GAAAAAAAAAAAAAAASP
You can never have enough jars of shiny things that have jars of shiny things inside the shiny things.
Finally done (ish) with doing a rewrite for the game me and MyCheeze are working on and implemented a glitchy character replication system… It works very well, and the glitchiness nature isn’t noticable at all, but the back-end code for replicating player rotation gives the desired results, but has the wrong math going on… but I guess in the famous words of that one guy: “If its broken, but it looks good and no one can tell its broken, then its perfect.”
Also I have an .mp4 of Cheeze’s 2D collision engine progress but I can’t attach MP4s here? …how2mp4.
The power of vertex normals. Love those so much.
Drag selection circle
Anyone have advice on how to remove the previous circles faster so you dont see that double circle for a split second
I had a nice idea:
Players could pick magic runes (well, “building blocks” in general) and combine them (either blocks have input/output things you connect, or by moving blocks on top of each other and driving a pin through them, or just the fact multiple blocks are in one spell, …) which would result in the creation of custom spells. The effects would be completely dependant on what they picked (and how they’re combined), thus custom spell creation.
I opened studio, inserted a blank script, realized how difficult/annoying this is and closed studio again.
I might try again sometime, idk
Wait, are you making a new circle every time the mouse moves? Just make one circle and update the CFrame & size.
Or you can update just the mesh scale and position, I think that’s even better for performance.
Or you could update mesh offset and scale and go absolutely ham on performance.
Yep that works, but it can be a bit unintuitive code if you also want rotation, you need to transform the offset first then and that would require you to set CFrame anyway for the part. If only mesh had a CFrame offset instead of Vector3
@Chaotic_Cody I cant think of a way to do that efficiently
@buildthomas No meshs to work with, just a bunch of linehandleadornments
Working on getting a bit of bonus points for a Calculus class.
This is (X2 + Y2)2 = 50 * (X2 - Y2)
More of an approximation because I am not sure how I can find all the Y values that fit this equation for a given X. Tried to do a bit of anti-aliasing since this is an approximation, but it isn’t the best looking.
Code: local AttemptAntiAlias = truelocal GridSizeX = 20local GridSizeY = 20local - Pastebin.com
Could be more efficient with the frames, but it isn’t anything big for me to spend more time on.
I don’t believe I showed this before. I made a “video player”. It’s a short example of roughly 1:30 length clip from an old film. I want to upload a full length film or so for a project but I’m pretty sure Roblox would get mad at me uploading ~5142 decals. Any information on that would be nice
What you have in the video, is that sprite sheets or separate decals? (if the latter, how did you solve flickering? flipping through multiple parts with decals instead of one?)
You might get flagged for spamming their system since the frames look so similar, you could solve that by uploading in small batches every few hours or uploading the frames in a random order so they don’t see the “same” ones every time. And then there’s the issue of actually loading 5142 images in-game, I don’t know if that will work out well enough
Could try putting 4 images on a sprite sheet and then creating lots of sheets That way it would take you from 5142 decals to 1,285. And hopefully keep the quality.
Wow amazing!! Must’ve took ages ahah.
Next ROBLOX update, importing .mov or any supported video format and put that into new GUIs type!
o.o
Actually, 28 144p frames fit in a single decal. There are roughly 144,000 frames in a full length film which is where I got 5142(144,000/28 frames per decal)
how did you solve flickering? flipping through multiple parts with decals instead of one?
Here’s the entire code for the player
Frame = CurrentSheets == math.floor(monitorsound.TimePosition*30);
local sheetIndex = math.floor(Frame/28)
if sheetIndex >= #CurrentSheets then
CurrentSheets=StaticSheets;
Frame=1;
monitorsound:Stop()
monitor.Off:Play()
sheetIndex=math.floor(Frame/28);
end
if sheetIndex ~= PreviousSheet then
PreviousSheet = sheetIndex
CurrentScreen, LastScreen = LastScreen or Screen1, CurrentScreen or Screen2
CurrentScreen.ImageTransparency = 0
LastScreen.ImageTransparency = .95
LastScreen.Image = CurrentSheets[sheetIndex + 2] or ""
end
local xPos = (Frame % 4) * 257
local yPos = (math.floor(Frame/4) % 7) * 145
CurrentScreen.ImageRectOffset = Vector2.new(xPos, yPos)
Must’ve took ages ahah
Actually the only part that took long was uploading due to roblox’s cooldown.
I simply made a java program(I know it could probably be faster in C++) to take a video/mp4, and split it into sprite sheets into a specific folder by frame1,frame2,frame…
then I just used a js bot to upload the frame sheets/decals one at a time