Wait you can have the same gravity for only ball and spider?! Also these swingcopter things, I tried making one myself in 50 seconds. It starts with a dual ball to be executed and if I press in the beginning for the normal gravity one to go up, the other one heads down as soon as it touches the ceiling (without holding, the tap was executed like 1.5s earlier). Weird isn't it?
9:51 you can put an invisible robot portal then an invisible cube portal for the cube so the wave doesnt flip and you can have right side up cube right side up wave without 2 player the reason this works is because wave and cube count as the "same gamemode" for duals, also if they are already same gravity before in the same gamemode, they can stay the same gravity
instead of dual portals as weapons mulpan will have to now fear of how his fans will have more knowledge over a symmetrical duals and will become his nightmare
as a slightly used sneaker, the intro calls out to me in a way that no video has ever done before. thank you Sdslayer for recognizing slightly used sneakers as real people, you have earned a sub.
As a of slightly used sneaker, I say that this is definitely one of the youtube videos of all time. The level was asymmetrical and the editing was edited.
here are a couple things to note when dealing with making dual gameplay that you just kinda have to learn and deal with: note: literally all of these have to deal with gravity changes *-gravity switches when both gamemodes are the same* -->i like to think as there being two types of gravity switches. orb/pad-based switches, and gamemode-based switches (only applying to spider and ball). gamemode-based switches act as they should in every basic situation; if a ball flips gravity and the other player is a cube, the cube will stay as normal, and only the ball will flip. with orb/pad-based switches, if both players are the same gamemode, the two gamemodes will (almost) always. this is the concept that allows swing-copters to work. but there's a bit of a funny thing that you can abuse. -->yes, same-gravity same-gamemode duals can happen for a good chunk of gamemodes (i havent tested all of them). this can happen in two ways. either: both gamemodes are already balls/spiders, and, while one player is in the air, the other flips gravity (which you used in this layout). or, one player swaps to another gamemode, that player then flips gravity (which avoids the "opposing gravity" rule), but then switches back. the latter example is how the first dual wave in the level arcturus works. *-the weird cube "overruling"* -->this is kinda in tandem with the previous main point, but basically, keep in mind that: the cube in the editor acts as you would expect, but in normal mode, the cube's gravity switches act upon the "opposing gravity" with all other gamemodes. *-orbs and player priority* --> in almost every situation where both players click an orb on the same input (such as the green orb in the spider) the player with the non-flipped colors (the one with a green trail) has their orb processed first, then the other is processed. ---------in the spider section with the green orb, the higher priority spider clicks the green orb, flips both spiders' gravity, and gains an upward acceleration. within the same game frame, the spider with lower priority does the same, leaving the higher priority spider as moving upward with upsidedown gravity, and leaving itself with regular green orb physics. this is also why -->start positions are wacky when it comes to duals. be sure that the the start position has the correct gravity so that the prioritized player is where they would be if you played the dual from the start. -->also, (i havent tested this too well but just keep in mind) orb/pad-based switches and gamemode-based switches could still act upon player priority. additionally, two player mode negates the two players' "opposing gravity" rule, which most players already know.
might as well add, robtop is dumb as hell and somehow didnt code the normal ship and the upside down ship physics the exact same. upside down ship is heavier than normal ship, and as duals have to be symmetrical in actions, both ships use the upside down ship physics, making the normal ship feel 'heavier' than usual
honestly I like those kinds of duals they feel so much more alive than just... yeah if its not like that the dual is kinda useless except getting in your way or something
0:29 You can't focus on 2 icons at same time. If you make dual gameplay which needs the player to keep eye on both icons at same time it's not good dual (unless it's 2 player level then ok)
Imagine if there was a level like 10 minutes long that was a gauntlet of all Sdslayer's levels like this. It could have this one, the custom speed one, the custom game mode one, the backwards one, and once 2.2 comes out, the gravity one. I would play that level in a heartbeat.
I will always have an asymmetric dual in every level I make. They dont even have to be hard, but every full level I dedicate myself to, there will be a dual that will confuse you at first.
The only level I have played (and beaten) with asymmetric duals that are actually fun is Double Dash, which dual is in the entire level so I guess it needs to be fun. But I genuinely loved the duals in that level and they were super creative
i am very offended at your lack of acknowledgement of the very used sneaker community, do you not recognize them as a separate group from the slightly used sneaker community? they have gone through tons of discrimination and your bigoted perspective is not helping them at all, your position as a decently famous community figure in the gd community will influence the large young and impressionable part of the community to not recognize the very used sneaker community as separate from the slightly used sneakers which in the long term will only increase the amount of bigotry and discrimination they face. (this is a joke i dont actually think like this please dont take this seriously)