I’m working on a unique game called Annoying Simulator with a few developers, two of which are in the forums—@Mightty and @Zeumus. The other, Kindoodle, isn’t on here, but surely deserves to be.
you were productive, clearly you were intensely studying the gameplay mechanics of farming simulator
to remake into roblox
Haha, this isn’t too much of a church. But I’ll be obliged in showing you at some point.
Whats that font you use ?
Working on a React-Native (React for Android/iOS) app for a school project. Most of the time things go so well and seem so easy and amazing (e.g. it has “chrome devtools” that I can use for logging (and even debugging) code on my phone, Hot Reload makes it I don’t have to restart the whole app if I change nothing major, …), but then I spend an hour figuring out how I can position a dropdown thing next to a number input field without it looking weird, or spending hours figuring out how navigating between screens works best. Nothing too bad, as I like designing backends, and for “designing” the UI, it’s mostly just “create header, create a box, add some text, done” using a few lines and boom, it looks nice.
quite fun for a school project
Creating a marketplace for my zombie game, where players can buy new guns, (soon outfits), melee weapons, player camos, gun camos and safes/more credits.
What do y’all think of a leveling system where you earn credits instead of unlocking guns? I think this way the game can be more personal and you can choose what guns to pick/buy (or in a sense “unlock”) what you want next.
I already did that back in 2015
it promptly broke with the physics update tho… (it was also the first time i used FE)
what’s more crazy to me is that i paid 35 dollars for this… one 10th of the smallest devex, or 10,000 robux…
if i charged 3500 robux for even the best possible game ever people would never buy it once, no matter the marketing…
Trying to get Servers to run basic NPC things for some co-op stuff.
Never been super comfortable working with Scripts>LocalScripts and have been working more with metatables over the last few weeks.
Trying something new, rather than iterating NPCs via script, I’m creating an endpoint and letting physics (AlignPosition) move the position. Clients will then render each of the blocks as an enemy and add proper lerping between updated positions.
Just a few colliders chasing the player so far, and while it looks really sporadic, when the client is close it looks fairly smooth from their view, client interpolating should smooth it even more.
Still have to sort out floorheights & ensure that all the update calls I’m making will be as fast as possible so the server doesn’t just destroy itself.
Edit: Excuse the music
seriously though, how!?
its amazing what normal/bump/specular maps can do my friend.
Fun fact: This model doesn’t have any of those. It’s just one texture, and that’s the color texture.
omg, I can actually see that now, jeez that’s good shading. Do you just photoshop that, or is there a specific tool in substance painter for that? (or you use specular/bump but just bake it into a diffuse texture )
A drawing tablet, Photoshop and a good library of reference can do wonders! I use Substance Painter for all my stuff outside of Roblox though, but that’s just because Roblox doesn’t support PBR.
I know I’m a little bit late here, but, uh… There go my plans for a Simon Stalenhag project.
Do it anyways, Simon Stalenhag = god, I’d love to see more builds inspired by his art