2: Don't fade/enter isn't even needed anymore - there's a transition trigger that automatically applies this to every object now. (the red circle with an X inside) 4: Enable normal music editor doesn't need to be purchased with diamonds, that was actually true. But yeah just play in the editor 7: This also works with selected color and pulse triggers!! Nobody talks about this 8: Text objects are kind of unoptimized since it needs to render text, so best to avoid entirely. Treat each character as one object 15: People often forget that the particle trigger can be used for so much more than particles, e.g. the moving arrows in Dash that would normally take a ton of objects. It's so awesome 16: Commonly known but solid objects can be rotated if they have their hitboxes turned off. Then just hide a slope underneath or somethin 18: There are some ways to make this work. This is not one of them. Best to just peep some 1.0 styled levels for inspiration 24: I hate this one because he should have just... taught people how to use Copy Color. It's so important for preparing a good palette for your level 26: This is literally that one test from Human Benchmark where you have to press when the light turns green 30: From a gamedev perspective, softlocking a player (or being teleported back somewhere) usually hurts more than just dying and restarting. 35/36: who does this man take us for 43: animate on trigger is op btw 47: IIRC linked objects are also treated as a single object for area triggers, enter triggers, etc (this can be toggled) 51: Not only is the image mod stealing but it's also HORRIBLY unoptimized. Absolutely not worth it for how many objects they use - also it just kind of goes against what makes GD levels special 54: why is bro obsessed with clouds 55: Playing a classic level in platformer is a bad idea because you'll fall behind all the triggers and everything will be wrong 57: Try and use spawn remapping over build helper 63: If your level is too hard, yes you should nerf it. But also get playtesters to identify the points where people struggle the most 66: The amount of objects that go into a detail should usually be proportional to how much you'll actually notice it 71: Area/enter triggers can do this now, 0 groups 73: Literally any human being who sees that object would know this 76: Changing HSV of objects is useful but if you're reusing the same configuration multiple times just make a copy color channel for it