If you want a copy of the setup I used, you can find it here (also FAQ bellow): 105928540 FAQ: ----- Q: Can't you just flip the arrow trigger instead of rotating it? A: Nope, rotating it would just make it so it turns the gravity upside down. My problem is that it always turns it right side up. Arrow triggers always affect the player's gravity. Q: Can't you just use a collision clock/collision ticker to trigger stuff every frame? A: Yes. That's how I'd do it in 2.1... I just like this method more because it's easier to set up and less laggy. You can also set up some more advanced conditions by changing the item's value that its comparing
well, its akshually its really simple: since normal mode is just platformer mode with a wall constantly pushing you forward, we just have to remove that wall from normal mode to make platformer mode in normal mode
I would only use this if it's near the end of the level so people don't get free orbs, and if it's completely optional (not even for a coin) cuz mobile players won't be able to play it
mobile players cant use it? dang thats annoying. really cool gimmick by the way i just thought it would be a funny workaround to the no platformers rule (although i have thought of some legitimate uses for it)
Ok, Robtop should add a function called: Force platform mode on mobile, this would help at this level, and would open up a new range of possibilities like a true 6 player portal using 2 players, platform on classic, enter a password discovered in the phase classic in a safe at the end of the level to get a coin, in short, many possibilities without any downside.... 6 player portal in an extreme demon....
that and a way to pause percentage going up would be huge ALSO if he could add a way to force traditional controls on platformer levels, that would really be nice for 2 button mini games. I ran into that issue with Jamskirts. I want to just have 2 inputs on both sides of the screen, but I also really like having unlimited time and platformer leaderboards.
BTW an arrow teigger will set you to the gravity of wherever the rectangle is compared to the arrow, if the rectangle is below it you will fall down if it is above the arrow you will fall up.
6:48 you can place a pickup trigger that will be activated after using a checkpoint and item compare trigger in the start of the level and it will check if item ID != 0 it will teleport you to checkpoint
I made a way for checkpoints to work in classic mode, however it’s a bit annoying in this context. Essentially I connected the checkpoints to a pickup trigger that had an item with item persist on. The first checkpoint set it to 1, the second to 2… so on. Since it has persist on, once you die you can still read that value and teleport to the corresponding checkpoint. I was proud of this, but couldn’t think of any reasonable use for it, but I guess this is one
This actually makes it so you can use swing and wave in platformer! Also you need to put blocks inside of the ground so you dont clip through with litterally any gamemode except for cube and robot
The fact that this allows you to change acceleration at will, not to mention very easily, is really cool and one advantage it holds over regular platformer mode. Is it buggy? Sure, but is it a ton of fun? Also sure. Also damn, surprised that flopshift factory worked for so long, including the wacky vertical platform boost!
Solution for checkpoints: make it so that whenever a checkpoint is triggered, the spawn point object will teleport to the player, because there's a bug where the spawn point object doesn't reset to it's beginning position, which helped me make a fun gimmick where you just go back to the last platform you landed on, by teleporting the spawn point object to the player when an event trigger detects them landing
6:58 a checkpoint that overrides a item(pickup) And a item persistent for that item and if in the next attempt the number is 1 it makes the player teleport(with teleport trigger) to the checkpoint
I Also Tried Making Platformer In Normal Mode But Instead Of Using Teleport Triggers I Used Reverse Triggers That Keep Reversing The Player To Stop It From Moving.
