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10h 10m 6s logged

Devlog 2: Menus, Triggers, and Proper Animations

Time spent since last devlog: ~10h 10m
Total time logged: ~32h 53m

The levels aren’t finished yet, but the game is finally starting to look and feel like actual Geometry Dash instead of a static test build.


Visuals & Triggers

The levels were way too stiff before. Adding authored trigger behavior makes everything move and pulse like the real game:

  • Pulse & Color Triggers: Added live HSV shifts and over a thousand pulse triggers so backgrounds, objects, and channels flash to the beat properly.
  • Movement & Easing: Implemented real easing curves (including overshooting) and move stacking so platforms follow the player smoothly instead of jittering.
  • Rotate Triggers: Objects and hazards actually spin around pivot points instead of sitting frozen in place.
  • Mirror Portals: The entire camera flips cleanly now without breaking the screen layout. (no animation for flip yet WILL BE ADDED NEXT)
  • most of this works OKAY, but there are still lots of changes to be made.

The UI Overhaul

The game now boots into a real main menu. The setting, icon menu, pause menu, and win screen were rebuilt from scratch using original assets and binary-accurate layouts:

  • Game Feel: Button press animations, proper hitboxes (almost), snappy sliders, and difficulty badges match the real thing (except for dash for some reason).
  • Icon Menu: Swapped out the old sprite sheet for the individual 2.2 sheets. All 107 palette colors and hundreds of icons are loaded in and selectable. (not formatted well rn)
  • HUD: Practice mode buttons, pause screens, and attempt counters scroll away naturally instead of cluttering the view.

Next Up

  • Finishing all levels
  • bug testing
  • optimizing everything
  • more bug testing

More devlogs coming soon

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