INCEPTER 0.1.0 [Level 1 80% complete!]

Hi everyone, this is the second post about this game (idk if you can do this but the first one seems like no one sees it) anyway here comes the Alpha 0.1.0 of INCEPTER

Sadly the level is laggy, maybe caused by the moving parts (if anyone knows some fix would be great)

But hey! Version 0.0.1 was literally nothing compared to this!

if anyone wants to figure the twitching bug here is the script.

while true do
script.Parent:SetPrimaryPartCFrame(script.Parent.Center.CFrame * CFrame.fromEulerAnglesYXZ(0,0,-.005))
wait()
end

Yeah that’s all, really simple.

2 Likes

Having the level turn throughout is very cool.

Really neat concept! It really twists and turns your head. I got out, and mind you it was a bit laggy, but quite fun.

Although, it really causes vertigo. It’s like the game Vertigo barf barf vomit barf. I couldn’t play more than 3 times without feeling giddy.

Music choice is on point. May I ask, are there multiple levels?

EDIT: I feel dizzy and lightheaded now. :frowning:

2 Likes

Yes, i’m working on multiple levels but if the game ends up to all levels so laggy idk if make them basic like tower of hell or more complex like this one

Aw frick that’s not good, i’ll try to make the game better and avoid vertigo

1 Like

So considering your script is probably

local model = -- Model here
while true do
    wait()
    model.CFrame = model.CFrame + CFrame.Angles(math.rad(1), 0, 0)
end

You could put

local RS = game:GetService("RunService")
local model = -- Model here
RS:BindToRenderStep(function()
    model:SetPrimaryPartCFrame(model.PrimaryPart.CFrame + CFrame.Angles(math.rad(1), 0, 0))
end)

This is much better, because while loops can run a maximum of every 0.03 seconds (I think) and :BindToRenderStep() runs on every frame that the server renders, So it will update at the same speed that the game runs at.
You may have to lower how far it rotates as it may rotate too fast.

Hey! Thank you for the sript, i tried it and it gives me an error on line 3 “[ Argument 3 missing or nil]”

Which line is line 3 in the code?

local RS = game:GetService("RunService")
local model = script.Parent-- Model here
--this one	RS:BindToRenderStep(function()
    model:SetPrimaryPartCFrame(model.PrimaryPart.CFrame + CFrame.Angles(math.rad(-0.005), 0, 0))
end)

Sorry, haven’t used run service in a while
instead of

RS:BindToRenderStep()

It should be

RS.RenderStepped:Connect(function()

Ok so, it tells that must be a Local Script (Because of RenderStepped) , and if i put it in a Local it doesn’t work

Sorry, instead of RenderStepped, use Heartbeat

Mhh got again a problem [invalid argument (Vector3 expected, got CFrame)]

I’m currently trying to solve the problem in one of my places and it doesn’t want to spin past 90 degrees

mh, it stops or says something?

I got fixed the error you got

But I want to get it actually working well before I give you the final copy.

I’ve tried for a while now and here is my final response:

local RS = game:GetService("RunService")
local model = script.Parent
RS.Heartbeat:Connect(function()
	-- The code you already had to rotate it
end)

Also, sorry for the wait

1 Like

ok so i can say that your script makes the game on “RUN” really really smoother than basic one and that’s good!

robloxapp-20200717-0234516.wmv (3,6 MB) (Hay script)

robloxapp-20200717-0236330.wmv (2,8 MB) (basic script)

But damn when playing it goes really broken

robloxapp-20200717-0235428.wmv (2,4 MB) (Hay script)

robloxapp-20200717-0237146.wmv (2,8 MB) (Basic Script)

I’ll try in on server soon and see if is a problem of my pc (internal server) or the parts can’t handle that script

Hmm thats weird. My script basically makes it run a lot more often. I don’t know what would cause the weird glitchy effect.

CFrame:Lerp() Would be a great alternative.

Guess the server can’t load so much time the spin and goes laggy idk

Sorry where should i put it in the script?