the arrow trigger actually doesnt exclusive change gravity, it just sets the gravity to what the "floor" line in the trigger (the trigger icon is a big arrow with the small line), so mirroring it on the X-axis should have worked :P still makes it even more impressive that you managed to get it to work with reverse triggers, they feel way too simple to use for me. great work Jam
this is kinda(?) unrelated to this video but i want to mention that back in 2019-2020 there was a 2.2 gdps based on the 2017 (or somewhere around there) version of subzero and there was someone who had recreated platformer mode in classic mode using p1 and p2 inputs. im really glad people managed to recreate "fake" platformer in actual 2.2 :')
3:50 sir you can just flip it instead of rotating. also isn't there an option in its menu to like keep current gravity or something? idr it's been a minute
All you need to do is... Just do X-pos limit. Whenever the player at certain tickrate, like 284583842 and the same amount of FPS, you can stop it in place. Or you just move yourself at very high x-position, above limits redactor have normally. It's still works, btw. With teleport that moves portal million blocks away. At the correct locations, you could even keep moving yourself, if you cause a lag. This is what I call a pseudo x-pos limit bug. (At least it requires interesting bug not many people know about)
I had an idea for a level where a central hub takes you to a bunch of small classic levels, and I thought I was going to have to make a hub that you navigate in classic mode where walls bounce you back and forth, but this is such a cool idea!
Ive only watched 7 minutes but if u didnt find a way for checkpoints to work heres how: put a spawn trigger at the checkpoint that spawns a toggle trigger to toggle off the teleport trigger at the very start and toggle on another 1 to spawn u at the check point
Kinda got me wondering: what if Rob added everything BUT platformer mode? What if Rob thought it'd be too game changing and never added it? Like would this end up being one of the ways that people would make pseudo-platformers lol Idk random ramblings soz lol still an interesting watch anyways. Also for super gd gem hunt 64 you could've used target mode for move triggers to move group 8 to the group you are supposed to be teleported to. Then again it's probably too much work like with collision blocks but just wanted to mention it.
It’s possible to stop in classic mode… you just have to put two direction blocks between yo player. I did this gimmick literally after 2.2 was released.
If you want a copy of the setup I used, you can find it here (also FAQ bellow):
105928540
FAQ:
-----
Q: Can't you just flip the arrow trigger instead of rotating it?
A: Nope, rotating it would just make it so it turns the gravity upside down. My problem is that it always turns it right side up. Arrow triggers always affect the player's gravity.
Q: Can't you just use a collision clock/collision ticker to trigger stuff every frame?
A: Yes. That's how I'd do it in 2.1... I just like this method more because it's easier to set up and less laggy. You can also set up some more advanced conditions by changing the item's value that its comparing
I reminded to do this
k thx dude
Noice
hello
i love your vids i love your vids i love your vids
0:57 vsauce jump scare
fr
Fr
fr
fr
W comment 🍷🗿
Imagine a rated classic mode level that halfway through just turns into a platformer level.
Too bad that won't ever happen because of mobile :/
@@dankboi987yeah and like most or probably around half is mobile so it wouldnt be fair
Can probably combat that with a side path for mobile users to make it possible for them.
if a creator added controlls for moblie, i think that would be rly fun
@@Not_Wheels ? The creator can't change the in-built gd ui?
1:33 very cool feature!
NOOOO HOW DID I GET GOT BY IT TWICE
@@ziwuri ME TO
too*
Umm this isn't platformer mode! I think we need a "I Made "Real" Platformer Mode in Geometry Dash" video NOW!
ok brb when I recode the entirety of geometry dash 2.2 from scratch inside geometry dash
@@JamAttackyeah remake in it in safari
Ultimate jumpscare.
RobTop sadly did that before the goat
Y
1:33
The brainrot has consumed me, I practically knew there was gonna be a congregation jumpscare as soon as you dropped in a black void....
... can teleport where ever you want.
NOOOOOOOOOOOOOOOOOOOO
Wait.. IS CONGGREGATION A BRAINROT?????
Its not brainrot
@@Ghosty_YT307 kinda is
@@BlockCore-bb5bv compared to whatever the fuck kids are saying not really no. (Atleast not in my opinion)
1:34 DAMN IT 😭
Congregation jumpscare😭🙏
well, its akshually its really simple: since normal mode is just platformer mode with a wall constantly pushing you forward, we just have to remove that wall from normal mode to make platformer mode in normal mode
How do you remove the wall though?
@@catmyers2591 toggle trigger obviously
His logic isn't doing the making sense stuff
@@Unofficial2048tiles Ha! You just cant comprehend my logic
he's in line AND right?
