i did NOT expect an entire rabbit hole to spawn from a simple hitbox shifting bug, but i wont argue with it since this is going to be fire. edit: (it was fire)
As others have said, I've had this happen too (only in 2.2), you're just the first person to talk about it instead of just writing it off as "wow, I must be going crazy"
yeah its happened to me, it is really interesting im glad this video exists because all these bugs make the game more funny, and it also gives me insight.
This is really interesting, reminds me of all the insane bug hunts I've gone on over the years when modding. This is also one of those bugs where you report it and the first reaction is "what? there literally isn't any code in the mod that could possibly do that" but then there's some completely unknown obscure side effect somewhere that manifests in a larger problem. I've had bugs which after weeks of tracing I eventually found out one of Geode's internal components was ever so slightly wrong
Every developers nightmare, the really easy, but annoying bug to fix that was shelved in some random function that was written like 4 months ago the entire time
About the show hitboxes bug, maybe it could be something to do with the mod itself, since Rob’s own “show hitbox” feature does NOT break the portals, which is interesting.
I (might) Have Figured it out with proof (if this gets attention i will upload it) in deadlocked the screen has a transition where to first teleport portal scales up but because the hitbox is locked to the back of the texture it moves up (you can see with the built in show hitboxes for practice mode) however when mh show hitboxes is on it doesn't this is because megahack show hitboxes messes with the hitboxes so they dont move unless acted upon by a trigger, no other object has a hitbox that locks to a part of a texture so it scaling from the screen transition moves it but the show hitboxes mode prevents that breaking the hitbox in both parts. removing the screen transition fixes it. Im not crazy its the screen transition
i've actually experienced this bug myself, and i genuinely thought it was just a hitbox anticheat in invisible deadlocked lol. furthermore, i found that if you go into practice on deadlocked and turn on the "show hitboxes in practice" thing that's built into the game, as soon as you get to the first teleportal you can see that the hitbox literally just moves up as soon as it enters the screen. (not sure if you knew this just thought it was interesting)
Also if you go frame by frame with robtop hitboxes at 58 you can literally see the portal hitbox moving from aligning with the slab under it to being in between the two
@@xenongd6974 no like you can count the music for a certain amount of time and then for example when you get to the drop of the song you can recount from 1
what's interesting, is that if you make a copy of deadlocked and enable don't fade and don't enter, the bug won't happen again. My guess is that it's some sort of an issue with how fading affects hitboxes by physically causing them to move, and show hitboxes trying to make them consistent by fixing them in place
omg I used to get this bug back in 2.1 and I was never able to figure out why it happened! It actually caused me to immediately drop invis deadlocked (because that's how I found out about it too) because I was so confused and genuinely just couldn't figure it out. Thank you for shedding some light on this bizarre issue and hopefully absolllute will fix it now that it's been solved
im not sure if anyone realised that this can be a major problem SPECIALLY for the leaderboards, because the hitbox being shifted probably means that the game was altered in a significant manner and many people could get banned in the proccess, it is terrifying
I've died to both these portals multiple times in normal mode on unmodded geometry dash, so this does go deeper, this happened when I was trying to beat deadlocked in 2.2, I complained multiple times to people about how broken the level was, and seeing this video only gave me more questions about it
9:20 they are not centred because some people put portals on top of the teleport portals and they might become confused if the game mode isn’t switching.
It's so cool that this whole video dropped when I'm currently going for my new hardest (deadlocked) It really gives me more motivation to go for the level, especially that I've just unintentionally done 10-100 and I know that it's still going to take me awhile.
hitbox mod was the first thing i thought of when you mentioned the portal hitboxes got screwed over thought it's known that hitbox mod sometimes messes you up, it also causes some slopes to not behave properly very rarely
So, I tested this in Invisible Deadlocked using the Show Hitboxes on the official settings menu, and I found out that those portals' hitboxes move on their own?? I have absolutely no idea why I just uploaded a video showing that. This gets more and more confusing by the minute.
5:33 I've had this bug before. For me it happens if you get too much velocity when teleporting, since the velocity applies the frame you exit the orange portal, and if you have too much you hit the floor. This happens if you hit the green orb way too late. Can also depend on FPS.
