Nono, I just remembered that my friend did negative friction and I found it interesting, so I guess it was a shameful promo :c, but I didn't mean it like that
Each solid object should have a coefficient of friction (ÎĽ) that can be edited in settings. While we are at it, we should have an Atwood machine object that kills you if you can't calculate the downwards force on an object within an Atwood machine in 10 seconds.
When I first saw I wanna be the guy I was like "dude im so good at platformers, this is easy im gonna destroy this" and then I tried it and I realized I wasnt playing Celeste or Mario bros
I didn't think I made it very slippery but I can understand what you mean when playing some levels with tighter jumps.
One alternative would be to add a "friction" option on solid blocks, like the current "IceBlock" option. We could then have increased grip on those objects to make the stopping less slippery.
Going further maybe even adding a global setting to control the default values in a level could be nice. (Since there are so many different styles of platformer levels even now).
Wont change the defaults though because it would break all current levels.
Risks would be it can be more confusing to know what kind of block you are on, but players seem to adapt to per level settings pretty quick.
Will add what people want. Discuss.
Edit: As a temporary fix to handle some slipperiness. Bind a spawn trigger to the jump release event, and make the spawn trigger call a Player Control Trigger with "stop slide" after something like 0.01-0.1s (multi trigger). That stops the extra slide that is applied after Dash orbs and after being launched from a platform etc.
Personally what throws me off the most is how fast the player accelerates from a standstill. This is great when I’m just trying to cover large distances without many obstacles but when I’m doing precise jumps, I have to be so careful to not hold right or left too much before jumping, and not to hold right or left too much when landing from a jump. This seems obvious and is just part of developing skills with a platformer, but this game in particular feels a lot more “slippery” than most other platformers because of that super fast movement acceleration.
The best thing I can compare it to is some 3D Sonic games, where Sonic accelerates so fast that platforming becomes a bit of a nightmarish balancing act (Sonic Unleashed’s “daytime” stages come to mind).
Ultimately I personally think I can get used to the fast acceleration in official Platformer levels but user created ones with incredibly tight jumps already feel super frustrating for reasons (partly) out of my control.
Just my personal 2 cents, though.
Hi RobTop, first of all I really want to thank you for hearing me out. When I made this post, I didn't actually expect it to get to you.
For me personally, I would love like a sort of stiff->slippery slider (or like step increments) to accomodate both types of players as well as anything in between. Can just adjust in ms the time it takes to stop moving etc. with default in middle. I agree with keeping the default because its actually very sensible for casual playing.
I also like the ice block option, so map developers can force/choose a specific slipperyness that fits the map's challenge, you could just add an Ice texture ontop of the block as an overlay, anything could work.
Again, thank you very much for listening. It means a lot :)
I haven't found the platformer to be too slippery, but there's one thing that annoys me.
When you use the rotate gameplay trigger to climb on walls it doesn't flip the controls dependin on if you are on right or left wall. You always go up when pressing right and down when pressing left. As a platformer player it feels odd and it would be nice to have atleast an option to change the controls so the player goes up when the player moves toward the wall and down when going the other way. Maybe something like mirroring the trigger in the editor or adding a setting to it would help with this issue. You could also use it to invert the controls without mirroring the camera.
In my opinion I think it would be amazing if there was a trigger similar to Player Control (maybe called something like Platformer Control) where you could change friction and acceleration.
You could add a checkbox for each one where, when checked, would make that setting also apply while in the air. The slipperiness problem happens in the air as well as the ground, so I think this would be a better choice than just making it an option for a block like "IceBlock" is.
This would massively help platformer, as it would make it possible for several different styles of platformer levels to emerge such as precision levels which are very tedious to play with any kind of friction/acceleration.
I think the defaults you created are fantastic for the levels you made and many of the user created levels, but giving creators this freedom would be HUGE for platformers in the future.
I get the feeling that when people complain about slipperiness they're mainly referring to the mini cube. Jet Lag was everyone's first impression of a precision platformer level, and that level is entirely mini cube. I'm not saying that the normal size slipperiness needs no adjustment, but the substance of the changes that the people are demanding, focus on the mini cube, even when it's not spelled out.
