What are you working on currently? (2017)

Like 1-2 months ago I think.

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##Remodeled Ema Board

The lighting is odd, I know, but it’s not meant to look nice.

(old left, right new)

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I love Japanese architecture
by extension I love you

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Maybe. I didn’t really make them for anything specific, just practicing.

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So in case you couldn’t tell from the last post, I’ve been working on some UI. (Well, more accurately, a lot.)

This is for one game I’ve been working on with a team. (There’s more UI for the other game which I might show later.)

So obviously the money isn’t done cause I need images for it (lazy rn.) Same with the icons. The other panel below the character one will be filled with titles and other similar stats. I just wasn’t sure just yet on how I am going do it, so it will stay like that for now.

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Ahh well at least it looks pretty. :stuck_out_tongue:

OH MY GOD THIS GAME IS MY CHILDHOOD I REMEMBER EVERY SINGLE SESSION I HAD PLAYING THIS GAME BACK WHEN I WAS 8-9 WHAAAAAOOOOOOOOOOOOOOOO
:clap::clap::clap::clap::clap::clap::clap::clap::clap::clap::clap:

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2 more planes are now part of Nexus Plane System. 2 more to go.


Thanks! i started all up on this because i do really like your game haha! i already fixed the misalignments, the issue was that the supporter of gazebo’s walls were not well rotated.
and i made the walls taking to a determinate distance from the center and mirrored it, then rotated it and made the math for the block and distance and the angle per movement so the rotation can make a kinda perfect circle with normal blocks.

Edit:
Made today the Water Well by the way :sunglasses:


i really love temple of memories so i’m making like a sequel :stuck_out_tongue: hopefully you will like it when i finish it :wink:.

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Micro Velocity Early stages footage:

The ui is awful ikr…

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if you ever need any trains modelled, I have a friend who loves modelling trains in blender. Hit me up if interested

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huh, i hadn’t considered us friends… but sure, why not

also, aiming and sights!

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Got bored, wrote a (bad) compiler for SCIENCE! I have no idea where this is going, if anywhere - it’s mostly a research project right now.

Input:

let test = 1
abc(0)
abc(10, 34)
def()

let some_func = fn() {
	return 1
}

fn test_func(a, b, some_parameter) {
	let b = 1
	let c = true
	const some_parameter_ver = "Hello, world!"
	return 25
}

Result (Lua codegen, whee!):

local test=1;
abc(0)
abc(10,34)
def()
local some_func=function()
return 1;end;
local function test_func(a,b,some_parameter)
local b=1;
local c=true;
local some_parameter_ver="Hello, world!";
return 25;
end

Bonus AST from the parser for all that mess:

Summary
{
        [1] = {
                [type] = declare_variable_statement;
                [storage_modifier] = let;
                [variable_value] = {
                        [type] = number_literal;
                        [value] = 1;
                };
                [variable_name] = test;
        };
        [2] = {
                [type] = call_expression;
                [call_name] = abc;
                [argument_list] = {
                        [1] = {
                                [type] = number_literal;
                                [value] = 0;
                        };
                };
        };
        [3] = {
                [type] = call_expression;
                [call_name] = abc;
                [argument_list] = {
                        [1] = {
                                [type] = number_literal;
                                [value] = 10;
                        };
                        [2] = {
                                [type] = number_literal;
                                [value] = 34;
                        };
                };
        };
        [4] = {
                [type] = call_expression;
                [call_name] = def;
                [argument_list] = {};
        };
        [5] = {
                [type] = declare_variable_statement;
                [storage_modifier] = let;
                [variable_value] = {
                        [parameter_list] = {};
                        [body] = {
                                [1] = {
                                        [type] = return_statement;
                                        [return_expression] = {
                                                [type] = number_literal;
                                                [value] = 1;
                                        };
                                };
                                [type] = block;
                        };
                        [type] = function_literal;
                };
                [variable_name] = some_func;
        };
        [6] = {
                [func_body] = {
                        [body] = {
                                [1] = {
                                        [type] = declare_variable_statement;
                                        [storage_modifier] = let;
                                        [variable_value] = {
                                                [type] = number_literal;
                                                [value] = 1;
                                        };
                                        [variable_name] = b;
                                };
                                [2] = {
                                        [type] = declare_variable_statement;
                                        [storage_modifier] = let;
                                        [variable_value] = {
                                                [type] = boolean_literal;
                                                [value] = true;
                                        };
                                        [variable_name] = c;
                                };
                                [3] = {
                                        [type] = declare_variable_statement;
                                        [storage_modifier] = const;
                                        [variable_value] = {
                                                [type] = string_literal;
                                                [value] = Hello, world!;
                                        };
                                        [variable_name] = some_parameter_ver;
                                };
                                [4] = {
                                        [type] = return_statement;
                                        [return_expression] = {
                                                [type] = number_literal;
                                                [value] = 25;
                                        };
                                };
                                [type] = block;
                        };
                        [parameter_list] = {
                                [1] = a;
                                [2] = b;
                                [3] = some_parameter;
                        };
                };
                [function_name] = test_func;
                [type] = function_declaration;
        };
};

I wrote chrome extension for browsing the forums. I guess there are extensions that already do stuff like this, but I wanted something relatively simple with really just the code and math features in one.

Edit: Oops! Forgot a link.

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Haven’t posted on here in a while, but have been doing loads of work adding in content to space frontier. I’m adding in npcs that give unique missions and new world types, and the new world types are going to be SUPER cool.

As a couple of examples, there is now a “desert storm” world type where sand is constantly shifting on the ground that can change the landscape and make fighting more intense, and there is another “crater” world type where meteors are falling that fling parts everywhere.

Got lots more, but I’m planning on each new world type to have something unique that mixes up the game play a bit to go with it. Planning on adding a total of 20 more world types, where there are only 5 right now.

PS, Roblox mentioned my game in a tweet! Super honored! x.com

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I have started making a more advanced movement system for players in a new project. You will be able to crawl, crouch and run. At the moment crouching only slows your player and has no animation yet, but the crawl is up and running with its own custom hitbox.

You can see your own character

4902b5cf9aaa45d43132a82fee96a46ab5f42c29.gif

Demo

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A plane for RO-Port Tycoon that is compatible with mobile. Screenshot from my phone.

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Adding a daily theme rotation into Sound Volblox, which uses the kanji that represents each day to create a theme:

  • Sunday: 日, sun, white
  • Monday: 月, moon, black
  • Tuesday: 火, fire, red
  • Wednesday: 水, water, blue
  • Thursday: 木, wood, green
  • Friday: 金, gold, yellow
  • Saturday: 土, earth, brown

Also, at the request of my charter, I’ve added a new difficulty above Omega, SHD, meant to be an intentional overkill difficulty. Song difficulty for SHD is expressed not as a number like the rest are, but is instead shown as a number of stars from 1 to 5, where anything past 3 stars should not be taken seriously, but is still plenty passable.

The chart shown in this video was actually upped from a 4-star to a 5-star, making it the hardest chart in the entire game as of this post.

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just looking at that reminds me of the time i tried to play Kyle Landry’s version of ‘For the Damaged Coda’

it just hurts my brain to try and do things that fast

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Internet too slow to do much, or really nab reference imagery to model this accurately… But I edited the M4 I modeled for @Our_Hero to have a double drummed magazine and foregrip.

When I get to better internet and don’t feel too tired I think I’m going to model a new M4 with everything being modular… Could I have a list of generic attachments / parts to model? ie, 3 stocks, 3 scopes, 3 rail attachments, 3 barrels and 3 muzzle breaks? Thanks!

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