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#66 Succead track (using my own music) :)

Posted by DuTchEr95 on 11 June 2013 - 06:24 PM

Here's a track i made a while ago, using my own music:


Name: Succead

Artist: DuTchEr95

Intensity: 3

Track type: .rue

Download: https://mega.co.nz/#...xnz2JK1qNfCQAIE



I made a video about Rungine, it has a part of my track in it too:


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#305 INTRODUCING: Booster

Posted by Hugo_Peters on 22 June 2013 - 12:10 PM



The Booster will make the player jump really high! And in the future, you will be able to modify the jump speed as well!
You can even put a Booster right above the player and flip it upside down, allowing you to create crazy passages!

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#957 Steampunk Warlord

Posted by monster860 on 26 October 2013 - 12:55 AM

Name: Steampunk Warlord

Artist: Bossfight

Difficulty: Hard-ish (because of the spikes on blocks)

Download: http://monster860.dy...punkWarlord.rue


This is the FIRST track posted that includes BG EFFECTS.



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#631 Till Death [Updated]

Posted by monster860 on 07 July 2013 - 07:54 PM

Name: Till Death

Artist: ParagonX9

Difficulty: Medium

Download: http://monster860.dy...s/TillDeath.rue


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#617 Misusing Products

Posted by Hugo_Peters on 06 July 2013 - 03:07 PM

You are not allowed to:

  • Give information on hacking / reverse engineering / any other form of modifying on the products Djek Studios delivers
  • Give information on how to crack / illegaly activate products
  • Share license keys
  • Distribute beta files (with the exception of tracks (both .tdtprj and .rue))

Any violation of these rules will result in a perma ban + kick from beta.

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#853 The Runthrough TEASER TRAILER

Posted by Hugo_Peters on 02 August 2013 - 04:07 PM



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Posted by Derpyy on 23 July 2013 - 01:27 PM

Hugo and I have decided to create a huge collaboration track where everyone chips in! Here's what has to go down.


1. A .tdtprj file is going to go around to each person and they work on the track. If you are going to work on a part, make it, save it over the original, transfer it to the next person using MEGA.


2. If you want to be a part of this, send me a PM.  <============


3. Please, if you say you are going to complete a part of the track, DO IT! In other words, no slacking off! I want this collaboration to be a success.


4. Only complete ONE PART OF THE TRACK FOR THE COLLAB! (You can create a whole different track with the same song.) (I will give you the song using MEGA after the conformation of you taking part.)






I hope this collaboration comes out well! Who knows, maybe Hugo will put it up for sale? ┐(‘~`;)┌



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#702 Babokon

Posted by Populess on 15 July 2013 - 10:21 PM



Name: Babokon
Artist: DJ-Babokon
Intensity: 3
Track type: .rue

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#595 You like this

Posted by Populess on 05 July 2013 - 07:33 PM

Name: You like this

Artist: DJ Splash

Intensity: 4

Track type: .rue

Download: https://mega.co.nz/#...v-MzZCXixPVQuX0



Well,This is the hardest track i ever have made,Its 2 min 40 sec and hard.

Think you can beat it?

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#589 INTRODUCING: Booster

Posted by Hugo_Peters on 05 July 2013 - 03:20 PM

I want to use it now. (And I want changing bg.)

Stop bitching, I'm working on it.

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#350 Funny picture and video thread

Posted by Populess on 24 June 2013 - 08:35 PM


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#275 Slight problem

Posted by DuTchEr95 on 19 June 2013 - 05:10 PM

how  about depositfiles.org ? you dont have  register i had used it before with no account

please no... that one takes way to much time before you can download a file.. 60 seconds.. then wait another hour or so.. before you can download something else again. please use something else than depositfiles.org

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#1085 monster860's Guide to Making a Quality Track in TDT

Posted by monster860 on 29 December 2013 - 05:56 PM


        Welcome to my guide! This guide will show you how to make a quality track in TDT. This guide is split into two main sections: Syncing, and Difficulty. Syncing is about making your track more synced to your song, both with blocks and spikes, and also the background. Difficulty has some tips and tricks to make your track more difficult.
       Also, I will say, that I am no writing wizard. That means that you shouldn't expect this to be Shakespeare or something like that.


       This section is about how to make your track more synced to the song that you have chosen. This includes: Choosing a good song, placing your blocks and spikes in the right place, and the Background Effects.

Choosing a good song

        When making a TDT track, it's a good idea to make sure you have a good song chosen. This is important, because you want to have a lot of change in your track. Otherwise, the player will get bored and won't want to play your track.

       When choosing a song, I recommend that you use a song that is generally shorter than two minutes. The reason for this is that when your track gets longer, you get bored placing blocks and spikes at the end of the track, therefore reducing the quality of the track. If you want to use something longer, you can use part of the song. Remember, however, that the rules say that you must use up at least one-third of a song. This means you shouldn't go over six minutes, if you want two or less minutes of track. However, if you happen to have more endurance than me, you can go for a long song if you want.

