh but hold on you can see the block transitions on the left and right those are kind of messy we're going to select the whole level put that on don't fade don't enter another thing i want to do is make two a bit more dynamic so i'm going to place one alpha trigger here and then one on the last beat there's 32 beats in this part so i need to copy paste this until there's 31 on this block then the one at the end makes it 32 then we select this and the final one and we click a line x to make it evenly spaced there we go okay then we copy paste it we move it one block to the right ignore this one that's just an alpha trigger bug thing it's actually on zero it's just showing that it's on one we drag that to 0.85 back to where it was for 0.5 seconds then we can probably do the same but opposite for group 1. we could make the object pose to black and then we could probably post the black that we're using for the mask up a tiny little bit okay so let's get our post triggers again and then let's uh i don't know maybe that looks so strange so let's make sure we post the line to black as well and that should be us good to go honestly i think this this looked a little bit better before we even touched it but it is what it is this is i can't let go effect yeah it's not the greatest i didn't polish it if i added more glow to it and like swept it up around the edges it could be a lot better but you get the general idea that i was going for oh there's a lot of half spaced objects over here rob what is that i'll probably make multiple videos on this but the one level that i definitely want to include in this video is blast processing baby oh yeah okay let's get into this wave part we're gonna do the thing that we did in dry out with the group group one there's gonna be a pulse trigger right at the start it's gonna be a one second fade in maximum hold to black on group one a lot of these effects are taking longer than i expected for this video so instead of having one massive video we might as well split it up into a bunch you know it's a nice little side series alongside the random color challenge that's going on right now i'm gonna have to do the gradient thing that i did in dry out as well this can be kind of similar group 2 33 opacity and then we stack them up on top of each other this might be a bit strange because it's white but it looks so strange but we're gonna keep it okay so this screen has its unique group four and it's moving group three it locks onto the x-axis at this point and it's also going to move onto the screen for one second in line with the pulse i'm going to say minus 200 blocks but to do that we're gonna have to offset it to the right 200 blocks before it's ever even visible let me keyboard this properly there we go oh it's not quite far enough over okay so it needs to lock later or it could just move 300 to the left instead of 200 there we go perfect oh okay the ground needs to change to black i didn't think about that okay so alongside this pulse the ground and the line can go to black as well then we're gonna add a pulse right here to the drum which is going to dimming the white screen now what color channel is this actually on it's on four okay so for color channel four it's going to slightly dim in it okay same pulsing method as before one at the start one at the end there's ten beats that i want to sync so i copy paste this eight times then there should be nine objects here there we go and the tenth we align to the x axis not the y one we're thinking and the pulse goes down to this gray on a point two point five fade so it's not too sharp right there you see it's kind of why is it work like that so for a second it shows oh because these go to black blending that's a shame so all of that details goes to waste color one needs to fade i think i don't think we need an entire group for this i think color channel one can just be the one to go dark then on the pulse is downward like that you get the color out of it okay this is kind of what i'm going for you'll see soon right there the color fades back in that's kind of cool i guess but the killer is still to come that looks really ugly okay we definitely need to pulse downward for that because that is bad so the outline stays up for a second and then the outline will go back to black once group one is faded out there we go and then we can add the extra color that we're about to put on right now okay right there on t3 there is a black blending screen which is going to cover the level it's going to have a group which is going to fade through a bunch of different colors on top and make it look very saturated so i'm probably going to put a post trigger for that color channel 10. it's on a one and one for colors like red once that ends i'll do blue i'll start doing a rainbow with a 0.05 and point two fair time copy pasting it moving two blocks to the right and then just incrementing the hue very slightly every time then how about i add a post trigger for group one which should be everything in the level on a short fade time and a one second fade out same for the background maybe and we could have the hold end right there okay we have to adjust this hold to the exact point where these pulse triggers happen and that's not gonna be very easy is it so right there that's where the pulse ends and then it flashes upwards like that cool and then at that point i think group three can fade out on a point one let's see if i've done this right first try okay the white screen there we go the blending above everything very nice it's fading off at the sides hold on we almost did it first try we have to add don't fade don't enter to this blending screen otherwise it's going to be cracks at the side i want this to be a very seamless look right there it fades on very cool we got the blue we got the green and it should go rainbow right here hell yeah and then the white flash boom back to normal that is pretty much perfect apart from the ground the ground still has the black lock to it there we go then the flash should bring the ground back as well yes that is pretty much perfect okay so in this video we have made two successful effects in rob top levels i mean the can't let go thing was kind of a mess it was kind of cool hopefully it inspired you at least or was entertaining to watch i don't know my favorite one is the blast processing one but the dryer one was pretty smooth i'm not gonna lie i'm proud of them both i think it's gonna be a decent video we could maybe turn it into like a little side series i don't know every couple of weeks i had a couple more effects to rub top levels i don't know i'm gonna run out eventually there's only so many simple effects that i think would work with rob's decoration but thank you for watching this geometry dash video check the links in the description leave a like and subscribe and have a good day
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Channel: Wulzy
Views: 275,295
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: D0_5FQihHA4
Channel Id: undefined
Length: 17min 25sec (1045 seconds)
Published: Mon Sep 13 2021
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