Geometry Dash Editor Guide
Geometry Dash Editor Guide
Welcome to the Geometry Dash Editor Guide! This guide will take you through the editor
and its features so you can create your own levels!
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Table of Contents
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On the left side of the toolbar are 3 sections: Build, Edit, and Delete. First, we will
be looking at the Build section. When in Build-mode, you will see many additional tabs at
the top. We will only cover a few in this lesson.
The first tab is the blocks tab. This is where you find basic blocks used to create
ground. Most blocks come in a set which can be connected together to create a nice
looking ground. Follow these steps to make a basic ground setup. This is not the only
way you can make the ground. This is just an example to help you get started.
Finish it off with filling in the blank spaces with some blocks
without white lines.
This is one way to build a basic ground section, and should work with other types
of ground, too. However, some ground blocks don’t allow collision on their own. This is
where that white line comes in. The white line makes it so that the blocks have a hitbox
(collision box). For example, if you were to build this same setup like this:
You would pass straight through the ground because these blocks do not come
with collision lines by default. To add some, go to the third tab in the build section
(outlines). There, you will find all the outlines you will ever need for your level. Go ahead
and add some edges to the design. If you ever realize you need collision lines in the
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Finish it off with filling in the blank spaces with some blocks
without white lines.
This is one way to build a basic ground section, and should work with other types
of ground, too. However, some ground blocks don’t allow collision on their own. This is
where that white line comes in. The white line makes it so that the blocks have a hitbox
(collision box). For example, if you were to build this same setup like this:
You would pass straight through the ground because these blocks do not come
with collision lines by default. To add some, go to the third tab in the build section
(outlines). There, you will find all the outlines you will ever need for your level. Go ahead
and add some edges to the design. If you ever realize you need collision lines in the
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Lesson 2: Editing
The next section on your toolbar is Edit. This section allows you to modify blocks
to your liking. Here’s a button-by-button walkthrough. Note that the first two buttons are
section unspecific.
Lesson 3: Deletion
Now, this seems very simple (and for the most part, it is) but there are a few
features worth going over. First off, any object clicked on while in the Delete section will
be deleted, just like that. There are also buttons in the Delete tab with some pretty cool
features.
Now, select the ship portal, and you should see a grey box pop up to the right, like this:
Click that box. Some blue lines should appear above and below the portal. Those
are . These lines show you where the floor and ceiling are. So, after
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Now we need to take a look at those buttons on the right, above the toolbar.
These ones:
Make sure the Col trigger is still selected, and press “Edit Object”. The Color
menu should now appear.
Look at where is says “Color ID.” See that little plus next to it? Hit that, and
another menu should popup with six buttons. Hit the button that says BG and then press
OK. Now, use the color wheel and select a color for your background. For this tutorial,
it’s going to be purple, but you can use whatever you’d like. Once you’re done, hit OK.
Now if you scroll a bit to the right, you should see the background change from blue to
whatever color you chose. This purple background might not look right with a blue
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You may have noticed these buttons of to the side of the editor that time you pressed
“Edit Object”. Here, we will be walking you through what each of these buttons do.
The first three buttons in the top row are the “Copy”, “Paste”, and “Copy + Paste”
buttons. The “Copy” button copies an object(s) to your Geometry Dash clipboard similar to
how you can copy text. “Paste” will paste the copied object(s) at the center of the screen.
“Copy + Paste” will make a duplicate of an object right ontop of itself.
The next three buttons are “Edit Special”, “Edit Group”, and “Edit Object”. “Edit Special”
will have options for the object such as spin direction and speed for the rotating objects. This
will not show up in too many objects. The next button, “Edit Group”, will be covered in Lesson
8. The last button in this row, “Edit Object”, is mainly used for editing the color of an object,
but also edits most of the triggers’ options.
The third row of buttons are “Copy Values”, “Paste State”, and “Paste Color”. They are
used with the previous three buttons. “Copy Values” will take a copy of the selected object’s
groups and color. “Paste State” will paste everything that is in the “Edit Group” menu. “Paste
Color” will paste an object’s color into the “Edit Object” menu if it is possible; it is the only way
to change the colors of portals, orbs, and pads, besides the Pulse Trigger (Lesson 8).