       Also, the song should have multiple distinct, short sections, which are 30 seconds long. This is equivalent to a paragraph. If you have to write a paragraph that's short, you won't be able to fit all your ideas. If you have to write a long paragraph, you might run out of ideas.

       A good example of a song is Heaven, which is the song used in the 3rd level of the Impossible Game. You can listen to this song at http://www.newground...o/listen/105753

Placing your objects and elements

        In order to sync your track to your song, you must know how to place your objects and elements in the right place. This includes "filler" objects, and when to place your elements.

        When placing your objects, the main rule to follow is to sync the jumps, not the objects. While this rule is easy to follow with blocks, it's not as easy to remember with spikes. I've seen many tracks where the music is synced to the spikes, not the jumps over the spikes. An easy way to do this, is to place your cursor on the beat, and then place your spike, double-spike, or triple-spike in the MIDDLE of the track-trace, which you should ALWAYS keep enabled. This is what it should look like, where the cursor is on the note:




Sometimes, the notes are more than half a second apart, and you will have to place filler blocks. The filler blocks should keep you on the same level. The alternative option is a long jump, but there is a limit on how long it can be.

        When placing elements, you should keep in mind that element changes should occur in between sections, and when they are used as a trap. This is really the only thing to say about elements.

Background Effects

        When designing background effects, a good idea is to be consistent on when you change colors in between two sections of the song. There are two ways to place the elements there: On the change of element, and on the change of song. When you are doing it on the change of song section, place the changes when you feel there is change in the song. When doing it on change of element, do it the same way, but when it's next to a gravity switch, makes sure the change happens with the gravity switch. 
       As a final note, it's a good idea to tell a story with your background effects.


        In this section, I will cover the tips in tricks in making your track more difficult. This includes traps, and inconsistency.


        In making your track more difficulty, you should include plenty of traps. These traps may or may not include elements to trick the player. The point is to make the player take the wrong path. There are three types of traps discussed in this section.

        The first type of trap is the element trap. The point is to use elements to hide the correct path. This involves using a lot of short "Objects Fly Up" and "Objects Fly In" elements. An example of such trap is:


        The second type of trap is the split-path trap. The basic idea is that the path splits, and the player must remember which path to take. It's very basic, and is even found in The Impossible Game's "Fire Aura" level.

        The third type is the hidden drop. It's when you have normal track, but there's a part where you have to intentionally drop out of the track to go onto a different block. If you don't, then there's spikes that you will always hit. They are hard to remember, because they simply occur in the middle, and hard to learn, often causing confusion. It is recommended to use those sparingly.


        In order to make your track hard, you shouldn't repeat patterns too much. Introduce new patterns. Also, you can try making two patterns that look exactly the same, but have to be executed completely differently. The basic idea is to break the first rule of UI, which is consistency.


I hope this guide was helpful in creating a quality TDT track.

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#905 some forum suggestions

Posted by Vanderley5974X on 22 August 2013 - 02:33 PM

1: a favorite buttom to make a topic favorite,

2: vídeos can be posted in your profile background

3: buttom to add someone as best friend,

4: voice chat in the shoutbox - maybe

5: if you click a wrong reputation like bad reputation to a good post then you can re-edit the reputation that it clicked wrong reputation

6: video chat where you can chat with webcam and microfone

7: when you want to add a image to your account you can use videos to your account image

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#778 Heaven V2 (Remake)

Posted by TheSpikky Taco on 25 July 2013 - 12:24 AM

Name: Heaven

Artist: Envy

Intensity: 3

Track Type: .rue

Download: https://mega.co.nz/#...htTh5VLjhaUrIVs




Heaven is now updated with new elements with the new TDT update

But later on in the level it might become impossible i probably will fix it if i find out the part that's impossible if you post a picture.


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#746 Heaven (Extended Remake)

Posted by Populess on 21 July 2013 - 07:49 PM

And the happy ending  :D

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#73 suggestions #1

Posted by Rogier van der Meij on 13 June 2013 - 07:28 AM

I highly agree on the autosaver but the others are just plain unnecessary......

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#618 Blue Marine [Complete]

Posted by monster860 on 06 July 2013 - 04:20 PM

Name: Blue Marine

Artist: ParagonX9

Intensity: 4-5 (Really hard)

Type: .rue

Download: http://monster860.dy.../BlueMarine.rue

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#540 How about an android version?

Posted by Hugo_Peters on 01 July 2013 - 07:55 PM

WELL, could you maybe give us an apk so that we can work on our mobile devices?

WELL, I can't. TDT will only be available on Windows. Plus, you're a beta tester. Be happy with what you've got.

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#306 INTRODUCING: Booster

Posted by DuTchEr95 on 22 June 2013 - 12:17 PM

Awesomeness! :D

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