Unique movement & physics

I just need help understanding what to use to make a good movement system :sob:
it would be a mix of ultrakill, JJS and DvN but I just don’t understand it.
an help would be amazing.

probably learn basic scripting, humanoids, animations, vfx first

I understand that all (except for vfx tbh), its just understanding how to make it less ‘jank’ ish

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Utilize acceleration, momentum and add intuitive mechanics for fast paced games like sliding, wall kicking and etc…

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your asking for THE one thing nobody likes to make, its complicated to do, it requires alot of time and testing to get it to work.

Basic experience is not going to help you make more advanced modules like this.

(im working on one myself, it has more then 200 hours of time poured into it and a whopping 4300 lines of code in total. Its not even half way finished.)

I suggest just getting a pre-made one. perhaps even buy one.
making one is NOT worth your time.

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I do understand that
But i want to get to that sorta point, it interests me
My question is how would i start???

if the game is third person then the key to make movement less janky is having satisfying animation, if it’s first person then your main focus is the scripting and figuring out different methods of moving the character’s root

Soooo figure out animations first??

i would make a placeholder animation first because the scripting part is the main roadblock, the animation is to top it off

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Ahhh ok, i honestly just deleted the animate script from the player

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From the things I’ve done before, I can’t call myself “professional”, but if I were to create a movement system, I would start by thinking “What is the purpose of the movement system?”.

I would like to tell you first of all, I assume you are fairly new to scripting, if so, I recommend you to start by working on smaller things that will keep you motivated and finish them, like a minigame system or shop system (ironically what helped me get better at coding), as this will help you learn the basics, find bugs, learn how to fix them with the forum or videos, and as your knowledge starts growing, you can begin making more advanced stuff without problematic obstacles, and at one point you won’t realize how much you have improved. Making huge things as a beginner may be complicated as it would mean learning a lot of things at once for one project, which could overwhelm you and so make you lose motivation. TL;DR: Start small and grow your ambitions slowly, you will learn a lot that way.

Considering you would still want to make something like this in the future, I would consider the following things:

if I want to make it interact with other objects or players, I’d use the physics engine Roblox provides, otherwise, I would make a custom collision script that handles whenever the player hits something and stop it, as everything else would be solid and have no interaction with the player whatsoever.

Whatever you choose, it’s recommended to understand basic physics formulas, units or constants, things like understanding Uniformly Accelerated Rectilinear Motion for acceleration and velocity, Torque for applying force to a spinning object, etc. As to where to start with this, I recommend doing google or youtube searches, as this is stuff you can learn at school so there are many videos on this, you can check the physics constraints Roblox has, check the docs on it, and usually the properties these objects have may have some unit that is related to physics, and if you wish to understand it you can always google it.

After that, you may want to learn how player inputs are detected, which is obviously way easier than physics, UserInputService or ContextActionService are services that handle inputs in different ways, you’re not forced to use both or just one of them, whatever fits for your use-case or lets you script better should be your option, I’ll let you investigate the differences on your own, both of them can return InputObjects that describe what key was pressed or action was performed, based on the properties you can translate that into movement by modifying constraint properties (if the movement is based on physics) or scripting values (if the movement is based on scripts)

For animations or VFXs, this is stuff that you can also search up, as this is not something very limited to Roblox besides the tools you’re provided with, I can’t say I am great at animating or making visual effects, but for animating I always used Moon Animator 2/Roblox built-in animator plugin, and for improving I searched up animation tutorials to make things look better (mainly this video: https://www.youtube.com/watch?v=uDqjIdI4bF4), for VFXs, I use references for the effects, if I want to make an explosion, I search up explosion images or explosions from video-games and see how I could achieve something similar with my own twist with the tools Roblox has given me.

I can’t really think of anything else that is more important, the other things that I may not have pointed out could be the basics, which you can learn by making other smaller things.

I wish I could go deeper into this but I am in a rush typing this, however, I hope you understand some stuff that I wrote, if you have any questions let me know!

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Learn scripting.
Scripting is the most part of it.
I cant even animate anything, i use anims from the toolbox XD

Mostly its just

  • when is [move] allowed?

  • what triggers the [move]

  • code that and make it print something

  • what does the [move] do?

  • can you do anything else while doing [move]

  • code that + bugfixing and your done
    thats about it…? This takes about 15 hours (entire process for wallgrabbing, etc)

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