I was working on a puzzle game called Flip a while back. Players would solve puzzles and overcome obstacles by changing their gravity, like in vvvvv. Anyway, I lost motivation and gave up on the project. The scripts eventually broke. I re-did Flip recently and have manged to make a nearly perfect flipping tool.
Current Features:
[ul]
[li]Local World - When a part is destroyed, it will fall to your localized gravity.[/li]
[li]Local Projectiles - When a projectile is fired, it will fall to your localized gravity.[/li]
[li]Many more obvious features.[/li]
[/ul]
Known Bugs:
[ul]
[li]Jumping Is Terrible[/li]
[li]No Shirt Graphic on Torso[/li]
[li]When in first-person, player does not look in direction of camera.[/li]
[li]Characters start lagging after a few minutes (No idea what’s wrong, but I’ll get to the bottom of it.)[/li]
[/ul]
If you guys find any more bugs in the game, don’t hesitate to tell me! Also, please leave a reply and tell me what you think of the game.
Edit:
I’ll probably work on making this a classic fighting game, then make another game similar to it, using the same tool, as a strategy game.
This is a really cool idea, but the snapping of the camera is pretty disconcerting. You might want to interpolate between camera positions.
This is something I’ll try to keep up with. As a side note, I think this could make a really cool “Get from A to B” game, but each side is not a duplicate of the other so you have to strategically switch. I would bet that this has been made quite a bit off of ROBLOX, though.
[quote] This is a really cool idea, but the snapping of the camera is pretty disconcerting. You might want to interpolate between camera positions.
This is something I’ll try to keep up with. As a side note, I think this could make a really cool “Get from A to B” game, but each side is not a duplicate of the other so you have to strategically switch. I would bet that this has been made quite a bit off of ROBLOX, though. [/quote]
Yeah, I’ll work on camera stuff in a bit. I was planning on doing the “A to B” thing when I finish the game itself. I might disable jumping though and change the flip ket to spacebar.
[quote] Did you create the flip tool completely on your own? Just wondering, because it looks pretty neat.
-Dennis [/quote]
The only things in the game I didn’t create in the game are the camera (Made by Digpoe) and the inverted player control fix (Made by JohnMH), the rest is mine.
[quote] Did you create the flip tool completely on your own? Just wondering, because it looks pretty neat.
-Dennis [/quote]
The only things in the game I didn’t create in the game are the camera (Made by Digpoe) and the inverted player control fix (Made by JohnMH), the rest is mine.[/quote]
Ah, so the map is yours as well? I thought it was roblox’s? Or is it a modified version?
-Dennis
Are you aware of the trick to flip the camera upside down without Scriptable? I.e. doing absolutely nothing to the default character’s camera except flip it? I assume you’re using Scriptable because the trick’s camera controls get reversed.
[code]rs = game:GetService(“RunService”)
c = game.Workspace.CurrentCamera
on=false
script.Parent.MouseButton1Down:connect(function()
on=not on
–[[ ]] --uncomment this if you want to toggle reverse walking while upside down
if on then
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed =
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed * (-1)
else
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed =
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed * (-1)
end–]]
end)
while true do
if on then
c.CoordinateFrame = c.CoordinateFrame
* CFrame.Angles(0, 0, math.rad(180))
Are you aware of the trick to flip the camera upside down without Scriptable? I.e. doing absolutely nothing to the default character’s camera except flip it? I assume you’re using Scriptable because the trick’s camera controls get reversed.
[code]rs = game:GetService(“RunService”)
c = game.Workspace.CurrentCamera
on=false
script.Parent.MouseButton1Down:connect(function()
on=not on
–[[ ]] --uncomment this if you want to toggle reverse walking while upside down
if on then
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed =
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed * (-1)
else
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed =
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed * (-1)
end–]]
end)
while true do
if on then
c.CoordinateFrame = c.CoordinateFrame
* CFrame.Angles(0, 0, math.rad(180))
Are you aware of the trick to flip the camera upside down without Scriptable? I.e. doing absolutely nothing to the default character’s camera except flip it? I assume you’re using Scriptable because the trick’s camera controls get reversed.
[code]rs = game:GetService(“RunService”)
c = game.Workspace.CurrentCamera
on=false
script.Parent.MouseButton1Down:connect(function()
on=not on
–[[ ]] --uncomment this if you want to toggle reverse walking while upside down
if on then
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed =
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed * (-1)
else
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed =
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed * (-1)
end–]]
end)
while true do
if on then
c.CoordinateFrame = c.CoordinateFrame
* CFrame.Angles(0, 0, math.rad(180))
end
rs.RenderStepped:wait()
end[/code][/quote]
O.o
First-person seems to be a bit weird though…[/quote]
Plus, my camera (I believe) is more configurable than the default one - you can alter sensitivity, zoom distance, zoom increments, etc.
EDIT: Now it also has smooth flipping