Update:
sneaky peeky
I have fully functional projectiles/gibbing/lagless rocketjumping and all the ingredients for a quake-style arena mode atm! The story’s coming along first though as I develop the demons and world building.
Are you creating the buildings with script or is it a picture? (Im asuming you use a viewportframe)
Got the basic system down for a paintball game inspired by an old ROBLOX game called “Paintball Unleashed” that was around back in 2010.
Well, for the past few weeks I’ve been ONLY looking up Vesteria video’s on my phone, because I wanted to start a brand new fantasy free roam project, like Vesteria.
Although I can’t share pictures right now, my new game will be coming out soon.
c;
How is that done? Are you using parts for the shadows or something?
I’m guessing you’re not going to reveal the technicals of how you did it, then? It looks really good though!
How performance intensive is it?
Added different blocks depending on how high or low you are and a chance of an ore spawning.
Sadly I had to remove legacy outlines to be able to make some cool block effects such as the purple one in this video.
He is most probably using something like Blender to create “Baked” shadows. This process is done by basically making the scene in blender, simulating your own shadows and lighting, and then applying those shadows onto everything as a texture. Imagine looking around your room right now and pausing time, and then painting all the current shadows onto the ground and walls and bed and whatnot, its basically the same technique. When you then import everything into studio everything looks magically crisp, because you have your own custom baked shadows and not relying on Roblox’s render engine to create them for you!
More on that here: workflow - How do I bake a texture using Cycles bake - Blender Stack Exchange and here: https://devforum.roblox.com/t/blender-materials-into-studio-how/51479?u=nurgenius (oh hey look thats the thread from two years ago where I was asking what the heck texture baking was, how time flies)
I built with Y position and Y size set to 0, then put a decal on top of it (I said decal but it’s just a white box.
Edit: And then put it inside a Viewport Frame.
I’m still working on the uncopylocked map game that runs Flood Escape 2 maps. It’s called Open Flood Test now.
The most ambitious idea I’m trying to do with it is making it able to handle hundreds of community maps while still being enjoyable. The first component of this idea is a map voting system with search functions, so players can quickly find the maps they want.
I also added button locators. Though they are not the same as in FE2. This is my own design from before FE2’s came out.
I’m going with the donationware monetization route, and it’s working out pretty well.
Also, I finally made the lift not trap people. They now can walk off if they don’t want to join the next map, so that’s fun.
I’m working on an Advanced Combat System that uses combo keys such as L/R (Left Click and Right Click) to perform Combos on an enemy, also I am making Ki Moves.
External Media External MediaPretty sure you didn’t make this as it was created by @itZAKU
Link to showcase: Huntington Beach - Roblox