Is it possible to make slow-motion for multiplayer (the user can see everything in slow motion, but looks like they're moving fast to others)?

  1. What do you want to achieve? Keep it simple and clear!
    I want to achieve a multiplayer-compatible slow-motion system, whereas a player is able to move in slow motion at normal speed, while everything around them moves at slow motion, but to other players, it appears as if they are moving at fast speed. I’ll even settle on normal speed.

  2. What is the issue? Include screenshots / videos if possible!
    I have no idea as how to go about this, since I have never dabbled with slow motion before.

  3. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
    I have tried searching Google, YouTube, Developer Hub, and the DevForum, but have not found a solution.

There is a game that made a very good FlashTime, which is basically slow motion, in which the player’s character would be cloned for other players. However, the cloned character did not move, and was not open-source, so I was back to the drawing board on how to go about this.

I am not asking for a whole script, I am asking for how I should make this in terms of what to use.

3 Likes

I mean, no, it’s not really possible in general.

Say you speed player A’s perspective up 10x. They see player B moving slowly, and B sees A moving faster from their perspective.

But to show B a full minute of A moving fast… A would need to interact with the world for 10 minutes on their end. How do you collect that ten minutes of data in one minute?

There are maybe subsets of this functionality that could make for cool effects, but as stated the problem is unsolvable.

4 Likes

Hmmm, I remember from a jojos game and… They basically made sum flashy effect for all and freeze them and he wasn’t freezed, this idea might help you a lil bit.

They just anchor everything.

yeaaaaaaa, kinda idk, but works, now iam going to sleep + its 1.30am for me + iam autistic as sht

local workspace = Workspace
local Anchor = {}
for _,v in game:GetService("Workspace"):GetDescendants() do
     if v:IsA("BasePart") then
        if v.Anchored == false then
           table.insert(Anchor, v.Name)
           v.Anchored = true
      end
   end
end
for _,v in Anchor do
    workspace:FindFirstChild(v, true).Anchored = false
end
Anchor = {}

(post deleted by author)

dude wants to break the laws of physics for a roblox game

2 Likes

This… doesn’t exist.
Please stop using ChatGPT to pad your post count.

3 Likes

i swear to god please stop using chatgpt to answer scripting questions

3 Likes

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