So i want to make a gardening game where you can plant plants and i wanted to make it so that if the player has a shovel and click on a block of one of these grid, it removes it. I can code that but, how would i go to make when the player leaves it saves the removed blocks?
Also how can i make it not buggy since there is gonna be 6 people in the server
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I would save a list of the positions. I also wouldn’t do this with that many parts. You could either use unioning operations(union a negative cube with the center of the coordinate they clicked(you can do some math to calculate which grid tile they clicked) or use the new EditableMesh API(generate a rectangle of triangles, make vertices and triangles to subtract a bit, but this would be pretty advanced)).
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how would i go to unioning operations? can u detail?
You would need to save in a 2D array, all the states the blocks have. For example, None
, Dug
, Planted
, and other properties they may have like PlantId
, Watered
, PlantEndTime
, etc.
In my opinion, these blocks should be bigger. Mobile users won’t like pressing such small sections on their screen. It’s almost as big as one of their legs!
(edit): No… don’t use unions. ![:sob: :sob:](https://doy2mn9upadnk.cloudfront.net/images/emoji/twitter/sob.png?v=12)
i dont think unioning nor using triangles is a good idea…
if i were him, I’ll stick to using blocks
try setting the network ownership to the server BasePart:SetNetworkOwner(nil)
what do you mean using keep using blocks
basic parts
Sisjdiejduwuhdusdjdjdjsjdjsjjs
i know but how would i save EVERY part position and if its there or not???
If I were you I would just set the transparency to 1 and turn collisions off to destroy blocks. it wont render the object so no lag. I dont know how you’d save it tho
you can use a table, but for me, i think it’s best that you name/tag each part by number, then store a table of numbers with true/false values
you can use data stores to actually save it
Woah i didnt think about that thats a genius idea!