the one you reupload, the blue square
Surprisingly reuploading the animations didn’t work! Maybe there is something I am missing? Can you clarify on the blue square?
the one you reupload, the blue square
Surprisingly reuploading the animations didn’t work! Maybe there is something I am missing? Can you clarify on the blue square?
Meant these, forgot the old icons got changed
If after reuploading and replacing the id’s the issue persists, make sure the animations are uploaded under the same profile/group as the game, and if nothing works, feel free to reach out in dms, I don’t wanna keep bumping the post.
Those edits make my head hurt
Hi, is StreamingEnabled disabled? If not you’ll want to either disable it or place the files somewhere they won’t get deleted (updating the script references). If that’s not the issue feel free to dm me a repro file and I’ll look into it when I have time.
Figured it out, apparently if you have any other models named “Terrain” it confuses the script lol, thanks for the response though!
Is there any way to get this working on r6?
Yeah, you’ll want to replace the animations for R6 versions, and edit the scripts throwing errors so they use the R6 limbs and Motor6Ds.
Thanks! I was just wondering since I didn’t want to start working on a project just to realize I can’t do anything with this engine.
Hey there folks, it’s been a bit since I released the resource so I figured I might as well give you a little update on what’s planned to be added to the project.
Just wanna clarify that the main reason it’s taking so long is bc i’m redoing all from scratch besides the assets, and i’m working on it on the side, so no clue when it’s coming out if it ever is.
This time around the plan is to offer a short campaign to serve as a base for you to learn how to make your own cutscenes, quests, etc. Plan being to offer 3 worlds and the already available world being reworked to serve as the game’s hub (gotta clarify the worlds themselves won’t be part of the resource but the hub will and so will most assets and code).
Right now i’m working on the 1st world, which will be released idk, at some point in time? as it’s own separate demo, and when I have time i’ll update the main game to work along it and I’ll release the rest of the worlds when, again, I have time. Here’s some footage of one of the 5-6 sections it will feature (keep in mind collectibles haven’t been ported yet so it looks empty on that regard):
Truth is, i’m not good at balancing movesets, and it really showed with the moveset SNM released with (I tried to go for something different, more momentum based, and it didn’t work). This time around i’m going the good old adventure game style, no moveset, just power ups and mechanics, here’s 2 of the powerups:
The base game won’t feature a moveset, but the plan is to offer a new moveset separately, this one being a hybrid of the EH2018’s moveset and Egomoose’s i’m making for another game of mine, here’s some footage of it:
This moveset will offer:
With some of these moves being chainable, such as the dive land leading to a roll and such. I’m also considering adding combat to it, but no guarantees on that regard.
This should suffice the need for a moveset in most cases, with the base resource allowing to pick between any of the available movesets out there, you don’t need to stick with mine.
The plan is to offer a bunch of the content that couldn’t ship with the game originally, as well as reworking some of the existing one to feel more smooth, some of these include:
Back when SNM was released I wasn’t very fluent on OOP, so while some of the utilities the game relied on used it, the game for the most part had 1 script per system and that was it, 0 modularity, which meant lots of added complexity when editing the scripts and making them work with each other.
I don’t quite like how the code is organized at the moment, so on top of relying more on nested modules for additional ease of usage, for this version i’m considering using one of the following structures:
So it can be dragged and dropped with little to no issues (with exceptions such as code relying on the movement script which would be common), at the compromise of having repeated code (synced using packages, if synced at all).
With “Goodies” and “Resources” not existing because they’d be hidden away inside the modules.
You’ll still need to edit the code most of the time, but it’ll be easier to find than rn.
Initially I was going with option one as i’d like the resource to be easy to use, but I think i’ll end up going with the second as I want the resource to be as easy to scale for bigger projects as possible, i’m going to be using this myself after all, but i’m open to suggestions.
And that’s about all the news about the game i’ve got atm, hoping to release the update this year but maybe I won’t have time to, we’ll see how it goes.
Any feedback or suggestions are much appreciated as always, if anyone needs help or wants to contribute to the project my DMs are open, as well as the post itself, socials are on the main post, and that’s about it, sorry for bumping the post wish there was a way to not do that.
Hi, nice! I checked out your last one, thanks again for sharing!
Is there a .rbxl or edit place?
Thanks
If you mean the update no, it’s nowhere near done yet, just wanted to share some progress (I might release a chunk of the code with the next demo but no promises). Once it’s out the old version will remain available as a separate .rbxl file, but until then you can just edit the place to access the currently available version.
Holy crap! That’s amazing!
(To be honest, I should’ve tried to add powerups to my game earlier.)
This is so cool, hope to see the project be updated with this content! I’d love to incorporate custom powerups into my game!