The incorrect hitbox can be seen moving at the edge of the screen if using a timewarp trigger (vanilla show hitbox). Its probably something to do with the fade/enter effects and how certain mods show hitboxes
The hitbox moves due to fade/enter effects and mods probably get and set the hitbox to how it is before the fade/enter effect is started, causing the bug. From my own testing, object ID 27 and 28 cause the hitbox to move due to the scaling effect of those enter effects. Object 27 is the single green arrow enter effect, and object 28 is the single yellow arrow enter effect.
i think i kinda know what is up. geometry dash is probably rendering every single object and also processing all of them in a single pass, and to make hitboxes render, it would require megahack to rewrite the rendering code. im pretty sure its more of an issue with adding an arbitrary value to the portal which may screw up if its horizontally or vertically flipped, but thats just a theory... a GAME *gets hit with an anvil*
I figured it out and sent him some videos for showcase, you're pretty much on point. But it's extremely specific. It only happened on a few teleport portals, not all, and just because of a very cheeky trigger which wasn't accounted for in the Megahack version of "show hitboxes".
I heard about this bug originally with the teleport portals in the cube at the beginning back in January, and encountered it myself on those portals once since then, but I had never heard about it happening in the ship until now. This is really a strange phenomenon. After finishing the video, I have something I want to add; I don’t have Megahack. This means that something other than the show hitboxes is causing this to be a problem, at the time I experienced the bug myself I didn’t even have ANY mods, so something in the vanilla game is causing the hitboxes to screw up.
I think the issue is probably due to the fact that fade effects squish the hitboxes in a weird way, resulting in Show Hitboxes (and on death) trying to load them back but messing up their position due to some core bug, like teleport portals being falsely given the same hitbox as the other portals.
This may not be a conspiracy, but I remember when NoctaFly, an infamous player who was exposed as a hacker 7 years ago, claimed in his Sakupen Hell "completion" that the dual before the last wave bugged, where the UFO didn't register his inputs. The great majority of people claimed that he beat a modified auto version with editor hacks, however, a few other players at the time also claimed this bug also happened to them, but this was never proven to my understanding...
This isn't a surprise for me. Last month I noticed, that my geode mods are somehow making the song offset as I progress further into the level. After some testing it turned out, that the "practise bug fix" in MH is causing this. So with that in mind I think that a lot more mods in MH might be broken as well, and we don't even know about it.
I noticed that the teleportals that are rotated don't actually have this bug. Look back at the footage and you'll see the very first teleportal used, which is at 45°, and the hitbox is actually in the right spot. The rabbit hole goes even DEEPER. Might try some other stuff later. I'm so fascinated by this lol.
oh yeah I also got the bug on the first teleport portal no way IMPORTANT EDIT: IT HAPPENED TO ME WITHOUT SHOW HITBOXES OR SHOW HITBOXES ON DEATH??? maybe show hitboxes can cause it, but it isn't the only cause
A similar bug also takes a role in other levels too. As I was practicing cataclysm, I enabled the in game hitboxes and went into practice mode, as I got to the end ship, the reverse portal combined with the in game hitbox feature, made the slope hitboxes reverse and it would become impossible. It also sometimes makes the hitboxes disappear visually when entering the reverse portal. But as soon as I disabled the feature, it worked perfectly fine again.
geometry dash's entire game engine is put outside in a forest and robtop just lets nature do whatever it wants with it that is my theory on why every stupid bug exists
Hi NothingIsScary, if you see this comment, no I don’t think it’s related to Mega Hack because this exact thing also happens for me on Deadlocked, dying at 9% and 58%, and I have never touched a mod in my life. 60hz Macbook.
Huh, I always thought the bug in the first cube was just me entering the portal wrong or something but yeah I encountered it a lot while beating deadlocked for the first time, during 2.1
your videos are incredibly entertaining man great job also what makes this bug even weirder is that it seems to only happen with megahacks show hitboxes, not with the built in option
Thank god. I dropped invisible deadlocked because I couldnt pass the first portal and I spent hours playing it in practice, playing actual deadlocked, looking in invisible deadlocked's editor, messing around in the editor in general and I could never find out why this stupid bug was happening. Thank you so much lol
If the new hitbox is exactly in the middle of the grid space then probably, upon entering the level, the mod retrieves hitbox data for all objects in the 'default' position. The reason 2.2 changes this might be due to a change in loading objects itself- no locking to the x position because of reverse gameplay. Orange portals don't change because they are just a difference in y position in relation to the blue ones (no hitbox)
I can confirm that this happens to me too, it's so bizarre how it only effects some of the teleport portals. I wonder if this is an issue with one of the more recent builds of mega hack because I'm suprised it took this long to find out, especially since I feel like hitboxes on death is a very popular hack to have on harder levels. I personally just leave it on by default. Edit: it's bizarre how random it is, I'm struggling to reproduce it in a test level but I am encountering the bug in other actual levels as well.
