The whole "limitations can inspire creativity" segment is one of the biggest pieces of advice you can give to a struggling creator. Sometimes the editor can look like a vast expansive canvass, and when comparing to the great levels we've had over a decade, it can be daunting to try match the imagined creativity of those levels. But if you really stop to think about it, a lot of the coolest levels we know have some kind of limitation. Limbo is limited because it needs to take place entirely with memory. But it sprouts some of the most creative parts of any level because of this "restriction". Sunset Sandstorm is limited because the first 33% takes place entirely on pillars that sync to the beat of the music. But it allows for some clever variations that then recall back to the pillars once the harmonica has finished playing. Lotus Flower is limited because it only uses robot for the first half, and an asymmetrical dual for the second half. But from that comes some really creative gameplay. You don't need to force limitations for the entire level either. Future Funk is a level with limitations, where it chooses to only use a certain gamemode for every "segment", and tries to come up with fun ways to play in each section. The limitation ends after 5 to 20 clicks sure, but a new one is imposed on the next section, and these areas are broken up via the decoration. Awesome video Manny, can't wait to see the rest of this series. I'm gonna start implementing these principles in my first level now
This advice is so applicable in pretty much every creative setting. If you think of a game like Super Mario Maker, you have so many limitations. Size of the level, entity count, limited object options, etc. Despite this, people have made amazing things in the game like music, movies, even functioning calculators. Holding yourself to no limits makes it incredibly difficult to come up with gameplay, leading to creative block.
Manny Heffley is the younger brother of Rodrick and Greg who is constantly pampered and spoiled by his parents. As the youngest child of the Heffley family, Manny plays a major role in Diary of a Wimpy Kid series, having appeared in all the main series books to date. However, he has never been a protagonist in the series. In fact, Manny is the favourite child of Frank and Susan. Manny is played by identical twins Connor and Owen Fielding in the first three Diary of a Wimpy Kid film adaptations, and triplet brothers Dylan and Wyatt Walters in the Long Haul movie. He is also voiced by Gracen Newton in the animated adaptations. He is the main antagonist of Diary of a Wimpy Kid: Cabin Fever.
Im glad menace went so viral. Not only was it deserved but it also pushed you, a very interesting creator into the spotlight and gave us an actually good gameplay tutorial
honestly this is one of the better gameplay tutorials I've seen. You're able to give enough guidance to help a creator improve on their own style but not too much where you're telling them how to build
2:07 its interesting how the concept of motifs in music translate to creating good gameplay in geometry dash aswell. I never really thought of it like that, ill try your recommendation. even your explanation in 4:25 is actually exactly how motifs in music itself work: a small collection of notes or a certain rhythm that captures the essence of a composition, in this context a section of a level. I find it really impressive that you just by experience and experimentation happened to translate a concept in music theory into your geometry dash gameplay, thats really cool dude
Dying to clicks in unintentional ways is my least favorite way of dying in GD, in my levels I try to avoid that as much as possible. Glad you brought it up in this video since I havent seen any other gameplay tutorials that mention it :)
I've been building layouts for my entire gd career and although your points in this video are on the surface level just yet (referring to your description), I can say that I agree with all of your points. Especially the limitation one, the thing that I always take advantage of. I'm so glad that someone is mentioning it. Keep up the great work, I'll be looking for your next tutorials 👍👍
I really enjoyed this video! I agree with everything you had to say. I also think repetition, variation, and limitation are keys to other art forms such as music and painting.
Genuinely very helpful, especially the parts about using limitation within variation and the segment on how each timing should be it's own. Please make more of these!
This is a gp tutorial from the guy who made some of the fun gameplay rn so it has to be good. And it is! I really like your levels big man, I hope you can get big in the TH-cam scene! :D
Dude this video is actually peak I wasn't expecting this when I subscribed but I'm all for it. Just wondering, would it be possible for you to make a video on extreme demon gameplay? From my experience I've seen nearly every new creator starts by trying to make the hardest thing they can and push themselves, and as someone who mainly does 9 star to medium demon gameplay I'd be very interested in how to expand my range of difficulties I can build to, the dos and don'ts, if there's any difference between that and easier gameplay (besides the difficulty lmao), etc. Anyways awesome video, hope to see more like this!