The fourth row of buttons are the colors, “Go To Layer”, and “Deselect”. The colors
button lets you edit an object’s color while being able to see the object. The “Go To Layer”
button will take you to the layer that the selected object is in. The “Deselect” button will do
exactly what it says, unselect the currently selected object.
Finally, we have the arrows. These arrows change the layer you are currently viewing.
You can only select and modify the objects that are in the layer that you are in. Pressing the
blue arrow to the left will take you to view all layers at once.
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Lesson 8: Triggers
Now, we’re about to take a big leap here into some complicated stuff. Triggers
are complicated tools, but are necessary to make a good level. There are a LOT of
triggers, so you better get comfortable. To open each trigger’s menu, press either edit
object or edit special. Remember, most trigger’s fields can be edited to any number
between -9999 to 99999 by typing the number in directly. The slider will limit you to
what is best for game optimization.
Many triggers require objects to be in groups. Let us go through the group menu.
The Editor L (layer) is which editor layer an object is on. The Z order and Z layer
determine whether an object is in front of behind another object. Don’t fade means that
the object will stay solid when entering and leaving the screen (this is used for custom
backgrounds which will be mentioned in Lesson 19). You will need High Detail if your
level has too many objects. These objects will be turned off when a player with a
non-powerful device selects low detail mode. These should not be gameplay objects
because the level will have secret ways and will not get rated. Group IDs are how you
classify an object. An object can have up to ten groups, but a group can have infinitely
many objects. This is the group ID you will enter into many triggers.
In the “Edit Object” menu, touch triggered means that a player has to touch the
trigger for it to activate.
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See RobTop’s “Editor Examples 002” (28359567) for examples of some of these.
Now, we have the background and ground menus. The background changes
what background you have in your level. You want your background to fit the theme of
your level. There are grounds to go with each background. In the grounds menu, the line
type means what the line separating the ground from the background looks like. Line 1
fades in and out, and line 2 is solid:
Here are all of the songs you have previously downloaded. These are usually
from levels that you have already played before. You can select a song from here and
press use. You do not need to enter the ID manually for these songs.
Back on the selections screen, there is a gear. Press the gear:
This will let you set up some things with the song. The start offset is how far
forward you want the song to start. Let’s say that you don’t like the intro of the song and
want to build starting from right before the drop. You might put 15 seconds and the
song will start 15 seconds in. Fade in makes it so that the song fades in instead of
suddenly starting. Fade out means that the song will fade out when you finish the level
instead of continuing.
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Back in the song selection screen, there is a button that says “Create Lines”.
Press it:
Here is where you can create the guidelines for the song that you chose. First,
you press “Record” and then start clicking/tapping to the music! Save the guidelines
when you’re done. This is to give you a visual of where each beat is (depending on how
accurately you timed the clicks) so you know that you want to put an object there. They
will show up as orange lines in the editor.
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Hide Grid On Play This will hide the grid when you are
playtesting your level in the editor.
We should also take a look at other small but helpful features. Going back into the
pause menu, you can see some check boxes on the left. The table below explains the
options and what they do.
You may have also noticed the music symbol with lines underneath. This will turn
off editor guidelines when pressed.
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Well, every player is different. Therefore, every player's idea of good gameplay
varies. Gameplay in your own level should be, well, your own. The #1 tip for gameplay is
to not make it repetitive. This basically means that you should vary it as best you can.
Keep in mind that people are most likely going to want to play a level where they don’t
just jump every five seconds.
An example of repetitive gameplay:
Another key to creating gameplay is making sure the player has time to react. If
you have sudden move triggers in your level, players will become enraged and not want
to play your level anymore. Move triggers can be used in gameplay, as long as the player
still has a good amount of time to react, but it is typically frowned upon to have spikes
moving sideways.
