yes you can change your name, you have to go to geo and click more that should take you to the page to change your name
Necropolis by Neptune Necropolis is just spring out from my head,but I also completed some demons what are awesome,but I just say 3-4 from it: Jawbreaker by zenthicalpha Fairydust by pizzalui,or something,I don't know his name Toxic sewers,I don't know the creators name System split by picha Ascend by Gboy And my hardest demon,what I try to complete now:THEORY OF FIREPOWER
Have you ever thought why this update has taken so long? Maybe RobTob made 2 other levels that he didn't tell us about? Like maybe Stereo Madness 2 or Electroman Adventures v2? If not this update, they need to be in 2.1
Also, on the deadlocked sneak peek, if you pause just at the end of the mini wave, you can see that the mini icon is the same as the normal one!
It might just be the icon getting to its original size. If you don't understand it can be seen in the game... atleast I have noticed that when the block is going from mini to normal the icon can be seen as a smaller version of the icon you are using.
I don't like 'Nine Circles' levels. I'm not too good at triple speed wave. System Split and Toxic sewers already did. I very like Ascend from this list. I tried Necropolis before I ask you (I'll complete it a bit later, along with Theory of Firepower). Anyway thanks for help
In the ball parts there are limits to were you can play (a ceiling and a floor). What would happen if you went in a portal, in the ball part and it teleported you above were you can go in the ball part? Would it create new limits, or rob might not let you do that in the editor.
Notice me senpai RobTop, if you ever read this, please take the time to read the whole thing. I have a whole list of comments, ideas, suggestions and questions so if you could reply to all of them, it would be much appreciated. They all concern 2.0. 1.Release Do you think it will be out by graduation? Will it be "soon"? 2.Colours Infinite colours isn't enough, but it's a huge improvement. I've figured out that "use blending" just means "use add filter". When will we be able to set alpha? Also, when will we be able to type in hex codes or colours in some other format for more precision? 3.Colour mode In the same menu where you select starting speed, background and ground textures, starting mode, all colours and more, there should be another option which would be very helpful, especially to us expert creators. A toggle between RGB, HSB and HSL. The use may not be obvious at first, but there are three main things. For one, there are built in things which lighten or darken colours, except they don't always function properly. For example, if you set the background colour to dark grey and put invisible blocks, the blocks will appear coloured rather than white or grey. Secondly, when transitioning between colours, RGB, HSB and HSL will create different "colour curves". As an easy example, using RGB from red to cyan goes through grey, while using HSL from red to cyan goes through half the visible light spectrum. Thirdly, "use blending" simply adds values. If I were to use HSB for that, I would get pretty cool rainbow effects without needing the 2.0 objects. 4.Motion You confirmed objects can move, and in the sneak peek you showed us that they can have complex movement patterns. Are there set presets or do we get to make our own motion graphs? I hope you let us use motion graphs. Are there boundaries or can objects move across the whole level? Do we have to time the motion or do we place triggers? It's probably too late to change it, but I thought of a good system. Like how we have limited colour objects now, we have limited motions (say, 256 of them). Like how we set colours then set objects to those colours, we set motion graphs with beziers and stuff then set objects to use those motions. By default motions are "deactivated" and you have to place a "trigger" object to start the motion. So in the first sneak peek the triggers would be at the edges of the platforms. So is it something like that or not? 5.Teleportals My friend and I were talking about 2.0 when we got to this topic. He said the portals give you velocity based on the tangent of the angle of the output portal. I said the portals maintain momentum no matter what, regardless of portal direction. Who's right? Also, x-axis teleportation could work too if the portals "deactivated" like other portals after being used. No more trolls be creating infinite loops. 6.Jump rings and jump pads Three things. How do the new green jump rings work with modes other than the cube and ball? Is there a jump pad as well as a jump ring for the green ones? How do all the jump rings interact with the new mode? 7.Mirror portals I would like a new option in the options. "Instant mirror". Basically, when you go through a mirror portal, it skips the flip animation and instantly flips the screen. You know how useful this would be? 8.Wave blocks People are saying the wave blocks need to have a very unique design, but that kind of takes out the point and ability to be creative. Right now, many of us use a simple trick - using 3D lines instead of regular lines (since they look very similar) to create fake blocks. The only noticable difference is that 3D lines are plain and have no OBJ coloured glow. So what if wave safe blocks simply had a different outline design? Then we can mix and match the looks, not be mean to players and still have creative and beatiful levels. 