Currently finishing a weapon inspired by the Ragnarok blade, still working on colouring and textures. All brick, fingers crossed done by the end of this year.
Finally got direct sky light working with cubic chunks in Blox! It’s really tricky working around problems like not being able to guarantee the existence of everything above and below you, but I figured out how to do it reliably
After a temporary moment of insanity and some insanely counterintuitive algorithm work, I managed to get indirect sky lighting working performantly in Blox! The game feels a lot more polished already;
Some people might wonder why exactly I opted to build my own lighting system instead of using Roblox’s in-built lighting engine. Here’s some the reasons I chose to instead make my own system:
- Game scripts will need access to the lighting data for many things, for example plant growth algorithms, mob spawning, entity rendering etc.
- There are some pretty awful light leaking problems with many voxel games on Roblox, where light almost seems to ignore certain walls and ceilings, which I’d specifically like to avoid in Blox.
- (Especially with ShadowMap,) there’s a large and very noticeable performance penalty with many instances on screen; since Blox pretty much always uses a lot of instances, this makes the game unplayable quickly. With a custom lighting implementation, there is no extra overhead as textures are simply coloured.
- With a custom lighting system, I get granular control over how light interacts with different blocks, for example I can define water to make light fall off faster, can make leaves specially diffuse light, etc. - as opposed to Roblox’s system, which can have funky interactions and leave areas lit incorrectly e.g. fully lit oceans (undesirable!)
- Not really a factor but I personally think it suits the blocky aesthetic of Blox a bit more ;p
I plan to optimise it a lot more in future but I’m really proud of it
I tried to make some VFX but in a short amount of time to see if i can create a good one:
It was a really cool experience
I smell some Half Life audio effects in there
re making my survival game
made a grid inventory system with stacking
https://gyazo.com/d5d1bfad754fbd7497f3015a0555a873
https://gyazo.com/8fa594626ba47bfbb3635ce80fadd0db
police assets
https://gyazo.com/d3eec5fa29e78451a87fe2106f80c6d7
maybe if you had the tazer animation be upright, and just set the humanoid state of the target to PlatformStanding, while disabling all other humanoid states. you’d get a more natural flop over that’d be related the velocity of the target.
that’s really cool! How does it affect performance?
working on a inventory system, this is the first advanced inventory I’ve made so it isn’t perfect but I’m having fun making it
another attempt at combining springs w/ animations for me, and trying to do decent sound design (finally?)
Finally putting room back into multiplayer PvP. Made a fun demon-survival/last-man-standing mode for now. Gonna use this engine for much much more roblox games in the future !!!
There are a ton of accessories in the UGC catalog are just Torus objects… that aren’t even textured. I think @DevBuckette is more than qualified for the program because his modeling skills alone are great, along with a many people who post their works on twitter that aren’t in there yet.
This is a bridge I made around over a week ago.
Swords I’ve been creating during the past week.
Snake Scimitar
Barbarian Satin
I would say speed up the rate at which the textboxes slide, as it can be annoying opening the inventory and having to wait.