Meccha Chameleon Paint Hide and Seek v1.8

Paint yourself to blend into the map! Hide in plain sight, fool the Seekers, and survive until end.
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Meccha Chameleon - Paint Hide and Seek
Update Notes V1.8

  • Fixed bug where texture copy would only copy the correct texture on some surfaces but not others.
  • Fixed bug where copied textures always applied a white base color instead of the actual color of the surface copied from.
  • Fixed bug where hider-only actions (Perks, Taunt, Pose, Lock, Paint) could still be triggered by keyboard shortcuts while playing as Seeker.
  • Fixed bug where the Seeker's own character would turn invisible when zooming the camera out.
  • Fixed movement issue that could cause players to slide or get stuck unexpectedly.
  • Fixed bug where the "waiting for players" count would not update for players already in the lobby when a new player joined.
  • Fixed bug where disconnected players were not properly removed from the ready list, sometimes causing the lobby to incorrectly think there were enough players to start.
  • Fixed the eye icon (Look Around toggle) not closing when pressed a second time.
  • Fixed the map vote timer sometimes ending early instead of running its full duration.
  • Fixed map vote card layout so it now displays properly on mobile devices instead of stretching off-screen.
  • Added voter avatars to the map vote screen, showing who has voted for each map.
  • Added a lighting fix to prevent maps from appearing overly bright or glowing once a round starts.
  • Fixed the NukeTown Map where players could glitch into the bus and become not visible
  • Fixed the Atlantis map where an invisible wall was stopping players from moving around freely in the map.
  • Fixed the School map where 1 of the seekers' spawns was inside a locked room, unable to get out..
Mecha Chameleon
Paint Hide and Seek

Update Notes V1.5​

Continuation of the Spectator & Lobby update notes. Covers map voting, lighting, and remaining lobby/joining fixes.

Map Voting​

  • Each vote now shows a maximum of 8 maps, randomly selected and reshuffled from the full map pool every time. As more maps are added beyond 8, each vote rotates through a different set rather than repeating the same fixed maps.
  • Vote card layout rebuilt as a proper 4-column, 2-row grid with scale-based sizing so it fits correctly on both desktop and mobile screens. Previously a wide single-row layout, it would overflow off-screen once more than 4 maps were on the ballot.
  • A max-width limit was added so the vote panel no longer stretches edge-to-edge on large desktop monitors.
  • Small voter avatar icons now appear directly on each map's thumbnail, showing exactly who has voted for that map, updating live as votes change.
  • The vote timer now always runs its full duration, even if every currently-present player has already voted — this leaves a genuine window for a late-joining player to still arrive and vote before the round locks in.

Map Lighting​

  • Fixed a severe overexposed/glowing lighting issue that appeared specifically once a round started. The cause was found in the map-loading code, which was forcing very high brightness and pure-white ambient lighting on every map load.
  • Lighting values are now controlled through a single, tunable config table (GameConfig.MapLighting) rather than being fixed in code — brightness, ambient color, and bloom/sun-ray intensity can all be adjusted directly there.
  • Added a standalone, continuously-running safety script that keeps lighting within safe bounds for the entire time the server is active, correcting it automatically if anything else (a sky asset, another script) tries to push it back to an overexposed state.

Lobby & Player Joining​

  • Players are now automatically included in the next round by default — no button press required each round.
  • An always-available toggle (eye icon, bottom-right of screen) lets a player opt out at any time. Opting out persists across rounds until manually reversed.
  • Players who are opted out get a brief "still looking, or ready to play?" check-in after a round ends — but only for their first two rounds of staying opted out. After that, the check-in stops appearing automatically, respecting that they've shown a clear preference; they can still opt back in themselves at any time via the eye icon.
  • A player joining while a round is already in progress is offered Spectate, Join as Hunter, or Look Around. Choosing Join as Hunter during the hiding phase now correctly routes them to the same holding area real hunters wait in, rather than directly into the map.