Been making gameplay for a couple of years now, but man the last point is actually something I never thought of. I probably did it in some way or another, but with this mindset making a fair level and fixing bugs is much easier.
Making a level for yourself instead of for views of for making a difficult level or getting your level on the list is the first way for you to improve at creating levels ESPECIALLY top 150 levels. Anyways great video I agree with most of what you said and I think this kind of video has been needed for gd for a while
Holy shit this an awesome tutorial! I definitely agree with your statements on gameplay and will be taking those into account when building layouts (especially the limitation part). Just wanna say though, repetition can be good in moderation. Overusing an element or repeating entire sections can make a potentially good level stale and sometimes annoying.
1:21 i always labeled such things as "non-local timings". timings that seem to be bounded by objects closer to the player, but are actually bounded by other, unexpected objects
Good video. I struggle to understand the difference between the last and the first point, and I thought you were going to talk about how sometimes, the exact timing of one click can affect when you should click the next. Thought that would be worth talking about as well. Other than that I really liked it
intentional clicks and sequences of clicks are head and toes the most important aspect of making good gameplay. making every note of a song an input isn't intentional- it's lazy. often levels that are not truly synced to a song feel the most synced, whereas levels that have "true" sync feel disjointed and awkward to play. in levels that aren't extreme demons, it's also important to allow the player ample freedom to create their own sync to a song.
Will the future fundamental videos focus solely on gameplay? Or will it have some overlap with triggers and decoration (e.g. custom mechanics & structuring)? This is very informative and valuable! ❤ Kudos
I don't think I'll be doing another fundamentals video, but I will be going into structuring and other important details for gameplay design. The next video will most likely be a video on making cube gameplay. In regards to things like triggers and deco, I might do a deco series later on, and I'll probably go into how to use triggers for movement in gameplay as well.
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0:25 that was personal 💀
kinda hilarious how the same level example was shown twice
Legendary editing
@@lukecarroll19yeah this whole video has such good editing
Manny Heffley tutorial goes hard
Yessir
0:25 my humor is so broken it automatically played vine boom spund effects when the levels flashed on the screen😭
SAME
SAME LMAFOO
The whole "limitations can inspire creativity" segment is one of the biggest pieces of advice you can give to a struggling creator. Sometimes the editor can look like a vast expansive canvass, and when comparing to the great levels we've had over a decade, it can be daunting to try match the imagined creativity of those levels. But if you really stop to think about it, a lot of the coolest levels we know have some kind of limitation.
Limbo is limited because it needs to take place entirely with memory. But it sprouts some of the most creative parts of any level because of this "restriction".
Sunset Sandstorm is limited because the first 33% takes place entirely on pillars that sync to the beat of the music. But it allows for some clever variations that then recall back to the pillars once the harmonica has finished playing.
Lotus Flower is limited because it only uses robot for the first half, and an asymmetrical dual for the second half. But from that comes some really creative gameplay.
You don't need to force limitations for the entire level either. Future Funk is a level with limitations, where it chooses to only use a certain gamemode for every "segment", and tries to come up with fun ways to play in each section. The limitation ends after 5 to 20 clicks sure, but a new one is imposed on the next section, and these areas are broken up via the decoration.
Awesome video Manny, can't wait to see the rest of this series. I'm gonna start implementing these principles in my first level now
This advice is so applicable in pretty much every creative setting.
If you think of a game like Super Mario Maker, you have so many limitations. Size of the level, entity count, limited object options, etc. Despite this, people have made amazing things in the game like music, movies, even functioning calculators.
Holding yourself to no limits makes it incredibly difficult to come up with gameplay, leading to creative block.
Manny Heffley is the younger brother of Rodrick and Greg who is constantly pampered and spoiled by his parents. As the youngest child of the Heffley family, Manny plays a major role in Diary of a Wimpy Kid series, having appeared in all the main series books to date. However, he has never been a protagonist in the series. In fact, Manny is the favourite child of Frank and Susan.
Manny is played by identical twins Connor and Owen Fielding in the first three Diary of a Wimpy Kid film adaptations, and triplet brothers Dylan and Wyatt Walters in the Long Haul movie. He is also voiced by Gracen Newton in the animated adaptations.
