Set/Get properties of MarkerContainer aren’t very Lua-y. They should be accessible/settable like MarkerContainer.ConstrainType = "Hidden", and you can use metatables if you want to do stuff when things are set or error if the user specifies an invalid property
Container Concept
Not such a fan of the concept of MarkerContainer. I would prefer something like Collision Groups where we have Marker Groups. Example usage:
local markerGroup = MarkerGroup.new(Properties=...)
local marker = Marker.new(Group=markerGroup, Position=..., etc)
marker.Group = nil
It’s more clear markers can only be added to a single container/group, and I can easily change the group it’s in at will. This also makes it easier to access markers’ GUIs as opposed to having some awkward extra layer you have to go through.
Disabled Naming
I would prefer Enabled/ArrowsEnabled over Disabled/ArrowsDisabled. The Roblox API has 3 Disabled properties and 14 Enabled properties (nearly 5x more). Disabled defaulted to false is a double negative and is a little awkward to mentally process.
Properties are the way they are because I don’t actually want properties. I’m might scrap the idea entirely and change them all to methods. For most of them, getting the value isn’t very useful. I also want BoundaryType to use multiple values:
Doing a pseudo-class system requires either boilerplate or a dependency, which I want to avoid for a stand-alone module. When I have to do objects, I don’t really like going beyond __index={<methods>} anyway.
Marker Groups
I’m trying to keep markers simple. Making markers objects means I have to keep track of the objects and make sure they remain valid.
I’d be willing to expose marker states as flat tables. The user would modify a field, then the change would be reflected in the next update cycle, which runs every frame. An UpdateMarker method could be used do ensure that the change is seen (in case an optimization would otherwise cause it to be ignored).
I kinda do, but if you’re talking about the automotive design field, its much more complicated than that. That’s like me trying to get hired as an NFL player. Lol
Getting things prepped for projects in 2018… Haven’t done any development on Roblox in a while, been all Blender ordinated. I really wish I could create my own collision mesh in blender and import it into Roblox without issue. Sucks having to use either a WedgePart importer or manually placing blocks around to get collisions. Not to mention the added amount of unnecessary instances… Dragoon Guest is not ammused.
Possibly in 2018 I’ll be starting (and finishing) a project of my own here on Roblox, assuming I can find loyal contractors.
I got bored and had an idea one day for an instant replay killcam like in CoD. Took me about a month to develop because I was working on this on top of school and my job but I got the essentials down.
I want to see just how far I can push the functionality of the killcam and will probably implement stuff like a final killcam which is slo-mo and grenade support which will make the camera follow the grenade after it’s thrown in the killcam.
I’ll probably even open source the place too
Here’s a video of it in action (I couldn’t figure out how to have an embedded video lol): Killcam