well done! this is a lot more complicated than the psuedo randomness system I went with. I really like how you use collision boxes to move the keys because that was something I could not figure out myself. Ill briefly explain how the system in the actual level works here: the keys dont actually swap when they move, this was done to make the movements much more simple and modular for sake of randomization. there is a target point on each of the 8 slots that the keys move to and then reset back to their original position instantaneously and unnoticeably. Each "movement pattern" is a set of 8 spawn triggered move to target triggers that I can call with a single spawn trigger. The main issue with this system is because the keys dont actually move, I couldnt figure out how to track the position of the correct key at the time. What this meant is I ended up going with an array of 16 rows of possible orders of movement sets. I figured this is probably enough because 8 initial keys * 16 possible movements (equally likely chance btw) should be too much for any person to memorize and recall in the span of seconds, especially since you likely wont be able to tell the different "seeds" apart easily. The "special movements" as you called them (which is a name I like) are simply movements I put in to ensure the key does not stay at the top or bottom for too long. When testing I found that my patterns often left the keys on either the top or bottom for a while which is why I added these movements as well as the patterns where the top keys go to the bottom and vice versa. The other huge issue with this is because I actually randomized each of the 16 seeds with an actual randomizer, I had to go through and manually check every single pattern by hand to make sure I knew what the correct positions were for each seed. The other major advantage of this system is that it requires relatively very few groups, which was obviously extremely important for a level of this magnitude. All the groups that are needed are 16 groups for each seed, 1 group for each move set, 16 more groups for each key and the target position it rests on, and 8 groups for the 8 possible starting keys + a few more for the actual randomizer that selects which seed to use and which key to start with. I wanted to make a video on this a while back but never got around to it, thanks for the cool explanation and clever implementation. I didnt know how to use collision blocks at the time so its cool seeing it done this way
I never thought the keys could just be a visual facade like that; that’s probably how mindcap manages to keep the keys from derailing while not using a billion group ID’s. Doing a system like that to keep the visuals consistent and the collision box method (off screen most likely) to keep the set key collision box tracked (while using simpler movements instead of actually moving it during the special movements to prevent that collision box from completely de-railing) would make for a much better and more optimized result. One of the main issue with this design in the sheer quantity of group-ID it uses, most of which comes from (manually, btw, cause builder helper doesn’t work the way you need it too) putting tons of collision triggers for every possible movement for all 8 keys, but for this system, you would only need the one for set key’s collision box and then activate a group of move triggers for the fake key display. This almost makes me want to make a even better version, but that’s still a lot of work so…… naw
in my remake since im not the best with triggers i honestly just used a lot of use target move triggers, and since i also code discord bots, im used to using variables, which is why i use a fuck ton of item IDs and pickups and count triggers and such
@@HyperFire tbh, I’m good lol, even though combining it would make it easier than my original version, that’s a lotta work lol. If you are anyone else want to do it though, my version is copyable if you want to see how to do the collision box thing in more detail
Im making an even more stressful ending, you have to pick 3 keys throughout the level but the screen goes dark and you don't know if you picked them until the end
Technically no. You can just put the keys at the ending of the apocalyptic trilogy and that would be the most stressful thing ever. What makes the keys special is the fact when you compare it to the rest of the level’s difficulty.
So in short term: Keys swap around and you have to watch the green key at the start of the wave then the keys go offscreen and you have to let go when the correct key flashes at the end. That's really neat
This is really sick (even though I couldn't understand like half of it lol)! I'm confused - is this your own take on the ending, or is this Mindcap's version of the ending used in the official level?
Yeah sorry it’s complicated, I tried my best but it’s a crazy topic. So this was an explanation of how I made my version of Mindcap’s version which I believed was pretty accurate, but the discussion between chron44 (pinned comment) explains a much more accurate version.