This doesn't happen with the built-in show hitboxes option, which I thought would be the case since there's a similar bug where slopes don't give you momentum when ignore damage is turned on. I'm guessing what happened was that megahack's show hitboxes option, for whatever reason, creates its own hitboxes for the object, overriding the vanilla code that does it. This works most of the time but the teleport portal hitbox was misplaced since it's not centered.
Its not show hitboxes related i think because lots of fellas are saying theyve had this bug in Vanilla GD and in 2.1 aswell as 2.2... its screen transition related bug btw
I don't think that the show hitbox is the only way that this bug happens, because it happened to me a few times on mobile without having megahack or the show hitbox upon death setting on...
Before you even explained it, i was testing it out and recreated the bug myself. I’ve experienced the first bug before, but never seen the second until now.
As a programmer what is most likely happening is that Absolute made is so all hitboxes snap to the grid most likely in an attempt to make them precisely correct, unknowingly breaking the teleport portals that have the weird hitbox in the process, as for why it only happens when it renders for the first time is how show hitboxes renders hitboxes in the first place, to avoid lag it renders hitboxes as soon as they enter the screen, if its already rendered it doesn't re-render it. So yeah this is definitely weird but thats most likely what's happening.
I have had this happen to me too for the portals in the beginning of the level, except I don’t have megahack, or any mods at all, and I never opened practice mode when it occurred
I experienced something similar in cataclysm, not with teleport portals but I think it is to do with mirror portals. I have no mods installed, this is the base game. At 63%, just before the reverse ship part, if I enable hitboxes and go into the transition, I die to the slope that is supposed to align me for the straight fly. This will only happen with show hitboxes on, and it isn't related to how far into the level I have been in practice or had hitboxes on, it is 100% consistent.
MAN U SHOULD READ THIS COMMENT!!!!!! For some reason, the 1st portal hitbox just shifted while I was playing too. But what made me confused, is because I WASN'T WITH HITBOXES ON! And I kept dying to this for a very long time, until I closed GD and got back 1 hour later, and I got back to Deadlocked... AND THE FREAKING HITBOX GOT BACK TO ITS PLACE AND I PASSED THIS PART!
I remember getting this bug in the early days of 2.2, since I made a fresh account and had to rebeat Deadlocked on it. I don't own Mega Hack. I couldn't tell you if it was the result of the built-in practice mode hitbox viewer or QOLMod's hitbox viewer, but neither of them seem to cause it anymore, so it's probably some kind of implementation bug. Rob probably found and fixed it in 2.206, and just from the visuals I think QOLMod is calling Rob's code, while Absolute probably uses something he cooked up himself so it didn't get the patch.
well, I don't have megahack, and I've died at the first teleport portal a bunch of times, never the second one though. so honestly when you mentioned that first one I was like "oh yeah I know about this" and over the course of the video I got even more confused
I hope you see this, I had a similar experience but on cataclysm and without megahack on the 64% of the level just when you enter the mirror portal and the ship, for some reason enabling hitboxes made the transition impossible, as soon as I entered the portals I died and the only way to fix it was to turn off "show hitboxes"
I remember the day 2.206 came out somone posted this exact bug on twitter but with the ingame hitbox viewer, it might be the case that megahack isnt bugged and rob broke something while adding the ingame show hitboxes
Problem: I specifically have died to the portal in the cube section shifting and I have NEVER downloaded any mods for GD. But I was using show hitboxes as it is in game. Idk but I don’t think it’s MegaHack
stuff you missed: 12:56 the teleport portal above is also shifted left a little The portal doesn't have any group IDs so there couldn't be a move trigger that moved the portal 15:33 try it in normal mode lol
Yeah this bug happened to me about 6 months ago for the first time. It just happens randomly when I’m playing the original level with no hit boxes or triggers or Cbf or anything. Not even practice mode. Just normal. And like I mentioned before, it doesn’t just happen once, it happens over and over again until I restart my game.
I think it is caused by the rotation of the portal. If the portal is rotated, the hitbox seems to be normal. But if it isnt rotated, the hitbox is Offset. I have no clue why tho…
i checked again, it doesnt happen now. i believe there was something weird with 2.2 and showing hitboxes of the game, which rob fixed, but isnt fixed in mods
I had that one in the beginning happen to me once in a normal run and thought: dang that’s weird. For sure would’ve thought robtop levels don’t have bugs anymore. Especially one that came out 5 years ago. Mobile btw.
