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Adding custom levels to griffpatch's Geometry Dash clone

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GC

GameLevel_Creator

Posted on July 19, 2025 • Intermediate

🎮 Level Editor Not Working in Geometry Dash Clone

Hey everyone! I’m working with griffpatch’s amazing Geometry Dash project and I’ve successfully added a new level to the menu, but I’m having trouble with the level editor. 😕

What I’ve done:

  • Added a new level option in the main menu
  • The level shows up with a purple “test” label
  • I can see it in the level selection

The problem:

  • When I try to use the editor for this new level, it doesn’t work
  • The editor interface appears but I can’t place or edit blocks
  • Not sure if I’m missing some configuration steps
    if <you know how to fix this> then
say [please help me!]
end
  

This is my first time working with such a complex project, so any guidance would be really appreciated! 🙏

GE

GeometryExpert_Dev

Replied 2 hours later • ⭐ Best Answer

Hey @GameLevel_Creator! I’ve worked extensively with griffpatch’s Geometry Dash project. The level editor issue you’re experiencing is quite common. Let me walk you through the complete setup process! 🛠️

🏗️ Level Creation Workflow

Here’s how the level system works in griffpatch’s project:

flowchart TD A[🚀 Start Level Creation] --> B[Add Level to Menu] B --> C[Configure Level Data] C --> D[Set Up Level Variables] D --> E[Initialize Editor Mode] E --> F{Editor Working?} F -->|No| G[Check Level ID] F -->|Yes| H[Create Level Content] G --> I[Fix Variable References] I --> J[Update Level Lists] J --> K[Test Editor Again] K --> L{Still Not Working?} L -->|Yes| M[Check Sprite Scripts] L -->|No| H M --> N[Fix Editor Sprites] N --> H H --> O[Design Level Layout] O --> P[Test Gameplay] P --> Q[✅ Level Complete!] style A fill:#e1f5fe style Q fill:#e8f5e8 style F fill:#fff3e0 style L fill:#fff3e0

🔧 Step 1: Proper Level Configuration

First, make sure your level is properly configured in the level data:

    // In the Level Manager sprite
when flag clicked
set [Level Count v] to [4] // Increase if adding more levels

// Add your level data to the level list
if <(Current Level) = [4]> then // Your new level number
set [Level Name v] to [Test Level]
set [Level Difficulty v] to [Easy]
set [Level ID v] to [test_level]
end
  

📝 Step 2: Initialize Level Editor Variables

The editor needs specific variables to function properly:

    // When entering editor mode
when I receive [Enter Editor v]
if <(Level ID) = [test_level]> then
set [Editor Mode v] to [1]
set [Current Level Data v] to [empty] // Start with empty level
set [Editor X v] to [0]
set [Editor Y v] to [0]
broadcast [Setup Editor v]
end
  

🎨 Step 3: Configure Editor Sprites

Make sure all editor sprites respond to your new level:

    // In Block Placer sprite
when I receive [Setup Editor v]
if <(Level ID) = [test_level]> then
show
go to x: [0] y: [0]
set [Block Type v] to [1] // Default block
else
hide
end

// Block placement logic
when key [space v] pressed
if <(Editor Mode) = [1]> then
if <(Level ID) = [test_level]> then
// Add block to level data
set [Level Data v] to (join (Level Data) (join (Block Type) [,]))
play sound [place v]
end
end
  

🗂️ Step 4: Level Data Management

Create a system to save and load your custom level:

    // Custom block: Save Level Data
define Save Level (level_id) (data)
if <(level_id) = [test_level]> then
set [Test Level Data v] to (data)
say [Level Saved!] for [1] seconds
end

// Custom block: Load Level Data  
define Load Level (level_id)
if <(level_id) = [test_level]> then
set [Current Level Data v] to (Test Level Data)
broadcast [Level Loaded v]
end
  

🎮 Step 5: Editor Controls

Set up the editor controls for your level:

    // Editor movement
when key [arrow right v] pressed
if <(Editor Mode) = [1]> then
change [Editor X v] by [30]
end

when key [arrow left v] pressed
if <(Editor Mode) = [1]> then
change [Editor X v] by [-30]
end

// Block type switching
when key [1 v] pressed
if <(Editor Mode) = [1]> then
set [Block Type v] to [1] // Normal block
end

when key [2 v] pressed
if <(Editor Mode) = [1]> then
set [Block Type v] to [2] // Spike
end
  

🚀 Step 6: Testing Your Level

Add a way to test your level from the editor:

    // Test level functionality
when key [t v] pressed
if <(Editor Mode) = [1]> then
broadcast [Save Current Level v]
set [Editor Mode v] to [0]
set [Current Level v] to [test_level]
broadcast [Start Game v]
end
  

Common Issues and Fixes:

  • Editor not responding: Check if Editor Mode variable is set to 1
  • Can’t place blocks: Verify Block Type variable is initialized
  • Level not saving: Make sure Level ID matches in all scripts
  • Editor sprites hidden: Check show/hide logic in Setup Editor

Try implementing these steps and let me know if you’re still having issues! The key is making sure all the variables and broadcasts are properly connected. 🎯

GC

GameLevel_Creator

Replied 1 hour later

@GeometryExpert_Dev This is incredibly detailed! Thank you so much! 🎉

I was missing the Editor Mode variable setup - that was the key issue. Now my level editor is working perfectly!

    when I receive [I have completed it and thank you]
follow [GeometryExpert_Dev v] // As promised! 😊
  
GP

GriffpatchFan_Alex

Replied 3 hours later

Great solution! 🎮 For anyone else working with griffpatch’s projects, here are some additional tips:

  • Study the original levels first - Look at how Level 1 is set up as a template
  • Use consistent naming - Keep your level IDs simple and consistent
  • Test frequently - Test both editor and gameplay modes after each change
  • Backup your work - Remix the project before making major changes

griffpatch’s tutorials are amazing for learning these advanced techniques! 🌟

VB

Vibelf_Community

Pinned Message • Moderator

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Excellent discussion on level editors! For developers ready to tackle more complex projects, we can help you master:

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