1. Watch a decorating tutorial 2. Get motivated 3. Open Geometry Dash 4. Start building 5. Create worst decoration 6. Get demotivated 7. Open You Tube 8. Repeat
if you realy want to succede, continue making the level even if you are demotivated. obligate yourself to building level if you want to make good levels
I'm just starting off with making levels with the basic 2.2 decorative objects. My first level was a Fingerdash Remake that absolutely sucked (Fingerdash, by HumanBeing99999). My second was a Dash Full Remake that was great at first but was destroyed by it's color palette and my trying to keep decoration quality the same in each section (Dash Destroyer). My third level is unfinished, but it's actually really good. It will be called "Speedrunners", and will be a Full Song version of Explorers, with 4 bossfights (I've completed 2 so far). The song is at +4 speed, and the level has ~60000 Obj, 64 SFX, and an actually varied theme that fits the term "Exploration". I also have improved the early segments of the level, from optimizing and redecorating to adding an Attempt Counter. The level is currently so dang difficult that it took me 3 days to beat the first half (I built 2: 12m so far), so I might nerf it massively before uploading. My current building pace is about 2s per day... and not every day. It will probably be at least another month before I finish. When I finish Speedrunners, I hope it gets rated (and maybe even showcased by Nexus), but if not, I'll just make another level. I love building them anyway.
oh dang I followed the tutorial perfectly but accidentally ended up making a parallel universe with transtemporal travel and unstoppable active galactic nuclei as an RPG 4v4 First Person Shooter all inside of GD... I just wanted to make an apple...
Wow! I thought deco included tons of different objects, but in reality, it's just some glow and a few basic shapes. This really revolutionized my perception on making deco and I'll definitely have these tips in mind
@@stripeia2057 Yeah. Plenty of excellent levels have few objects. Some, though, require a lot. White Space (best level so far, by Xender Game) has 280,000 Obj. The Eschaton (most agreeably best bossfight also by Xender Game) has 300,000 Obj. However... Change of Scene (7 min compact level by Bli) has 60,000 Obj. Rage Quit (best 2.2 level besides maybe a few NCS levels, also by Bli) has 32000 Obj. Other times, you want to make a nice level, not groundbreaking or impressive. These actually often require more objects than you'd expect. The worst example I can imagine is a Daily Level: Chill Lofi Beats (by 2 people, I only remember one being a "Teej" something) has few details, few reference points, it's nice and calm, but it has 77000 Obj! I was stunned by the insane waste. (Barely visible Glowspam with one case being a 2.11 blending gradient using 1100 objects.) 2.2 has made it a lot easier to make great levels, especially with the Warp function.
I think its worth mentioning watching other creators build live (or at least the closest you can to real time), you can absorb their creating process and allow that to build upon how you build, plus you can learn new things and tips. Tips is greater than full tutorials in my opinion.
Thanks for making this. Wherever I see a good level I just start crying because I'll never be able to make something good and I go into a self hating spiral
This video is great at explaining how to build good deco, but my one complaint is that you didn’t show how to do some things like the group parent and the blending.
Very good tutorial. Prividing just enough info to make the viewer want to create, and also giving them a good framework to be creative. Very well thought out and very skillfully executed.
This is gonna be a lifesaver especially since I’m working on a MD (murder drones) level as a appreciation to the show & stuff, currently have sum really nice gp for the full song (bite me) as well as text, since that’s definetly needed, (I definetly have not used about 170 groups for text only). I kinds don’t know how to do deco so this should allow me to get at least some basic deco going (if I want it to get rated it’ll probably have to be legendary or mythic worthy since it uses a nong tho)
Literally anything could be a deco idea. You can start with smth vague, like a concept (apple, space, computer code, etc) and then add specificity (e.g., apples have stems with leaves, stems and leaves can function as platforms, etc), and so on Does that help?
@@SyoDraws yes, it does. But what if I just want to make a simple modern featured level, like I’m trying to do right now? Is taking ideas from other levels okay?
@@cubism_2 indeed. I personally think taking ideas from other sources can be an opportunity to grow oneself creatively. For example, you can reflect on *why* you like the idea you are taking inspiration from. What makes it appealing to you? (E.g., if a level uses a particular kind of flat and bold block design, or has an interesting color scheme that maybe you havent seen before) Then you can either implement it 1:1 or find a way to use the idea that feels interesting to you and fits with your own level. The second option is where you have the chance to be more creative by challenging yourself to fit these ideas together. So yeah, taking inspiration is fine Does that answer your question sufficiently?
Also, when "how to make a proper background" or "foreground"? Im struggling with these two. Even though these things are in your discord server. Im not a reader kind of guy, im only Into listening.
I think the most important thing is to remember that quality takes time and effort. Yes, you can make good deco in a matter of 10-15 minutes with practice, but creating a whole level, complete with gameplay, effects, backgrounds and transitions is no easy feat. Even small scale projects can take months. Set mini goals for yourself. Complete a piece of deco. Work on a gameplay section. Make 1 effect, or if it's too large, split it into setup and tweaking phases. I am saying this with barely 2 hours of proper editor time and no finished projects, but this applies to anything, not just GD. Stay strong folks 💪
After watching this video, try to remember to focus more on the gameplay and the deco, focus on who's playing the level more then those shiny creator points
Can you breakdown the Xender Game's or Manix648's or LazerBlitz's block design style and maybe some tips and tricks behind those styles? Thank you so much for the tutorial, I really need that
That’s because of their tileset value (the number above the “Z Layer” text). Objects with a lower tileset will always render above ones with a higher one, and you can’t modify an object’s tileset value.
I’d suggest studying the block design through what I showed in the video! I’d rather not upload the actual design as to not encourage people to just copy it.