What software did you use for the rim lighting?
Yeah, the curved trunks help a bunch. But the client is always right
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!)
I figured out how to run roblox in 8k for taking screenshots
Here’s a peek at a small 1920x1080 section of a thumbnail/ad I’m making:
My game’s GUI scaling is ridiculous
LOL:
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.
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
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?
They’ve spun out of control
Gravity cat is amused.
R15
@Evanbear1 @berezaa @anon89973268
https://clips-media-assets.twitch.tv/25412702864-offset-8634-1280x720.mp4
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.
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!