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About Me
Hi There ! I’m Theo, also known as JedDevs on the platform, and am a 18 year old dev currently studying Video Game Design and Development at college while working as the Head Programmer on BloopVille. I’ve been working and specialise as a programmer with experience writing and working with large and intricate codebases.
I currently work using Slietnicks Knit Framework, which was just released into alpha; As well as both VS Code & Github both of which are used on BloopVille where we organise and work collaboratively to create the best product possible.
Showcase
I’m a huge fan of both sharing what I learn, writing and the open source community, you can find my blogs here - dev.to and here - personal. My open source work mainly consists of systems I wrote for my own convience which you may find convienet too: https://github.com/Teotcd
'The Untitled' - Presentation for Vexxed Showcase
Game Design Preliminary Research
Game Design Brought to Life
Not How I write code anymore but relevant enough to show
Really Interesting and Challenging Problems to solve
Did all of this on my final day of the project
As well as this - I work well under pressure
'The Untitled' - Some GIFs because who doesn't like a show off
Loading Gif
Custom DOF - before roblox added their own
Cutscene including: Voiceover, Scripting, Modelling and Sound Design - All done by me.
Weapon Wheel inspired by GTA.
A couple open source systems I developed - MIT License
Improved-Output-Log
Improving Output Log functionality
One of the Major bugbears i’ve come to live with working on large projects are the painful to read outputs you often get that make it hard to find what you’re looking for - especially when you’re in a team and not all using the same formatting etc. To address this nagging issue i’ve built a simple, open source module that:
Converts all print and warn statements to use the same formatting.
Adds the system name (script name)/custom name + environment (client/server) to output.
Customizable output template.
Supports warn(), print() and error().
In action this module looks like:
TouchedPlus
Raycast Based Collision Detection For Primitive Objects
Accurate Collision Detection for BaseParts, compatible with all primitive objects but made for cuboids.
Example: Adds Touched & Touch Ended for one BasePart.
local TouchedPlus = require(game:GetService("ReplicatedStorage").TouchedPlus)
local partDetection = TouchedPlus.new(script.Parent, 10)
--object, precision, optional [delay] (otherwise automatically determined based on precision to balance performance)
partDetection.Touched:Connect(function(obj)
print("touched: ", obj.Name)
end)
partDetection.TouchEnded:Connect(function(lastObj)
print("touch ended on: ", lastObj.Name)
end)
Reason: Robloxs Built in Touched & TouchEnded events are sensitive and near unusuable. I haven’t since found a good, fast and performant alternative to this. Even Zone+ has limitations as it uses Region3 which is much more, costly, than raycasting. I also wanted to offer much more control to the developer to decide the balance on accuracy, speed and performance.
You can test this out the playground here and it’s been left uncopylocked so feel free to play around. I’m using a Knit Component for the coins.
AvatarScaling
Ease Of Use Avatar Scaling
Prototype Based Class System for avatar scaling, supports*:
“DepthScale”, “HeightScale”, “ProportionScale”, “BodyTypeScale”, “WidthScale”, “HeadScale”
Example
local HumanoidDescriptionModule = require(game:GetService("ReplicatedStorage").HumanoidDescription)
local success, humanoidDescription = HumanoidDescriptionModule.new(plr, "All", 0.5)
if not success then return warn(humanoidDescription) end
humanoidDescription:ApplyDescription()
wait(5)
humanoidDescription:RevertDescription()
*Can be easily modified to support more - just modify: MODIFIABLE_DESCRIPTIONS
I have also made a handful of other systems but am sadly under an NDA, the coolest of which I can talk about is boats:
Availability
I am currently NOT for hire, any update to this in the future will be displayed below as a comment.
Payment
Prices are negotiable, I accept either hourly pay or per asset. My preferred payment method is Paypal or Group Payout. If in Robux, it must exceed 20K.
Contact
You can contact me here on the Developer Forum,
Twitter at: https://twitter.com/JedDevs or via email: theo@jeddevs.me
Thanks for reading! Last updated 3/9/2021 - UK (day/month/year)