I think I would rather die.
Good job on the technical side though. Does it work with FilteringEnabled? and is it using the animation system or a custom one?
I think I would rather die.
Good job on the technical side though. Does it work with FilteringEnabled? and is it using the animation system or a custom one?
Holy crap bro, what’s the problem?
I used the default system.
Found a no clip bug when you try to use the character terrain climbing bug.
Edit: found an easier way to reproduce no clip bug
By default, do you mean making every player this way in every game? e_e
There’d be so much rage. Soooo much rage…
[quote] By default, do you mean making every player this way in every game? e_e
There’d be so much rage. Soooo much rage… [/quote]
In my ideal world it would be a combination of developer and user choice.
[quote] Found a no clip bug when you try to use the character terrain climbing bug.
Edit: found an easier way to reproduce no clip bug
[/quote]
This is probably due to the miniscule size of the torso/humanoid root part.
Would look nicer with fitted mesh segments. Imo I would die if we had characters that were like this and blocky.
I think if ROBLOX was doing this they would use special meshes, yes.
[quote] By default, do you mean making every player this way in every game? e_e
There’d be so much rage. Soooo much rage… [/quote]
In my ideal world it would be a combination of developer and user choice.[/quote]
That’d be cool. Though it’d be a really weird transition from super realistic human bodies to roblox-style lego people every time you go to a different game. xD
Hey, since a few people seemed interested in this and also in accomplishing something similar to this, I figured I should give it out. Here’s everything you need to get started making a game with a fifteen jointed character, all packaged into a nice little uncopylocked place:
Please send me / post about what you do with this! I’d be excited to see.
[quote] Hey, since a few people seemed interested in this and also in accomplishing something similar to this, I figured I should give it out. Here’s everything you need to get started making a game with a fifteen jointed character, all packaged into a nice little uncopylocked place:
Please send me / post about what you do with this! I’d be excited to see. [/quote]
Place closed
[quote] Hey, since a few people seemed interested in this and also in accomplishing something similar to this, I figured I should give it out. Here’s everything you need to get started making a game with a fifteen jointed character, all packaged into a nice little uncopylocked place:
Please send me / post about what you do with this! I’d be excited to see. [/quote]
Place closed[/quote]
Now active, but I think that you could have edited it regardless.
Couldn’t you easily fix the limb gaps by just putting the joint pivots at the front/back of the joint depending on where it rotates?
Pretty easy to do. So the top part of the leg and bottom would be connected where a knee would be, instead of in the center.
That’s what I’ve always done.
i’m working on a game with a similar sort of thing. he only has 10 joints, though.
p.s. his hands are no longer blobs, i’ve switched to mesh hands.
[strike]Just curious, but what are the dimensions (height, width, arm/leg length) of the character?[/strike]
Nevermind, just saw the second place link
I’d prefer not to be the Hunchback of Notre Dame but I would love characters with more joints. I could make some legit fighting games because it’s impossible to get an accurate hook animation without the elbow joint and grappling just looks outlandish.
And then I got trapped in the floor and rotted over many years of being stuck
I’ve always been the 1.0 or riot kind of guy.
No exceptions, I would purge my places only to allow 1.0 bodies if a body like this made it to a default.
Nothing personal, though.
k sorry I wanted to help people make more interesting games
You took it personal.