7:14 as a mobile 60hz player I can tell you I’ve experienced bugs like this where even without me manually restarting with the button on the pause menu, I can sometimes very rarely do jumps that shouldn’t be possible on 60hz
I also experienced the same bug of dying to the teleport portals in the beginning, but I assumed the pads inside the teleport portal was what was killing me
tbh this is completely random at 5 am but it probably because how the game is coded and where that hitbox is place because of the code. it re-aligns it self using somesort of anticheat system in the game that has broken a lot more stuff in the game recently and a little in the past that are now fixed. now, this is completely normal cuz it is the only portal having an incorrect hitbox. this bug it not talked about much so robtop didnt fix it but he did repeat the same bad hitbox mistake. look at the 2.2 teleprotal
If robtop rated centipede this bug wouldnt have happened smh
Real
a more factual statement has never been said before
True
real
Fr
for once, the court finds robtop not guilty
The one time rob is not guilty in gd history
i did NOT expect an entire rabbit hole to spawn from a simple hitbox shifting bug, but i wont argue with it since this is going to be fire. edit: (it was fire)
he's slowly turning into gd colon
nah he's a bigger hater than gd colon
@@marblenotfriendly Colon if he was good:
You mean the loser?
@@flvk. of what
i would never go this far
next gd twitter drama
Hit boxes between portals
😭
Hello
Everyone
This
Is
YOUR
Daily Dose Of GD
"slightly easier" are we gonna talk about the guy who spent 2 million attempts beating clubstep blindfolded 💀💀
You are everywhere and I am the only person noticing it
that was a joke video
If a cube broke into my house remind me to turn on hitboxes before it does
As others have said, I've had this happen too (only in 2.2), you're just the first person to talk about it instead of just writing it off as "wow, I must be going crazy"
yea happened to me too
yeah its happened to me, it is really interesting im glad this video exists because all these bugs make the game more funny, and it also gives me insight.
also happened to me, but only with the first portal, I always thought I mistimed my jump or something.
This is really interesting, reminds me of all the insane bug hunts I've gone on over the years when modding. This is also one of those bugs where you report it and the first reaction is "what? there literally isn't any code in the mod that could possibly do that" but then there's some completely unknown obscure side effect somewhere that manifests in a larger problem. I've had bugs which after weeks of tracing I eventually found out one of Geode's internal components was ever so slightly wrong
Every developers nightmare, the really easy, but annoying bug to fix that was shelved in some random function that was written like 4 months ago the entire time
About the show hitboxes bug, maybe it could be something to do with the mod itself, since Rob’s own “show hitbox” feature does NOT break the portals, which is interesting.
But I've never modded gd and died to the bug before
@@Fish-E-13 true, before i modded gd, this bug with the first portal happened to me more time than i can count
@@Fish-E-13 @husseinallamGD This happened to me as well! I never modded the game, but I still got the bug!
Doesn't megahack in the current state simply enable robtop's own feature? I'm pretty sure it's just calling the function to enable it.
I see people say here that the bug happened to them without modding. I tried to replicate but I couldn’t so maybe it can I guess.
I (might) Have Figured it out with proof (if this gets attention i will upload it)
in deadlocked the screen has a transition where to first teleport portal scales up but because the hitbox is locked to the back of the texture it moves up (you can see with the built in show hitboxes for practice mode) however when mh show hitboxes is on it doesn't this is because megahack show hitboxes messes with the hitboxes so they dont move unless acted upon by a trigger, no other object has a hitbox that locks to a part of a texture so it scaling from the screen transition moves it but the show hitboxes mode prevents that breaking the hitbox in both parts. removing the screen transition fixes it. Im not crazy its the screen transition
Sounds right
i've done my own testing and, can confirm, it's the screen transition. big to small makes the hitbox move even more off-center.
This sounds entirely plausible, forwarded to Absolute
i never modded gd and this happend to me
Can u pls show proof, i believ u but i want see
i've actually experienced this bug myself, and i genuinely thought it was just a hitbox anticheat in invisible deadlocked lol. furthermore, i found that if you go into practice on deadlocked and turn on the "show hitboxes in practice" thing that's built into the game, as soon as you get to the first teleportal you can see that the hitbox literally just moves up as soon as it enters the screen. (not sure if you knew this just thought it was interesting)
WHAT thats crazy is rob hiding something?