0:59 love the Vsauce theme there
🧐
same
このビデオは素晴らしかったです! 人々が夢にも思わなかったようなクールなプロジェクトのビデオを Jam が作っているのを見るのが大好きです。これからも素晴らしい仕事を続けてください!
What
@@е5саре by spu7nix
J
0:39 “I’m not one to follow the crowd” people before 2.2:
2:38 flip yourself.
my condolences 😔
@@JamAttackyou couldve just flipped the arrowtrigger instead of rotating it
@@Enh_Od_opi no because then every time you turn left or right you'd become normal gravity, which would break any upside down parts.
@@thejustlexa so flip them upside down
@@Enh_Od_opi then all regular gravity parts would be broken. are you even thinking?
I'm just realising now JamAttack is now one of those youtubers that raises my mood by literally just seeing that they made a new video. Amazing job!!
aw glad to hear that
Same!
for the cc5 you said no platformer but what if we used this
I would only use this if it's near the end of the level so people don't get free orbs, and if it's completely optional (not even for a coin) cuz mobile players won't be able to play it
mobile players cant use it? dang thats annoying. really cool gimmick by the way i just thought it would be a funny workaround to the no platformers rule (although i have thought of some legitimate uses for it)
@@arcezor well in Prexium it works for both mobile and PC
He probably did it a bit different
He's insane...
And jam
That was fun to watch
10:31 bro tped to the backrooms
Wait so you can make a level that's only possible on PC...
Bro Robtop did so many measures to make sure that all devices are equal with all the hertz bs…
Just for this…
:(
@@Blowter I mean you can technically just connect a USB keyboard to your phone , but... yeah, that's not always an option
Well shit (im on mobile)
Ok, Robtop should add a function called: Force platform mode on mobile, this would help at this level, and would open up a new range of possibilities like a true 6 player portal using 2 players, platform on classic, enter a password discovered in the phase classic in a safe at the end of the level to get a coin, in short, many possibilities without any downside....
6 player portal in an extreme demon....
that and a way to pause percentage going up would be huge
ALSO if he could add a way to force traditional controls on platformer levels, that would really be nice for 2 button mini games. I ran into that issue with Jamskirts. I want to just have 2 inputs on both sides of the screen, but I also really like having unlimited time and platformer leaderboards.
1:33 i was expecting it but still got me 😭
20:34 Minecraft door ahh sound
Finally, a non-binary gamemode.
This is my favorite Pride month video
💀
Its more so a bigender gamemode cause its both
wha
@@imgonnatellmom3245its not classic, its not platformer
BTW an arrow teigger will set you to the gravity of wherever the rectangle is compared to the arrow, if the rectangle is below it you will fall down if it is above the arrow you will fall up.
Finally, now I can play bloodbath in platformer. And wave. And swing.
Attack of the jelly has uploaded a stupendously complicated video.
18:00 flip flop factory?
6:48 you can place a pickup trigger that will be activated after using a checkpoint and item compare trigger in the start of the level and it will check if item ID != 0 it will teleport you to checkpoint
I’m actually trying to make Classic Mode in Platformer Mode, but it’s going to be as ACCURATE as possible to real Classic Mode.
I tried making classic jn platformer (it's a bit buggy tho) level name: cip example
I made a way for checkpoints to work in classic mode, however it’s a bit annoying in this context. Essentially I connected the checkpoints to a pickup trigger that had an item with item persist on. The first checkpoint set it to 1, the second to 2… so on. Since it has persist on, once you die you can still read that value and teleport to the corresponding checkpoint. I was proud of this, but couldn’t think of any reasonable use for it, but I guess this is one
yea that's one way... tho triggers that have run and everything else aren't saved
This actually makes it so you can use swing and wave in platformer! Also you need to put blocks inside of the ground so you dont clip through with litterally any gamemode except for cube and robot
3:49 actually, it doesn't switch your gravity if you just flip it instead of rotating it.
