Working on some sort of cloud system, very early development and I’m developing a cloud chunk system (so they realistically bunch up together)
They can also be controlled in terms of visible radius, concentration, and height variation.
Working on some sort of cloud system, very early development and I’m developing a cloud chunk system (so they realistically bunch up together)
They can also be controlled in terms of visible radius, concentration, and height variation.
Since we use bilinear filtering for our UI textures, you need to pad your sprites with a completely transparent pixel so that color from adjacent sprites in your sprite sheet won’t bleed in, and so that opaque pixels up along your sprite’s border will smoothly blend to transparency instead of getting immediately cut off.
How u do dis?
also i am betting there is a 92% chance you will change your username within 24 months
I change the ZOffset and Size of the particles to the -distance to the wall in front of the camera This pushes the particles behind most parts but only as far as the wall is.
Also I think that it might be too late to change my username…
Ah, that’s smart. I didn’t think of that.
Working on UI design and made this for a colony interface!
Got inspired from this video and came up with an idea for a puzzle game. Not sure if I’ll keep working on it, but I built it in a way to be extremely scalable and easy to configure.
Starting development on an RTS game. Here’s the current version of the UI:
Still thinking up a name, and specific lore related stuff, but I have a rough idea of how gameplay will work.
If you’d like some Robux to make it open-source, I’d love to make a donation for it.
The Dream Chaser’s model is complete and is possibly ready to be converted into a working rocket.
Only a small amount of pictures during development:
My eyes went cross-eyed looking at that first one.
That first image aaaa my eyes
This is insane why does it make me go ‘what the heck’ lol
Made a Dirt Track, where the Racing Line runs in based on where each car runs. When it gets run in enough, the top layer removes itself, leaving behind a bottom layer, thus giving certain areas of the track various ruts and such.
I think @paul2448 would be proud.
Rutted in Portion of the Track:
Track Overview:
Just another FiB v12 over-exposured camera montage. Still looks great enough.
Had some internet problems today so I was unable to get the female Robloxian torso mesh to work with and ended up winging my own to make my next anthro model. Oh noes I’m doing it again!!!
Got a few tidbits more to model before I can unwrap and texture, character is about 60% modeled so far… Don’t know why but modeling hair is fun.