What are you working on currently? (2017)

That’s a cool idea.

Current plan is to give player x amount of parts and a flat base to build on. They explore the 15,000x15,000 thank arseny for epic terrain optimizations map to find crates. Their job is to get the crate back to base somehow. The first few crates are easy to get so that you can learn to build and adapt, but after that they’re more difficult to get.

Some crates are out at sea, under water, on mountains, in areas that can only be found through flight, etc… As players modify their vehicles with new parts they’ll be able to get to newer places with different and better parts.

There’s also something I’ve been thinking about loosely in my head for a while now. 100 player servers on the 15k map, you can start competitions with players to do things like demolition derby, obstacle course (mixture of air, water, and ground vehicle racing), regular individual racing for air, water, and ground, and some other cool stuff like sumo where your goal is to stay inside the circle and knock the other guy out of it.

2 Likes

For what?

finally got my tanks to work with smooth terrain.

who’d of thought that giving the wheels more mass would have helped… and changing them from a sliding wheel to a rolling one…

EDIT: when you push out an update, but didn’t thoroughly check your code:

function BlueWins()
	for i,v in pairs(PlayerFolder:GetPlayers()) do
		if v.Team == game.Teams.Blues then
			v.Leaderstats.Credits.Value = v.Leaderstats.Credits.Value + 40000
			v.Leaderstats.Gold.Value = v.Leaderstats.Credits.Value + 5
		end
	end
end
7 Likes

Nintendoland?

The lobby is inspired by it :slight_smile: But it’s not nintendoland

Working hard on my new game which I just announced!


3 Likes

It’s Magearna!

6 Likes

Guard towers!

There used to be a ladder on there somewhere, must’ve broken off as time went by. What would be the best placement for one?

7 Likes

Probably in the dead centre of the thing with a hatch in the floor, that would be the least compromise for defence while still allowing you to get in/out, otherwise probably on the opposite side of the protective barriers

  1. game:GetService( ‘Teams’ ) ; please :wink:
  2. game:GetService( ‘Teams’).Blues:GetPlayers( ) ; (http://wiki.roblox.com/index.php?title=API:Class/Team/GetPlayers)

(On phone atm so ignore bad coding standards.)

local Teams = game:GetSevice( ‘Teams’ )

function BlueWins()
for i,v in pairs(Teams.Blues:GetPlayers()) do
v.Leaderstats.Credits.Value = v.Leaderstats.Credits.Value + 40000
v.Leaderstats.Gold.Value = v.Leaderstats.Gold.Value + 5
end
end

:slight_smile:

2 Likes

Uh, actually, I think you mean

local Plrs = Teams.Blue:GetPlayers( )
for i = 1, #Plrs do

His code seems fine, why do you need the iterator instead of using the value in the array directly?

Faster then pairs

Micro-optimizations :rage:

7 Likes

B-b-but it’s worth it!!!111

That looks like one hell of a boss battle

1 Like

well actually it was to point out that i accidentally did

v.Leaderstats.Gold.Value = v.Leaderstats.Credits.Value + 5

which means that players got their gold set to however many credits they had, plus 5…
gold is how i make money on my game…

but oddly enough, dev product sales seem unaffected.

1 Like

Yeah I noticed :slight_smile:

Luckily that you noticed it in your game code fast enough.

an ingame trailer
still need to clean up a few things but it’s pretty cool
love using color correction brightness for fades

4 Likes

pretty solid. Although what is the waiting time at the beggining for?
I thought you were trolling me with a Helen Keller experience.