FLIP is a really cool puzzle / strategy game created by Vexedly. It is a work in progress, but it is still really cool.
That looks really cool, I’m going to try it out.
I know another member of these forums, Cheatmaster13 I think it might be, he made a cool mirror obby.
This makes me think of it.
Cool except for the part where it doesn’t work
What part of it doesn’t work?
What part of it doesn’t work?[/quote]
[strike]The gravity flip, for me at least.[/strike]
Nevermind. Appears the key is ‘f’, not ‘spacebar’ as stated by the description. Also, the keys seem incredibly sensitive.
What part of it doesn’t work?[/quote]
[strike]The gravity flip, for me at least.[/strike]
Nevermind. Appears the key is ‘f’, not ‘spacebar’ as stated by the description. Also, the keys seem incredibly sensitive.[/quote]
Sorry about the description; I fixed it.
What do you mean by “incredibly sensitive”?
[quote]
What do you mean by “incredibly sensitive”? [/quote]
When you’ve flipped, the keys to move sideways make you move faster than what your walkspeed has become.
that was confusing, redo
When you flip your character, the walkspeed for walking forward or backwards slows down noticeably. It returns to the normal walkspeed when you A) jump B) turn.
Because of the initial slower walkspeed, turning and jumping seem TOO fast and you can’t adequately measure how far you’re going to move (tends to result in overcorrections which complicate the problem even MORE).
So fix the basic walkspeed when flipped, and you’ve solved this problem.
[strike]I had a lot of trouble with being flipped, but I think it was just my lack of skill that cause me to fall off the edge over and over again because of the inverted controls.[/strike]
What I said above, doesn’t make much.
But I was just saying, that the camera + inverted wacky controls make things difficult for me.
It however, may not be a flaw with the game, it may just be my lack of skills.
There, I think I said it in English that time.
[quote]
What do you mean by “incredibly sensitive”? [/quote]
When you’ve flipped, the keys to move sideways make you move faster than what your walkspeed has become.
that was confusing, redo
When you flip your character, the walkspeed for walking forward or backwards slows down noticeably. It returns to the normal walkspeed when you A) jump B) turn.
Because of the initial slower walkspeed, turning and jumping seem TOO fast and you can’t adequately measure how far you’re going to move (tends to result in overcorrections which complicate the problem even MORE).
So fix the basic walkspeed when flipped, and you’ve solved this problem.[/quote]
Everything you just said is because I haven’t added a hat remover yet. Press ‘=’ in game.
[quote] [strike]I had a lot of trouble with being flipped, but I think it was just my lack of skill that cause me to fall off the edge over and over again because of the inverted controls.[/strike]
What I said above, doesn’t make much.
But I was just saying, that the camera + inverted wacky controls make things difficult for me.
It however, may not be a flaw with the game, it may just be my lack of skills.
There, I think I said it in English that time. [/quote]
I’ll be adding GUIs and levels making players accustomed to this. Also, my partner who was working on the camera just added a little something something you may enjoy.
[quote] That looks really cool, I’m going to try it out.
I know another member of these forums, Cheatmaster13 I think it might be, he made a cool mirror obby.
This makes me think of it. [/quote]
Lol, you spelt my username wrong
@Vexedly
I am going to test it when I have time
[quote]
Everything you just said is because I haven’t added a hat remover yet. Press ‘=’ in game. [/quote]
Ah - is that because you can’t affect the hat gravity?
At any rate, thanks.
[quote]
Everything you just said is because I haven’t added a hat remover yet. Press ‘=’ in game. [/quote]
Ah - is that because you can’t affect the hat gravity?
At any rate, thanks.[/quote]
Yeah, hats add A LOT of weight to a character. I’d have to find the mass for EVERY hat if I allowed players to keep them. For now, just removing them is the best way to go.
[quote]
Yeah, hats add A LOT of weight to a character. I’d have to find the mass for EVERY hat if I allowed players to keep them. For now, just removing them is the best way to go. [/quote]
This’d be harder, but could you find a way to remove the brick from the hat and just leave the mesh?
That way we get the looks without the weight,
-if not
then I suggest you create a “test subject” look that gets slapped on the players (shirt/pants/etc. Let us keep our faces and perhaps torso colors) - we look ugly without our hats.
[quote]
Yeah, hats add A LOT of weight to a character. I’d have to find the mass for EVERY hat if I allowed players to keep them. For now, just removing them is the best way to go. [/quote]
This’d be harder, but could you find a way to remove the brick from the hat and just leave the mesh?
That way we get the looks without the weight,
-if not
then I suggest you create a “test subject” look that gets slapped on the players (shirt/pants/etc. Let us keep our faces and perhaps torso colors) - we look ugly without our hats.[/quote]
Yeah, my current plan is for test subjects that very depending on the color of your chat name. (Using ROBLOX’s algorithm for seemingly but not totally random assigning.)
Oh, look, someone already has copied flip:
- that is guy who was mentioned on blog… Great.
[quote] Oh, look, someone already has copied flip:
- that is guy who was mentioned on blog… Great. [/quote]
You scared my for a second! That’s one of the devs on it. lol
Vexedly, I see you’re using something like Stepped or wait() for updating the upside-down Scriptable camera. Try the new-ish RenderStepped which is double FPS Documentation - Roblox Creator Hub <:
Actually, I know NOTHING about cameras. BetterBe is doing that part of it. I’ll show this to him, thanks!