Feedback on the loading screen

Making it stay in place makes it kinda lame and I really wanna add that moving around effect. Perhaps making it move around less could be enough.

Though nothing stops me from just adding a setting to disable that lol. The only problem is if players will care enough to go to the settings.

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Thanks a lot!!

  1. It took me around 5-6 hours to make in total, not really hard in execution just needed to get the general idea.

  2. The game is pretty much a parody of item asylum but the weapons are themed around roblox’s gears.

Well it’s your choice I can’t force you to do anything its your game after all. But I think most people would prefer if the texts stay in the same spot.

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looks pretty bland when it isn’t moving, so I’d rather it move, so far this loading screen looks pretty nice

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Looks really good!
The speed of it fading throws me off a bit though, maybe a bit slower?

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I don’t really know how to make a “server-side” loading properly so I did this. It is probably better to make it client-sided

Making it on the client is really un-safe (cheaters). Also the server could probably handle it just by adding a cooldown on every part like:

for i = 1, amountOfParts, 1 do
   -- spawn parts
   task.wait()
end

although im pretty sure “for” already has some kind of system to stop script exhaustion

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No, that’s not what I meant.

As in “client-side”, I meant that server clones the map and moves it into workspace at once.
On the client, it just preloads map’s parts, textures and etc. Since everyone have different computers, the time of loading would be different for everyone, hence the sync up issue.

I already made it slower in one of the posts. Is it better?

Oh ok sorry for bothering you I thought you meant something else lol.

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why is it so slow? is it to prevent the client being overloaded?

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WEAPON MAYHEM MENTIONED!!! :pog:

Well here’s Weapon Mayhem’s loading screen while I’m here.
I like to focus on immediate gameplay than making a task.wait(52782) loading screen.

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Looks awesome!!
Never really learned how to make the infinite-loop moving loading screen background thingamajig… Maybe soon.

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Not really, mostly server. It just uses task.wait() because I don’t really know how to preload parts on server.

Though I could in theory use :WaitForChild() to yield so it’s pretty much “preloading” or waiting for all the parts of the map to appear.
Actually I think it might work I will try it someday.

It’s not really that hard to make actually.
The text moves in a circle, which can be done through math.cos and math.sin functions.
The background doesn’t move in a circle movement, but it still uses math.sin for a nice up and down movement.
If you don’t know how those work then I really recommend to read about the sin and cos functions.

For the script, I just have a variable which I increase in a loop, and then change the position/rotation according to the variable.

local value = 0
local textOrigin = textLabel.Position
local bgOrigin = background.Position

game:GetService("RunService").RenderStepped:Connect(function(dt)
value += dt

--for text:
textLabel.Rotation = math.cos(value) * 2
textLabel.Position = UDim2.fromScale(textOrigin.X.Scale + math.cos(value) / 100, textOrigin.Y.Scale + math.sin(value) / 100)

--for background image
background.Position = UDim2.fromScale(bgOrigin.X.Scale, bgOrigin.Y.Scale + math.sin(value) / -50)
end)
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Gives off FE2 vibes, pretty cool!

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