(Geometry Dash level) SolySolyTale Devlog

This is a devlog for myself for a bossfight im recreating in Geometry Dash (inspired by undertale bossfights), called SolySolyTale.
As of the making of this post, I:

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mapped out a movement system, and implemented the walls so they stop the player

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Interesting…

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Difficulty of the level? I might want to beat it if under medium demon…

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im not really good with gauging difficulty cuz platformer is still new for me

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Gl with this project, I’m working on a 2.2 level rn using the song Lost by Creo

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I’m willing to play any level preferably under or equal Medium demon and non-plataformer (no practice with plataformer). If anyone finishes a level you can message me to beat it or even verify it.

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honestly getting the main mechanics will be the hardest part


on another note

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Oh wow, Undertale in GD.
I wonder if it would be easier learning how to code and make it ;-;
Great job!

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ok ive decided to abandon that idea simply because its super annoying to code with gd’s stupidity and its limitations. it would also take too long, so imma try to compromise and only make an undertale themed fight (the movement system stays). i waste time alot so this will help.


dont worry it will still be very code intensive, but not as much, the attacks should now be the hardest part of this level (along with balancing, sprite making, title screen making, some other code, writing the credits, etc)

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Is it hard ?
to do.

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idk but considering i dont have much experience on platformer (aside from skills i already have from gaming in general, and some gd skills(?)) im aiming for it to be insane demon, i like that difficulty


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spritework


some test attacks



im also trying to code in blue/orange attacks, which is really hard. The main problem is that you can hold two opposite directions to not move. but its hard to detect that. so im just going to find every edge case. im grouping them by how many buttons you are pressing (there are four directional buttons, up, down, left, and right. therefore, im going to put these in four categories). a simplified version of what im doing can be found below:

If only one button is pressed, then you are moving

If two buttons are pressed, then you are either moving or not movnig. for this, i only need to check if the two buttons being pressed are opposite. so holding two vertical directional keys (Up+down) or horizontal keys (left+right) means you are still, but holding 1 vertical key and 1 horizontal key means you are moving. This one is really the only hard one to code in as if you are pressing two buttons, you are either moving or not moving. there isnt a guarantee like with the other 3 cases

If three buttons are pressed, then you are moving. this is because since there are only four directional inputs, at least 2 of them cancel out, leaving one button which is moving the player. This in a way puts this category under the only one button category. interestingly enough (this wont affect anything), holding both vertical buttons disallows you to move left or right

you are not able to press four buttons at once without multiple keyboards, something i wont need to consider as most people dont have multiple (i do because i use a wired keyboard with my laptop, but its a really niche case scenario. it doesnt matter anyways, as there is only one combination of four keys being pressed, which is well, them being all pressed, meaning the horizontals cancel each other out and same with the verticals. I could deal with this if i want.

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