Lastly, make sure your level isn’t based entirely on memory. As you created the
gameplay, you will know all the memory based parts, but to someone playing it for the
first time, it will be very confusing. In general, if you think think that your level has too
much memorization, then change it up a little and make it more predictable. Another
thing, A large string of orbs will almost always come out repetitive, bland, or generally
unfun.
You'll find more techniques and tips about making fun gameplay later, but for
now let's jump straight into the 'sync' section, which is equally important when building
gameplay.
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Sync is basically how well your level fits and times with the music. For example,
notice in the first main level, Stereo Madness. Most of the jumps are timed to the music,
making for some fantastic sync!
You need to know that every song is different, so the sync will be different as
well, but that doesn't mean two levels with the same song will have the exactly same
gameplay, here are two examples of different syncs with Stereo Madness as the song:
The orange lines shown above are the guidelines, so you should try to place
gameplay on those lines.
Now that you have learned the basics of sync, we can continue our gameplay
section.
As you saw before, varying your gameplay as best as you can makes for great
gameplay.
Here is an example of some good variety:
The yellow lines shown above are the guidelines. There will be several colors for
normal songs, but custom songs will only have orange guidelines if you choose to make
them.
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If your gameplay is synced enough and it's not repetitive, you’re doing well, but if
you want to improve your gameplay even more, here are some tips:
- Gameplay depends on the song you chose. If the song fast-paced, then you should
make the gameplay fast-paced as well. If the song is slow-paced, you should make the
gameplay slow and easy.
- Use things such as the move trigger with keys to open passageways to help make
the gameplay more interesting.
- Transition is the term referred to the act of changing into a gamemode to another,
good transitions are where you give the player enough time to react, instead of just
changing the gamemode from a spammy wave into a ship where you don’t click
anything.
- Try to make your gameplay as unique as possible, you may think that is hard to do,
but originality is what brings attention to the level and is what will keep players
interested.
Sync is really important as well. It doesn't matter how good the gameplay is, if
there's no sync then it won’t be enjoyable.
- Syncing the level may be hard to do at first, but for that, you can get the help of the
"Create Lines" option (Lesson 10 teaches how to do this).
- If you have played levels with fast-paced songs, you will probably have noticed that
they frequently change the player's gamemode. This is an efficient and easy way to
sync gameplay with fast songs, but there are more ways to do that: (Please view next
page)
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- If you have played levels with slow-paced songs, you will probably have noticed that
they are calm, simple levels, rarely including gamemode changes. Following is a way to
sync with slow songs, but there are also more ways to do this:
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The S block will stop a dash orb. You will want to do this to improve gameplay. This is
a way you can get rid of secret ways.
The H blocks will prevent the cube from dying when it hits its head.
As you probably know already, there are many, many blocks to choose from and it
can be quite overwhelming at first. You also have to take into account which colors you
are going to use, whether the decoration will fit the song or not, and so forth.
To start with, you should make sure that you know what you want the overall look
and feel to be. This can just be in your head, or you could write little notes with the
in-game text; whichever works best for you. For example, if you want a ‘space’ themed
level, using certain blocks like the earthy ones is going to look a little bit weird in most
circumstances, however they can make a good close-up of a planet. It would be better
for you to make asteroids that the player has to avoid, or very complicated and intricate
designs to look like some sort of alien technology.
If you want to create a level without a specific theme, make sure you know what
kind of colors you are going to use for that part, as going in blind often leaves you
pondering for ideas. For many creators it is easier to make layouts so you know which
blocks you have to decorate; however, sometimes it is a lot easier not to as this can
sometimes lead to bland designs and is very restricting in effect levels.
In terms of block design, it can be very helpful to tick the ‘blending’ box for the
colors you are using and combine multiple different blocks over a single layer, as this
can look incredible with a reasonably small amount of effort. However, take caution
when doing this, as too many objects blending together can eventually make the whole
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thing glow pretty close to white, making it hard to look at, try using a mix of blending
and non-blending colors to make amazing designs! The color opacity feature works
great too. Outlining the blocks on the inside, outside, or both using fade (also called
glow or gradient) blocks (either black or matching the other colors) makes for a really
smooth and complete looking design. Just because some blocks are from earlier
updates doesn’t mean you should feel obliged not to use them; they quite often look
amazing when combined with other blocks.
