What if you used inverse kinematics?
This is why you double-check your UI logic.
https://i.gyazo.com/c6288dc4b7a8b239302706300948410f.mp4
Added a context menu for editing filter/spin/hold settings on FX holds and slams
Dont be too harsh on this one lol im not a GFX artist and I made this in paint instead of photoshop lol
when you add an evasion roll feature to your game
and unintentionally implement hardcore parkour
“Its not a bug… Its a feature”
Didn’t know this existed, but there’s software developed by Snap Inc. called Lens Studio that allows you to create your own AR (augmented reality) filters for Snapchat. I decided to give it a try and ended up having a model I made for Q-Clash dance around in my house!
You can even check out this one yourself by scanning the following snapcode on Snapchat!
Designing a racing game that will incorporate 37 different classifications of cars across 4 different specifications, and have at least 30 tracks per specifications. (Dirt Roadcourse (Rallycross), Dirt Oval, Asphalt Oval, Asphalt Roadcourse) Oh, and make 3 places for “Practice” purposes for each of the tracks, and combine that all into one game.
(Yes, I’m looking at a game universe with over 400 places put into it. How you?)
Release Date: The day after I die from working too hard on it.
I added xbox support to tankery, and the results have been amazing
up an infinite percent from the previous hour!
Hard work is greatly rewarded on the Roblox platform.
Seeing this plugin in action makes me so happy
Three days of constant work, probably put more than 30 hours into this thing and I’m finally seeing some results.
I remade the retro lens flare effect for Super Nostalgia Zone.
Yup, you heard that right. Roblox had a lens flare between 2006 and 2008.
It only worked in the OpenGL version of Roblox, and they lost the effect when they switched over to DirectX.
This effect also looks pretty nice with modern textures:
Now you might be wondering how I pulled this off. I’ll tell you one thing, its a horrible hack.
The main issue I had to tackle was getting each lens to have additive shading. Unfortunately this didn’t work with HandleAdornment objects, so I had to use the next best option.
Each lens is a beam that is projected one stud in front of the camera… I wish I was joking. I take the screen space location of the sun, flip it across the center of the screen, and use that as the line of reference for each lens. The color, size, and movement along this line is a pre-generated set that I made.
Once I have the center position of the beam, I CFrame two attachments to the left and right of the position, and the Beam texture won’t move since I have the TextureSpeed set to 0.
I had fun making this though :)!
I decided to release the source for this if anyone wants it. Credit would be appreciated if you use it.
This is amazing, thank you!
https://twitter.com/ExplodeRBLX/status/950784257684791296
messing around with modular assets, among other things
Huh, that’s odd. I don’t recall there being a lens flare. Were players playing the OpenGL version or not?
In 2008 it defaulted to DirectX.
Not Roblox, but I figured I’d reply :3
I’ve been working on a fork of a Custom Discord Rich Presence integration with GPMDP that I tailored for myself.
Fun stuff, good results!
^w^ I’ve kinda made my leave from the Roblox Developer Community, but I still enjoy talking about it and checking out all the new features every once in a while!
Notice, All of this is published on my Github:
Fun times. :3