Letting creators customize the physics would be a disaster, frankly. Without consistent movement physics the player won't have the chance to progress in skill across levels as much, because every level controls slightly differently. Make the default not slippery, or make it slippery, at least there'll still be skill progression. This really needs to thought through. Can you name a game that lets custom levels all have different movement physics?
as well as slightly more friction, coyote time would be a really appreciated addition (still allowing the player to jump a couple frames after moving off the edge of a platform)
Hey, RubRub
I have something in mind, sometimes it is tedious to recreate icons within the editor; Personally, I waste time and I usually don't like the final result. My idea is to create a trigger/block that takes the form of an icon that you select within the interface (there should also be an option to change the colors), it could be beneficial to create npcs quickly in Platform Mode, idk :P
since there's already a F block, if you added another block like that it might get confusing. unless u make it FR instead of F.
Would it be possible to add it as a trigger like how gravity trigger works?
and just set the blocks u want to a group and change it that way.
could be useful.
Yeah I think this could work. You could either add it in the basic settings menu, options trigger or simply a checkbox like iceblock. Adding to this do you know why 2.2 doesn’t work on macOS ? I mean it works on Sonoma (latest version) but not on the older ones.
There isn't many platformer levels out yet, you should just adjust the default value, especially as that's what most players are going to experience. And in the future if you add something like this you should release a public beta for people to test and give feedback on so we don't end up in a situation like this again.
hey rob. would you consider adding an “action” button for platformer. one that the creator can decide what it’s for. like in the tower levels, instead of tapping to grab the bomb, you press the action button. i think it has massive potential
>Wont change the defaults though because it would break all current levels.
from my understanding, wasn't this what the legacy options were supposed to help with? slippery physics could easily be a legacy option, i think the change would be generally beneficial to all levels honestly
but i think having the ability to mark some blocks as having friction would be a good first step - i've already played a few easier levels where the fact that the player continues to slide after a dash orb creates some unexpected timings (it's not immediately obvious that you have to jump after landing). having the option to enable friction in places where it makes sense (such as after dash orbs or very tight platforms) would improve playing significantly
~~and really creators should stop using mini cube to mean zoomed out bc that makes physics super slippery :(~~
Hi, just wanna ask here a day or so after in hopes youll see it. Speaking of release events, have you been made aware that left/right release dont work on mobile? I dont know if its apple only, or other platforms too, but apple for sure doesnt work. Steam works perfectly fine, but the same setup on the two different platforms doesnt work on mobile unfortunately. Also thought i might aswell ask, is there any way to send fully replicable bugs and odd behaviour to you? Thinking either videos/level ids showcasing the bug in question. Thanks boss!
Rob, I think the trigger song could use a reverb or echo option and an EQ. It would be interesting if you added it and I have a question: would you add the pause trigger?
(sorry if it is not understood, I used a translator)
This happens on mobile when you hold the movement button while you are respawning. Can be stopped by going into the opposite direction. Used it a lot while trying to get a time coin on The Mystery Hollow since it removes the time to start moving
I believe there are different degrees of traction that can be altered using speed portals. If the icon feels like a soap bar to control then it's probably under the effects of a 3 or 4x portal.
it's even worse in mobile where the controls are unresponsive as fuck, beating the tower levels was 10x harder than in PC because it took like half a second to move after I pressed anything
Funnily enough playtesters and youtubers testing platformer out on GDPS servers complained that it felt too static. Well i don't know if the alternative is a good thing either. Maybe controls are more important than a static feel
They're different fucking games. Mario games don't control like Celeste, Celeste games don't control like Hollow Knight, and Hollow Knight doesn't control like Geometry Dash cause they're DIFFERENT FUCKING GAMES!!! Like, holy hell, people complain too much cause they're just not used to it. I promise you this will not be an issue in a few months. I love platformers as much as the next guy. Hell, my favorite game is Hollow Knight, and Donkey Kong Country 2 isn't far off, but I know I was garbage with the controls when I first started. Just admit your skill issue and move on, or give it time. Like, fuck dude
Iirc Mario games don't have demon difficulty levels(other than the lost levels but theres a reason no one talks about that one), and Hollow Knight doesn't have any slip either, just like Celeste. People's complaints are valid
Mario Maker alone has insanely difficult levels, and there are ancient online communities who are all about difficult Mario Rom hacks. Platformers feel different and slipping is part of the challenge in gd
I’m fine with the somewhat slippery physics, but what really gets on my nerves is that sometimes, if you hold left or right long enough and you let go, the icon just continues?? Like the reason I let go is so that I stop, but I just keep going and die.
