What are you working on currently? (2017)

Camera:GetLargestCutoffDistance

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Finally got my maths right for my circle/triangle/polygon spirtesheet maker for progress bars :stuck_out_tongue:

(If people want the code I will make a public version with comments etc)

https://i.gyazo.com/7b024fbbb328726f653e9a77ba7e31b3.mp4

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There’s always that one API method I don’t know of.

Seriously i did not even think of using those methods xD
Basically i used some cframing and somebtouch events rather than raycasting and it pretty much worked as i expected :3

Made a demo build for an FPS project I’m working on in Unity. There is still a lot missing, but hey, it may be fun to check out.

It can be downloaded at Dropbox - TestBuild2.zip - Simplify your life

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Already higher quality than 90% of greenlit indie shooters.

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Are we still doing that old vs new stuff?

Old airship from 2012?

Airship from 2013

New airship that I will never finish

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The arms are very skinny imo.

The current arms are placeholders, they don’t have a texture either. Thought it looked good enough for now.

Working on some dank 3rd person models

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#Progress

…this is 5,512 tris so far, but the final model will have its topology redone.

Also in case anyone is wondering, this lizard has a 1.1 scale of a ROBLOXian’s height and depth, however its width only takes up 2 studs, rather than 4.

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I’ve always wanted to make a spell casting game that uses runes, but I never figured out a nice way to let players make their own runes.

Hopefully you actually make a full fledged game with this.

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¯_(ツ)_/¯ what can i say forrest gump is great

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I’ve made an old UK-style level crossing:

(video by @Steven1411)

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Love the train bouncing around. I wish there was a fix for that.
I’ve always wanted a train game in roblox with a ton of cars but if you use physics, you get trains that act really silly.

It’s because of network ownership and the way roblox handles mechanisms. As far as I have observed, the assemblies of mechanisms replicate in reference to a root assembly. With the train in the video, it has some hunting side-to-side, but since the root assembly is the rear coach, the front looks like it is going off the rails. The only fixes I can think of are: each car is a separate mechanism, or forego the physics engine entirely. The former is difficult because you have to keep the cars a specific distance apart, and the latter can consume too many resources quickly.

I’m still building on the sci-fi showcase, trying to get it interactive now with animated stuff!
If you are curious, heres the link to the place: The Third Colony - Roblox

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Wow that’s incredible!

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Reminds me of the Hovercraft from Oblivion.

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Currently working a bit on a GUI for connecting runes. Once that’s set up (and a way to pick a spell for your wand or something), I’ll make a “game” where you can just play around with the currently added runes and test out spells, nothing major. Would first need to add more runes (and special behaviours when some runes mix)

also getting a bit busier with school again ¯\_(ツ)_/¯

1 Like