He is the main antagonist of Diary of a Wimpy Kid: Cabin Fever.
can't believe manny heffley is a real person, this is a big day indeed
Im glad menace went so viral. Not only was it deserved but it also pushed you, a very interesting creator into the spotlight and gave us an actually good gameplay tutorial
The tutorial really went hard
Nice
0:25 as a Moving Forward victor, I totally agree with you :,D
honestly this is one of the better gameplay tutorials I've seen. You're able to give enough guidance to help a creator improve on their own style but not too much where you're telling them how to build
2:07 its interesting how the concept of motifs in music translate to creating good gameplay in geometry dash aswell. I never really thought of it like that, ill try your recommendation. even your explanation in 4:25 is actually exactly how motifs in music itself work: a small collection of notes or a certain rhythm that captures the essence of a composition, in this context a section of a level.
I find it really impressive that you just by experience and experimentation happened to translate a concept in music theory into your geometry dash gameplay, thats really cool dude
great minds will think alike, so i guess it stands to reason that universal guidelines for art are equally as great/important.
@@gym3857 true
I never knew that 3-year old children can create epic content like this
The video that we didn't ask for but all needed
manny heffley redeems himself, going from the worst character in wimpy kid to the best written person ever
absolute insane character development
You know he's a good creator when he waits for the music to sync in the tutorial
i love the fundementals
The stuff you said about indication is very interesting, it points directly at what I have struggled to put into words. It makes so much sense
Dying to clicks in unintentional ways is my least favorite way of dying in GD, in my levels I try to avoid that as much as possible. Glad you brought it up in this video since I havent seen any other gameplay tutorials that mention it :)
unironically good advice. ty! also the edits are funny lmao lol
didnt know a 3 year old could content create like that
this is indeed the first video of man(n)y!
damn puberty really hits the 4 year olds these days 💔💔
I've been building layouts for my entire gd career and although your points in this video are on the surface level just yet (referring to your description), I can say that I agree with all of your points. Especially the limitation one, the thing that I always take advantage of. I'm so glad that someone is mentioning it. Keep up the great work, I'll be looking for your next tutorials 👍👍
this ones going on the personal favorites playlist. Very good video, I will 100% keep it in mind on my next level. Thanks bubby
I really enjoyed this video! I agree with everything you had to say. I also think repetition, variation, and limitation are keys to other art forms such as music and painting.
Thanks manny!
i like this type of video, informative and straight to the point
0:25 as a moving forward victor i appreciate that lmao
"Even the greatest creators make sometimes" - 50/50 Ghandi, Proverb 12
empress is such a banger
1:23 this also adds a bunch of artificial difficulty to the level because you now have to account for two different obstacles in one input
a lot of good tips in here, awesome video!!!!!
LETS GO A FREE 6 MINUTE MANNY YAP SESSION!!!
This is both really educational and extremely entertaining to watch, thank you for making this!!!
Genuinely very helpful, especially the parts about using limitation within variation and the segment on how each timing should be it's own. Please make more of these!
Banger (I haven’t watched the video)
I love manny heffley from the wimpy kid books. ❤ I never knew he would grow up to be a gd creator 😢
This is a gp tutorial from the guy who made some of the fun gameplay rn so it has to be good. And it is! I really like your levels big man, I hope you can get big in the TH-cam scene! :D
Dude this video is actually peak I wasn't expecting this when I subscribed but I'm all for it. Just wondering, would it be possible for you to make a video on extreme demon gameplay? From my experience I've seen nearly every new creator starts by trying to make the hardest thing they can and push themselves, and as someone who mainly does 9 star to medium demon gameplay I'd be very interested in how to expand my range of difficulties I can build to, the dos and don'ts, if there's any difference between that and easier gameplay (besides the difficulty lmao), etc. Anyways awesome video, hope to see more like this!
I will be doing a video on extreme gameplay in a later video :)
@@mannyheffley4085 looking forward to it 🔥
0:25 as a moving forward victor lay off the goat
Been making gameplay for a couple of years now, but man the last point is actually something I never thought of. I probably did it in some way or another, but with this mindset making a fair level and fixing bugs is much easier.
