Geometry lab out now

Let’s go!!!
After 3 different ways of approaching this topic, I have probably made the best version of Geometry Dash on Flowlab. It is called Geometry Lab and it has 3 levels, 3 gamemodes, yellow pad & orb, and real functionality. So what are you waiting for? Play Geometry LAb for completely free now!
(Also report bugs, I know about the yellow orb bugs tho so don’t report that)
Thank you!

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Gosh darn, that’s one hard game!

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I had reworked the levels a little bit to make them more possible with the weird physics that the game has. So now the game shouldn’t be so hard now!

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A level editor is in the works! All I need to do is make a saving and uploading system!

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I’m going to try to make a better GD game than yours (no offense). I’ll try my first attempt
t o m m o r r o w

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Oh gosh, but do you think it is good?

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Yeah I guess. It bothers me that the cube doesn’t rotate.

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Challenge accepted.
Number one GD game will be MINE.

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Im working on a level editor!
image

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I got a lot of bugs, I can die when there are no spikes, and yellow orbs absolutely bounce me over a bunch of of things.

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I know about some yellow orb bugs, and I know the random death bug and I am trying to fix that. But there is nothing there that could kill the player, so I’m a little confused on that, I will update the levels to force the place to jump over the random death spot.
THE SPOT OF DEATH!
Also, the player now spins when they jump.

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the bugs make it REALLY hard to play. Especially the weird rotation that sometimes buffers jumping

I fixed rotation issues, but for some reason, the cube will get a super jump, that I think comes from lag. But IDK. Trina fix.

I have removed rotation for a little bit because it is buggy as heck… I am looking forward to re-adding it in the future.

From what I understand, super jumps in Flowlab happen when the player is moving horizontally, and then jumps the same frame that they touch a new ground block. They already had a jump “stored” from the previous ground block, but then they get another jump on the same frame since their first jump activates before the Collision with the new ground block was detected.
The solution is to make sure that your ground blocks are collision merging. If you need help with that, grazer explains it here:

He’s updated it so that even objects with behaviors can collision merge, except if they have any of these behaviors: Destroyer, Impulse, Motor, PointAt, RayCast, Enabled, Material, Position, Velocity, Size, Rotation

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My blocks and player both have destroyer blocks

Ah ok, well another, less preferable solution would be to ensure that inside the Player code, your Collision trigger for detecting the ground is directly above your Keypress trigger for jumping.
However, one drawback to this is that it will make your player able to jump even if they have only just barely touched the ground after falling, and can make the jump height smaller after you’ve jumped once already.

That makes a difference?

Yep, behavior order matters

That’s something I didn’t know.
Thanks!

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