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FloppySide · Independent Roblox developer
Gameplay &
systems development.
Character movement, multiplayer interactions,
and game worlds that remember your progress.
ABOUT ME
- 01Developer — builds, UI and code
- 02Years of experience
- 03Games designed and built
Built for fun.
Made by me.
I enjoy making games. These three projects started as hobby ideas: I thought the mechanics would be fun, so I built them.
I made each game independently, from the builds and UI to the code that brings it all together.
More about me ↗SELECTED PROJECTS
See what I can build.
Explore it in the games.
Three independently developed Roblox games: custom movement, power-ups, and multiplayer physics, plus currencies, leaderboards, shops, and saved progress.
Start with the gameplay and feature overviews. How it works is there for a closer look, and detailed questions are welcome through project enquiries.
Gravity Dash
Movement built for floors, walls, and ceilings.
A gravity-changing runner with connected race courses, Lucky Block power-ups, a currency shop, and collectible cosmetics.
Playback is unavailable. Open the original capture.
Playback is unavailable. Open the original capture.
Playback is unavailable. Open the original capture.
Run across walls, then make the character your own
Race through connected rooms as gravity changes, grabbing power-ups from Lucky Blocks, from homing projectiles to thrown bombs. Away from the course, spend in-game currency on rotating crates and manage collected cosmetics.
How changing gravity affects the game
The game checks nearby surfaces, decides which way is down, and updates movement and animation. Connected course rooms share a common way to measure progress.
- 01 / Check nearby surfacesCombine the directions of nearby surfaces to determine gravity.
- 02 / Update the characterUse that gravity direction for movement, orientation, and animation.
- 03 / Connect the courseAlign room entrances and exits, then record progress along the route.
A simplified explanation based on the project code.
Time Tag
Dashing around obstacles and rewinding movement.
A tag game with obstacle-aware dashes, movement rewind, round rewards, and saved cosmetic collections.
Playback is unavailable. Open the original capture.
Playback is unavailable. Open the original capture.
Dash to a target or rewind your movement
The game plans a route for the seeker’s dash. Rewind follows a recorded movement sequence, with a ghost and connecting line showing the previous positions.
How a dash route is planned and checked
The solver checks the level for places the character can stand, then searches walk and jump connections. The movement plays on the player’s computer, with a final position check on the server.
- 01 / Find possible standing positionsSample the level and check space above the character.
- 02 / Choose a routeSearch walk, jump, and higher-cost super-jump connections.
- 03 / Play and check the movementRun the movement locally, then check its endpoint on the server.
A simplified explanation based on the project code.
ANTS!
Multiplayer grabbing and hauling.
An ant-scale game where players drag objects, pull together, and recover after being knocked down.
Playback is unavailable. Open the original capture.
Playback is unavailable. Open the original capture.
Playback is unavailable. Open the original capture.
Grab objects and pull together
Ants grab objects or other creatures using physical tethers. More ants joining changes the hauling behavior. Struggling or letting go changes the interaction again.
How several ants share one object
The server checks where an ant is trying to grab, combines the active grabbers, and updates the hauling behavior. It also decides how the object’s physics should be shared across players.
- 01 / Check the grabCompare the proposed bite point with the object’s actual surface.
- 02 / Combine the grabbersUpdate the tethers and hauling behavior as ants join or leave.
- 03 / Assign physics ownershipSolo drag: the dragging player. Multiple grabbers or release: automatic selection.
A simplified explanation based on the project code.
Assets made
Creatures, houses
and gear, built to use.
Alongside the games I build the assets that go in them: procedural models, R15 rigs with full enemy movesets, village buildings and tiered tool sets.
Creature movesets Models · Rigging · Animation
An orc, a tauren chieftain, a troll and a goblin, each generated procedurally, rigged to R15 and given a full enemy moveset: idle, walk, run, three or four attacks and a stagger. Each has its own weapon, and every attack is keyed to read from a distance.
Playback is unavailable. Open the original capture.
Playback is unavailable. Open the original capture.
Playback is unavailable. Open the original capture.
Playback is unavailable. Open the original capture.
Models · 6 imagesVillager housesSee the set
Models · 5 imagesTools and weaponsSee the set
Environment · 2 imagesEden world mapSee the set
Models · ANTS! · 6 imagesAnt costumesSee the set
Models · ANTS! · 2 imagesAnt castesSee the set
Models · ANTS! · 2 imagesGarden creaturesSee the set
Environment · ANTS! · 5 imagesANTS! mapsSee the setDEVELOPMENT SERVICES
Building game features
and fixing difficult bugs.
How I can help ↗Character movement ↗
Building movement for unusual surfaces and keeping the character’s animations consistent.
02 / Combat & abilitiesAbilities & projectiles ↗
Homing projectiles that lock on and curve toward moving targets, power-ups with catch-up odds, and server checks on every hit, gravity flip, and buff.
03 / Gameplay abilitiesDashes & rewind abilities ↗
Planning movement around obstacles and recording positions for rewind mechanics.
04 / Multiplayer physicsMultiplayer interactions ↗
Making grabbing, shared objects, and knockdowns work together across players.
05 / Economy & persistenceCurrencies, shops & saved progress ↗
Connecting currencies, round leaderboards, and purchase handling to saved player profiles, with a session lock against two servers writing the same save. Time Tag shows the prototype implementation and its current limits.