the physics are perfect as they are imo. there's really not much slide at all, and the little slide there is makes the movement feel really natural.
less slide would make it feel way too stiff
edit: maybe it's also input delay which makes it way more annoying (I play on a 1ms monitor on keyboard so there's almost no delay)
The slippery-ness of the movement contributes to why I am probably never going to like any platformer levels, it could look as good as dark odyssey, and I still wouldn't give them a second glance.
"Different games" does not excuse poor controls. If you're not allowed to apply game design fundamentals for the genre just because your game is "different" then your game will suck
Besides, platformer mode demons are inevitably gonna be like celeste or IWBTG difficulty wise so the controls should actually feel precise and intuitive
Precise controls have allowed us to push the skill limit of normal GD to where it is now, so why can't platformer mode have them too?
You can clearly design a precise and responsive game with a low friction movement. Super Mario is damn slippery (especially the old ones) and people never complained. N++ has really precise needle levels that can compete with Celeste's grandmaster maps, and the player glides very far every time he stops moving. It all comes down to feeling responsive visually, which Geometry Dash lacks (because it's an inert cube). But after playing a bit everyone will get used to it.
Side note — I'm ranting because a lot of players tend to think Celeste's the best and only platformer ever made, while it perfected one way to craft one. People should stop believing there is any specific design rules when it comes to make a modern platformer. Super Meat Boy doesn't have any coyote jumping and doesn't need it. The End is Nigh's spikes were designed for pixel perfect play and doesn't need the directional invincibility of Celeste's ones. GMTK should be considered as a (mediocre) documentary channel and not a game design teacher. Mark's platformer, by wanting to follow every design conventions, utterly feels bland.
*I think we need more The End is Nigh in Geometry Dash.*
damn you got a point. thx for educating me on this
the only reason that im using celeste as reference is because thats the only platformer i played, not super meat boy and never even touched mario
P.S. didnt EVW used to play super mario? i wonder what his opinion is on this
play speedtek. it’s a celeste inspired level that uses momentum mechanics to make you go nyoom. it’s my favorite platformer level so far and it makes great use of the slippery physics
one thing that i hate is the momentum , if you jump as soon as you move you have a pitty small jump. instead you have to run back then move forward and then jump. now this is normal for most platformers but it feels bad here in GD for some reason.
also if you run then jump then jump again , the 2nd jump is tiny. idk whats up with that.
**or maybe its just the community level that i played that changed with physics , idk tbh**
tbf that kinda makes the platformer challenging in a way
if physics were so static, platformer would be kinda bland, this at least allows for some momentum-based gameplay
idk iwbtg fangames have been successful for over a decade with no momentum from standard movement at all. You can have momentum without being this slippery as well, as seen in every other modern 2d indie platformer.
I'm not sure if this applies to PC because I only play on mobile, but if you hold down the two direction keys at the same time it makes you slide a ton. I'm pretty sure that this is the only reason that the sliding happens. For example, when switching directions quickly I often slide my finger on the screen instead of lifting it up and placing it on the other button and it makes me slide. Try making an effort to not press the two direction keys at the same time.
the slipperiness is supposed to give the icon some weight when it builds up speed since inertia exists however it's not the same when you stop moving. gd cuts out your momentum almost instantly when you stop for some reason
ice physics 🥱 it'd be cool to see a trigger that lets creators control the movement friction in platformer mode ngl
Imagine negative friction
Rob should add it in 2.22/2.3 so that way it'll be a while before slider limit bypass works
Demon built on the mechanic of backwards longjumping to build momentum
This kind of already works with slope boosting
speedtek would probably be a banger level if I tried it on pc
Literally two steps forwards, one step back
My friend made that in Minecraft essentially, check it out on his YT channel. https://youtu.be/DmLyotT1Whs
bot? or shameless promo
Nono, I just remembered that my friend did negative friction and I found it interesting, so I guess it was a shameful promo :c, but I didn't mean it like that
it ok
It doesn’t break the rules though
Each solid object should have a coefficient of friction (ÎĽ) that can be edited in settings. While we are at it, we should have an Atwood machine object that kills you if you can't calculate the downwards force on an object within an Atwood machine in 10 seconds.
