Works perfect and really smooth.
It’s still not done and chaotic is planning to add a lot more to it (leaderboard, doge-version, etc). Going to be really epicc
Works perfect and really smooth.
It’s still not done and chaotic is planning to add a lot more to it (leaderboard, doge-version, etc). Going to be really epicc
Nice! It behaves just like the actual game.
Which means I am just as bad at it.
Can Chaotic please post here so I can drop a thank you?
I have noticed that the 256 tile doesn’t seem to load for me though:
[quote] Nice! It behaves just like the actual game.
Which means I am just as bad at it.
Can Chaotic please post here so I can drop a thank you?
I have noticed that the 256 tile doesn’t seem to load for me though:
snip [/quote]
It probably doesn’t load because the image hasn’t been moderated yet. I just uploaded the 256, 512, 1024, and 2048 tiles.
Wow copying what I was going to do today. ![]()
I was hoping for a post apocolyptic world set in 2048, but this works too.
Dang, this looks beautiful! The only critiques I would have to make would be that you should see if you can get them to tween (just add a debounce and stuff so they can’t move between animations), and that you shouldn’t load the character. To do that just turn off CharacterAutoLoads in players and slap this code into a script:
game.Players.PlayerAdded:connect(function(player)
player.Character = Instance.new("Model", game.Workspace)
end)
But overall the game looks beautiful… great work!
Game isn’t loading characters now so is unplayable. Might want to remove what nelson told you to do.
Quick fixed it.
I have that script in my copy and it works fine… weird.
I have that script in my copy and it works fine… weird.[/quote]
It did work, but people couldn’t reset, meaning they couldn’t play again because I haven’t added the end screen yet.
Edit:
Speaking of end screen, how does this look?
I await doge.
It’s coming :). I actually like the doge version more than the original, so i’ll definitely be implementing it.
Tons of updates have arrived!
Updates:
1.) Doge is officially implemented
2.) Global leaderboard implemented
3.) Rewrote core code and the game now supports tile tweening and other smoothing animations
4.) Fixed up some core game issues, such as a row of 4 | 4 | 4 | 4 being turned into 0 | 0 | 0 | 16 instead of 0 | 0 | 8 | 8
Screenshot:
I like dis one doe: ♦ 2048 ♦ WIP - Roblox
Meh, the controls on his seem so…delayed. It feels, I don’t know, slightly unresponsive. But I do like how he went with a Part-style approach, rather than using GUIs.
I finally beat my own game! ![]()
On a more dev-worthy note, I’ve made the game iOS compatible.
I am bad at it o3o Gonna practice with it in a few hours.
[quote]
External Media
I finally beat my own game! ![]()
On a more dev-worthy note, I’ve made the game iOS compatible. [/quote]
Okay so the leaderboard… it is glitched… just incase if you were wondering if I was exploiting
[quote]
External Media
I finally beat my own game! ![]()
On a more dev-worthy note, I’ve made the game iOS compatible. [/quote]
Okay so the leaderboard… it is glitched… just incase if you were wondering if I was exploiting[/quote]
Oh no, I know the problem, and I realize that it isn’t your fault for all of those scores. It’s an error on my end that I haven’t had time to rectify.
My question simply is, why try to replicate something exactly when one can simply go the the real site and play it?
I’ve never understood these sort of concepts and hope someone can explain, because my frail mind can’t grasp the idea of this.