Bugs Fixed

Late joiner spawning inside the map or hunter holding room instead of the lobby​

  • The lobby area (including its spawn points) was being removed from the game world entirely for the duration of every round, leaving a joining player with nowhere valid to spawn. The lobby now stays in place for the full round.

Hunter hotbar visible for spectators and non-participants​

  • A separate state-sync path used only for freshly-joining players was not correctly hiding the action bar. Fixed so the hotbar only ever shows once a player has an actual confirmed role for that round.

Spectate option silently failing after using Look Around once​

  • Internal permission to spectate was being cleared when choosing Look Around but never restored on a later attempt to play again. Fixed so this resets correctly every time.

Eye icon (opt-out toggle) not always appearing reliably​

  • Fixed a timing gap where a player joining while the server was already idle in the lobby (no fresh state change occurring) could end up with the toggle stuck hidden.

Double popup when a round ends​

  • The in-round "caught" notification and the end-of-round results screen were sharing the same popup element, occasionally causing both to appear in quick succession. These are now fully separate UI elements.

Results screen missing hunter/hider avatar images​

  • The results screen was not receiving the player ID information it needed to display avatars. Fixed — avatars now display correctly for both survived hiders and hunters.
Mecha Chameleon Paint Hide and Seek
By
Evil Axe Studios

Update Notes V1.1​

Spectator & Lobby System​

1. New Lobby Flow — PLAY / LOOK AROUND​

Every player, whether freshly joining an empty lobby or arriving mid-round, now always sees the same first choice:

  • PLAY — commits to the game. If no round is running, this counts toward the ready total needed to start a vote. If a round is already in progress, this immediately shows a follow-up choice (below).
  • LOOK AROUND — opts out entirely. No further prompts, free to walk the lobby, gets asked again automatically once the current round ends.
A small 👁️ button (bottom-right) lets anyone who chose Look Around bring this prompt back at any time, without needing to reconnect.

Mid-round follow-up (only shown after pressing PLAY during an active round)​

  • SPECTATE — locked camera, cycles left/right between all current hunters using small arrow buttons.
  • JOIN AS HUNTER — becomes an active hunter immediately. If hiders are still hiding, routes to the same holding room real hunters wait in (no early look at hiding spots); if seeking is already underway, spawns straight into the map with a gun.
  • LOOK AROUND — backs out, returns to plain lobby waiting.

2. Map Vote Rework​

  • Vote only counts players who pressed PLAY — anyone who chose Look Around is excluded entirely, even if still connected.
  • Vote always runs the full 30 seconds now, even if everyone currently present has already voted — this leaves a real window for a late joiner to arrive and vote too, rather than the round starting the instant existing players finish.
  • Live "Waiting for N more players..." message shown during the vote itself.
  • GameConfig.lua VoteTime is now a 30-second window, not a fixed short timer.

3. Lobby Status Messaging​

  • "Need Minimum 2 Players to Start" — large rainbow header text, shown when nobody has committed to play yet.
  • "Waiting For More Players X/2" — shown once at least one player has pressed PLAY but the minimum hasn't been reached.
  • "Starting Game Soon... X" — countdown shown to everyone once enough players are ready, right before the map vote appears.

4. Paint Splatter VFX​

A colorful particle burst (with sound) now plays when a hider paints themselves via brush, fill, or texture copy. Deliberately hidden from hunters specifically — otherwise it would act as a live "someone is painting nearby" tell, undermining the stealth mechanic.

5. Mobile Settings Panel​

  • Toggle to mirror the fire button and the gun itself from right to left — updates live while the gun is equipped, not just on re-equip.
  • Music mute toggle, correctly wired to SoundService.