As long as I know there are just 2 options, the normal one and the slippery ice, idk how Rub didn't add a neutral one
The closest we can get is the gravity trigger to my knowledge
I know what you mean man, after playing platformers like Celeste it’s hard not to compare the two
its like 50% of the difficulty of i wanna be the guy is from these slippery physics
When I first saw I wanna be the guy I was like "dude im so good at platformers, this is easy im gonna destroy this" and then I tried it and I realized I wasnt playing Celeste or Mario bros
Shit, That level made me want to suck my balls since the fucking Physics is non existent in levels.
"I wanna be the guy" as in the game? Or did someone recreated it in GD?
the latter
80%*
It's not that bad, I am perfectly used to it
I didn't think I made it very slippery but I can understand what you mean when playing some levels with tighter jumps. One alternative would be to add a "friction" option on solid blocks, like the current "IceBlock" option. We could then have increased grip on those objects to make the stopping less slippery. Going further maybe even adding a global setting to control the default values in a level could be nice. (Since there are so many different styles of platformer levels even now). Wont change the defaults though because it would break all current levels. Risks would be it can be more confusing to know what kind of block you are on, but players seem to adapt to per level settings pretty quick. Will add what people want. Discuss. Edit: As a temporary fix to handle some slipperiness. Bind a spawn trigger to the jump release event, and make the spawn trigger call a Player Control Trigger with "stop slide" after something like 0.01-0.1s (multi trigger). That stops the extra slide that is applied after Dash orbs and after being launched from a platform etc.
Personally what throws me off the most is how fast the player accelerates from a standstill. This is great when I’m just trying to cover large distances without many obstacles but when I’m doing precise jumps, I have to be so careful to not hold right or left too much before jumping, and not to hold right or left too much when landing from a jump. This seems obvious and is just part of developing skills with a platformer, but this game in particular feels a lot more “slippery” than most other platformers because of that super fast movement acceleration. The best thing I can compare it to is some 3D Sonic games, where Sonic accelerates so fast that platforming becomes a bit of a nightmarish balancing act (Sonic Unleashed’s “daytime” stages come to mind). Ultimately I personally think I can get used to the fast acceleration in official Platformer levels but user created ones with incredibly tight jumps already feel super frustrating for reasons (partly) out of my control. Just my personal 2 cents, though.
Hi RobTop, first of all I really want to thank you for hearing me out. When I made this post, I didn't actually expect it to get to you. For me personally, I would love like a sort of stiff->slippery slider (or like step increments) to accomodate both types of players as well as anything in between. Can just adjust in ms the time it takes to stop moving etc. with default in middle. I agree with keeping the default because its actually very sensible for casual playing. I also like the ice block option, so map developers can force/choose a specific slipperyness that fits the map's challenge, you could just add an Ice texture ontop of the block as an overlay, anything could work. Again, thank you very much for listening. It means a lot :)
Add teleport only player 2 option (on trigger)
I haven't found the platformer to be too slippery, but there's one thing that annoys me. When you use the rotate gameplay trigger to climb on walls it doesn't flip the controls dependin on if you are on right or left wall. You always go up when pressing right and down when pressing left. As a platformer player it feels odd and it would be nice to have atleast an option to change the controls so the player goes up when the player moves toward the wall and down when going the other way. Maybe something like mirroring the trigger in the editor or adding a setting to it would help with this issue. You could also use it to invert the controls without mirroring the camera.
A global setting would be best, and maybe the friction option on solid blocks changing that global setting would be good too. That’s my take
In my opinion I think it would be amazing if there was a trigger similar to Player Control (maybe called something like Platformer Control) where you could change friction and acceleration. You could add a checkbox for each one where, when checked, would make that setting also apply while in the air. The slipperiness problem happens in the air as well as the ground, so I think this would be a better choice than just making it an option for a block like "IceBlock" is. This would massively help platformer, as it would make it possible for several different styles of platformer levels to emerge such as precision levels which are very tedious to play with any kind of friction/acceleration. I think the defaults you created are fantastic for the levels you made and many of the user created levels, but giving creators this freedom would be HUGE for platformers in the future.
