Ngl matcha you have a HUGE potential to grow up your channel even more, maybe you should go back making maps, like the old times + you have a great skill and you know how things work each other (physics). 🗣️
Hey, I have an issue where the buttons+ plugin doesn't work. Basically, I'm adding the proper values to buttons and ziplines in my map and giving them correct names. The timelines are added correctly when I press the "Add Buttons+" button and no errors are printed. Yet when I test my map in FE2CM the buttons and ziplines are still the default green. Additionally, "Asset not trusted" is constantly outputted in FE2CM after updating my map, and it usually requires me to update my map again several times to get the error to go away. Any help would be greatly appreciated.
Well that’s pretty odd, I’m not sure what the issue might be… At the very least, ensure the plugin is updated, but if that still isn’t helping, I could try to help more through discord later. As for the asset not trusted thing, I’m pretty sure it’s just an issue that randomly happens often in FE2CM.
The Buttons+ map and a map kit version are linked in the description of the plugin's page on the creator store The other maps themselves aren't public, but I've made public models containing the important parts/timelines required, which can be found here: Clickable Parts (Code Cracker): create.roblox.com/store/asset/17701421326 Flood Colors Checker (soda 🥤): create.roblox.com/store/asset/17260610945 Cuphead Orbs (Journalist's Nightmare): create.roblox.com/store/asset/17260304316
You can look into it further if you add the timelines to a map, but basically the orange buttons have a LocalTrigger_Touch that uses SetHumanoid to give the player a speed boost and set their speed back to the default after the specified duration. The red buttons have 3 extra hitboxes swapping positions to detect a player touching the button using Trigger_Touch and Touch_Debounce 0.1. It also has a custom billboard gui that changes with SetProperties on the size property. The purple buttons use DragDetectors to detect clicks in a Conditional_Timeline loop, and it just makes the button hitbox really big once a click has been detected. There's obviously more to it, but this is generally how the timelines function.
I don’t think number variables can be linked to a text label’s text value, so the only way I could think of is making an XFrame updating the text for each number the timer ticks down. Longer timers would require an excessive amount of XFrames, which is why I decided to simplify it with a bar instead.
The dash mechanic sets your walk speed really high for a brief moment before setting it back to normal. It also stops your vertical momentum by changing your jump power in a similar manner. The momentum gained makes from all of this combines to make a pretty convincing dash effect.
This was Really creative and Upgraded! I like it so much!!!
Ngl matcha you have a HUGE potential to grow up your channel even more, maybe you should go back making maps, like the old times + you have a great skill and you know how things work each other (physics). 🗣️
I've actually started progress on a new map already, and I'll probably get back to working on it again once I have a lot more free time
@keilanpittman thank you!
This is epic
ill check that out, thanks matcha
1:37 what is the map id
all of the IDs are in the description
yt6h464 is the ID for soda🥤
“Journalists nightmare” 💀
thanks
Hey, I have an issue where the buttons+ plugin doesn't work. Basically, I'm adding the proper values to buttons and ziplines in my map and giving them correct names. The timelines are added correctly when I press the "Add Buttons+" button and no errors are printed. Yet when I test my map in FE2CM the buttons and ziplines are still the default green. Additionally, "Asset not trusted" is constantly outputted in FE2CM after updating my map, and it usually requires me to update my map again several times to get the error to go away. Any help would be greatly appreciated.
Well that’s pretty odd, I’m not sure what the issue might be… At the very least, ensure the plugin is updated, but if that still isn’t helping, I could try to help more through discord later. As for the asset not trusted thing, I’m pretty sure it’s just an issue that randomly happens often in FE2CM.
@@MatchaPanda Ah, I fixed the issue. I didn't add the IdleColor values to the buttons. Thank you for your help though!
Is it even possible to bring back matcha gui
nope
gg!
imagine if anybody makes a map with the buttons+ plugin
Could u make those maps open sourced?
The Buttons+ map and a map kit version are linked in the description of the plugin's page on the creator store
The other maps themselves aren't public, but I've made public models containing the important parts/timelines required, which can be found here:
Clickable Parts (Code Cracker): create.roblox.com/store/asset/17701421326
Flood Colors Checker (soda 🥤): create.roblox.com/store/asset/17260610945
Cuphead Orbs (Journalist's Nightmare): create.roblox.com/store/asset/17260304316
@@MatchaPanda thanks! ❤️
🔥🔥🔥🔥
Thank you so much......
This is impressive! How did you manage to do this?
You can look into it further if you add the timelines to a map, but basically the orange buttons have a LocalTrigger_Touch that uses SetHumanoid to give the player a speed boost and set their speed back to the default after the specified duration. The red buttons have 3 extra hitboxes swapping positions to detect a player touching the button using Trigger_Touch and Touch_Debounce 0.1. It also has a custom billboard gui that changes with SetProperties on the size property. The purple buttons use DragDetectors to detect clicks in a Conditional_Timeline loop, and it just makes the button hitbox really big once a click has been detected. There's obviously more to it, but this is generally how the timelines function.
@@MatchaPanda is there still a way that the numbered timer for red buttons can return or no?
also i am curious to know how you created the dash mechanic, looks sweet
I don’t think number variables can be linked to a text label’s text value, so the only way I could think of is making an XFrame updating the text for each number the timer ticks down. Longer timers would require an excessive amount of XFrames, which is why I decided to simplify it with a bar instead.
The dash mechanic sets your walk speed really high for a brief moment before setting it back to normal. It also stops your vertical momentum by changing your jump power in a similar manner. The momentum gained makes from all of this combines to make a pretty convincing dash effect.
Bring back matchagui :)
Also the flood colors
Bro i love Flood escape 2 accept request friend tomorrow i send you i want to play with you
my friends list is full