Bro you had explained so well that I didn't know where I was, but still a very cool video and very well explained, but unfortunately I didn't have enough experience with the editor and movements :(
According to Chron (pinned comment) there is a way to do it more accurately and with less. Basically if you where able to figure out anything in the video, you can do the same thing but just with the correct keys hit box and none of the wrong keys, and have a set of visual/fake keys representing the movements that the correct key’s hit box would travel in
I remember I used to not understand any of this, but i made a copy of a limbo keys challenge and looked in the editor, first time I tried to make my own version was really dumb looking back, i made a bunch of groups of 8 triggers for every combination of key ids and locations (basically if i wanted to do swap, i would make one group key 1, 2, 3, 4 moves to right side and 5,6,7,8 moves to left side, another group would be 1,2,3,5 moves to right side, 4,6,7,8 moves to left, third group would be 1,2,3,6 moves to right, 4,5,7,8 moves to left, etc. ) but i got stuck on how to move the keys according to their positions, i thought about using 8 collision triggers to check for each key, and if the combination was this, it would do this for EVERY COMBINATION OF MOVE TRIGGERS. I gave up and looked in my lkc (limbo keys challenge) copy again and started to make sense of what was actually going on in the system, alot of collision triggers for each type of movement to check for positions and then activate move triggers from a legend of move triggers, in the legend, there were 18 or smth move triggers for each direction, though i didnt understand the need for it, i went along, tons of instant count triggers and stop triggers to detect the count of a "randomized" counter, the randomizer used was colons randomizer from the world machine, and depending on the counters value when it was time to move the keys, it would activate a group out of the collision triggers which then moved the keys in the pattern above the corresponding group of collisions. So i got to work and recreated the system using only the moves actually used in limbo, its still wip but im working on it.
With the amount of time you have put into that I'd swap our amount of subs without hesitation if I could (although I don't have that much more you definitely deserve them way more lmao)
If you are referring to the random trigger, then not really. The randomization is the easiest part and isn’t new. Although I believe he is adding some adding and subtracting to number IDs which could make it more efficient and possibly a lot easier yes
btw, can you elaborate more on how you make the keys not derail and also how you make them shuffle and how the collision triggers worked and blueghhhghheghehge ALSO ONE MORE SUBSCRIBER UNTIL 900 CMON
So the keys don’t derail because how they moved are based on collision boxes that only appear in certain places that activate a corresponding move trigger; so as long as you don’t have a collision box that (when toggled and detects a collision with a key’s collision box, activates a corresponding move trigger) will cause a key to go the wrong way, they should not derail. TLDR: you have to use collision boxes and not just move triggers to prevent the keys from derailing in a purely randomized key segment. Shuffling is just a matter of having different movement collision boxes & move triggers corresponding to those movement collision boxes. So you have a CB for moving the key up, or left, or diagonally right, or up 3 spots and right 1, etc.
Yeah, it uses a lot of advanced triggers and when talking about something so complicated, it’s hard to explain things in a way that doesn’t only make sense to me, but thanks for watching :D
I didn't understand the video so i tried to use "use target" instead of collision triggers. This made the shuffling patterns not make sense. How did you find how the keys are located and shuffle it how they are supposed to? Did you make move triggers for every possibility?
So there is a way I did it and a way you should do it lol. Collision triggers is how you locate and then shuffle the keys: let’s say a Collision box for a shuffle/movement is activated, collision triggers will check which key’s corresponding collision box collided with the movement collision box that was jsut activated, that collision trigger will then activate a move trigger that moves the key the collision trigger detected (you can use the “use target” mode in the move trigger menu for this, but then you can’t reuse the same collision boxes for different spots in the same shuffle (so a shuffle that shifts the keys from the left to the right would have to have 4 unique collision boxes that send the keys to the corresponding target on the right, instead of 1 collision box placed 4 times that just moves the keys to the right) so this ends up using a lot of groups). However, Chron (pinned comment) outlined another way of doing it which is even harder to explain lol, but I can try if you want me too
The fun part is figuring it out yourself, and if you don’t care to do that then you can copy my level (it is a mess though so good luck using it for anything)
It’s important to know that you are not physically grabbing the key: each key has a corresponding collision box and you are selecting that with another collision box. When the player holds to stay on the anti-cheat pillar, a touch trigger on hold mode is activated, as soon as you let go, another set of triggers detect that touch trigger deactivating, which then activated that collision box that selects the keys. When it’s time to select the keys, all the key’s collision boxes are toggled, and are re-toggled when they light up on the selection phase. So when the key that you want to select lights up, that means it’s collision box is a toggled and you release, selecting the collision box. You also don’t die because the spike that kills you goes away as soon as the first key is able to be selected (and this doesn’t mean you can cheat there because you’ll just end up selecting what ever key was lit up when you paused).