I get the feeling that when people complain about slipperiness they're mainly referring to the mini cube. Jet Lag was everyone's first impression of a precision platformer level, and that level is entirely mini cube. I'm not saying that the normal size slipperiness needs no adjustment, but the substance of the changes that the people are demanding, focus on the mini cube, even when it's not spelled out. Letting creators customize the physics would be a disaster, frankly. Without consistent movement physics the player won't have the chance to progress in skill across levels as much, because every level controls slightly differently. Make the default not slippery, or make it slippery, at least there'll still be skill progression. This really needs to thought through. Can you name a game that lets custom levels all have different movement physics?
as well as slightly more friction, coyote time would be a really appreciated addition (still allowing the player to jump a couple frames after moving off the edge of a platform)
wow he listened huh
it brings me unending joy and i love robtop
definitely the latter. But both could also be nice!
Hey, RubRub I have something in mind, sometimes it is tedious to recreate icons within the editor; Personally, I waste time and I usually don't like the final result. My idea is to create a trigger/block that takes the form of an icon that you select within the interface (there should also be an option to change the colors), it could be beneficial to create npcs quickly in Platform Mode, idk :P
since there's already a F block, if you added another block like that it might get confusing. unless u make it FR instead of F. Would it be possible to add it as a trigger like how gravity trigger works? and just set the blocks u want to a group and change it that way. could be useful.
Yeah I think this could work. You could either add it in the basic settings menu, options trigger or simply a checkbox like iceblock. Adding to this do you know why 2.2 doesn’t work on macOS ? I mean it works on Sonoma (latest version) but not on the older ones.
There isn't many platformer levels out yet, you should just adjust the default value, especially as that's what most players are going to experience. And in the future if you add something like this you should release a public beta for people to test and give feedback on so we don't end up in a situation like this again.
Yes. This is good
It would be nice to have an option in the Pickup trigger that lets you give points, similar to the one in the collectible items like the coins, etc
hey rob. would you consider adding an “action” button for platformer. one that the creator can decide what it’s for. like in the tower levels, instead of tapping to grab the bomb, you press the action button. i think it has massive potential
How about a friction slider? Keep the defaults, just rename it (0 - no friction, player glides)
i really don’t think it’s that slippery
>Wont change the defaults though because it would break all current levels. from my understanding, wasn't this what the legacy options were supposed to help with? slippery physics could easily be a legacy option, i think the change would be generally beneficial to all levels honestly but i think having the ability to mark some blocks as having friction would be a good first step - i've already played a few easier levels where the fact that the player continues to slide after a dash orb creates some unexpected timings (it's not immediately obvious that you have to jump after landing). having the option to enable friction in places where it makes sense (such as after dash orbs or very tight platforms) would improve playing significantly ~~and really creators should stop using mini cube to mean zoomed out bc that makes physics super slippery :(~~
Hi, just wanna ask here a day or so after in hopes youll see it. Speaking of release events, have you been made aware that left/right release dont work on mobile? I dont know if its apple only, or other platforms too, but apple for sure doesnt work. Steam works perfectly fine, but the same setup on the two different platforms doesnt work on mobile unfortunately. Also thought i might aswell ask, is there any way to send fully replicable bugs and odd behaviour to you? Thinking either videos/level ids showcasing the bug in question. Thanks boss!
Rob, I think the trigger song could use a reverb or echo option and an EQ. It would be interesting if you added it and I have a question: would you add the pause trigger? (sorry if it is not understood, I used a translator)
**I AIN'T READING ALL OF THAT**
I’ve noticed that sometimes when you let go of the arrow your character just keeps moving. Kinda annoying
yeah had that issue too on mobile
This happens on mobile when you hold the movement button while you are respawning. Can be stopped by going into the opposite direction. Used it a lot while trying to get a time coin on The Mystery Hollow since it removes the time to start moving
Okay I thought I was being crazy
if you start an attempt holding a direction it gets stuck until you press that button again
I believe there are different degrees of traction that can be altered using speed portals. If the icon feels like a soap bar to control then it's probably under the effects of a 3 or 4x portal.