@@atomicaxiom7573 nah its just a screen transition bug
Also if you go frame by frame with robtop hitboxes at 58 you can literally see the portal hitbox moving from aligning with the slab under it to being in between the two
seeing the player makes it a billion times easier than being blindfolded (ie compare blind blizzard to the guy who beat clubstep blindfolded)
You could probably beat all the main levels blindfolded by using beat counting it's a technique used in blindfolded speedrunning
@@RedYoshi664good luck counting for a medium demon with over 100 clicks
@@xenongd6974 That's definitely possible you could probably also use parts of the background music to reset the beat count
@@RedYoshi664 the background changes when you die or restart, that's one of the ways to catch a spliced recording
@@xenongd6974 no like you can count the music for a certain amount of time and then for example when you get to the drop of the song you can recount from 1
what's interesting, is that if you make a copy of deadlocked and enable don't fade and don't enter, the bug won't happen again. My guess is that it's some sort of an issue with how fading affects hitboxes by physically causing them to move, and show hitboxes trying to make them consistent by fixing them in place
omg I used to get this bug back in 2.1 and I was never able to figure out why it happened! It actually caused me to immediately drop invis deadlocked (because that's how I found out about it too) because I was so confused and genuinely just couldn't figure it out. Thank you for shedding some light on this bizarre issue and hopefully absolllute will fix it now that it's been solved
nice pfp
@@RichConnerGMN thx you too
@@RichConnerGMNit’s gay
@@BtGram me when
@@BtGram last i checked that isnt the gay flag
im not sure if anyone realised that this can be a major problem SPECIALLY for the leaderboards, because the hitbox being shifted probably means that the game was altered in a significant manner and many people could get banned in the proccess, it is terrifying
No, that's not how anticheat works at all in GD and plus noone would get banned manually for something so insignificant.
this happened during the creation of silent clubstep so...
The real Deadlocked conspiracy is the 22% green orb, I swear that orb bugged for me all the time when I initially tried to beat Deadlocked
I honestly thought I was the only one lol, nice to know that I'm not crazy.
That's a actual known level bug though lol
FOR REAL
I've died to both these portals multiple times in normal mode on unmodded geometry dash, so this does go deeper, this happened when I was trying to beat deadlocked in 2.2, I complained multiple times to people about how broken the level was, and seeing this video only gave me more questions about it
robtop be like: broken game code, take it or leave it.
disable show hitboxes. easy
The biggest rabbit hole I’ve ever watched ever, not just gd
You haven't watched much have you...
@@sebas31415 what
this is nothing compared to some actually deep stuff
You haven't watched the rabbit hole of smartschoolboy9 its worse
@@ZoroGMD no i havent
Every copy of Deadlocked is personalized
16:04 I saw the teleport portal's hitbox, physically moving up!
9:20 they are not centred because some people put portals on top of the teleport portals and they might become confused if the game mode isn’t switching.
That’s a good point
It's so cool that this whole video dropped when I'm currently going for my new hardest (deadlocked) It really gives me more motivation to go for the level, especially that I've just unintentionally done 10-100 and I know that it's still going to take me awhile.
hitbox mod was the first thing i thought of when you mentioned the portal hitboxes got screwed over
thought it's known that hitbox mod sometimes messes you up, it also causes some slopes to not behave properly very rarely
I can't wait to see this. Everyone thinks you're going insane
So, I tested this in Invisible Deadlocked using the Show Hitboxes on the official settings menu, and I found out that those portals' hitboxes move on their own?? I have absolutely no idea why
I just uploaded a video showing that. This gets more and more confusing by the minute.
5:33 I've had this bug before. For me it happens if you get too much velocity when teleporting, since the velocity applies the frame you exit the orange portal, and if you have too much you hit the floor. This happens if you hit the green orb way too late. Can also depend on FPS.
yea, but it happens to me only on copyables
and it happened even before 2.2
how it seemed random
i didnt even have mods back then
I'm pretty sure I've had the 9% portal break in vanilla but I don't know
Same
yea same
SAME
The incorrect hitbox can be seen moving at the edge of the screen if using a timewarp trigger (vanilla show hitbox). Its probably something to do with the fade/enter effects and how certain mods show hitboxes
The hitbox moves due to fade/enter effects and mods probably get and set the hitbox to how it is before the fade/enter effect is started, causing the bug. From my own testing, object ID 27 and 28 cause the hitbox to move due to the scaling effect of those enter effects. Object 27 is the single green arrow enter effect, and object 28 is the single yellow arrow enter effect.