If you want a visual tutorial, the project is a too complex to do so without some communicating Also nothing really changes from 2.1 to 2.2, and if so I am not doing it. Apologies
well done! this is a lot more complicated than the psuedo randomness system I went with. I really like how you use collision boxes to move the keys because that was something I could not figure out myself. Ill briefly explain how the system in the actual level works here:
the keys dont actually swap when they move, this was done to make the movements much more simple and modular for sake of randomization. there is a target point on each of the 8 slots that the keys move to and then reset back to their original position instantaneously and unnoticeably. Each "movement pattern" is a set of 8 spawn triggered move to target triggers that I can call with a single spawn trigger. The main issue with this system is because the keys dont actually move, I couldnt figure out how to track the position of the correct key at the time. What this meant is I ended up going with an array of 16 rows of possible orders of movement sets. I figured this is probably enough because 8 initial keys * 16 possible movements (equally likely chance btw) should be too much for any person to memorize and recall in the span of seconds, especially since you likely wont be able to tell the different "seeds" apart easily. The "special movements" as you called them (which is a name I like) are simply movements I put in to ensure the key does not stay at the top or bottom for too long. When testing I found that my patterns often left the keys on either the top or bottom for a while which is why I added these movements as well as the patterns where the top keys go to the bottom and vice versa. The other huge issue with this is because I actually randomized each of the 16 seeds with an actual randomizer, I had to go through and manually check every single pattern by hand to make sure I knew what the correct positions were for each seed. The other major advantage of this system is that it requires relatively very few groups, which was obviously extremely important for a level of this magnitude. All the groups that are needed are 16 groups for each seed, 1 group for each move set, 16 more groups for each key and the target position it rests on, and 8 groups for the 8 possible starting keys + a few more for the actual randomizer that selects which seed to use and which key to start with.
I wanted to make a video on this a while back but never got around to it, thanks for the cool explanation and clever implementation. I didnt know how to use collision blocks at the time so its cool seeing it done this way
I never thought the keys could just be a visual facade like that; that’s probably how mindcap manages to keep the keys from derailing while not using a billion group ID’s. Doing a system like that to keep the visuals consistent and the collision box method (off screen most likely) to keep the set key collision box tracked (while using simpler movements instead of actually moving it during the special movements to prevent that collision box from completely de-railing) would make for a much better and more optimized result. One of the main issue with this design in the sheer quantity of group-ID it uses, most of which comes from (manually, btw, cause builder helper doesn’t work the way you need it too) putting tons of collision triggers for every possible movement for all 8 keys, but for this system, you would only need the one for set key’s collision box and then activate a group of move triggers for the fake key display. This almost makes me want to make a even better version, but that’s still a lot of work so…… naw
in my remake since im not the best with triggers i honestly just used a lot of use target move triggers, and since i also code discord bots, im used to using variables, which is why i use a fuck ton of item IDs and pickups and count triggers and such
@@potatochip700 if you want to collab on making a better version i'm working on a full out limbo remake sooooooo Hyperfire#0298 if you're interested
@@HyperFire tbh, I’m good lol, even though combining it would make it easier than my original version, that’s a lotta work lol. If you are anyone else want to do it though, my version is copyable if you want to see how to do the collision box thing in more detail
Yo its the sunset sandstorm guy
This is possibly the most stressful ending to an extreme demon ever
approved, and I quite never understood it, always picking the wrong keys
Im making an even more stressful ending, you have to pick 3 keys throughout the level but the screen goes dark and you don't know if you picked them until the end
@@arturdias8462 ur pfp used to be my scratch pfp
@@Speed-TV nice i have scratch too
Technically no. You can just put the keys at the ending of the apocalyptic trilogy and that would be the most stressful thing ever. What makes the keys special is the fact when you compare it to the rest of the level’s difficulty.