Thanks Manny
As a creator(for many) and having menace as their new favorite level, i still got new Inside.
Your crazy bro i want to see more form you.
Making a level for yourself instead of for views of for making a difficult level or getting your level on the list is the first way for you to improve at creating levels ESPECIALLY top 150 levels.
Anyways great video I agree with most of what you said and I think this kind of video has been needed for gd for a while
bro is so good a building... and hes onwy thwee
thank you manny, awesome tutorial!
>in the repetition segment
>pattern seeker song drop kicks in
I see what you did there
"good night everyone, thank you all for your support" ahh voiceover
Really good video! Gameplay is definitely my weakpoint and this gave me some great ideas
dw about being broad tho, base ideas are like that and you pointed them out perfectly imo
hyped for when you do more!!
That was a super interesting video, thank you :D
I rly liked this tutorial for some reason
Holy shit this an awesome tutorial! I definitely agree with your statements on gameplay and will be taking those into account when building layouts (especially the limitation part). Just wanna say though, repetition can be good in moderation. Overusing an element or repeating entire sections can make a potentially good level stale and sometimes annoying.
1:21 i always labeled such things as "non-local timings". timings that seem to be bounded by objects closer to the player, but are actually bounded by other, unexpected objects
My recommendeds have blessed me
I mean manny is genius in books too
no suggestions, this is the best video ever (133134123134242232212/10)
slightly off topic but if you could go over how you made the song for "menace" that would be cool
Learning how to make gameplay from a 3 year old I’m so washed
this is a great video!!!!! (seriously) (well done) (keep it up)
bro i just realized empress was playing as you were talking about repetition.. nice reference to pxttxrn sxxkxr
Epiphany song :o
Now THAT'S what I came for when I subbed
Me (not a creator at all):
Mhmm yes very interesting
I like how the song from PXTTXRN SXXKXR starts playing when you talk abouy repetition lol
thank you manny
holy shit therealmannyheffley creating tutorial
That’s 💯 true 👍
Good video. I struggle to understand the difference between the last and the first point, and I thought you were going to talk about how sometimes, the exact timing of one click can affect when you should click the next. Thought that would be worth talking about as well. Other than that I really liked it
goated tutorial (actually useful)
Good tips bro
TUTORIALS WITH MANNY!!!!!
i feel so validated
Ahh SWI... what an original conecpt for a level
Greg better pay attention
bro hit puberty real fast 💀💀
i dont need to worry about limitation because my creating skill is already limited. it would be a historic feat for me to create a good level
new mannyheffley banger ‼
💯
havent watched it yet but i know that everything you say here will be factual and objective fact
i wonder how greg feels knowing you know more about good gameplay than he does
1984 by george orwe
good tips!
Great video dawg
great video!
we got Manny Heffley GD tutorials before GTA 6
manny is very good
Cool video man
Raspberry ticklebear 😡
Manny Heffley tutorials
how tf can manny speak fluent engllish and make BANGER gd levels
No way I’m being educated by Manny Heffley 😭
Sick
intentional clicks and sequences of clicks are head and toes the most important aspect of making good gameplay. making every note of a song an input isn't intentional- it's lazy. often levels that are not truly synced to a song feel the most synced, whereas levels that have "true" sync feel disjointed and awkward to play. in levels that aren't extreme demons, it's also important to allow the player ample freedom to create their own sync to a song.
manny hit puberty 🎉🎉
goated ( i have watched 2 minutes)
Thank you Manny heffley creator of peenos and Menace, I am know better at gameplay creation
Will the future fundamental videos focus solely on gameplay? Or will it have some overlap with triggers and decoration (e.g. custom mechanics & structuring)?
This is very informative and valuable! ❤ Kudos
I don't think I'll be doing another fundamentals video, but I will be going into structuring and other important details for gameplay design. The next video will most likely be a video on making cube gameplay. In regards to things like triggers and deco, I might do a deco series later on, and I'll probably go into how to use triggers for movement in gameplay as well.
@@mannyheffley4085 Duly noted ^^ Keep cookin because this is an awesome start
yeah this is cool
thank you manny heffley from family guy