What are you working on currently? (2017)

It’s just a bunch of guis. Nothing weird like a SurfaceGui or LineHandleAdornment.

Supports any arbitrary shape, and rotation.

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Why does it look kinda like Its wiggling? I can see individual pixels moving. Cool otherwise!

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Support the cause

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Oh Yes! I get this when the spinner slows down in Prison Royale. That’s really ugly behavior. +1

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Did you get my DM about shadow render problems? Not sure if it got filtered past. Thanks

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Not really, fixed the problem mostly.

Balls!

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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

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

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Blender cycles.

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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!

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Been working on some UI.

YAY


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noice

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Broadway Limited, the winner of a poll.



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baroque; rich, but tasteless

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More emptiness:

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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 > : )

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

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