man's cracked the code of limbo's ending and only 13 subs, but why, really underrated channel, hope it gets more attention in gd content
I could care less about sub counts lol, editing videos are a nightmare and not fun so I doubt I’ll be making very many
why does sub counts matter to this
@@potatochip700 is there a specific pattern?
@@miniiorebecause he thinks he deserves more. It's a compliment
He has almost 1k now
Im gonna pretend I understood everything and was not just vibing to the song
Yeah i know how editor works but i didn't know that you can create a thing like this. I didn't understand a half of it but i did vibed too
Same
Real.
Got lost halfway throughout the video, still had a blast, 10/10
Yeah sorry lol, glad it was worth the watch
@@potatochip700 i didn't even pay attention to the video, i just listened to the banger soundtrack
So in short term:
Keys swap around and you have to watch the green key at the start of the wave then the keys go offscreen and you have to let go when the correct key flashes at the end. That's really neat
Nailed it
0:34
Mindcap’s levels has one of the most unique ways of making a level in GD.
mindcap was drinking something strong, while creating limbo's last part
Wow, really cool, never thought someone would reverse engineer the last limbo wave
This is really sick (even though I couldn't understand like half of it lol)! I'm confused - is this your own take on the ending, or is this Mindcap's version of the ending used in the official level?
Yeah sorry it’s complicated, I tried my best but it’s a crazy topic. So this was an explanation of how I made my version of Mindcap’s version which I believed was pretty accurate, but the discussion between chron44 (pinned comment) explains a much more accurate version.
This was so fun to watch and you are so underrated
this was so intresting to watch, it needs more views!
Interesting*
Also capitalize the beginning word
@@oreogaming4064 just cuz u told me to i wont L
@@fugwag sounds good 👍🤣
@@oreogaming4064 pov: 7 yo trying to correct someone
This actually made me learn something. This was pretty interesting to watch, thanks
Nice ! I think it’s a really clever concept that makes this level more unique…
this is insanely under-rated how
this is actually a really good video ive watched it like 3 times lol
Bro you had explained so well that I didn't know where I was, but still a very cool video and very well explained, but unfortunately I didn't have enough experience with the editor and movements :(
I was gonna build the same thing but i have no idea it uses this many triggers
Such impressive mechanisms
According to Chron (pinned comment) there is a way to do it more accurately and with less. Basically if you where able to figure out anything in the video, you can do the same thing but just with the correct keys hit box and none of the wrong keys, and have a set of visual/fake keys representing the movements that the correct key’s hit box would travel in
I think I got it a little bit but I'm still very lost :p great video! :)
looks like I won’t be making my own limbo key part
My favourite part in any level.