i think i kinda know what is up. geometry dash is probably rendering every single object and also processing all of them in a single pass, and to make hitboxes render, it would require megahack to rewrite the rendering code. im pretty sure its more of an issue with adding an arbitrary value to the portal which may screw up if its horizontally or vertically flipped, but thats just a theory... a GAME *gets hit with an anvil*
It could still be frame alignment. The higher ILL levels usually need specific frame inputs multiple times so one and done isn’t likely
I figured it out and sent him some videos for showcase, you're pretty much on point. But it's extremely specific. It only happened on a few teleport portals, not all, and just because of a very cheeky trigger which wasn't accounted for in the Megahack version of "show hitboxes".
I heard about this bug originally with the teleport portals in the cube at the beginning back in January, and encountered it myself on those portals once since then, but I had never heard about it happening in the ship until now. This is really a strange phenomenon.
After finishing the video, I have something I want to add; I don’t have Megahack. This means that something other than the show hitboxes is causing this to be a problem, at the time I experienced the bug myself I didn’t even have ANY mods, so something in the vanilla game is causing the hitboxes to screw up.
I think the issue is probably due to the fact that fade effects squish the hitboxes in a weird way, resulting in Show Hitboxes (and on death) trying to load them back but messing up their position due to some core bug, like teleport portals being falsely given the same hitbox as the other portals.
This may not be a conspiracy, but I remember when NoctaFly, an infamous player who was exposed as a hacker 7 years ago, claimed in his Sakupen Hell "completion" that the dual before the last wave bugged, where the UFO didn't register his inputs. The great majority of people claimed that he beat a modified auto version with editor hacks, however, a few other players at the time also claimed this bug also happened to them, but this was never proven to my understanding...
Kids: at school
Adults: at work
NothingIsScary: having a mental breakdown over teleport portals in a gd level
This isn't a surprise for me. Last month I noticed, that my geode mods are somehow making the song offset as I progress further into the level. After some testing it turned out, that the "practise bug fix" in MH is causing this. So with that in mind I think that a lot more mods in MH might be broken as well, and we don't even know about it.
even after the game has been around for so many years, there's still so many unfound things being discovered
I have a one friend, who has INSANE memory, and he beat invisible deadlocked in like a week (his hardest at the time was normal deadlocked)
i also had that problem with deadlocked, i just thought it was a stupid Hz bug or smth.
I noticed that the teleportals that are rotated don't actually have this bug. Look back at the footage and you'll see the very first teleportal used, which is at 45°, and the hitbox is actually in the right spot. The rabbit hole goes even DEEPER. Might try some other stuff later. I'm so fascinated by this lol.
Good thinking but the bug can also happen in every rotated portal. :)
oh yeah I also got the bug on the first teleport portal
no way
IMPORTANT EDIT: IT HAPPENED TO ME WITHOUT SHOW HITBOXES OR SHOW HITBOXES ON DEATH??? maybe show hitboxes can cause it, but it isn't the only cause
A similar bug also takes a role in other levels too. As I was practicing cataclysm, I enabled the in game hitboxes and went into practice mode, as I got to the end ship, the reverse portal combined with the in game hitbox feature, made the slope hitboxes reverse and it would become impossible. It also sometimes makes the hitboxes disappear visually when entering the reverse portal. But as soon as I disabled the feature, it worked perfectly fine again.
Btw, Same Situation happens on subversive(extreme demon) 24%, and what's weird, its a thing since 2.11 at least
bro after 6 years you exposed my secret way 💀💀
geometry dash's entire game engine is put outside in a forest and robtop just lets nature do whatever it wants with it that is my theory on why every stupid bug exists
"It's only slightly easier than beating the level blindfolded"
Bro 💀, beating the level blindfolded is WAY harder!
yup
You should try reproducing this bug using the built in hitboxes and see if it works or not. If it doesn't, the bug probbably has smth to do with mods.
Hi NothingIsScary, if you see this comment, no I don’t think it’s related to Mega Hack because this exact thing also happens for me on Deadlocked, dying at 9% and 58%, and I have never touched a mod in my life. 60hz Macbook.
Same, megahack is one of the reasons, but there may be more.
I HAD THIS HAPPEN TO ME, I thought I was crazy or something but I thought it was a bug from a mod or something..
