This guide will explain the Random and Advanced Random triggers. These are the easiest way to make probability-based trigger setups in Geometry Dash.
Made by themilkcat_tmc & komatic5
Required Guides: On death
Medium
Short (4-6 Minutes)
This guide will introduce you to the Random and Advanced Random triggers. Additionally, we’ll cover some tips you should consider to use these triggers in a fair way.
The default random trigger uses two groups and a single slider. This Chance slider determines the likelihood that Group 1 toggles; a chance of 90% means the first group will be toggled nine times out of ten.
You can use the Activate Group checkbox to toggle the groups on. This can also double as a Spawn trigger.
The Advanced Random (or AdvRand) trigger adds more functionality than the default Random trigger. You’ll have to type in a Group ID, a number for “chance”, and then press the Add button.
Chance is not percentage, although it is similar; a group with a larger chance number is more likely to activate. If you have one group with 100 chance, another with 80, and a third with 20, then their chances of activating are 50%, 40%, and 10%.
Once again, the Activate Group checkbox lets you toggle groups on.
Selecting multiple AdvRand triggers may change the color of each group, just like in the Edit Group menu. A blue button means not all the triggers target that group. Orange ??? text means the group is targeted by multiple triggers, but with different chance values.
Randomness is quite a dangerous tool to play with. Use it incorrectly and you’ll likely ruin your level. Here are some important things you should remember when using it in your levels.
Don’t let random events occur on-screen if they affect gameplay. Give the player time to react to anything that occurs.
Similarly, make sure you indicate when something random happens, regardless of how much time the player has to react. A player should know what to do next.
Don’t rely on players to gain muscle memory now. If your level’s changing on each attempt, learning it will be much more difficult, so your gameplay will need to reflect that.
Finally, make sure gameplay is balanced even with randomness. Don’t put a random triple spike at the end of your level, or make two different segments with vastly different difficulty.
A good tip is to get playtesters for your level; if they get annoyed with the randomness, you might want to adjust your gameplay accordingly.