I love apocalypse!
Natural Disaster God? I like the sound of that.
any plans on creating the structures in the skybox?
Finally getting around to working on tankery again.
mostly quality of life stuff. Hit confirmation sounds and the like.
as well as a new gamemode, Last Stand. where the sole objective is to capture the red point as a blue. matches last 5 minutes, and end when the point is captured. the round can go into overtime if the point is contested at the end of the match.
Been working with Meridian Studios on Expanse: Skirmisher. A Sci-Fi arcade-like spaceship fighter.
Here’s our Update Log post where we post the more useful updates. We recently added new music from Church of the Machine, aka Animula_MusicDev, and some new balance updates to make the game more fast paced.
https://giant.gfycat.com/ImpartialDependentDove.webm
Most likely not the best (who am I fooling, most likely the worst!) approach to this, but hey, I made one of those UI arks (or whatever they’re called)!
In this sample, it’s just going to random angles. Now I need to wrap this functionality into a module :^)
Snow, yaaaaaaaay!!
All done dynamically like this:
https://i.gyazo.com/4bc5abf239b8e766146e8473ba1748fb.mp4
https://i.gyazo.com/624bc6a9ccffda060efe6d36300113fd.mp4
Changed everything and now i am trying to make it work with decals for it to work on complex geometry objects too
Final
https://i.gyazo.com/1a521954b2cba81496728b6ccdef4527.mp4
What disaster?
I really need to LEARN how do you actually achieve making such clean custom UI arks…I tried with spritesheets, with imageframes with almost everything i could imagie and still have not gotten such an amazing result you have here!
plz halp
i didn’t really much more than the “trivial solution”, which is basically:
- Split that thing into a tiny fraction (I chose a 2 degree slice so that they could overlap and not leaving empty space)
- And then stack 179 of them together, and toggle their visibility on and off according as needed, through a function.
https://giant.gfycat.com/EnviousPotableBirdofparadise.webm
I highly doubt that an environment with multiple sets of 180 ImageLabels (lets stack this up to thousands of frames, how does that impact performance?) can be performant if we consider a lower end machine, and honestly, if someone has a better solution (I’m going to make an help thread tomorrow or so), I’ll gladly take it.
Oooh i see now…not the best though in case of performance
I’ll see if I can have a go at it by providing some spritesheet magic; it’ll have a resolution of ~1.45° instead of 1°, but it’ll be only a single ImageLabel instead of 180.
https://i.gyazo.com/6288af4948f1885f4b35ef8b9c7b5b40.mp4
After Effects makes this so easy to do.
UPDATE:
Okay, so the initial arc spritesheet is uploaded and working in studio, however since I don’t mess with Lua too much I’ll pass the rest of the job onto you to finish. I included, one that is [128px x 64px] and a second one that is [256px x 128px]. Arc resolution/frame rate hold an inverse relationship with resolution, so pick the one that suits your needs.
https://i.gyazo.com/bf0b0ddf2fbbffbe0dd47f93f3b2f1aa.mp4
These are so hard to record…
What will be done is to figure out a good way to increment and decrement between the two desired angle measures; I tried messing with Tweening an IntValue, but I’m not too experienced with TweenService so I stopped here before I broke it. I wanted to implement easing, so I skipped using For Loops.
I’ve included the variables degreeMeasure
and targetFrame
to save a little math, all that is left is to integrate something to change the frame count by 1 from the currentFrame
to targetFrame
.
arcLoader.rbxl (17.4 KB)
How did you get that sidewalk texture? Did you bake it in a different program?
Sound Volblox continues to evolve.
Song is Mdrqnxtagon, by Frums, used only to test.
Edit: New video: fixed issues related to chart parsing and track motion
I’ve been working on fixing up my old Text to speech game from a while back.
It still needs ironing out, but it’s much better than the one I made before.
I need to work on the pronunciation rules a bit more, but it shouldn’t be too hard to do. It’s good because this method allows me to add new voices fairly easily.
You can take a look for yourself here, however it’s still very clunky.
Edit;
I’ve taken the game down for the time being, due to the absurd amounts of racism and filter bypasses being spoken. I’ll make it public again when I’ve worked on a custom filter (To go along-side the normal one).
The way it is now it could serve well as an animal crossing-esque voice generator for characters. Just pitch the voice up and blamo!
(Also sorry for the flood of players ^^")