Yea, it is multifractal and marching cubes.
Thank you for the feedback! Iāll make sure to lower the rock amount down a lot
I am absolutely stunned at your immediate quality; do you have experience in other mediums which transferred skills over or is there just a stellar guide you can recommend?
Speaking as one who considers himself proficient in Illustrator and seeking a resource I can share with others.
I have absolutely no experience with any design software. Iāve just been watching tons of tutorials and have been practicing non-stop.
After my processor got fried, I got a new one and did some basic stuff, there wasnāt many changes during september so Iāll show what I did before my computed died. for the 5th time this year
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Started transferring background assets from the test place to the OOF Man place
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Created the credits menu and some poses for the staff members
I havenāt made anything for myself in a very long time, so Iām having another go at an old project of mine. This time, Iām going to impose some rules to try and help myself improve.
Iām trying to get blocks disconnected from the ground to fallā¦
https://gyazo.com/4e91be2909577e9a64dd8ac3ae725d3c
Itās supposed to look more like this lol:
https://gyazo.com/917eb881b245eb248c9b5bfb49b3614c
No idea why it works for small structures and not large ones
How are you doing it? Typically this is as simple as welding blocks to their adjacent blocks
I donāt want them to behave as normal physics objects do ( they look cooler like this imo), and itās much more efficient to move them all as one unit, so I am just tweening the entire model in a path that approximates proper physics. I have it working now though
https://gyazo.com/8362c29abd102339c9416bd4ac15d01c
https://gyazo.com/44efdb47d44968e9ef061471241f2cbb
https://gyazo.com/4d6b56d333ac458073da756a93749a56
Turns out the issue was that the primary I was creating and using to tween the model wasnāt anchored, and as it fell but got teleported up the rest of the model seemed to shoot up into the air.
Iām starting to experiment more with UI Design and I think itās going pretty well so far. Hereās a hotbar I was working on for a survival game.
Iām working on a building game that primarily focuses on exploration, and hopefully will be a game that I actually release instead of scrapping like everything else I make
Ported 2D/3D Improved Perlin, Simplex, and Open Simplex noise over to Lua from Java. Probably gonna release it soon. Gonna add 4D Simplex and Open Simplex, but the Open Simplex implementation is looking at ~1300 LOC which I dread. 3D was already 500 as is.
Just finished this super cool dialogue system for a commission.
https://gyazo.com/076fd31adb1136cd52198d3a1cba7a73
https://gyazo.com/ab9d674bb5b541c04605a37d0d1b71cd
he speaks the truth ⦠apart from the pineapple thing. pineapples are gr0ss
Pineapple pizza is a religion.
my bf would agree with you there. anyway, the dialogue system looks great. are you able to skip the text animation by clicking, for example?
Not at the moment, but I might add that. Scripting that at all took me guessing how to make the system recursive and eventually guessing correctly. Iām not sure how well I scripted it to be able to skip, because currently a lot of the code such as the āPress any key to continueā¦ā relies on the yield in the for loop to render the text.
presumably, youāre using a for loop to animate the text. one solution would be to store the wait time in a variable, and simply set it to 0 on click/keypress, then returning it back to its original value after the loop.
as for interrupting the animation, store a separate bool variable for when text is animating, and ensure any clicks/keypresses check the text is not animating before firing any other events.