Been working on rhythm game stuff.
Made a module I call “MultiSound” that can splice together different sound objects with various lengths by specifying which SoundIds you want to use and what sections of each SoundId you want to include (ex 12 seconds ~ 22.80 seconds). It accurately keeps track of time position by doing some tick() offset shenanigans on top of the Sound.Timeposition of the current section that is playing. FMOD only updates Sound.TimePosition at around 30fps, so this module allows you to break that limit.
Also finished (maybe a few bugs left idk) the SongPlayer module and it feels really great to play. It records inputs as you play, and then can play them back to verify that you didn’t cheat and all the numbers add up correctly. It also gets the exact same result for a set of inputs given to it. Playing a song the exact same way will always guarantee the exact same results. The old system I used couldn’t do this because it updated hold notes on some stupid RenderStepped logic, and there were all sorts of edge cases that I didn’t think about back then like starting, ending, or starting AND ending before or after the actual note’s time position in the song.
On a side note, during the course of writing these I’ve listened to the Digimon Adventures opening theme “Butterfly” so many times that I’ve memorized the lyrics.
Oh yeah, i forgot.
i still need to make an AeroTrain for @NWSpacek
Sorry buddy, i’m still only… 6 years late. I’ll get to it soon, promise!
deer god my old grammar was bad…
Also,
Sticky bomb launcher!
Now, i hear you asking yourself “why tho?”
to which i say. “Yeah, good point”
EDIT: oh god, i’m reading through my messages from 2010 and 2011. so much criiiinge!
Still working on the remake of Mashables. I’m introducing a new concept where players can build whatever they want, and the computer builds a monster based off of what parts it gets. Here’s a few examples of how weird things can get:
These were all generated using the system. I didn’t manually create 'em.
That is amazing… as I won’t deny always using a block head with a Lenny face no matter what part I got…
Does this mean the player count will increase?
Yeah. The player count will most likely be 12, but it might be a higher number like 14 or 20. I’m not sure yet.
Good luck. There are two scenarios you should probably make sure to account for:
- Everyone builds 1 part (ex: the head)
- Everyone just spams random parts
I am somewhere between 50 and 75 wins, so I have seen a lot of things.
Also, you may want to figure out how to get blocking a section working, like maybe having a 3D model appearing on the center of the screen and selecting the part to block/hide.
If the parts supplied can’t be made into any viable shape, it’ll just produce a gelatinous blob of a monster held together by physics joints. That hopefully won’t be too often, as I’ll have computers supply important pieces like legs or torsos if there’s a disproportionate amount of parts.
As for people spamming random parts, I dunno how I can really prevent that. I suppose that’s their choice if they wanna do it.
Also, yeah, I’m planning on making a 'lil 3D display for blocking parts. I’ll also have a report system that’ll send a copy of the reported part as well as the name of the user who created it to my email.
I am not saying it can be preventing… but you may want to make sure your monster assembly won’t use it for something where it shouldn’t.
You may also want to add a cooldown period. I can only think of the amount of people just spamming your email.
Yeah. I definitely need a cooldown period for that. Maybe one report every 3 hours or something.
How about some progress of my 3D inventory for Ultimate Boxing?
If it feels like there is too much open space, it will be filled (item info on left, custom player list on right).
I really don’t want to have to make another one of these, but I probably will if I want to do that space game in October, November, or December, depending which project or projects come next.
Also, script utilization numbers:
Highest I got was 0.5%… with 40 models in the inventory. It is a pretty efficient 3D Object module.
beware: science jargon
Initial "sorry" for the very late reply - busy day.You do have a point in their purpose of maneuvering, although I was thinking more along the lines of Bussard ramjets. In hypothetical physics, a ship capable of accelerating fast enough could easily achieve interstellar travel, though would require lots of fuel in the process. Thus the ramjets scoop up bits of hydrogen along the way and burn it up to propel the ship. As for the reason why I included frontal engines, a complete constant-acceleration trip requires acceleration for half of the way and deceleration for the rest. Therefore, equally-powerful engines on the front are needed to counteract the velocity. Fuel and speed aside, the biggest problem would be any unexpected debris in the line of travel, and running into them would end your trip quickly. Even in space, going over the speed limit can be pretty dangerous.
I’ll probably post more progress once the interior is more interesting.
It’s fun to spam at people
10/10 would troll players again
→ opens studio
→ opens gear script
→ multiplies the spawn rate by x100
→ increases plushie scale x6
→ play game
→ E X P E R I E N C E _ T R A N Q U I L I T Y
EXPERIENCE_TRANQUILITY
(fun fact: fullwidth characters don’t count as content)
What accidents could possibly occur in peaceful Meepcity?
That’s classified information that is kept behind a locked door.