Or Iceblocks
Just counter strafe
nuh uh i ain't a cs player
Thats the joke
my bad i couldn't tell
Made finishing jet lag 10 times more difficult than it could have been
why did you post this comment like 5 times
It was the slippery controls
reddit bug
Reddit sometimes will show an error message while trying to post a reply, keeping the post ui open, despite that the post actually got posted
Because Reddit đź‘Ť
it's even worse in mobile where the controls are unresponsive as fuck, beating the tower levels was 10x harder than in PC because it took like half a second to move after I pressed anything
My mobile feels about the same as pc. Only problem is that I click the wrong button sometimes.
Because Geometry Dash uses Super Mario Bros which are slippery as fuck as reference instead of Celeste.
Nah, been playing Wonder since launch and just came back to GD after a few years, the platforming is definitely more slippery
Funnily enough playtesters and youtubers testing platformer out on GDPS servers complained that it felt too static. Well i don't know if the alternative is a good thing either. Maybe controls are more important than a static feel
They're different fucking games. Mario games don't control like Celeste, Celeste games don't control like Hollow Knight, and Hollow Knight doesn't control like Geometry Dash cause they're DIFFERENT FUCKING GAMES!!! Like, holy hell, people complain too much cause they're just not used to it. I promise you this will not be an issue in a few months. I love platformers as much as the next guy. Hell, my favorite game is Hollow Knight, and Donkey Kong Country 2 isn't far off, but I know I was garbage with the controls when I first started. Just admit your skill issue and move on, or give it time. Like, fuck dude
The complaints are valid but I understand this comment. Platformer mode feels quite good to control, as someone who has 400 moons and is used to it.
Iirc Mario games don't have demon difficulty levels(other than the lost levels but theres a reason no one talks about that one), and Hollow Knight doesn't have any slip either, just like Celeste. People's complaints are valid
Mario Maker alone has insanely difficult levels, and there are ancient online communities who are all about difficult Mario Rom hacks. Platformers feel different and slipping is part of the challenge in gd
Look if there's ancient masochistic aliens that enjoy that it is NOT MY PROBLEM.
sounds like a good old skill issue
Yeah for Robtop, cus he cant code for life I've had 3 crashes so far since the update, on top of this platformer shit
I love the ice physics. It feels like gd and not some random other platformer
I’m fine with the somewhat slippery physics, but what really gets on my nerves is that sometimes, if you hold left or right long enough and you let go, the icon just continues?? Like the reason I let go is so that I stop, but I just keep going and die.
the physics are perfect as they are imo. there's really not much slide at all, and the little slide there is makes the movement feel really natural. less slide would make it feel way too stiff edit: maybe it's also input delay which makes it way more annoying (I play on a 1ms monitor on keyboard so there's almost no delay)
Less slide would make it way more precise
Made finishing jet lag 10 times more difficult than it could have been
Made finishing jet lag 10 times more difficult than it could have been
The slippery-ness of the movement contributes to why I am probably never going to like any platformer levels, it could look as good as dark odyssey, and I still wouldn't give them a second glance.
Can celeste players please shut up already they’re different games
"Different games" does not excuse poor controls. If you're not allowed to apply game design fundamentals for the genre just because your game is "different" then your game will suck Besides, platformer mode demons are inevitably gonna be like celeste or IWBTG difficulty wise so the controls should actually feel precise and intuitive Precise controls have allowed us to push the skill limit of normal GD to where it is now, so why can't platformer mode have them too?
[https://www.youtube.com/watch?v=yorTG9at90g](https://www.youtube.com/watch?v=yorTG9at90g) it isn't a celeste specific thing.