Huh, I always thought the bug in the first cube was just me entering the portal wrong or something but yeah I encountered it a lot while beating deadlocked for the first time, during 2.1
your videos are incredibly entertaining man great job
also what makes this bug even weirder is that it seems to only happen with megahacks show hitboxes, not with the built in option
i've actually experienced this bug multiple times in deadlocked, but never thought it was this deep (but i dont have megahack soooo...)
Thank god. I dropped invisible deadlocked because I couldnt pass the first portal and I spent hours playing it in practice, playing actual deadlocked, looking in invisible deadlocked's editor, messing around in the editor in general and I could never find out why this stupid bug was happening. Thank you so much lol
If the new hitbox is exactly in the middle of the grid space then probably, upon entering the level, the mod retrieves hitbox data for all objects in the 'default' position. The reason 2.2 changes this might be due to a change in loading objects itself- no locking to the x position because of reverse gameplay. Orange portals don't change because they are just a difference in y position in relation to the blue ones (no hitbox)
I can confirm that this happens to me too, it's so bizarre how it only effects some of the teleport portals. I wonder if this is an issue with one of the more recent builds of mega hack because I'm suprised it took this long to find out, especially since I feel like hitboxes on death is a very popular hack to have on harder levels. I personally just leave it on by default.
Edit: it's bizarre how random it is, I'm struggling to reproduce it in a test level but I am encountering the bug in other actual levels as well.
This doesn't happen with the built-in show hitboxes option, which I thought would be the case since there's a similar bug where slopes don't give you momentum when ignore damage is turned on.
I'm guessing what happened was that megahack's show hitboxes option, for whatever reason, creates its own hitboxes for the object, overriding the vanilla code that does it. This works most of the time but the teleport portal hitbox was misplaced since it's not centered.
slopes dont give momentum with ID becuz of it triggering rob anticheat
Its not show hitboxes related i think because lots of fellas are saying theyve had this bug in Vanilla GD and in 2.1 aswell as 2.2...
its screen transition related bug btw
Have you tested the in game show hitboxes in practice mode?
Your videos have so much lore and are so good. I love watching them :)
Glad you like them!
when it took me 1000 attempts to beat deadlocked itself
I don't think that the show hitbox is the only way that this bug happens, because it happened to me a few times on mobile without having megahack or the show hitbox upon death setting on...
Before you even explained it, i was testing it out and recreated the bug myself. I’ve experienced the first bug before, but never seen the second until now.
Playing the visible version of m a n i x tho helped me with the invisible version a lot but it’s probably different for everyone
imagine what if we found a way to replicate this bug and then someone made a top 1 out of that gimmick
Interestingly, this bug doesn't happen with the iCreate Pro show hotboxes mod
As a programmer what is most likely happening is that Absolute made is so all hitboxes snap to the grid most likely in an attempt to make them precisely correct, unknowingly breaking the teleport portals that have the weird hitbox in the process, as for why it only happens when it renders for the first time is how show hitboxes renders hitboxes in the first place, to avoid lag it renders hitboxes as soon as they enter the screen, if its already rendered it doesn't re-render it. So yeah this is definitely weird but thats most likely what's happening.
but this bug happend to me when i played vanilla gd but i was not in practice mode
No because you gotta remember, its RobTop, so flip everything around and what is actually happening is a screen transition bug i believe
I have had this happen to me too for the portals in the beginning of the level, except I don’t have megahack, or any mods at all, and I never opened practice mode when it occurred
I experienced something similar in cataclysm, not with teleport portals but I think it is to do with mirror portals.
I have no mods installed, this is the base game.
At 63%, just before the reverse ship part, if I enable hitboxes and go into the transition, I die to the slope that is supposed to align me for the straight fly.
This will only happen with show hitboxes on, and it isn't related to how far into the level I have been in practice or had hitboxes on, it is 100% consistent.
MAN U SHOULD READ THIS COMMENT!!!!!!
For some reason, the 1st portal hitbox just shifted while I was playing too. But what made me confused, is because I WASN'T WITH HITBOXES ON! And I kept dying to this for a very long time, until I closed GD and got back 1 hour later, and I got back to Deadlocked...
AND THE FREAKING HITBOX GOT BACK TO ITS PLACE AND I PASSED THIS PART!
