What are you working on currently? (2017)

“SS Unsinkable”

Didn’t we learn anything from Titanic?

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just a thought, but…
why not code a text to speech program?

or at the very least, record an audio ‘sprite sheet’ with all the phonetic syllables of english, and then break typed words down into their phonetic syllables. then it’s just a matter of playing the right part of the sound.

EDIT: ETKRF update progress:

(yaaay figuring out OBS)

If you want a monotone robot then sure, but since they’re characters its better using full phrases with desired influxuations.

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D: You’re casting the ray from the end of the barrel to where your mouse is looking! Ew!!!
(If the enemy model is within a certain radius, I wouldn’t show the bullet. Otherwise you give the game away!)

Explosives!

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How far can these be before you can’t detonate them?

No limit. :wink:

edit: i really need post-it notes to refrain myself from puns.

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that’s because of the play solo mode.

since the gun is stapled to the torso on the server, and then moves to the viewmodel on the client, when a bullet fires on the server it comes from the torso

FlyingWerewolves

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Working on a lobby town for a fantasy PvP game that we’re working on. Personally, I find the entire “Christian medieval” theme or whatever you would call it to be awfully boring and saturated beyond belief. Every medieval game out there has regular medieval knights and weaponry. So to break this trend and to try something new, I decided to take inspiration from the medieval Arabic world instead. Obviously, it is not a perfect replica of the type of buildings you’d find back in those days, but the basics of the build are coming along pretty well and I’m pretty happy with the simplistic look that I got going.

I do plan on adding more fancy fantasy stuff though later on but this is what about 3.5 hours of building looks like so far. :^)



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Currently working on perfecting these programmable visibility signals, a replica of the 3M M-131. This is how they work so far

Fading out when too far from the signal
DistLimit

Fading out when you aren’t facing the signal. The angle between the sides are pretty close, so the other side will fade out when seen from the wrong angle, which prevents drivers from being confused on which side is green
AngLimit

Are you doing the fading with programming or geometry? Either way, pretty neat. There is an intersection near me that has these.

well, yeah.
but it also means that adding a new character juts means a new track of phonetics and and typed up dialog to add a new character’s voice.

plus you could allow player voices as well then,

Reminds me of

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Kerchow.

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Programming, a LocalScript replicates the original SurfaceGUI to the client then modifies the on texture’s transparency through a series of calculations.
Though, a few days ago I experimented in Blender and managed to use refraction and a blockage on the back lens to imitate the inner workings of a 3M.

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Finished a very simple server browser and main lobby screen, I’m going to add features like friend finding later but for now I’m happy it works!!

here is a pic of the server browser with a running server

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everygameneedsthis

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Remember that particle-a-day thing I did last October?

I’m finally getting around to making a little demo place for them and releasing them. SoonTM

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