6. Monetized Texture Patterns​

The default material picker (Roblox's built-in textures — smooth plastic, glass, etc.) is now a paid feature, gated both client and server-side. MonetizationConfig.lua


Bugs Found & Fixed

Late joiner spawning inside the map or seeker room instead of the lobby

  • Root cause: the Lobby folder (spawn points included) was being moved entirely out of Workspace into ServerStorage for the duration of every round — so a joining player's automatic spawn had nowhere real to land, and Roblox's default spawn selection picked whatever map/seeker spawns were still present instead. The lobby now stays physically in Workspace for the whole round.
  • Also fixed a race condition where Roblox spawns a joining player's character instantly, independent of any of the game's own code — a short delay before the game reacted was enough for a bad spawn to already happen. The game now safeguards a late joiner's spawn position immediately.

Hider hotbar visible for spectators / non-participants

  • A separate code path that syncs state for a freshly-joining client was never told to hide the hotbar at all — only a different, more common code path was. Both now agree, and the hotbar defaults to hidden until a role is actually confirmed for that round.

Spectate button silently stopped working after Look Around was used once

  • Choosing Look Around correctly cleared internal spectator permission, but nothing ever restored it the next time PLAY was pressed — so Spectate (and Join as Hunter) would silently do nothing on a second attempt. Fixed to reset correctly every time.

Double popup when a round ends

  • The "X was caught!" in-round notification and the final results screen were sharing the same popup — if a hider was caught right as the round ended, both would appear in quick succession, looking like two stacked popups. Now fully separate UI elements.

Results screen missing hider/hunter avatar images

  • The results screen expected user ID lists to build avatar thumbnails, but the server was never actually including them in the payload. Fixed — avatars now display correctly for both the survived-hiders row and the hunters row.

Seekers able to keep shooting during the results reveal

  • Gun removal was happening only after the full ~14 seconds of reveal and stats display had already played out. Now removed the instant the timer hits zero, with a hard server-side rule also rejecting any catch that isn't during active seeking, as a second layer of protection.

Floating "ghost" gun after a round ends

  • Force-destroying a character doesn't cleanly trigger the gun's own cleanup logic, leaving its viewmodel floating in place. Now explicitly cleaned up as part of the round-end camera reset.

Gun pointing the wrong way on mobile

  • A known Roblox platform issue — forcing first-person camera mode via script (rather than the player scrolling in manually) can get stuck on touch devices. Now only applied on non-touch devices; mobile uses the default camera mode instead, which the gun already follows correctly regardless.

Gun/bullets not mirroring together when switching fire-button side

  • The visual gun position and the actual bullet spawn point were always two separate calculations — only one was being mirrored when the settings toggle was first built. Both now update live and together, regardless of which direction is chosen.

Leaderboard showing usernames instead of display names

  • The name-lookup fallback chain would occasionally succeed and occasionally fail for the same offline player between refreshes, causing it to flicker between a real display name and a fallback. Now permanently caches any successfully-resolved name so it can never regress.

Map vote triggering with only one player in the server

  • MinPlayers is now properly enforced at 2 — solo testing no longer accidentally starts a vote.
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344 Views
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Jul 19, 2026 Published
N/A Updated
Not yet rated
5.1 MB File size
Open source
  1. No
DRM-free
  1. Yes
Unobfuscated
  1. Yes
AI Content Disclosure
Cover image, screenshots, and some hotbar icons used inside the game were AI-generated.
AI Content Disclosure
I only used AI occasionally for minor bug fixes and debugging assistance, similar to using GitHub Copilot or ChatGPT as a coding aid
Genre
  1. Comedy
  1. Party & casual
  1. Strategy
Supported languages
  1. English
Creator
Owner
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Refer this resource and earn a 10% commission.
344 Views
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2 Downloads
Jul 19, 2026 Published
N/A Updated
Not yet rated
5.1 MB File size
Open source
  1. No
DRM-free
  1. Yes
Unobfuscated
  1. Yes
AI Content Disclosure
Cover image, screenshots, and some hotbar icons used inside the game were AI-generated.
AI Content Disclosure
I only used AI occasionally for minor bug fixes and debugging assistance, similar to using GitHub Copilot or ChatGPT as a coding aid
Genre
  1. Comedy
  1. Party & casual
  1. Strategy
Supported languages
  1. English
Creator
Owner
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