I remember getting this bug in the early days of 2.2, since I made a fresh account and had to rebeat Deadlocked on it. I don't own Mega Hack. I couldn't tell you if it was the result of the built-in practice mode hitbox viewer or QOLMod's hitbox viewer, but neither of them seem to cause it anymore, so it's probably some kind of implementation bug. Rob probably found and fixed it in 2.206, and just from the visuals I think QOLMod is calling Rob's code, while Absolute probably uses something he cooked up himself so it didn't get the patch.
this bug happend to me in vanilla
This bug always happens at those spots with just the base game in normal mode on mobile for me
I’ve had this bug happen to me a few times in 2.1 before 2.2, and have forgotten about it since
broken gd is basically broken glass
no touchy
22:50 TheJosiahTurnur did NOT have to say that
My man had a GD Colon moment
This has actually happened to me as well, but I didn't really consider It.
Great video anyways
this series is really interesting i hope more of these are made
also 22:54 lol
well, I don't have megahack, and I've died at the first teleport portal a bunch of times, never the second one though. so honestly when you mentioned that first one I was like "oh yeah I know about this" and over the course of the video I got even more confused
I have this bug sometimes in the mini ball part where you drop from the ceiling teleporter
I hope you see this, I had a similar experience but on cataclysm and without megahack on the 64% of the level just when you enter the mirror portal and the ship, for some reason enabling hitboxes made the transition impossible, as soon as I entered the portals I died and the only way to fix it was to turn off "show hitboxes"
THE BUG IT'S STILL THERE
I followed your instructions to get the bug consistently and It's still happening
I remember the day 2.206 came out somone posted this exact bug on twitter but with the ingame hitbox viewer, it might be the case that megahack isnt bugged and rob broke something while adding the ingame show hitboxes
Rare video that is 10/10 background noise while chilling interesting to listen to while making a level inGD
13:56 The Hitbox Is Aligned
ngl sad this isnt a vanilla bug because it would have been so much more interesting if it happened in the base game with no explanation
Problem: I specifically have died to the portal in the cube section shifting and I have NEVER downloaded any mods for GD. But I was using show hitboxes as it is in game. Idk but I don’t think it’s MegaHack
Finally someone else talks about randomly dying here (I was playing normal deadlocked botting it cuz why not) but still, I thought it was only me.
this happend to me in vanilla gd
"The deadlocked situation is getting worse"
stuff you missed:
12:56 the teleport portal above is also shifted left a little
The portal doesn't have any group IDs so there couldn't be a move trigger that moved the portal
15:33 try it in normal mode lol
This is still one of the oddest things I've ever seen in this game
Yeah this bug happened to me about 6 months ago for the first time. It just happens randomly when I’m playing the original level with no hit boxes or triggers or Cbf or anything. Not even practice mode. Just normal. And like I mentioned before, it doesn’t just happen once, it happens over and over again until I restart my game.
I think it is caused by the rotation of the portal. If the portal is rotated, the hitbox seems to be normal. But if it isnt rotated, the hitbox is Offset. I have no clue why tho…
I knew this bug since 2.2. It just randomly happened sometimes.
At 13:59 it also breaks in the robot, someone said they think it’s because of the screen transition scaling and I think they are right
Little does he know he got into a deadlock......
Ngl krmal shouldn’t have most of his levels like invisible deadlocked, it’s one damn alpha trigger!
most?
Reason 96916 why invisible deadlocked should get unrated!!
i had this bug in the opening days of 2.2's release, without any mod but only the show hitbox in practice feature
Oh
i checked again, it doesnt happen now. i believe there was something weird with 2.2 and showing hitboxes of the game, which rob fixed, but isnt fixed in mods
I had that one in the beginning happen to me once in a normal run and thought: dang that’s weird. For sure would’ve thought robtop levels don’t have bugs anymore. Especially one that came out 5 years ago.
Mobile btw.
i though i clicked the green orb early/late and i died
vanilla gd btw
7:14 as a mobile 60hz player I can tell you I’ve experienced bugs like this where even without me manually restarting with the button on the pause menu, I can sometimes very rarely do jumps that shouldn’t be possible on 60hz
I also experienced the same bug of dying to the teleport portals in the beginning, but I assumed the pads inside the teleport portal was what was killing me
Geometry Dash is a perfect game with no bugs, said no one ever
tbh this is completely random at 5 am but it probably because how the game is coded and where that hitbox is place because of the code. it re-aligns it self using somesort of anticheat system in the game that has broken a lot more stuff in the game recently and a little in the past that are now fixed. now, this is completely normal cuz it is the only portal having an incorrect hitbox. this bug it not talked about much so robtop didnt fix it but he did repeat the same bad hitbox mistake. look at the 2.2 teleprotal
9:18 it isnt centered to make sure that if people stack portals, the teleport portal is activated last