What are you working on currently? (2018)

You don’t really have to know how to play instruments, but it definitely helps. I use a MIDI piano keyboard and a visual editor to help me compose, just because I can work easier if I can see how I’m composing. For me, it just takes time, experimenting with what sounds good, how do these harmonies (or lack of harmony) work, rhythm, etc.

That’s probably the best way I can describe it as someone only now really getting into composition.

Update: it’s now learning gang signs.
GIF

2 Likes

is this that “dabbing” thing I’ve heard so much about?

2 Likes

I hope not. I’d never create such a treacherous thing. (This happened because I haven’t completed the animation/set it to normal once done)

Been very productive, producing lots of stuff, as you can see

5 Likes
Upgraded my traceback pcall module

There are only two ways I’m aware of to have both error checking and traceback:

  • xpcall, which does not allow yielding
  • A combination of BindableEvents, ScriptContext.Error, and require-ing uniquely-named modules

Of course I want to be able to yield! tpcall uses the second way in order to give tracebacks with error checking.


ScriptContext.Error will give the error message, traceback, and script that caused the error. Using BindableEvents, we can cause an error in the output that ScriptContext.Error can catch, which gives us a traceback.

But how do we differentiate between our errors, and other errors? Easy first answer: check the traceback! The traceback should have the name of the tpcall module in it, so only those errors are ours.

…But how do we differentiate between multiple calls to tpcall?

We have to somehow include a unique string in the traceback. The only way I’m aware of to do this is to require a module with a unique name.


Attempt 1: Every call to tpcall clones a base module, gives it a unique name, then requires it. tpcall will look for this unique name in the traceback.

Problem: require is actually very slow! tpcall started causing momentary freezing!


Attempt 2: Use only one module with a unique name. Keep track of when tpcall is called, and create a “stack” of events to return to. If I call tpcall inside of a tpcall-ed function then it will return errors and results to the inner tpcall first, remove that event from the stack, then return to the first tpcall on the next error or return.

Problem: coroutines exist. Whoops. If a script in a different coroutine calls tpcall then this “stack” approach completely breaks down. Script 2 can call tpcall in the middle of Script 1’s tpcall, and those two should not be “stacked” since they run “in parallel”. Script 1’s tpcall can end before Script 2’s, causing a return to the wrong caller.


Attempt 3: Multiple uniquely-named ModuleScripts. Reuse them after they’re done. Use the “stack” approach for nested tpcalls.

Problem: None! It’s awesome! :smile: Things will only slow down if there are a lot of non-nested tpcalls yielding at one time, since it runs out of cached uniquely-named modules. Otherwise, it re-uses a previously-generated module or the one for its “parent” coroutine, keeping it super speedy.



Model Link (1070503396)

Source on Gtihub Gist

3 Likes

Deving with @Tradesmark and @LeitrisArcade and Novalous, and Tarma_X.

2 Likes

New editor for Sound Volblox in the works, based loosely on the editor for K-Shoot Mania.

Adding a few new note types:

  • Slams can be placed anywhere and go anywhere, including up 50% off the track on either side
  • The green notes are negative notes, and the goal is to not be holding the respective button when they pass by. They’re green here, but will be a dark blue with sparks in gameplay.
  • Slam holds require you to continue holding the tilt button as they pass by, like normal holds.
  • Yellow FX notes play a ‘clap’ sound, just to add a tiny bit of depth to charting.
  • Filter effects can be applied to FX and Slide Hold notes to be applied as the song plays, and the respective notes are successfully hit.
1 Like

So I finished my reloading animation. This doesn’t seem like much, but I actually did a lot of this to practice and get the feel of how animations work by using CFrames (Motor6D and Welds). I think it turned out okay.

https://twitter.com/DurstAuric/status/950497543116517377

Gif version here if you’re lame and don’t want to hear the sounds that go with it.

2 Likes

y u no r15

4 Likes

I have a lot of experience with designing UI similar to what you’re trying to achieve. Let me give you some advice.

The way you have it slanted like that will make content on it appear stretched. I suggest making the rotation as minimal as possible while still appearing slanted.

Also I suggest scaling the SurfaceGui’s CanvasSize property with the part’s size in reference with the screen size so everything appears nice and uniform.
You can see an example this method here (notice how the UI looks detailed and not pixelated or stretched)
https://i.gyazo.com/478dee63085464889746bd8f82a897e9.mp4

11 Likes

Game lobby things.

9 Likes

Potential logo idea. Making sure I still know how to work Photoshop.
Bonus: 100% vector!

4 Likes

I know it was intentional but something about the filled N and the rest of the letters being unfilled just triggers me

It is a bit of design consistency with the Nexus Development logo.
image
The first 4 iterations of the logo concept has the R being more octagon based, like the D, but I found it weird with the rounded headset outline.

4 Likes

Got more guns done + more progress on the post-apoc showcase!

22 Likes

That looks great

that’s a nice lightsaber, good job

3 Likes

I don’t think cframing animations with R15 would be efficient?

1 Like

https://twitter.com/twitter/statuses/950813894263623683

95% bug hunting 1% coding 4% discord