Play around with the layering of the different blocks. Some blocks could look a lot
better on top or below others depending on the look you’re going for. It is important that
you remember to not copy/paste designs as this tends to look extremely repetitive and
is frowned upon by the community. Non-excessive use of Copy + Paste can make for
efficient building.
Here is an example of a simple block design you can create rather quickly. It’s
not amazing, but if you can create something like this, you are on your way to making
some more complex designs:
Block design is very important in a level; you don’t ever want to neglect it when
building. A big part of some block designs are objects called 3D Lines, or 3DL for short.
3DL seems complicated at first, but with a basic knowledge of what each piece is for,
and a bit of practice, it can improve your levels by a whole lot.
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.
To add a custom object, select a group of objects you want as a custom object.
Once selected, hit the plus button.
For example, we can take a simple laser design like this, and put it in the custom
objects, where it can be copied over and over again with ease.
But there is a problem! This popup will come up if you haven’t beaten your level in
normal mode. This is because we don’t want any impossible levels on the servers. You
cannot verify the level in practice mode. Make sure you have deleted all of your start
positions because you can’t verify a level if any are present. (Refer to Lesson 3 on how
to do this). Another thing, you must collect all coins (if any have been placed) to verify
the level as well. This can be done through multiple completions. Once you have verified
your level, press the button again. A screen should come up like this: (Please view next
page)
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The password can be a 4-6 digit number. A lot of creators like to put the
password at the end of the level so that people have to play through the level before
copying it. You are not required to give out the password. Be warned, however, as
people will often post the password in the comments when they find out :(
Now that your level is uploaded, it is ready for the world of GD to see :)
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If you want to update a level you have uploaded you can easily do this by making
your changes, re-verifying and uploading again.
If your level gets popular enough, it can get a star rating. If the level gets a rating,
players will obtain stars when completing it. Almost all rated levels are long and have a
fair amount of objects, so to increase your chance of getting a rating make sure that the
level is at least 1 minute long and has good decoration and gameplay (refer back to
Lessons 12 & 13).
If you are lucky your level might get featured. Featured levels are very popular
and often gets tens of thousands of downloads, but only very good levels get featured,
so keep trying and improving. If your level is REALLY good, it might become epic. Epic
levels are better and harder to get than a feature. Epic features will show a flame around
the difficulty icon. All epic features can be found in the Hall of Fame. Featured levels
also have a chance to get “Daily Featured”. This means, for one day, your level appears
in the “Daily” section where people can play your level to earn diamonds! Rated levels
will give you one Creator Point. Featured levels will give you an an additional Creator
Point totaling to 2. Epic levels will also give you an additional 2 Creator Points totaling
to 4. Creator points determine your rank on the Creator leaderboard, if you have enough
CPs (Creator Points), you will make it up there, where the top 100 creators are ranked by
their number of Creator Points!
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People who play on phones or computers can see more lengthwise than those
who play on tablet. People who play on tablet can see more heightwise as cube or robot
than those who play on phones or computers. Keep this in mind when making sure that
your structures are complete. The most common width is 20 blocks, so it is always best
when making custom backgrounds to keep it 20 blocks wide. The height is often
unpredictable, but as stated before, you only need to worry about the cube and robot
sections, as the other gamemodes have set borders. One thing is predictable, however.
The height will always be smaller than the width, so keep that in mind when building
these sections.
How you name your level can make a difference in how many people see it as
interesting, and perhaps determine if you actually get noticed. If you name your level
“First Level”, then it probably won’t get much attention. Also, make sure your level’s
name is spelled correctly. A misspelling makes it seem like your level is bad and not
worth playing, even without downloading it.A general tip is to try to correlate the song
title/theme and the name. Remember, you can’t change your level’s name once it’s
published, so choose wisely!
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Your description of your level is often the third thing people see, after your name
and song choice. When writing a description, describe your level in a clear and concise
manner. People will want to know what kind of level they’re getting into. If it’s your first
level, say it’s your first level! If you think it’s your best level, say you think it’s your best
level! Really, a description should do exactly that, describe. Don’t go overboard, though.
