Oh I didn’t even notice that. Haha @Dev_Anthony amazing, I love your hidden roblox logo xD
…you can’t see anything… do a dark grey background instead of black.
oh.
ok.
not a car guy.
ok.
Although I do find it pretty interesting how every car commercial is CGI’d now, and some are even nice enough to upload a breakdown of their commercial (I care less for the commercial / product and more for the breakdowns xD).
But ok cool story, will be meh to me until wireframe and interesting parts.
I went past the limits of # of parts that can animate or replicate. Sadly, the Dirac Belt Trick obstacle will not be possible to pull off.
I made an ability for my game that allows players to walk through walls, and I went all-out with the visual effects for being inside something.
https://i.gyazo.com/48b25cb832cfedbfa98dc6ca51e5d983.mp4
It’s still a little buggy, but I’m very happy with the results so far.
EDIT: It was a bit hard to see so I made the backface slightly transparent + adjusted the particles.
That’s essentially what I’m trying to achieve, but doing it alone is pretty challenging D:
I’ve been thinking about something similar ever since I read the book Sand by Hugh Howey.
Do you think it is possible to do the same visual effects when going inside of smooth terrain?
Uuuuh, not sure. This one turns a part inside-out by giving it a malformed CFrame rotation matrix. You can’t do the same with smooth terrain. There might be other hackier methods to do it, but I don’t know any.
Shades for clothing.
Starting work on a new apocalyptic showcase. This one will have a small story to follow
Currently basing new assets around my life being spent in the city this past year
oh you beauty that sign… mmm
My only complaint is that the decal scales on the sign seem off. Otherwise it looks good.
Everything is off in the apocalypse. Muwaha
4 years of planes…
To do list:
Regen for airplane mowers (long story)
Text for items in “museum”
Runway and lights
Terrain generation
Boarding stair generation
Spawner
PROFIT
Basically a working finite state machine thanks to @StealthKing95 helping me out with structuring.
Are you sure it’s not a behavior tree that you’ve built? I ask only because the code snippet suggests so, and does not show any evidence of a FSM. They are related concepts to be sure, and both manage state, but the implementation is different.
PROFIT
if only it were so simple…