in this video, i created gravity alter portals that change your gravity. they give a clear indication on whether your gravity is switched without using the invisible trigger. check out my other channel! / @paperhatter3346
@@ALemonWithGooglyEyes yeah but my point is that it was already obvious from the start that it works well with platformer mode, since all of the initial demonstrations were done in platformer mode
I think this is a genuinely good idea, as it gives a more sightreadable and easy way to change gravity, kind of how teleport portals and teleport triggers do the same thing!
but there's only 3 type of gravity it can do. It would make more sense to have one gravity portal where you can set the gravity to anything. Also, it might get confused with the yellow/blue/green gravity portals
the diamond shape is a really sick design i think the only thing that's missing would be some sort of background effect like the lines that appear with flip gravity portals
@@RoxlecmcThe point is that if you want it to be green, it can be green; though I prefer the color here. You menetion green and blue typically being defaults, but the reason there are two colors for the default cube and normal gravity portals are because both are portals. I think making the default portal above green or blue wouldn't fit with the previously established "no portals with the same color" rule.
@@Habbitual it wasnt that i wanted it changed, its was just a suggestion to make the game feel more coherent. there was also never a “no portals of the same color” rule unless you mean portals of the same shape. anyways, its way more than the cube and gravity that have blue or green being the “normal” variant. Dash orbs and mini portals use the green rule, with both having the variations as pink, and the mirror portal and teleportals use the blue rule with them having their variantions as yellow. Only the jump orbs and speed portals dont use this color scheme, but the 1x portal is blue, and the blue and green orbs are used as gravity orbs so it makes sense why the orbs and pads wouldnt use this. anyways, this portal has 3 variations instead of 2, so i think its fair enough for the low and high gravity portals to stay the same color, but i would make the normal one green it also just helps it blend in less
honestly, i think that level deserves a rate. even if it is 1.0 style. just because other people are good at decorating, doesn't mean all rated levels need to be decorated well. some levels are decorated well but is has ASS gameplay. that level has G R E A T gameplay so it should be rated.
@@rocbot9479getting rated should he about fun gameplay and the experience. I never understood why 1.0 style is an instant "nuh uh, bad level" thing for the community, it feels toxic.
Great idea! It's nice that you can now telegraph gravity changes to the player. However, there is no clear indication to what is going on at the moment, e.g. the spider portal changes you into a spider, you know that you are a spider. But you have no way of knowing if you're in low, normal, or high gravity without jumping or interacting with the player.
That level perfectly reflects how Robtop would introduce a new machanic to the game. And I love how well the music matches each section. I really hope Robtop just copies your idea and layout lol.
this is SO cool, it really makes you wonder why rob hasn’t thought of implementing it although i have to admit the low-gravity cube feels like a “heart-attack” part after playing it
Он сделал лучше, он позволил выбирать любую гравитацию которая вам нужна. Он дал вам инструмент который вы можете реализовать как вам угодно. Это немного теряет в стандартизации, но я думаю пофиг на это, если честно.
I like how the camera adjusts to the gravity changes and how big the level feels in the low gravity section, it looks almost uncanny with those 1.0 assets, reminds me of the feeling i get when i look at giant futuristic structures present in some megaman backgrounds and the portal series among other examples. I also like how the music sells you this idea of experiencing something mind-blowing and reality-warping. The narrow flight between the spikes is cool too, because it looks hard, but is made pretty easy due to the level mechanics, you really knew what you were doing.
I LOVE this idea!!! Getting used to the gravity portal colors with no clear indication may take a second, and having like those new indicating icons on the portals would be cool, but no other critique! Amazing job dude!
Now we need real customizable portals. I mean like you could make your own gamemode, like when you press Edit Object, there'll be like "Placeholder Game Mode". How to use the Placeholder Game Mode, you just use one of the 8 gamemodes available, and you could edit how the gamemode works or edit the controls. And there's the multi-activate (precisely) and along with the other options. And you can also colour it. Now that's a real customizable portal.
i love this idea. its so difficult to come up with new game modes, portals, and concepts; and yet, this one seems so unique and really fun to mess around with. definitely giving it a shot in the editor 👍👍
This feels like it would be a level right in between can’t let go and jumper. It introduces the gimmick just as a robtop level would the coins look good and it also looks really fun!
This is such a cool concept and I like it. I can already see a lot of platformer levels will use these portals (especially if it's space-themed) I'll try to make some levels with these.
9/10 I really like the idea of having portals to represent gravity changes, and i love the way that you showcased it not only in a small testing platformer level but also a full autoscrolling level too. The level itself was really good, and something i would really enjoy playing. My only concern is that the increase/decrease portals look very similar to each other, which might cause some issues for colourblind people.
This is a really good idea, the only thing I think could improve it would be some form of tell when you are in high or low gravity, a particle effect going downward around the icon for high and the same particle effect going up for low, for example
I don’t feel like the level syncs very well, but the portals are an amazing idea Edit: Still felt this way about the sync even after it got rated… until I played it. You did an incredible job, actually
Idea is very good, but i have a idea to add more to this. Low gravity character will have an aura that comes out of him, like he can't make those orbit around him and they leave him. High gravity, vice versa. Aura comea into him. Normal mode probably can just have an aura orbiting, or none.
This is an awesome idea! Only thing i would change is maybe the color of the portals? So they match the mini and big portal more, cuz you can already tell the difference of the shape.
I think this can be better converted into the newer 2.2 portal design by having a symbol on the side. One down arrow indicates low gravity, two normal, and three down arrows indicate high gravity. Although the gravity direction portals may pose a design problem as they already have arrows on them
This is amazing bro you alredy said that it had no deco bc the portals but if rob actualy adds this then you could add some deco this is just truly amazing this could be so good for 2.21 coming along side explorers if it does come out
Y'know what would be better for 2.3? Just add custom portals! If there are custom orbs, then portals should have one too! and the custom portals should have an option to change the design, maybe a colorblind icon option and stuff.
I was very very curious to see how people would telegraph the gravity changes with this new trigger, and I like this a lot! It opens a door to lots of new cool gameplay styles. I like the designs of the portals a lot, the shape stands out enough from the game-mode and size portals
I like your designs I wish robtop took the time to fully develop these features in levels like yours. obviously that would delay things a lot but then he probably should’ve just delayed stuff like this to a future update, since there are so many cool gameplay concepts buried in the trigger menu where most people will never use them
i hope object packs like this are made into a feature for gd. this stuff should be used by a bunch of people. it's much more intuitive than invisible triggers