What are you working on currently? (2017)

What software did you use for the rim lighting?

Yeah, the curved trunks help a bunch. But the client is always right :wink:

1 Like

I don’t generally use software to edit my renders but for this one i used GIMP. I don’t know much about it’s features so i just grabbed a soft light brush and stroked the edges a little.

#M110 SASS


#AK-74 + GP 25 grenade launcher

#M249 SAW


#RGD-5 Frag

(also if you guys wouldn’t mind retweeting these on twitter, I’ll be greatly appreciative of the help and attention! Spasibo comrades!)

13 Likes

I figured out how to run roblox in 8k for taking screenshots :smiley:
Here’s a peek at a small 1920x1080 section of a thumbnail/ad I’m making:


My game’s GUI scaling is ridiculous :joy:


LOL:
1d7504c8360cb9bc0e53ca9eb76dbfcbc0e76c3a.png

11 Likes

So how do you run Roblox at 8k?



Ideally there should be ways to get high res screenshots without a high res monitor; I do it on my 4k monitor with a GTX 1080.

2 Likes

Theres a cute looking draggo!
…and is that gravity cat I see?

protip: If someone sends you a gyazo gif link, you can cut the “.gif” part out to see the .mp4 with higher framerate

edit: Replaced dead gyazo link with mp4

13 Likes

How do you get the CoreGui to scale with a higher resolution? (Reference thread with problem)

They aren’t actually CoreGui’s, I made my own from scratch.

Oh. Guess I will stay with running Roblox at 1080p (4K with 200% scaling)…

Have fidget spinners gone too far?

3 Likes

They’ve spun out of control

1 Like

Gravity cat is amused.

1 Like

R15 :heart:

@Evanbear1 @berezaa @anon89973268

https://clips-media-assets.twitch.tv/25412702864-offset-8634-1280x720.mp4

9 Likes

https://puu.sh/w7Ygk/3012062d03.mp4

7 Likes

Inspired by @woot3’s Socket and node.js’ socket.io, I made my own on roblox for fun.

I decided to see if it was worth all the work, so I made two scripts do the same thing but wrote one with my module and one without. Here’s how it looks:

[details=Server]
With Sockets:


local io = require(game.ReplicatedStorage.Libraries.Sockets)("Server")

io.Connection:connect(function(socket)
	print(socket.Player,"has connected")
	
	local tempData = {
		Controlling = nil;
	}
	
	socket:send("Connected") -- just sends a print, no reason for this to be here
	
	socket:on("ControlShip",function(Ship)
		if ControlShip(socket.Player,Ship) then
			tempData.Controlling = Ship
			return true
		end
		return false
	end)
	socket:on("UncontrolShip",function(Ship)
		UncontrolShip(socket.Player,Ship)
		tempData.Controlling = nil
	end)
	socket:on("disconnect",function()
		print(socket.Player,"has disconnected")
		UncontrolShip(socket.Player,tempData.Controlling)
	end)
end)

Without:

[code]
local RE = game.ReplicatedStorage.RE
local RF = game.ReplicatedStorage.RF
local Data = {}
game.Players.PlayerAdded:connect(function(Player)
print(Player,“has connected”)
Data[Player] = {Controlling = nil}
RE:FireClient(Player,“Message”,“Connected”)
end)
game.Players.PlayerRemoving:connect(function(Player)
UncontrolShip(Player,Data[Player].Controlling)
Data[Player] = nil
end)
RE.OnServerEvent:connect(function(Player,Type,…)
local Data = {…}
if Type == “UncontrolShip” then
UncontrolShip(Player,Data[1])
Data[Player].Controlling = nil
end
end)
RF.OnServerInvoke:connect(function(Player,Type,…)
local Data = {…}
if Type == “ControlShip” then
if ControlShip(Player,Data[1]) then
Data[Player].Controlling = Data[1]
return true
end
return false
end
end)

[/code][/details]

[details=Client]With Sockets

local socket = require(game.ReplicatedStorage.Libraries.Sockets)("Client")
...
local success = socket:request("ControlShip",ship)
...
socket:emit("UncontrolShip",self.Ship)
...
-- // Network Events
socket:on("Message",function(msg)
	print(msg)
end)
socket:on("UpdateShipControl",function(mode,ship)
	if mode == 0 or mode == false then
		Controlling:disable(false)
	elseif mode == 1 then
		Controlling:enable(ship,false)
	end
end)
...

Without:

local RE = game.ReplicatedStorage.RE local RF = game.ReplicatedStorage.RF ... local success = RF:InvokeServer("ControlShip",ship) ... RE:FireServer("UncontrolShip",self.Ship) ... -- // Network Events RE:OnClientEvent:connect(function(Type,...) local Data = {...} if Type == "Message" then print(Data[1]) elseif Type == "UpdateShipControl" then local mode = Data[1] if mode == 0 or mode == false then Controlling:disable(false) elseif mode == 1 then Controlling:enable(Data[2],false) end end end) ... [/details]

EXTRA INFO:
Sockets has capabilities to send everyone, specific group of people, and everyone with one exception data. A player’s socket can be accessed outside of the Connection event by using io.Sockets:get(Player)

Which one do you guys think is better?

  • Sockets
  • Normal
  • Other (Specify below please)

0 voters

PS: I just realized it’s 4 in the morning. Can’t believe I did this whole test and other things without even realizing it.

1 Like

Is that you in the corner?
and if it is have you ever been told you look like a young Adam Buckley?

No this is Crykee!
20dd536d458392791daa047c9ffae178c85e8300.png

10 Likes