What are you working on currently? [2016]

Same as decals, 1024x1024

You seem to be using a giant 2D UI frame or a part to fade out? You should be able to animate Brightness parameter of a ColorCorrection instance instead (this will be cheaper and will not leave a gap for topbar).

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Thanks for the tip zeuxcg, I replaced the frame with color correction (it looks better too!)

V1 of my DevApp is here (It’s not yet finished, but leaving it for tonight)

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I, for one, welcome our new drone overlords, and the ½ FPS they bring with them.

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https://i.gyazo.com/da37e29b37caacb9bdb654715a1f39c0.mp4

Bouncy slimes. Just got recursive knockback working. For a roguelike RPG-style coop game.

8 Likes

Is this using Roblox physics?

Yep. Each slime has a humanoid. When I do knockback I set the humanoid to the Physics state so it doesn’t do funky humanoid stuff, turn on a BodyGyro to keep it upright, and set the velocity of the torso.

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Porting my game over to R15.

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For those of you who don’t know, ths is an Infernal Drake from League of Legends.

How did you handle the bottom-legs-to-feet transition? It seems really smooth, and never gets split apart visually.

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I’d love to know as well!

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Working on making a sort of targeting system for my game. (The cursor is hidden and centered normally)

https://gyazo.com/22daf93cab846b641dd405619354bd6c

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Although I don’t really like the default animations for the R15, I do love how you’ve worked the package into the R15 model using MeshParts. Plus, there isn’t even an awkward butt like the default model. 10/10.

Now do it with an organic package

With the MeshParts update, I suddenly wanted to make a sci-fi room. Thinking about turning this to a sci-fi horror game.

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I made my first ever thing in blender :smiley:

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I built the meshes so that they have these “stumps” where they intersect.

This is what the combine looks like fully disassembled.

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Wait, how do the middle parts of the arms and legs connect?

A bit like this?

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