Geometry Dash

Geometry Dash

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Employee 427 Sep 19, 2015 @ 11:21am
Fix the broken green orbs :(
They are SO BUGGY, half the time one before another will make you fly out of the level, and sometimes they shoot you WAY too far or too short, killing you even though you time your jumps perfectly.
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Showing 1-15 of 26 comments
mint Sep 19, 2015 @ 1:06pm 
IKR
chocoturnips Sep 19, 2015 @ 5:12pm 
thats nothing compared to the bugs/errors in toe 2 and deadlocked.
Employee 427 Sep 19, 2015 @ 5:13pm 
Originally posted by wohoo1997:
thats nothing compared to the bugs/errors in toe 2 and deadlocked.
While I love 2.0, it is undeniably a broken mess.
◄FiNiTe► Sep 20, 2015 @ 7:49am 
No, it sometimes does different things depending on whether u hold or tap, I might do some testing.
Employee 427 Sep 20, 2015 @ 3:41pm 
No, it sometimes does different things depending on whether u hold or tap, I might do some testing.
Please do.
RobTop Games  [developer] Sep 20, 2015 @ 5:50pm 
The different result from green jump rings depend on when you tap, just like the other rings. When you tap your gravity is flipped and your y-velocity is given a new value. If you tap early the arc will start earlier, and late will make it start later.
Employee 427 Sep 20, 2015 @ 5:53pm 
Originally posted by RobTop Games:
The different result from green jump rings depend on when you tap, just like the other rings. When you tap your gravity is flipped and your y-velocity is given a new value. If you tap early the arc will start earlier, and late will make it start later.
I... dont agree with that. It doesnt matter when you tap on the other orbs, the point is to tap when you see them in that window of time. Its silly to think through something as simple as using a jump orb, you should make it so it teleports you to the center of the orb when it starts the flip so it always ends up in the same place, like other orbs.
RobTop Games  [developer] Sep 20, 2015 @ 10:06pm 
A lot of harder levels have jump orbs that only work if you press at the right time, so the green one works just as the other ones, just that the difference is more noticable. Teleporting the player to the center of the orb regardless of position would create a music sync issue since you need to move in the x-coordinate.

What could possibly be done is change the velocity depending on how far you are from the center to try and get the same curve, wont be exact though since the player cant be moved.
Employee 427 Sep 21, 2015 @ 4:33pm 
Originally posted by RobTop Games:
A lot of harder levels have jump orbs that only work if you press at the right time, so the green one works just as the other ones, just that the difference is more noticable. Teleporting the player to the center of the orb regardless of position would create a music sync issue since you need to move in the x-coordinate.

What could possibly be done is change the velocity depending on how far you are from the center to try and get the same curve, wont be exact though since the player cant be moved.
See, the problem is, like you said, not where the player will end up, but that the switch's length is actually directly effected by the time it is activated, even a milimeter apart can slam you into a wall because you went too broad instead of a narrow landing.
jiwas Sep 21, 2015 @ 6:36pm 
Employee 427, RobTop is right. The same applies to all the jump orbs. It isn't a bug, you're just tapping too early/late and that causes some levels to not progress correctly.
Last edited by jiwas; Sep 21, 2015 @ 6:38pm
jiwas Sep 21, 2015 @ 6:37pm 
Originally posted by Employee 427:
Originally posted by RobTop Games:
A lot of harder levels have jump orbs that only work if you press at the right time, so the green one works just as the other ones, just that the difference is more noticable. Teleporting the player to the center of the orb regardless of position would create a music sync issue since you need to move in the x-coordinate.

What could possibly be done is change the velocity depending on how far you are from the center to try and get the same curve, wont be exact though since the player cant be moved.
See, the problem is, like you said, not where the player will end up, but that the switch's length is actually directly effected by the time it is activated, even a milimeter apart can slam you into a wall because you went too broad instead of a narrow landing.
yet again. Timing, dude, TIMING
Chiraux Sep 21, 2015 @ 7:57pm 
Originally posted by Employee 427:
Originally posted by RobTop Games:
A lot of harder levels have jump orbs that only work if you press at the right time, so the green one works just as the other ones, just that the difference is more noticable. Teleporting the player to the center of the orb regardless of position would create a music sync issue since you need to move in the x-coordinate.

