What are you working on currently? (2019)

Trying out the new grass-feature! :smiley:



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I’m Making a 2D Zombie Game to my Group!

i just made a Tutorial (1 level)
and also the Lobby!

PICS:
https://pbs.twimg.com/media/EJbf5SgXsAAyON0?format=jpg&name=small

Got the new terrain grass decoration to work with the triangle terrain system I’m developing!

I was already planning on auto generating grass/decoration on my custom terrain. The biggest hurdle will probably be making it so objects can efficiently obstruct grass in real time without needing to put a different material (extra geometry) underneath. Cutting out triangles in real time to allow for basements would be ideal, but that might take too much development time.

My terrain/water uses custom replication and is rendered locally, meaning grass will only be generated nearby (locally) to get the effect. The game does the same thing to achieve extremely deep/expansive oceans/lava pools with custom physics and custom graphics without adding megabytes to my save file. I’ve been working on this system for months and was initially quite worried when I saw the post (I had decided to abandon smooth terrain), but I think I like the hybrid aesthetic:

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The new grass is amazing! :smile:


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Wait, is there such thing as BasePart:GetCorners() on Roblox?

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Clouds! They are generated with noise and have unique characteristics such as height, size and cluster formations. They also use body-tracking to appear realistic and fade away when travelling close enough.

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Sorry for another grass post, but I wanted to see how ours existing grass would look combined with roblox’s grass and a close enough color.

Hoping it looks somewhat seamless and doesn’t stick out like a soar thumb but I think it’s working out pretty well!

If roblox ends up adding support for wind control , entity interactions and base (color/size) + variance we’ll probably remove ours all together.

Some cool night screenshots too

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I literally had a project just like this years ago! Same concept, the train stays still while the world moves around it. The part I struggled on was I wanted the train carts to “wiggle” and at the time I had a loose understanding of Roblox replication and that it would be better to just handle it locally on the client, haha.

Keep it up!

So one of the main issues players have in a game i work on is that, they don’t know how an enemy player got them or even if there is any enemies by them because they can’t be seen on the screen. And that’s mostly because the enemy came up from behind you…

A solution I am working on implementing is having a radar that tells you which direction are enemies within your proximity, where it’ll display an arrow pointing at said enemies.

This is a quick prototype i whipped up, where the arrow points at the brick.

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How does this work? This could be very useful for machinima making!

Do you think you’d ever release this or sell it? It’s really cool!

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About 70% done with this showcase, here’s some previews!

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It is not what you think it is.

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Your cabin scene is very beautiful. Well done to you on its congratulation. Your yellow-haze lighting is also very beautiful and it gives the image a really lovely tone. Well done to you.

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Liar. Nice photography skills, though!

All jokes aside, that looks awesome, especially in Roblox! Keep up the great work!

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Thanks! I’m currently planning on using it for a project I’m working on, but maybe in the future I’ll think about open-sourcing it.

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HAMMERS AND THINGS THAT GO BOOM

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I recently rediscovered and fixed one of my old global illumination experiments!

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