Accurate Geometry Dash v0b8
by Kouzeru
Description
http://gdforum.freeforums.net/thread/58667/geometry-clone-scratch-community-documentation as its documentation. Upcoming: Object execution to be implemented optimized, more flexible scripting of an object properties loader, new assets which used in xStep to be inserted, player death, practice mode. 30 Jun 2018, v0b7.1: Improvement of visual effects, particles. Autoplay in each of levels are now available. 28 Jun 2018, v0b7: Major updates: Levels are selectable (through debug mode on), full implementation of ship and ball mode, a bunch of visual effects, bugfixes, optimizations, flexible player flows with its original game, also auto play (which is recorded for only "Cycles"). 23 Jun 2018, v0b6: Gravity, perfect jump cases (to be matched with original game), +2 Levels, trials for ship mode 19 Jun 2018, v0b5: Slight changes within player flows. 17 Jun 2018, v0b4: Assets insertion, rearranging layering scripts. 14 Jun 2018, v0b3: In such a way an object which displays. Mechanics of the game itself that in trials to be matched. Trying to match up jump rate between on-hold and not. https://www.desmos.com/calculator/my9zz7nzgz And trials for runtime precision. https://www.desmos.com/calculator/rfigxjtnsi Jump-time was based on: https://www.desmos.com/calculator/bplpl4fpq6 (the equation is found through three exact connecting point) --- All level data derived from Geometry Dash v1.0. Just managed to figure its decoder, and seems, reasonable to write the game itself in this project? But, yehg, previously it is have been, uncompleted: https://a-kouz1.github.io/phosphorus/#93592932 I'll post their source used in this project in github later. TO DO: - Optimized linking method of object display. (Done 14-5-18) - Reasonable sprite layering + phosphorus fix. (Done 15-5-18) - Ground and background color & shapes components which completely separated to maintain clone limit. (Done 15-5-18) - Background/Ground color transitions. (Done 16-5-18) --- This is done through combined color components RGB, CMY, B, W (as HSV) converted through RGB transition. - Advanced layering method. (Done 17-5-18) - Multilayered of certain kind of objects. (Done 18-5-18) --- Enables beats decoration, and front layer of portal. - A player (normal & ship) with collision workaround. (ongoing) - Particles, trails. and some other effects stuff (upcoming) - Object fade transitions to be enabled (upcoming) - Map edit mode. (way too common, sure this takes while) --- FAQ --- How do you get all the sprites? - They're derived from Original Geometry Dash resources, right on its directory, there are directory named /resources which contains all data which is used in the game. I wrote python script for generating batch script which is used to extract packed gamesheets through Imagemagick, all of its crop data right on its plist. How do you get its level data? - First, I searched a way to decrypt ccgamemanager, and thanks to https://youtu.be/OA4918DQxG0 -- the way is shown, so I get their summary. It is gzip compressed, then base64 (with last 2 chars "-_") encryped followed by XOR-ed by 11. Then its level data is encrypted through base64 and compressed through gzip. I did some experiments to match level (background, ground colors, and objects) summary, so it is able to be displayed here correctly. What's your purpose to do this? - It is secret, and keep this secret. Figured the workaround of in-game normal mode player jump rate, you can see it there https://www.desmos.com/calculator/bplpl4fpq6
Instructions
Press flag to start. Press [space] / [up arrow] to jump. Press [v] to show variables, you can choose other level, or setting game timing. Press [z] to switch scroll mode. WASD keys to scroll. Press [b] to set base framerate (240 fps is optimal) In case the project ran a lot of frameskips, you may visit this forked phosphorus: https://turbowarp.org/222288445?fps=60&clones=Infinity which roughly runs at 60 FPS. Physics that were applied to this project: https://www.desmos.com/calculator/z1yjg5cjby to do list: - I had to done the object loader first: https:// docs. google. com/spreadsheets/ d/1ndK6f6S4OFXNwAPNXeu20bLmtJkeUKsAgOvmUjYheKw - better object and clone handler (with more advanced layering and priority system) - full rgb objects (consist of up to four clones for every single object) https://i.imgur.com/cOfNLva.png https://youtu.be/kydLD7vWx88 - clutterfunk and theory of everything level - new modes: mini mode and ufo mode - better effects (or particles) handling systemn
Project Details
- Visibility
- Visible
- Comments
- Enabled
More Cool Projects
Beat up user!
by doggybellawoof
F N A F 2
by DP5gaming
Beat_Up_Games_All_Sprites
by kubakoodziejczak
Numbers Band 3
by rizqiuwais
Interactive Windows 7 / Vista Sprunki
by 5oftay_14
air of the air clan
by jkleegirl
Windows 13
by rcolaso_tcsmclean
Underfell Sans Fight
by wwl1
F N A F 5, Sister Location
by lrs-fischer-08
Colourblocks Band
by Fredua_plays_scratch
Im Back? again? #animations
by OrangePeel-
ohio (offical song)
by sadywady1236
Nickelodeon creatures all colours
by 29sea11
☁ Uno Online! #games ☁ remix
by Mongo890
Beat up durple Horror remix remix remix remix remix
by everton123E
Bob-omb battlefield 3D
by ggenije
skippy the great platformer (mobile friendly) #games #platfomer #skippy #mobilefriendly
by pbk12346
Numberblocks 1-40 Gansta remix remix
by DanielBoyd14
Con-script: Spookifon
by Carlin12357
Numbericons 1-1000 Edit remix remix remix remix
by jaydens27
Way of the Ninja
by Will_Wam
[レート対戦]大乱闘スマッシュブラザーズ8++ -[ スマプラ ]- (スマブラ)(ハイクオリティー)(楽しい)(なんでも)(プラットフォーマー)(超進化)(最新)(ドット絵アート)(ゲーム)
by Nite-games
Homecome - Butterfly Dreams
by Muffinator_Test
Valera7878 Error 89 Part 81
by Jen5en2012