Redoing the SBS menu’s look & functionality as part of the overhaul. Bottom two buttons are for future features.
Just a friendly note that you never pull the bolt with your trigger hand
Here’s an example of a correct combat reload/jam removal (Courtesy of the Finnish military)
I based mine off of MW2.
I’m rewriting the majority of Mashables from scratch. I’m playing around with a new title screen currently.
The entirety of the animation doesn’t show up because the decals haven’t loaded yet. I’ll have to fix that.
Made a spotlight for (hopefully) the endorsed model toolbox. Sorry for the potato framerate.
I was inspired by gkku’s post above and tried fiddling with the idea today.
Particles without collisions. But hey, it got a main particle and a trail
http://i.imgur.com/5TZqVQz.gifParticle collisions!
http://i.imgur.com/aCprpAr.gifThis one is fun, drag.
http://i.imgur.com/6yXMuQ2.gifAnd some object space toggle because particleemitters have LockedToPart ;)
http://i.imgur.com/m2GPkqk.gifWell, didn’t record custom colorsequences and emitting, but the stuff is up here https://www.roblox.com/games/102799364/Testing-place (Beware of chatbot, cough)
Edit: Published the particle system for everyone to use. Get it here
That looks awesome, makes for a great spark effect, or even a water effect if used enough
How are you doing that? Raycasting?
Talking about the scripting part, I know its a part creating another part that has the ParticleEmitter inside it.
What am I working on currently? Overthrowing the physics engine.
CFrame lerp?
that’s part of it
No, it’d be pretty resource intensive to raycast for hundreds of particle parts each renderstep - so it’s just a part with a BodyForce. Upon touching a collidable object, I do some vector calculations to them to bounce off better.
This thing. I spent 4 hours on it because I had to redo it 3 times. Turned out okay I think. It’s REALLY difficult to get all these intricate tiny finger movements down pat on something so delicate as a tiny shotgun shell.
Been working on a dungeon generator for my game. I’ve never made one before, and I really didn’t want to go with a grid-based one since they’re used so often. I’ve come up with my own algorithm to generate a dungeon with a max amount of hallways connected to each room.
Here’s a 100 room layout with a cap of 3 hallways per room:
I just implemented it into terrain, and it’s looking really nice so far. Can’t wait to start on interiors, themes, and enemies
https://i.gyazo.com/e61880b8e34049cc653f3729ab46d976.gif
EDIT: Did some experimenting with lighting and materials, theming these dungeons is going to be a blast.
https://i.gyazo.com/e9cd990caa07dbb729a5331582f3da80.gif
https://i.gyazo.com/21d4f7e1ed0110cc70931636334c4d75.gif
https://i.gyazo.com/b9b4d9ab0a6f252e8a094271138e6aaa.gif
(Temporarily using R15 for testing, when I implement this into my actual project I’ll be using my procedurally animated rig)
Them characters doe
A little bit of this and a little bit of that
Image Heavy…
Tagging some (hopefully) Star Wars enthusiasts @Lilly_S @ProfBeetle @FromLegoUniverse @starwars @Sys_Admin