Its amusing looking at they ideas you come up with, but its even more seeing you accomplish them!
I’ve recently completed small UI commissions towards more and more games.
One of my proudest additions is the design of the ER:LC ELS box UI, which I was commissioned to do by @mrfergie, one of the individuals I’ve looked up to for ages.
I’ve also been hired as a developer under the State of Firestone, where I design UIs for its police-roleplaying community.
I’ve also worked on my own projects
Finalizing my audio visualizer, credits to tronp for his smooth movement and original camera distortion script.
How did you do that slowing down time effect in your video. It looks fantastic.
some multiplier variable in the global table, and particle movement etc would just multiply dT by the multiplier to affect the time speed. I think that’s what he said.
I’m experimenting with attaching the sun to a part in workspace. There are a lot of limitations that I sadly can’t overcome with the current lighting system, but I think the illusion is pretty nice:
https://gyazo.com/a7080ab63f4155c0c802617ea31ac6b0
https://gyazo.com/75be05ac589864d4669dc73f10cf42c4
Here it is with the part visible:
it would be really cool if you added world edit
I’m a programmer and most of my work is dealing with internal systems so its rare for me to have something I can show off visually… But I still want to post about the cool things I make soooo…
One of the big reasons I found myself dropping projects is because I constantly am re-inventing the wheel for every project, making a new data system that handles player data and saving, making a shop, whatever you can think of that’s in pretty much any game on roblox… while some of these are rather easy, it still takes time and I can instead focus my effort on the actual game loop…
In an effort to reduce development time I’ve started making my own “library” that I can literally use in any game and it’d… just work… no more debugging every time, no more spending unnecessary hours making something I’ve made before…
All that being said, I thought i should show off how one of the systems in my library works…
Player Data Suit
Features
- Internal Data handling (Reading/Adding/Updating/Deleting)
- Data Saving/Loading
- Backup and restore
- Data versioning
- Data repair
- Subscription based Server → Client data streaming
So this is all modular and you can choose to not use any one feature…
How it works, player’s data is stored in a module that the server can use to handle all player data…
Data Versioning: is a folder which contains modules of all the data versions you’ve had throughout the game’s history, any new player would have their data set based off the latest data version module… if a player joins with super old data version (i.e they have 0.5 while you’re on 5.2) the system will automatically update their data structure without any unintentional data loss.
Data Saving/Loading: Uses Roblox’s Datastores, it saves the player’s data given from the Data Version they’re on…
Backup and restore Much like DataStore2, the game will automatically backup your data in either of the two cases (last data save has been longer than configured interval, or % of data changed is larger than the minimum configured %) Also has automatic restore should their datastore data be corrupted and/or missing (with an alert to the player once this happens)
Data repair: Sometimes when saving data doesn’t get saved correctly due to (somehow roblox issues) or a problem with how the data hierarchy is based on both version of which your data is from and/or latest data version. SHOULD any data get flagged for repair the player will be notified and as the developer you’d be able to see the data history for before and after repair.
Subscription based Server → Client data streaming: The system uses ValueObjects to share information with the client, where all of the player’s data is converted to ValueObjects and put in a folder in ReplicatedStorage. Everytime you update the player’s data in the module on the server, it’d update the ValueObjects, BUT only those who are subscribed to said data get the new values. As the owner of the data you’re automatically subscribed. If you want to allow players to read one another’s data you can subscribe them to the specific data object and they’ll automatically start receiving updates. (You can also unsubscribe, or add new data for the players at any given time)
Although the code is not open source, I thought to at least share my idea in case anyone else thinks it’d be useful for them to make.
Sine-wave fun!
Chicken(s) for our newest game. Made by my partner but had to share. They crack me up (pun intended )
Just started a new project called MeleeVille. Sounds pretty self explanitory, your in a town as a ragdoll dummy with melee weapons. You can pretty well imagine everything else I believe.
I made a quick and basic script that would clone your character doing what you excactly did after dying/resetting!
I’m getting Looper (an android game) vibes from this
(I love and hate that game)
Since you only record data every 0.2-0.5 seconds, your playback seems choppy. If you interpolate between each point, you can smoothly transition from point to point rather than your current snap-to-point method (unless the choppy effect is desired, in that case ignore this).
I decided to make it like that since I really liked how it turned out and it gives me a stopmotion-ish vibe, but making it smooth could be cool too.
Any thoughts on this entrance I’m trying to make?
This year, I am currently working on several private games and continuing to update my currently released games. One ‘semi-large’ creation my partner (friend) and I are working on is a medieval-time FPS/RPG that contains various exciting additions; such as, stories, monsters, events, and more. Here are two images to showing a small sneak-peak of the first story: