Players Istantly leaving my game. FEEDBACK?

Something more like this?

game:GetService("UserInputService").InputBegan:Connect(function(input, isprocessed)
        if isprocessed then return end
        if input == enum.Keybind.M then
                WhateverTheButtonsNameIs.Modal = not Modal
        end
end)

I think that works? I’m in the middle of a playtest so I can’t confirm. See if you can do something similar if it doesn’t.

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local UserInputService = game:GetService("UserInputService")

local Button = script.Parent

local function onInputBegan(input, gameProcessed)

	if input.UserInputType == Enum.UserInputType.Keyboard and input.KeyCode == Enum.KeyCode.M then
		if not Button.Modal then

			Button.Modal = true
			print("M key pressed, modal value set to true")
		else
			Button.Modal = false
		end
	end
end


UserInputService.InputBegan:Connect(onInputBegan)
1 Like

You need to pass Input and GameProcessed to the function, so you need to do

UserInputService.InputBegan:Connect(function(input, gameProcessed)
   onInputBegan(input, gameProcessed)
end

THIS WORKS! now i want to send a notification if mouse free or locked. how do i do that agiain?

local StarterGui = game:GetService("StarterGui")

StarterGui:SetCore("SendNotification", {
    Title = "Notification Title",
    Text = "This is the notification message",
    Duration = 5,
    Icon = "rbxassetid://1234567890" -- Optional: Replace with a valid asset ID
})

like this?

1 Like

Yes, thats how you do it.

onlythirtycharacterslimit

everyone loves the character limit.

1 Like

To be honest, I don’t see a point in playing this over the original DOORS. Maybe that’s why you aren’t getting any players.

1 Like

local Button = script.Parent


function Notify(Title,Message)


	game:GetService("StarterGui"):SetCore("SendNotification", {
		Title = Title,
		Text = Message,
		Duration = 5,
		Icon = "rbxassetid://1234567890" -- Optional: Replace with a valid asset ID
	})
end

local function onInputBegan(input, gameProcessed)

	if input.UserInputType == Enum.UserInputType.Keyboard and input.KeyCode == Enum.KeyCode.M then
		if not Button.Modal then

			Button.Modal = true
			Notify("Mouse Locked", "Press M to toggle")
		else
			Button.Modal = false
			Notify("Mouse Unlocked", "Press M to toggle")
		end
	end
end


game:GetService("UserInputService").InputBegan:Connect(onInputBegan)

Is this good?

1 Like

very worse doors clones are getting hundreds of players

Yes, that should work.

OnlyThirtyCharactersLimit

it does work. alright whats the next thing to fix?

I didn’t find any more issues. I believe most notable issues should be fixed?

  • The music needs a separate volume control as it was too loud on my PC, so I can only turn down “all” the sounds volume which makes it difficult to hear the sound FX. :melting_face:
  • While in 3rd person, you still have the 1st person walking bob active. :thinking:
  • Accessories are not hidden in 1st person view making it difficult to see where you are going. Screenshot examples below.
  • You can’t get past the very first area because you can’t pick up the key to open the very first door, so I was stuck. :face_with_raised_eyebrow:


1 Like

what do you mean you cant poick up the key… prompt not showing? or script broken

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I’d actually go way darker. Don’t see anything wrong with it. May just take time.
If I was to say anything it would be I really didn’t know what I was doing or what the goal was.
I assumme it was to just progress.

Unless it was a PC issue, the E key would not pick up the key, first door when you start a new game.

for me it works every time. are you on mac? you might wanna switch to windows

what is that thermonuclear explosion on your head for

1 Like

Immediately after joining i see a few flaws. Because think of it this way, why would somebody play this game rather than just playing doors? in order to make a unique experience, you should have at least some type of differences to make the game more of its own thing.
The lighting seemed to be my biggest aesthetic issue, I very much recommend using Future lighting and spending more time on that type of look.
Id also recommend changing up the lobby. The main game seems to be built much better then it IMO, so why not the lobby?

I hope you can find these tips helpful in success of your game. Good day!

we are currently rebuilding the lobby from ground up.


ABOUT THE LIGHTING:

I hear its bad aall the time, but we are using future. i do not know what we are supposed to do.
there is a lightbase surfacelight over the entire room to give a base minimul brightness and then each seperate lamp with shadows disabled.