Act as if you are writing a bulleted list, keep it short and simple, yet describe a lot.
Here is an example of a well-written description:
It’s highly likely that you won’t get your first level featured. Probably not your
second, either. Or your third. Getting a level featured takes skill, creativity, patience, and
luck. So, if you want to get a level featured, you need to be getting better at creating.
Here’s some tips for that:
Your level isn’t perfect; nobody’s is. When you
publish a level, you should ask people to criticise it, and use that criticism
to see what you can improve upon. However, you should also take
criticism (when it’s constructive) even when you don’t explicitly ask for it.
Being open to criticism and learning from it is one of the keys to becoming
a good creator. A great place to receive criticism is at the GD Forums.
(http://gdforum.freeforums.net/) There, there is a whole board for level
judges to criticize your levels!
The levels in the featured section are featured for a
reason. Playing them will show you what a good level is, and what goals
you should be striving for. If you don’t think your level is up to the
standards of the featured section, you’re probably right; don’t upload it
until you’re happy!
It’s always okay to use some ideas
from other places . Obviously, not
every level you make has to be entirely from your own creation. If you see
a cool effect in someone’s level and their level is copyable, then it’s
completely fine to go into the editor for the level and see how they did it.
Perhaps what they did could serve as inspiration for your own levels .
What’s acceptable is straight-up copying things from someone. Don’t
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try and do the exact same thing as someone before, and don’t try and use
custom objects to literally copy-and-paste in someone else’s idea. If you
think that something is too much of a copy, then you’re probably right. V2s
of levels usually don’t get rated if created by someone other than the
original creator. Levels that were straight up copied in the first place have
been rated, but get quickly unrated due to people being able to find the
original creator.
The best way to get better at creating is to keep doing it.
Always be striving to make your next level better than your last. For some
creators, it takes months of hard work just to get a single level out. Don’t
get discouraged by those who don’t like your level, and more importantly, if
they offer criticism (remember #1?) then consider it. As you keep creating,
you’ll get better, and who knows? You might even get a feature some day
;)
Sure, you can just save your level, but why not take the extra step of protection? You
may have deleted something big by accident and have no way of getting it back or accidently
corrupted your level. This is where backing up data comes in. If you backup your data, a copy of
everything will be saved to the cloud. Not just your levels, but other save data too! To save your
data, you must have made an account. To save and load data, you press the gear on the main
menu of Geometry Dash and then press account. Once you have an account created,
everything should be self explanatory.
On the level search screen, there is a button labeled “Magic”. A level is put into the
Magic section if it has over 10,000 objects, has a length of at least one minute, and has a few
other things that RobTop has not explicitly stated. When people are looking for levels from
unnoticed creators, they will often check the Magic section, so make sure to try and get your
level into it!
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CTRL + Z Undo
CTRL + SHIFT + Z Redo
Afterword
Created by some of the members of TouchArcade, a forum where you can talk to some
members of the Geometry Dash community. I (zab100) would like to acknowledge sup3p,
CreativeGuy, and myself for working on this extensively before it was approved for addition in
the game. I would also like to make it known that Edenharley made by-far the longest section
of this guide. Special Thanks to PyroPenguin who created the art at the beginning. Others
have also made a significant help in this guide. Without them, this guide would have been very
incomplete and without many lessons that were important. Lots of hard work was put into
this.
Everyone from the lesson writers to the proofreaders have all worked hard to create this for
all of you. A complete list of credits is listed on the next page.
Thank you, all of you, for helping sup3p and I make this guide something amazing. Also, thank
you, the reader, also for taking the time to read through this guide. We hope we have helped
you through creating this and hope we get to see the wonderful levels you will create!
If you would ever like to talk with us, make an account here:
Geometry Dash TouchArcade
We also would suggest making an account here:
Geometry Dash Forums
And finally, we have a Discord server relating to this guide if you ever need help:
Discord Invite
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Credits
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Kronos approves