Uploaded February 2016 | Updated September 2026, 6 hours ago
THERE IS MANY THINGS IN THE DESCRIPTION. READ THEM IF YOU WANT.
ID: 16414302 (copyable, no pass)
This level is an entry to pyr0's contest, which allows only 1.0 blocks and features with the exception of free rotate, 1 color channel, and HSV. It's not my best work for sure (4 days to make it) but it was INCREDIBLY fun to build :D. You may not believe that this follows all those rules, so I will explain how I did everything.
Things I did often:
Black objects– I can make anything black by setting an object to color 1 and turning brightness to 0.
White objects/outlines– Believe it or not a lot of the white stuff isn't just player color 1. I can make anything white by setting it to player color 1 then turning saturation to 0 and brightness max. If I do this to the default block style, I create the almost functional equivalent of white outlines. These white outlines are used in a LOT of designs.
Rainbow anything: Make col 1 any saturated color, and anything you want to be a different color just adjust the hue accordingly. This covers the full spectrum. In my case, I used red as default, and then hue +30 was orange, and so on.
Everything else:
Solid black blocks (0:03): made by taking the default block (first in the page), copy pasting it on top itself, then flipping the second copy.
Nonsolid black blocks (0:50): take the default nonsolid block, and copy/paste it on top of itself a lot, moving some of them to cover holes. This takes up quite a few objects.
Colored fading platforms (0:30): I pasted lots of outlines (the ones I make myself with pcolor) next to each other with small location differences, and I made each one vary in brightness by a slight amount.
Colored blocks (0:25): Copy/paste a bunch of small chains next to each other set to player color 1 so there are no gaps between them and they form a solid mass.
Faded black groundcover (0:07): Flip the default groundcover upside-down
Spikes with no bottom (0:25): Paste a second spike over the first, move it down a bit, and make it solid black by pasting them on top of each other so they cover the bottom line.
Shifty rainbow (0:36): No that different from the rainbow colors in general, just changing col 1 through the spectrum. I need to make sure the colors are in order.
Checkered blocks with no fade on them (1:05): Combine outlines you make and the default non-solid block.
Outlines that fade to black (0:42): Use the groundcover, upside-down. Only looks good in black backgrounds.
"3-d" blocks (1:01): Offset a black nonsolid block 3 spaces up and right from a black solid block, and use outlines as 3-d lines.
Particles coming out of the ground (0:48): put portals facing up below the boundary line but close enough that particles come through. Solid black blocks will cover them also.
White-to-pink blocks (1:05): All blocks used in the stack must be col 1, but as it goes up reduce the saturation by increments.
Weird blocks with holes (1:07): Use 4 45 degree rotated flat spikes. To make them not damaging, just use outlines.
Weird flat platforms (0:36): I dont remember that well, but I'm pretty sure it was a combination of the spike groundcover and black outlines.
Blocks with rings coming out of them (0:07): Use short chains inside the block.
Layered fadey spikes (1:09): Like spikes with no bottom, except have multiple layers that decrease saturation by an increment each time.
Song: Cant let Go by DJVI
newgrounds.com/audio/listen/485351
–––––––––––––––––––––––––––––––––––––––––––––––
Feel free to request levels in the comments. I will give feedback :)
THERE IS MANY THINGS IN THE DESCRIPTION. READ THEM IF YOU WANT.
ID: 16414302 (copyable, no pass)
This level is an entry to pyr0's contest, which allows only 1.0 blocks and features with the exception of free rotate, 1 color channel, and HSV. It's not my best work for sure (4 days to make it) but it was INCREDIBLY fun to build :D. You may not believe that this follows all those rules, so I will explain how I did everything.
Things I did often:
Black objects– I can make anything black by setting an object to color 1 and turning brightness to 0.
White objects/outlines– Believe it or not a lot of the white stuff isn't just player color 1. I can make anything white by setting it to player color 1 then turning saturation to 0 and brightness max. If I do this to the default block style, I create the almost functional equivalent of white outlines. These white outlines are used in a LOT of designs.
Rainbow anything: Make col 1 any saturated color, and anything you want to be a different color just adjust the hue accordingly. This covers the full spectrum. In my case, I used red as default, and then hue +30 was orange, and so on.
Everything else:
Solid black blocks (0:03): made by taking the default block (first in the page), copy pasting it on top itself, then flipping the second copy.
Nonsolid black blocks (0:50): take the default nonsolid block, and copy/paste it on top of itself a lot, moving some of them to cover holes. This takes up quite a few objects.
Colored fading platforms (0:30): I pasted lots of outlines (the ones I make myself with pcolor) next to each other with small location differences, and I made each one vary in brightness by a slight amount.
Colored blocks (0:25): Copy/paste a bunch of small chains next to each other set to player color 1 so there are no gaps between them and they form a solid mass.
Faded black groundcover (0:07): Flip the default groundcover upside-down
Spikes with no bottom (0:25): Paste a second spike over the first, move it down a bit, and make it solid black by pasting them on top of each other so they cover the bottom line.
Shifty rainbow (0:36): No that different from the rainbow colors in general, just changing col 1 through the spectrum. I need to make sure the colors are in order.
Checkered blocks with no fade on them (1:05): Combine outlines you make and the default non-solid block.
Outlines that fade to black (0:42): Use the groundcover, upside-down. Only looks good in black backgrounds.
"3-d" blocks (1:01): Offset a black nonsolid block 3 spaces up and right from a black solid block, and use outlines as 3-d lines.
Particles coming out of the ground (0:48): put portals facing up below the boundary line but close enough that particles come through. Solid black blocks will cover them also.
White-to-pink blocks (1:05): All blocks used in the stack must be col 1, but as it goes up reduce the saturation by increments.
Weird blocks with holes (1:07): Use 4 45 degree rotated flat spikes. To make them not damaging, just use outlines.
Weird flat platforms (0:36): I dont remember that well, but I'm pretty sure it was a combination of the spike groundcover and black outlines.
Blocks with rings coming out of them (0:07): Use short chains inside the block.
Layered fadey spikes (1:09): Like spikes with no bottom, except have multiple layers that decrease saturation by an increment each time.
Song: Cant let Go by DJVI
newgrounds.com/audio/listen/485351
–––––––––––––––––––––––––––––––––––––––––––––––
Feel free to request levels in the comments. I will give feedback :)










