The reason why the breakable blocks weren't breaking even though you were inside them is because breakable blocks rely on your blue hitbox, not your red one. The blue one is much smaller so even though the breakable blocks were colliding with your red hitbox, they needed to hit the blue ones.
tride this is such a cool video, can't believe you've grown this much, I wanna let you know that you make me feel better everytime I watch your videos.
if you use move triggers you can place ball portals (or any other ones with a roof) 10 or more blocks above and then move them down to where you want them to go at the beginning with move triggers. then when they enter the ball portal you will sufficate in the floor that appears from the portal (10 or more blocks above) you can use these as spikes :)
Also you can MOVE(follow player x, y) + collision trigger a tile so if you go wrong direction a cube just spawns inside you. That's not the point though
for a replacement for ground spikes i made a level like this and i used multi-activate dash orbs facing forward so no matter how many times you click you cannot get off the ground, and then you’d run into a wall or something
I feel obligated to mention that there's this really cool level that doesn't have any spikes in it, Stal. The gameplay was made by Sprei (of Simulation Swarm fame) and the deco was done by a handful of others.
I found a very cool trick where if you click the dash orb nothing happens, like a no click zone where your inputs just dont register. Just put a dash orb and a slightly scaled s block in the same area and scale it all you want after.
I've played this myself after watching aeon DESTROY wave theory (no offence intended) and I have to say that it is one of my favourite challenges of yours ever. Well done on creating this masterpiece!
Tride it’s incredible how your channel has come, see your videos was the reason I got Geometry Dash and I’m glad I did. Thank you for making amazing content that makes my day ❤
2:31 you could have added a massive touch move trigger that when touched, adds a wall to the end maybe? Or even make a block come in from the top and crysh you
There is one featured level that used no spikes, which is a certain Spu7nix level with only 27 objects. I think it's one way to make a spikeless level look good, but there are also alternatives now like using teleport touch triggers to send the player into the void if they mess up. You can use gradients to indicate where death is like void holes in platforme games.
YOOOOO Hope you really have fun creating it! I had fun making mine, I might actually start a collab with this concept. Would be very cool and yes, you're invited ;) (no promises tho)
20:50 Tride you quote Fatboy Slim. Right here right now! But i think i said it already i like the new style of commentary its rly nice to watch the video has a better flow :D
Hi Tride, firstly congrats for 100k. I know it is off topic, but I have 3 ideas for the gimmicks level. Firstly, a good idea would be to do a part where you slide. This can have multiple gamemodes like a wave where you can slide or a cube where you bump a lot. Also, another idea is a rotating platforms part. Lots of sawblades and moving platforms and more. And another idea is to add a coin that activates with a click limit at the end of the level with all level clicks. This are only suggestions, but if you do them, pls credit me, THX.
Maybe you should do it with only spikes, we’re there’s nothing you can land on basically. Yes you have done a level were EVERYTHING kills you but maybe just no blue at all. It would make the most simple gameplay ever.
Saw this once: you can put dash orbs on thr ground pointind downward (or upwards for reverse gravity) thus making the player unable to jump when hitting a surface (this will likely kill them)
Just do touch triggered activate group toggle triggers that activate a solid block at your location when you hit them and add an indicator to show that they're spikes.