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Gravity flip v1.5
Posted: Mon Apr 04, 2016 10:58 am
by Zeus guy
EDIT: BUGFIX UPDATE OOOOooOoOooooooOOOoOo. The download is at the usual place. Basically
this now works.
Greetings! It is me once again. This time I bring you a cool thing which, while a bit bugged, still works greatly.
Now, you may be wondering, how does it work?
Well that's an easy one. You just need to create a layer named "Clouds" and fill it with clouds two blocks under all ceiling tiles you want to be able to walk on. To support non-small mario you need to add an extra set of clouds under the first ones, at the exact height. If it's too high or too low, it won't work. You need to find the perfect height. This gets a lot easier using the PGE editor. No longer needed. thank mr pge calibrator
To change your gravity, just touch an smb1 coin or a ring. Make them friendly if you want to use them more than once.
In order to die from falling through the ceiling you should use lava blocks or whatever.
Here's a list of everything that's possible right now:
- Walking on the ceiling!
- Jumping on the ceiling!
- Stomping goombas with your head!
And
here is the
new download link.
Weird definitely-not-mario-playable included because I'm too lazy to flip mario's sprites lol Rip laziness. Will be missed.
Tileset not included
Planned content for next version:
- Making the player being able to duck on the ceiling without it being bugged
- Using npcs to make the placing of the Clouds layer easier (And also to make the player not be one pixel above the ceiling (?))
Re: Gravity flip
Posted: Mon Apr 04, 2016 11:10 am
by zlaker
Hey this is actually pretty cool dude. Nice job!
Re: Gravity flip
Posted: Mon Apr 04, 2016 11:57 am
by PixelPest
Pretty cool, although there's a few issues in your code. Use API.load instead of loadAPI/loadSharedAPI and why do you use onLoop() and onTick()? Your form isn't great, but overall it's pretty neat
Re: Gravity flip
Posted: Mon Apr 04, 2016 12:10 pm
by Zeus guy
zlakergirl357 wrote:Hey this is actually pretty cool dude. Nice job!
Thanks!
PixelPest wrote:Pretty cool, although there's a few issues in your code. Use API.load instead of loadAPI/loadSharedAPI and why do you use onLoop() and onTick()? Your form isn't great, but overall it's pretty neat
Wait, I used loadAPI and loadSharedAPI? I thought I changed them to API.load. Same thing for the use of both onLoop and onTick.
Re: Gravity flip
Posted: Mon Apr 04, 2016 12:14 pm
by PixelPest
Zeus guy wrote:zlakergirl357 wrote:Hey this is actually pretty cool dude. Nice job!
Thanks!
PixelPest wrote:Pretty cool, although there's a few issues in your code. Use API.load instead of loadAPI/loadSharedAPI and why do you use onLoop() and onTick()? Your form isn't great, but overall it's pretty neat
Wait, I used loadAPI and loadSharedAPI? I thought I changed them to API.load. Same thing for the use of both onLoop and onTick.
Maybe you uploaded the wrong version. Also, if you're going to comment multiple, consecutive, full lines, you can use --[[ at the beginning of the first line and ]]-- at the end of the last line. It's much quicker to remove if you want to re-introduce commented lines later, instead of having to remove a ton of --'s
Re: Gravity flip
Posted: Mon Apr 04, 2016 12:20 pm
by Zeus guy
PixelPest wrote:Zeus guy wrote:zlakergirl357 wrote:Hey this is actually pretty cool dude. Nice job!
Thanks!
PixelPest wrote:Pretty cool, although there's a few issues in your code. Use API.load instead of loadAPI/loadSharedAPI and why do you use onLoop() and onTick()? Your form isn't great, but overall it's pretty neat
Wait, I used loadAPI and loadSharedAPI? I thought I changed them to API.load. Same thing for the use of both onLoop and onTick.
Maybe you uploaded the wrong version. Also, if you're going to comment multiple, consecutive, full lines, you can use --[[ at the beginning of the first line and ]]-- at the end of the last line. It's much quicker to remove if you want to re-introduce commented lines later, instead of having to remove a ton of --'s
You just made my life a lot easier. Thank you very much.
Re: Gravity flip
Posted: Mon Apr 04, 2016 7:45 pm
by Alagirez
Now i can implement geometry dash
Will use this
i hope you will make the wave thing
Re: Gravity flip
Posted: Mon Apr 04, 2016 11:51 pm
by lotus006
Cool but how it's possible ? nice job
Next Step gravity wall