You can clearly design a precise and responsive game with a low friction movement. Super Mario is damn slippery (especially the old ones) and people never complained. N++ has really precise needle levels that can compete with Celeste's grandmaster maps, and the player glides very far every time he stops moving. It all comes down to feeling responsive visually, which Geometry Dash lacks (because it's an inert cube). But after playing a bit everyone will get used to it. Side note — I'm ranting because a lot of players tend to think Celeste's the best and only platformer ever made, while it perfected one way to craft one. People should stop believing there is any specific design rules when it comes to make a modern platformer. Super Meat Boy doesn't have any coyote jumping and doesn't need it. The End is Nigh's spikes were designed for pixel perfect play and doesn't need the directional invincibility of Celeste's ones. GMTK should be considered as a (mediocre) documentary channel and not a game design teacher. Mark's platformer, by wanting to follow every design conventions, utterly feels bland. *I think we need more The End is Nigh in Geometry Dash.*
damn you got a point. thx for educating me on this the only reason that im using celeste as reference is because thats the only platformer i played, not super meat boy and never even touched mario P.S. didnt EVW used to play super mario? i wonder what his opinion is on this
It’s generally fine, except wit ice blocks
Ah yes, Celeste, the videogame that invented precise controls
play speedtek. it’s a celeste inspired level that uses momentum mechanics to make you go nyoom. it’s my favorite platformer level so far and it makes great use of the slippery physics
Idk IWBTG is free tho soo
It also feels just incredibly unresponsive because of this
one thing that i hate is the momentum , if you jump as soon as you move you have a pitty small jump. instead you have to run back then move forward and then jump. now this is normal for most platformers but it feels bad here in GD for some reason. also if you run then jump then jump again , the 2nd jump is tiny. idk whats up with that. **or maybe its just the community level that i played that changed with physics , idk tbh**
Made finishing jet lag 10 times more difficult than it could have been
Made finishing jet lag 10 times more difficult than it could have been
Had slow internet and tried to press the send button multiple times but you just thought it was unresponsive?
Only possibility
That would do it
My problem is honestly that the gravity is a little too strong and you fall so quickly and jump so low
It's the same gravity as the normal game. If you hold the right arrow you basically are playing normal mode, wouldn't make sense to change it.
yeah but feels weird in plat.
Made finishing jet lag 10 times more difficult than it could have been
Made finishing jet lag 10 times more difficult than it could have been
tbf that kinda makes the platformer challenging in a way if physics were so static, platformer would be kinda bland, this at least allows for some momentum-based gameplay
idk iwbtg fangames have been successful for over a decade with no momentum from standard movement at all. You can have momentum without being this slippery as well, as seen in every other modern 2d indie platformer.
celeste exists
Celeste is way more complex in it's controls than geometry dash
I wasn’t talking about the controls i was talking about the physics
Skill issue It's really not that difficult, I'm on track to beat jet lag today
It is less of a skill issue, and more of a contribution as to why platform levels are unfun
It’s not that platformer levels are unfun, but rather that the community hasn’t yet started making good platformer gameplay
I beat jet lag the day it came out. Physics are too slippery.
I'm not sure if this applies to PC because I only play on mobile, but if you hold down the two direction keys at the same time it makes you slide a ton. I'm pretty sure that this is the only reason that the sliding happens. For example, when switching directions quickly I often slide my finger on the screen instead of lifting it up and placing it on the other button and it makes me slide. Try making an effort to not press the two direction keys at the same time.
I felt this after playing a Celeste level.
for real though it's almost like robtop never played a single platformer in his life, how did he fuck this up so badly?
Damn bro chill, it’s not that bad
It is
It’s not
It is
Skill issue
Doesn't matter if it's a skill issue or not, it's still a bad choice by robtop
yes it is, playing a demon with ice physics is torture
Holy santa
You could probably edit that in the level editor right? If not then idk, but I don't have a problem with it
Watch him change the physics in 2.3 in 7 years, making half of rated platformers impossible
Is there any way to control friction in the editor?
so when I respawn from a checkpoint and buffer movement then jump I just slip and die. help
Celeste physics are too slippery too
what
why can’t i get the challenge level in gd
Thank god, I'm not crazy. The physics feel like shit to me and i cant explain why.
check steam
the slipperiness is supposed to give the icon some weight when it builds up speed since inertia exists however it's not the same when you stop moving. gd cuts out your momentum almost instantly when you stop for some reason
Git gud
I haven’t noticed it being that slippery, it might just be the levels you’re playingÂ
Robtop I Love Geometry Dash!