A Hat in Time

A Hat in Time

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The Great Gravity Maze
   
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Level Type: Time Rift
Availability: Available Instantly
File Size
Posted
44.353 MB
3 Feb @ 12:17am
1 Change Note ( view )

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The Great Gravity Maze

Description
Hat Kid enters a strange maze in search of a Timepiece, where the right side up... might sometimes be upside down. :P

A short, 3-5 minute level revolving around the concept of shifting gravity.

No enemies or hazards, and your moveset is limited to just running, jumping, double jumping and crawling.

The level does use a specially set up player, though, so if you're on a Bow Kid save file or using custom mod player characters, it might make you look glitchy, but the level should still be playable.

This mod is Not affiliated with SuperInkLink's "Circus of Gravity Insanity" (nor is it nearly as spectacular as Ink's level :P).
I just also had an idea about how I would like to tackle the technical side of gravity shifting in A Hat in Time, and... this is the end result. :D

Shout out to GamerGrim for so diligently making all these Hat mod showcase videos. Let's keep A Hat in Time alive for many more years to come. :3


And finally, thank you to Gigilefache for the thumbnail art. Awesome work as always.
17 Comments
Johnnyb 5 May @ 6:46am 
I only wish there was more!!! bro the ahit level creation community is just built different.
anômalo 3 Apr @ 11:59am 
incrivel
xXPH4N70MG4573RXx 25 Mar @ 2:11pm 
Master Piece:steamthumbsup:
Black Sabbath 23 Mar @ 8:31am 
2
___zzy___ 14 Mar @ 7:30pm 
1
Glasses-kun 9 Mar @ 10:33pm 
I had an unlocked frame rate and could barely move at over 200 fps. Locking to 60 FPS made everything work perfect.
Ender-dragonwolf 4 Mar @ 4:18am 
its a good idea,but the execution was horrible,i hated hat kids movents so much,it felt so wrong
hat kid was also just a head and changing to a diffrent outfits and dyes didnt fix anything
Abelix  [author] 3 Mar @ 1:44pm 
However, this Input Node produces different values based on frame rate, wherein higher framerates generate smaller numbers, and it might have been so small in some cases that it did not hit the threshold value for triggering movement.


Sorry about the in-depth jank talk, I just wanted to get my point across.

This was a really short level thrown together in just a couple hours for the fun of it, so it didn't get in-depth testing, especially not with graphical parameters that I myself never use.

So if anyone who wanted to play but couldn't would be willing to give it a second chance and test my theory for me: I would appreciate it.
Abelix  [author] 3 Mar @ 1:44pm 
The movement here is artificially re-created to make it so tilting the control stick or pressing WASD always corresponds to directions based on your view, and not Hat Kid's actual rotation (cat's out of the bag, it's not real gravity shifting, just tilting the fixed camera and moving all platforms along with it to create the illusion if you walking on walls. If not for this set up, while standing on the right wall, for example, pressing "right" would make you run up, and pressing "left" would make you run down, which is a bit annoying).

How this set up is supposed to work is that an Input Node is constantly detecting whether you're pressing left, right, or no direction, and the player's speed is manually set to a fixed positive X, negative X or zero value depending on said input.
Abelix  [author] 3 Mar @ 1:43pm 
A question to those who cannot move left/right:

Are you playing at a VERY high frame rate? Maybe even uncapped?

This is just a theory of mine, but maybe locking the game to 60 FPS could help?
(I myself cannot really go over 60, my monitor can't handle it, so if you could test for me, I'd be delighted.)

And yeah, sorry about that just in general, I'm not a real programmer, I cannot code at all, so all my in-editor kismet creations are janky as heck.