What are you working on currently? [2016]

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.

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Made a spotlight for (hopefully) the endorsed model toolbox. Sorry for the potato framerate.

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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.gif
Particle collisions! http://i.imgur.com/aCprpAr.gif
This one is fun, drag. http://i.imgur.com/6yXMuQ2.gif
And some object space toggle because particleemitters have LockedToPart ;) http://i.imgur.com/m2GPkqk.gif

Well, didn’t record custom colorsequences and emitting, but the stuff is up here Testing place - Roblox (Beware of chatbot, cough)


Edit: Published the particle system for everyone to use. Get it here

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That looks awesome, makes for a great spark effect, or even a water effect if used enough

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Secret project. :slight_smile:

Feedback would be amazing. Thanks.

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How are you doing that? Raycasting?

https://twitter.com/gkku/status/712031004819660800

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.

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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.

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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.

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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 :wink:
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)

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:open_mouth:
Not to be confused with:

Shard Seekers RPG

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Them characters doe :heart_eyes:

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

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I’m not a big fan of Star Wars, but this is the best fan game build I’ve ever seen.

Those cockpit interiors~ :thumbsup: :thumbsup: :thumbsup: :thumbsup:

Looks fantastic dude! Those cockpits :heart_eyes:

1 Like