How does the 8th annual bloxy awards ship work and how could I remake a similar system?

I’m making a game which requires lots of vehicles like cable cars and trams, and I am wondering how I could make a good system similar to the one shown here:

The things I am specifically interested in are:

  • If the platform uses physics or CFrame to move

  • How the player ‘sticks’ to the platform like it does in the video instead of sliding like it does when using CFrame/TweenService

  • How the smooth transitions and movements of the car work, if it uses a ‘track’ or something else e.g. physics movers.

If anyone has any ideas how it coud work, let me know!


I can’t really tell if the platform is just moving in a straight line, or is it following a curved path?
PrismaticConstraints make good elevators or platform movements. They can be angled to make an elevator travel with a sloped movement path as well.

Constraints are probably your best friend for something like this to keep it simple as far as players sticking to the platform.

I’ve made a platform in one of my games that travels around an arc from a low level to a higher level. It uses HingeConstraints on either end of a long arm for the arc movement, and an AlignOrientation constraint to keep the platform level.

1 Like

I’m pretty sure it has a curved movement, which is what mine needs to have.

1 Like

Also, I have tried using AlignPosition and AlignOrientation to make the part follow a tweening part, but it doesn’t replicate properly and it doesn’t seem to fully work.

1 Like

Are you just tweening the anchored platform, or are you tweening an anchored Part with an unanchored platform welded to it?

I was tweening the anchored platform. I think I have solved the issue now however, by tweening an anchored part connected to an unanchored platform using a RopeConstraint, AlignPosition and AlignOrientation and using a script to set the network owner of the attached unanchored part to the client (it’s a singleplayer game). This however creates a new issue, the player can walk through the walls.

The only thing I need now is a ‘track’ system. I’m thinking of using splines but I’m unsure of how to implement them.

1 Like

Have you tried just welding the unanchored (and CanCollide) Parts of the platform to the Anchored tweened Part?
I’m pretty sure unanchored Parts welded to tweened anchored Parts act as a normal physics platform would on the client, especially for a single player game.

Again, I’ve found a method for sticking the player to the platform - though I have changed it since I created the post. All I need now is for a track system to make the vehicle follow a path.