when the key you want to pick up is lit up at the end
HYPE
I fking love everything about this levelo
okay my brain is completely squeezed now
I think my brain cells just ded
I remember I used to not understand any of this, but i made a copy of a limbo keys challenge and looked in the editor, first time I tried to make my own version was really dumb looking back, i made a bunch of groups of 8 triggers for every combination of key ids and locations (basically if i wanted to do swap, i would make one group key 1, 2, 3, 4 moves to right side and 5,6,7,8 moves to left side, another group would be 1,2,3,5 moves to right side, 4,6,7,8 moves to left, third group would be 1,2,3,6 moves to right, 4,5,7,8 moves to left, etc. ) but i got stuck on how to move the keys according to their positions, i thought about using 8 collision triggers to check for each key, and if the combination was this, it would do this for EVERY COMBINATION OF MOVE TRIGGERS. I gave up and looked in my lkc (limbo keys challenge) copy again and started to make sense of what was actually going on in the system, alot of collision triggers for each type of movement to check for positions and then activate move triggers from a legend of move triggers, in the legend, there were 18 or smth move triggers for each direction, though i didnt understand the need for it, i went along, tons of instant count triggers and stop triggers to detect the count of a "randomized" counter, the randomizer used was colons randomizer from the world machine, and depending on the counters value when it was time to move the keys, it would activate a group out of the collision triggers which then moved the keys in the pattern above the corresponding group of collisions. So i got to work and recreated the system using only the moves actually used in limbo, its still wip but im working on it.
What an angel! You save my broken head!
Best tutorial ive evr seen bro ur d best!!!!!
You like, unironically deserve more subs than me
bro went einstein mode and got hang of the whole system, bros amazingly good! keep it up (sry for my bad english)
more crazy than my double accelerated geometry class
Underrated video
this really needs more views. this video is actually amazing and super in depth. how do you only have 15 subs too this is underrated.
Imagine there being a triple spike at the end of the pit of spikes
this is a comp sci lesson at this point
everytNice tutorialng, I really would pay for a webclass
*My brain fucking died while watching this*
With the amount of time you have put into that I'd swap our amount of subs without hesitation if I could (although I don't have that much more you definitely deserve them way more lmao)
I like how the number of comments matches the subscriber number
this is even more complicated than the world machine by colon
I mean, yeah
Mindcaps part on limbo is the best
Holy I never realised how this is
I love soft soft so so so so much!
Nobody: as if we'll even get there
I never wanted to know, but it was a good 7 minutes of learning
Ngl my brain died halfway through the video th first time watching this
Wait is this GD colon's alt channel cus this guy is equally a legend
It’s gonna be a lot easier to do when 2.2 comes out
If you are referring to the random trigger, then not really. The randomization is the easiest part and isn’t new. Although I believe he is adding some adding and subtracting to number IDs which could make it more efficient and possibly a lot easier yes
POV: You REALLY like triggers.
and build tracks from there and leave the rest for a later session. I did both but did the first way initially and it took a day to get through
nice pfp bro
Damn, you make it look easy. Next explain Evangelion pls
No.
:P
At this point, mind cap and spu7nix would make a great duo in a collab
I also really like softEX, it has a very nice effect to it
LIMBO!!
btw, can you elaborate more on how you make the keys not derail and also how you make them shuffle and how the collision triggers worked and blueghhhghheghehge
ALSO ONE MORE SUBSCRIBER UNTIL 900 CMON
So the keys don’t derail because how they moved are based on collision boxes that only appear in certain places that activate a corresponding move trigger; so as long as you don’t have a collision box that (when toggled and detects a collision with a key’s collision box, activates a corresponding move trigger) will cause a key to go the wrong way, they should not derail.
TLDR: you have to use collision boxes and not just move triggers to prevent the keys from derailing in a purely randomized key segment.
Shuffling is just a matter of having different movement collision boxes & move triggers corresponding to those movement collision boxes. So you have a CB for moving the key up, or left, or diagonally right, or up 3 spots and right 1, etc.
@@potatochip700 so it's kinda like if statements? except a crap ton
i usually watch videos like these to try and understand, but i think it would have been better if i didnt cause im even more confused
Yeah, it uses a lot of advanced triggers and when talking about something so complicated, it’s hard to explain things in a way that doesn’t only make sense to me, but thanks for watching :D
movments
“program” and click on where it says “aggressive te” and change it to “analog app 1 te”
Tutorial for limbo keys when.
my brain is too small for this
The key switched until it stopped turning green.
Wow, you're so good at spelling! /s
And editing too, totally didn’t show my Lock Screen in one of the clips ( ._.)
μπρο ωραιο βιντεο αλλα τι σημαινει cb??? cheatbreaker?