Yes
The fact that this allows you to change acceleration at will, not to mention very easily, is really cool and one advantage it holds over regular platformer mode. Is it buggy? Sure, but is it a ton of fun? Also sure. Also damn, surprised that flopshift factory worked for so long, including the wacky vertical platform boost!
Bro no way no one has found this trick yet 💀
3:54 You're just rotating the arrow trigger - place the arrow trigger and flip it with the button in the edit tab.
faq
Solution for checkpoints: make it so that whenever a checkpoint is triggered, the spawn point object will teleport to the player, because there's a bug where the spawn point object doesn't reset to it's beginning position, which helped me make a fun gimmick where you just go back to the last platform you landed on, by teleporting the spawn point object to the player when an event trigger detects them landing
3:56 literally the only time anybody has used reverse trigger
Nice! You’re good at creating :)
"Jaaam, what did you do? Robtop's crying again"
4:45 The H, D, F, J, and S blocks just work if the player's hitbox is colliding with the block's hitbox, the size don't matter that much
yea
3:20 actually real platformer has a slight advantage of BEING PLAYABLE ON MOBILE
just play on pc, easy
THE SANS MEME
(1 slashes)
Gaster:remember son, dying is gay
Sans:yes father
6:58 a checkpoint that overrides a item(pickup)
And a item persistent for that item and if in the next attempt the number is 1 it makes the player teleport(with teleport trigger) to the checkpoint
I Also Tried Making Platformer In Normal Mode But Instead Of Using Teleport Triggers I Used Reverse Triggers That Keep Reversing The Player To Stop It From Moving.
The Bar Below The Arrow Trigger Represents The Ground.
yup, glad someone understands how they work and doesn't just tell me to flip them like that would help 😭
0:57 No! This reference again!)
1:51 ok but... why the item compare trigger? I mean you can stop spawn loops with stop triggers
The Pokemon piano covers give the video a really cool food video vibe
they're so goooood
this was fun to watch lol
the arrow trigger actually doesnt exclusive change gravity, it just sets the gravity to what the "floor" line in the trigger (the trigger icon is a big arrow with the small line), so mirroring it on the X-axis should have worked :P still makes it even more impressive that you managed to get it to work with reverse triggers, they feel way too simple to use for me. great work Jam
yeah that basically means that they set the gravity to whatever makes that floor line in the same direction as on the trigger
HONEY, GET THE DOG, JAM ATTACK UPLOADED! :D
this is kinda(?) unrelated to this video but i want to mention that back in 2019-2020 there was a 2.2 gdps based on the 2017 (or somewhere around there) version of subzero and there was someone who had recreated platformer mode in classic mode using p1 and p2 inputs. im really glad people managed to recreate "fake" platformer in actual 2.2 :')
ever heard of the player control trigger, you can use that instead of teleporting the player every frame
3:50 sir you can just flip it instead of rotating. also isn't there an option in its menu to like keep current gravity or something? idr it's been a minute
22:47 absolute pure slop
3:51 you could just flip the arrow trigger instead of rotating it which would change the gravity
nope, flipping it just keeps it changing the gravity to normal
1:30 is the best part of the video. literary peak
1:42 why not just use two spawn triggers?
:( i hate that doesnt work on mobile... i made this a long time ago mobile compat but no jump
Alternate Title: "I made platformer mode with ice in 2.1"
13:20 yo thats me
Now you know jamattack called you a nerd what do you have to say for yourself jamattack
@@EntergeticalakaBot I can't hear you right now.
I'm sorry you are not a nerd I am sure you are a lovely person
@@JamAttack nah dude it's fine, you're actually one of the main inspirations when I work on my levels :)
All you need to do is... Just do X-pos limit. Whenever the player at certain tickrate, like 284583842 and the same amount of FPS, you can stop it in place. Or you just move yourself at very high x-position, above limits redactor have normally. It's still works, btw. With teleport that moves portal million blocks away. At the correct locations, you could even keep moving yourself, if you cause a lag. This is what I call a pseudo x-pos limit bug.
(At least it requires interesting bug not many people know about)
that does sound cool and all but I think I like my method more
1:00 VsauceAttack
A Jamattack NCS song level build soon?