, after this we will be able to make the running corner and make mario running on wall like on Super Mario World

Re: Gravity flip
Posted: Tue Apr 05, 2016 4:36 am
by Circle Guy
i am so using this in SMGA part 2
Re: Gravity flip
Posted: Tue Apr 05, 2016 9:23 am
by Zeus guy
Camacho wrote:i hope you will make the wave thing
The wave thing? Like
this?
Well I suppose I can do it. Shouldn't be too hard.
lotus006 wrote:Cool but how it's possible ? nice job

Magic. And invisible cloud blocks.
lotus006 wrote:Next Step gravity wall

, after this we will be able to make the running corner and make mario running on wall like on Super Mario World

I'm afraid that wouldn't be as easy as this, because this is still horizontal movement, and turning that into vertical movement would be a bit complicated I think.
Circle Guy wrote:i am so using this in SMGA part 2
Yay my thing's going to be used.
On a side note, I'm currently working on an update to this. It will slightly optimize the code, add support for ducking on the ceiling, removing the need of pixel-perfect mechanics in order to make it work, and that's it most likely.
Coming later today. Maybe.
EDIT: Forget about that, things are not working for whatever reason. It may take a bit longer than expected.
Re: Gravity flip
Posted: Tue Apr 05, 2016 7:44 pm
by Alagirez
Zeus guy wrote:Camacho wrote:i hope you will make the wave thing
The wave thing? Like
this?
Well I suppose I can do it. Shouldn't be too hard.
Yes.
Re: Gravity flip
Posted: Mon May 16, 2016 11:35 pm
by PROX
I wonder if you will make it so npcs will do the same thing.
Re: Gravity flip
Posted: Fri May 27, 2016 3:24 pm
by Zeus guy
I have temporarily returned from the dead to update this thing. More details up there. Some minutes after this is posted. :P
PROX wrote:I wonder if you will make it so npcs will do the same thing.
That would be complicated, but it could be made if npcs that touched the flip thing turned into another similar npc that goes up and has a flipped sprite. The only problem is that unique npcs like bosses wouldn't work with this. But I will definitely work on it when I get some time.
Re: Gravity flip v1.5
Posted: Mon May 30, 2016 9:28 pm
by Phazon1111
I have a suggestion.
Try making gravity that forces you to the side of the screen.
(I feel like I could explain this better, but I think you get the idea.)
Re: Gravity flip v1.5
Posted: Wed Jun 01, 2016 11:14 am
by PersonNamedUser
I'll definently use this in the Mosaic Group's Journey.
Re: Gravity flip v1.5
Posted: Thu Jun 02, 2016 10:08 pm
by 7NameSam
This is a neat thing you have here!
I feel like that a good next step for this Code is to make it so that you can spinjump off the bottom of enemies while upside-down
Also having the upside-down jumping affected by momentum.
Re: Gravity flip v1.5
Posted: Thu Jun 02, 2016 10:23 pm
by MECHDRAGON777
7NameSam wrote:This is a neat thing you have here!
I feel like that a good next step for this Code is to make it so that you can spinjump off the bottom of enemies while upside-down
Also having the upside-down jumping affected by momentum.
You mean the spin grab glitch?
Re: Gravity flip v1.5
Posted: Fri Jun 03, 2016 11:11 am
by 7NameSam
MECHDRAGON777 wrote:7NameSam wrote:This is a neat thing you have here!
I feel like that a good next step for this Code is to make it so that you can spinjump off the bottom of enemies while upside-down
Also having the upside-down jumping affected by momentum.
You mean the spin grab glitch?
no, I meant something like this:

Re: Gravity flip v1.5
Posted: Thu Jun 30, 2016 7:49 am
by DAT LUIGI FAN
This must be the work of a friendly stand
Re: Gravity flip v1.5
Posted: Wed Jul 13, 2016 11:40 am
by HunnyBon
This looks fantastic! I assume it works by having a separate player sprite sheet?