Yesssss!!!
Me before the video: ?
Me after the video: ???
I want to make a level like this but my small brain are not understand this:(
At first I thought you had to spam stupidly fast at the wave column, but there's actually a D block lol
I didn't understand the video so i tried to use "use target" instead of collision triggers. This made the shuffling patterns not make sense. How did you find how the keys are located and shuffle it how they are supposed to? Did you make move triggers for every possibility?
So there is a way I did it and a way you should do it lol. Collision triggers is how you locate and then shuffle the keys: let’s say a Collision box for a shuffle/movement is activated, collision triggers will check which key’s corresponding collision box collided with the movement collision box that was jsut activated, that collision trigger will then activate a move trigger that moves the key the collision trigger detected (you can use the “use target” mode in the move trigger menu for this, but then you can’t reuse the same collision boxes for different spots in the same shuffle (so a shuffle that shifts the keys from the left to the right would have to have 4 unique collision boxes that send the keys to the corresponding target on the right, instead of 1 collision box placed 4 times that just moves the keys to the right) so this ends up using a lot of groups). However, Chron (pinned comment) outlined another way of doing it which is even harder to explain lol, but I can try if you want me too
I beaten this part once to insane memory and visual
without wave ofc
Do you know why they dont use a dash orb instead of the cube with a d block for the ending?
Cause it looks better :>
Why does no one talk about how good limbos song is
how do you get all the tutorial and samples on the left. mine doesnt have sNice tutorialt
could you possibly make a tut on how to make it?
The fun part is figuring it out yourself, and if you don’t care to do that then you can copy my level (it is a mess though so good luck using it for anything)
Mindcap need a therapy soo much
TNice tutorials is very easy to understanding.i have soft soft tutorial Tamil language .keep on each other's.greet job dudes
Does anyone know the rgb value of the keys
if limbo keys weren't randomized it prob wouldnt make it into the top 25
Well the rest of the level is nuts, it would prob only drop it like 1 or 2 spots max (if that)
can you make everything not half brightness so i can see it
Yes yes ye
hey , subscribed
Hey , thanks
Nice video lol you made is as simple as could be😂even though it wasn't simple at all lol
still dont understand how does one choose the actual key because you hold ur button cus of the wave thing then how do u choose??
It’s important to know that you are not physically grabbing the key: each key has a corresponding collision box and you are selecting that with another collision box. When the player holds to stay on the anti-cheat pillar, a touch trigger on hold mode is activated, as soon as you let go, another set of triggers detect that touch trigger deactivating, which then activated that collision box that selects the keys. When it’s time to select the keys, all the key’s collision boxes are toggled, and are re-toggled when they light up on the selection phase. So when the key that you want to select lights up, that means it’s collision box is a toggled and you release, selecting the collision box. You also don’t die because the spike that kills you goes away as soon as the first key is able to be selected (and this doesn’t mean you can cheat there because you’ll just end up selecting what ever key was lit up when you paused).
Fun fact, Im only learning tNice tutorials because tNice tutorials is 99.9% of my ti in my free ti
Good guide for beginners)
project a lot because I've been working on other stuff (and being lazy lol). Also, I had been facing a recurring problem of content dropouts in
Peanut brain for me, which I can not understand anything
Please make a key limbo ending method in geometry dash 2.2, not 2.1
I don't understand how, I understand a little English
If you want a visual tutorial, the project is a too complex to do so without some communicating
Also nothing really changes from 2.1 to 2.2, and if so I am not doing it. Apologies
nice video!
Its too hard😭😭 i didnt got how you did random choose of key in the start?
thx
How do you collect keys above you?
WHY IS IT SO DARK
why didn't he just use the random trigger, smh
Fr fr
i verified the golden lets go
i didn't understand i talk spanish ;-; cna you do a spanish video?
Sorry but I don’t have the skills or time
Thats cool dude 😮
Please tutorial:How to make such random
But i couldn't see the other keys glow, what