(The GD x NCS collaboration update)
Missed opportunity to test what wave gamemode would act like
I had an idea for a level where a central hub takes you to a bunch of small classic levels, and I thought I was going to have to make a hub that you navigate in classic mode where walls bounce you back and forth, but this is such a cool idea!
yes but it is impossible on mobile
@@yffotyrol I might just include a "mobile fix" option that changes the hub to a menu that you can select levels from, less fun but it works
1:44 just use to touch trigger multi trigger arrow triggers one block away for the other trigger the u stop moving
1:33
…I should have seen that coming.
3:45
Sisyphus Reference!?!?
This is jam attack inducing
true
true
true
false
true
Ive only watched 7 minutes but if u didnt find a way for checkpoints to work heres how: put a spawn trigger at the checkpoint that spawns a toggle trigger to toggle off the teleport trigger at the very start and toggle on another 1 to spawn u at the check point
yeah but all the triggers that have been run will break
@@JamAttackoh
Kinda got me wondering: what if Rob added everything BUT platformer mode? What if Rob thought it'd be too game changing and never added it? Like would this end up being one of the ways that people would make pseudo-platformers lol
Idk random ramblings soz lol still an interesting watch anyways. Also for super gd gem hunt 64 you could've used target mode for move triggers to move group 8 to the group you are supposed to be teleported to. Then again it's probably too much work like with collision blocks but just wanted to mention it.
yeah I did that for the start but it seems to do something else to move the player between levels and I don't understand how it works
1:36 so much respect for that one
The arrow trigger flips gravity based on the line direction so if you invert it it works fine
Finally. Wave and swing in platformer. Genius
I made a *sorta* platformer level in classic mode where i reversed the gameplay with an orb every time you click (it was just a prototype btw)
1:36 congregation jumpscare
As a member of team arcade who made a rudimentary fake platformer level back in 2.1, I am four parallel universes ahead of you
that is pretty cool but also floating outskirts
@@JamAttack In my defense, my level came out way before floating outskirts, and also floating outskirts uses a custom character
For the collision blocks problem u maybe could've make a box of collision blocks around the player that follows him ? Idk
Where is jamattack icon kit cube???
JAMATTACK IS BACK!!!!!
3:49
literally just flip it upside down with the
^
|
v
button
i mean it makes upside down work but still
0:55
Bro turned into vsauce for a second 💀
I love how he said "flipflop factory"
“I don’t want to place collision blocks onto everything”
My brother in Christ just use autobuild. It’s literally designed for this.
my brother in christ then I would just have to place auto build blocks over everything and that would be literally the exact same difficulty
Ok the name is now flipswitch factory, or maybe its flipflop factory.
This literally acts like a Vsauce video, “You can’t make platformer in the classic game mode, or can you?”
1:36 Congratulation JUMPSCARE 💀
0:58
*Vsauce Music Intensifies*
What happened to jamit?
1:35 congregation jumpscare got me xd
Using the x position glitch, 2 player mode, some move triggers and an end trigger. Its pretty easy to do
You know it’s a good day when jamattack uploads
bro transformed into angry birds at the end
0:59 VSAUCE?
It’s possible to stop in classic mode… you just have to put two direction blocks between yo player. I did this gimmick literally after 2.2 was released.
What is the level from the room called
3:56 You can just flip the arrow trigger. I tried it and it even works
no it doesn't, the line represents the ground line, and if you're upside down, then the arrow trigger will still just flip you back right side up
Ok, I didn't think this entirely through xD. Thanks for replying and showing me where my mistake was
👍
JamAttack
Jamattack
I got hurted my glories forctres guy
@@Crumpet_Crumpeton Jam Attack
preserves defend
JamAttack
If a lvl with this mechanic had a rate, would it be plat or normal?
It’s always a good day when jam uploads
I love seeing twitch chatters realize its not platformer mode and lose their mind.
i've already done this like when 2.2 released... except that you couldn't stop moving, you could just change your direction with the player two jump