What could possibly be done is change the velocity depending on how far you are from the center to try and get the same curve, wont be exact though since the player cant be moved.
See, the problem is, like you said, not where the player will end up, but that the switch's length is actually directly effected by the time it is activated, even a milimeter apart can slam you into a wall because you went too broad instead of a narrow landing.


Originally posted by EpicDude357:
Employee 427, RobTop is right. The same applies to all the jump orbs. It isn't a bug, you're just tapping too early/late and that causes some levels to not progress correctly.

The trick that me and other creators use is just to hold it down beforehand so you hit it at the very start. That was you can get to the same spot every time. Don't freak out. If you come across a difficulty like the green orbs being hard, you don't just give up and complain. Neither should you do it on levels. I hardly believe that you blamed Stereo Madness's coding the first time you died. So just figure out a consistent trick and everything suddenly seems just how it's supposed to be. (Come to think of it, anyone know that green orb trick used in the 2.0 story levels?)
Employee 427 Sep 22, 2015 @ 11:43am 
Originally posted by §Interfectorem§:
Originally posted by Employee 427:
See, the problem is, like you said, not where the player will end up, but that the switch's length is actually directly effected by the time it is activated, even a milimeter apart can slam you into a wall because you went too broad instead of a narrow landing.


Originally posted by EpicDude357:
Employee 427, RobTop is right. The same applies to all the jump orbs. It isn't a bug, you're just tapping too early/late and that causes some levels to not progress correctly.

The trick that me and other creators use is just to hold it down beforehand so you hit it at the very start. That was you can get to the same spot every time. Don't freak out. If you come across a difficulty like the green orbs being hard, you don't just give up and complain. Neither should you do it on levels. I hardly believe that you blamed Stereo Madness's coding the first time you died. So just figure out a consistent trick and everything suddenly seems just how it's supposed to be. (Come to think of it, anyone know that green orb trick used in the 2.0 story levels?)
It was the level Mako that made me write this. It has a lot of consecutive green orb parts, and I spent far longer then I should have on it because even though I did it perfectly, I would hit the wall instead hitting the very narrow blue ring.
Employee 427 Sep 22, 2015 @ 11:45am 
Actually, I have a better idea on how to fix this. It should be clearer when you hit the orb, Currently its very easy to see when you use other orbs (it makes a little "ping" effect) but in the green orb there is almost no indication besides your movement. I think the orb's flash effect when used should be increased to its easy to tell exactly when you hit it.
jiwas Sep 22, 2015 @ 1:15pm 
Originally posted by Employee 427:
Originally posted by §Interfectorem§:




The trick that me and other creators use is just to hold it down beforehand so you hit it at the very start. That was you can get to the same spot every time. Don't freak out. If you come across a difficulty like the green orbs being hard, you don't just give up and complain. Neither should you do it on levels. I hardly believe that you blamed Stereo Madness's coding the first time you died. So just figure out a consistent trick and everything suddenly seems just how it's supposed to be. (Come to think of it, anyone know that green orb trick used in the 2.0 story levels?)
It was the level Mako that made me write this. It has a lot of consecutive green orb parts, and I spent far longer then I should have on it because even though I did it perfectly, I would hit the wall instead hitting the very narrow blue ring.
how do you know you did it perfectly if you hit the wall? That doesn't make any sense...

There is nothing wrong with the green orbs, the blue orbs, or any orbs. Like I said. you have to time your jumps.

Yes even if you are a millimeter off you can get some tasty brick wall directly to the face.

Also I think momentum applies to the green orbs as well so if your falling too slow it won't work properly.

2.0 just came out and even I'm getting used to it. But you need to Time. Your. Jumps.
Last edited by jiwas; Sep 22, 2015 @ 2:41pm
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Date Posted: Sep 19, 2015 @ 11:21am
Posts: 26