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).
Thanks for the tip zeuxcg, I replaced the frame with color correction (it looks better too!)
https://i.gyazo.com/da37e29b37caacb9bdb654715a1f39c0.mp4
Bouncy slimes. Just got recursive knockback working. For a roguelike RPG-style coop game.
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.
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.
I’d love to know as well!
Working on making a sort of targeting system for my game. (The cursor is hidden and centered normally)
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.
I made my first ever thing in blender
I built the meshes so that they have these “stumps” where they intersect.
This is what the combine looks like fully disassembled.
Wait, how do the middle parts of the arms and legs connect?