What are you working on currently? (2017)

Wh-wh-what were the dimensions of those textures. O.O

Bowling ball holes look way off. That would hurt your hand to hold. The finger holds need to be close together and the thumb bigger than the finger holds.
Still pretty though

3 Likes

I knew i should’ve used a reference. I haven’t bowled in years :sweat_smile:

1 Like

Blender cycles.

1 Like

Great suggestion! I have now added that too for some options (like: Camera Shake,AFK and Skill Type)
Thank you!

Been trying to learn/write my own A* pathfinder; still got a long way to go from what I’m aiming for but it works.
IT ACTUALLY WORKS, AFTER TRYING AND GIVING UP COUNTLESS TIMES
Some short vids demonstrating it;

Creating a Node graph and visualizing it with all connections

https://www.youtube.com/watch?v=eLZ7PE7mZ0I

Identifying the shortest route to our end goal

https://www.youtube.com/watch?v=onhOznRYLpg

Returning the path & visualizing it

https://www.youtube.com/watch?v=l8r1gdaIzUQ

Identifying our first problem with the system

https://www.youtube.com/watch?v=kFQ04tld_9Q

I’ve still yet to add Goal-Bounding, Dynamic Nodes, a Weight system or creating unique Connection/Node types but its coming together!

2 Likes

Been working on some UI.

YAY


8 Likes

noice

1 Like

Broadway Limited, the winner of a poll.



5 Likes

baroque; rich, but tasteless

5 Likes

More emptiness:

3 Likes

More pathfinding updates; now unique units can use associated unique nodes!
the black nodes are ground nodes, white nodes are air nodes;
on the first run I’m only searching for ground types, but on the second run I’m including the air types too!

And its pretty damn efficient too, in the vid its being called at heartbeat but can also run at renderstepped with no lag.
I’ve also just added a weight system, meaning I can have enemies prefer certain path nodes over others.
Awww yeee > : )

3 Likes

For the example shown, if it’s fixed in place, could you just hue cycle the frames rather than moving them?

1 Like

i wish :frowning:

1 Like

I thought they were worth posting because they’re so nice. Check out @vocksel 's amazing building skills on Wild Revolvers Game.

Summary

4 Likes

ImageColor3 on a white image would work. Changing colors I imagine is faster than changing positions.

edit: it would make more sense to just change the backgroundcolor3 on some frames though, so I assume what you were thinking of was hue shifting of a single color wheel image.

1 Like

I just tried it for Color3 on parts and that works fine. I haven’t done much with GUIs or Frames fanciness though tbh.
https://i.gyazo.com/01fe438cd6d508c9dd5cdf50640c4c76.mp4
Click to summon unicorns

Block's Script
local hue = 0
game:GetService("RunService").Heartbeat:Connect(function(dt)
	hue = (hue + 0.1*dt)%1
	script.Parent.Color = Color3.fromHSV(hue,1,1)
end)

EDIT:

Oh yeah, Roblox has zero support for doing this to a whole decal at once. That’s a cool shader we’ll probably never have because … well, do you really want more 1,000,000-stud color-cycling rainbow slides? I’m pretty sure this quite low on zeuxcg’s to-do list, right after procedural clown image generator.

2 Likes

I’m modeling myself!!!1111!!! (well the other me)

And for those who are interested, he is a picture showing the phases of modeling to get the model where it is now

Its a bit weird how I modeled the head, I admit, however I was having a hard time with modeling the ears and little cheek spikes, but sometimes you gotta do unorthodox things to get a model done.

(Note that the indents in the eyes are for planned PBR materials… from what I’ve seen online you’ll going to want them if you want a more realistic reflection in the eye… gonna try it out soon and see how that goes :+1: )

3 Likes

not much just trying to create a really really good rpg that’s actually fun to play and not a cookie clicker in disguise

You’d need a lot of images to do this well.

@AllYourBlox roblox doesn’t let you hue shift images