9.Levels You posted 4 different looks in an image yet only showed 2 sneak peek videos. By the way, thanks for lying to us about the background for Deadlocked. Are there 2 other levels? What I'm hoping for right now (and if you didn't implement it you really should go do it) is for 3 levels to be in the normal chain and the 4th to be hidden. What song? Envy - Bonus Level. After collecting the secret secret coin, you can play the bonus level and get 3 more from there. Or just enter the Konami Code by swiping on the Coming Soon screen. 10.Collaborations I devised a pretty good system for collabs. I won't include moderation stuff here, as it would make the thing too long. So first, a group of people get together and decide they want to do a collab. They give each other their in game names. All group members set their collab status to unlocked. Group members "open up" to the host and the host "opens up" to all group members. The host then invites the other group members. The host cannot invite a player if the player is not open to the host, and the player cannot accept the invitation unless the host is open to the other player. Once the group members are all in, the host starts the level. You know how Google Docs lets multiple people edit a document at once? A host can choose to optionally divide up the level. He/she can also grant admin permissions, blah blah blah moderation blah blah blah. Up to 3 people can edit a level at once with the third slot reserved for the host. A person can be in up to 10 collabs at once and a collab can hold 50 people. Once the host decides the level is finished, he/she locks the level, and all group members can fire away to verify it. Once one group member beats the level, it can be uploaded. That's a good system, right? 11.Blue coins How exactly does the system work? Do you just put 3 coins in and they get "activated" once the level is featured? Do you make 2 separate versions and then RobTroll decides if it should be the no coin or 3 coin version? How? 12.Size portals Add a large one, please. Large versions are the opposite of small, and have greatly increased effects from jump rings and jump pads. 13.Rotation For decorations (rotating and non-rotating) can we set rotation speeds? 14.Custom speeds I figured out a way players could tell the speed. Instead of having different numbers of arrows, have one large arrow (like with slowest speed, but with the size of the fastest) and have a pulsing effect to show the speed. Faster pulse, faster speed. Slower pulse, slower speed. Then just set some extreme boundaries. 15.Hardcore verification Some levels are just really difficult. It's hard to beat them in one run. I'm not suggesting practice mode, since it is flawed. Instead, I have another system. Start playing the level normally, and turn on the mode. You set "checkpoints". These checkpoints take into account location, mode, size, dual, gravity, x and y speed plus position in song. If you are satisfied with a checkpoint, you can try to verify that individual checkpoint. It must be at least 5s away from your current starting position. Say you're at checkpoint A and want to start at B. You start at checkpoint A with the set velocity and at that part of the song. You must go at least far enough to pass checkpoint B (the second time, you got there once to set it). B will only be "verified" if you overlap the exact position with the exact velocity and other properties matching while more or less at the same position in the song (can't expect it to be exact timing as well). Once B is verified, you can start at B. If GBoy could use this system, Cataclysm might have taken less than 10k attempts to verify. This is much more secure than practice mode, and makes sure it's still possible in normal mode. 16.Background and ground texture Right now, we set it and both stay the same throughout the entire level. Why can't we change it, say, from bricks to circles halfway through the level? If you took the time to read and reply, thank you so much RobTop. You can tell I love your game and I'm dedicated to helping it grow. I just don't have the popularity. ᕦ( ͡° ͜ʖ ͡°)ᕤ
I think that the only block that would work with wave mode and still be easily recognized would be a gound looking block type, it would be cool but I can imagine how hard it can be to create for a developer (sync with the actual ground, line, ecc.) The more I think about the big size portal the more I start to hate it :/ I think it's overhyped. Just think about a big ship or UFO. It will have the opposite effect of mini ship and UFO, they will move up and down very slowly , even slower than normal mode, imagine an UFO going down very slowly, it will be very easy to control and boring, I think this portal will end up like the mirror portal, people will put it into their level just because it exist, not bcause it's fun. :|