Getting closer to release…
Working on some third-person stuff. Characters flinch when shot & recoil (body + gun) when shooting.
https://i.imgur.com/y3gsuZ8.mp4
ft. new tracers, bullet velocity played at 1/15 speed to show them a little better
Getting closer to release…
Working on some third-person stuff. Characters flinch when shot & recoil (body + gun) when shooting.
https://i.imgur.com/y3gsuZ8.mp4
ft. new tracers, bullet velocity played at 1/15 speed to show them a little better
Modeled something new in Blender. This is my very first sword, I’m keen on making more sorts of weaponry.
Learning scripting with CKStudio +! I’m a new scripter and it’s fun to script with CKStudio +!
Recently I’ve disappeared from Roblox and have started studying Game Design at Staffordshire University My first semester is coming to a finish this week and my four modules are:
My personal time spent developing on Roblox for the past 10 years has given me a huge head start and I am enjoying this course a lot, but it’s a ton of work also.
Interaction systems!
#1 - Hands Free:
#2 - Keybind
Which system is better?
0 voters
https://gyazo.com/69d299f3f77e1f72d8aac016422feaf9
An apocalyptic thriller game, I call it “Resident evil” while it is not that world.
I use a special building design (made from red blocks), unique lights (mostly oversaturated green and red) and thrilling background music selection. I really like to just walk and fly around the huge tower while listening the flow of background musics - but who will develop the game?..
I hate when games force you to aim directly at handles, objects and other things, in order to use them.
If you want to open a door, you should be able to open it just by looking at it, or looking near the handle.
If you want to grab some object, you should be able to pick it up just by looking near it. If multiple pickable objects are near each other (and their “near-object-areas” are intersecting), the game should calculate which object is the closest to the mouse and choose it to be picked.
Having to take the time to aim at an object you want to use is just ridiculous. In real life, you often don’t even look directly at something to place your hand to grab something, you just think about it and do it.
All games should really take that into consideration, otherwise such easy tasks will be extremely hard at times and straight-up annoying.
Which is why I found first two videos annoying just by watching them.
The third video, which uses proximity-based system, is much more pleasant and satisfying.
nice but
sends animation info to all clients
surely you don’t need to send any info besides the door and its state?
Idon’t know how I overlooked this. Currently I am sending too much information such as easing styles, speed, that the client could simply deduce by reading the model. This shouldn’t take too much editing, thanks for the comment
Edit: I ended up not even having to send the state since the server sets that before the info is sent
I do agree with you on this. I started the project because I had seen it used earlier in Mobile VR games, and wanted to replicate it. It comes with annoying struggles as you’ve listed, but I personally think the UI work is the coolest part. That being said, some immediate solutions I’ve thought of are:
The look-based system is geared for first-person games and presents a more subtle approach to interaction that is more desirable in certain use cases (e.g. horror games). Even if it is inferior to a proximity based system, its special qualities make it worth producing in my opinion.
There is definitely not enough artists on ROBLOX who truly know how to use trim-sheets, design environments, and be proficient with both Substance Designer and Painter.
With your skill, it is a shame that ROBLOX does not allow inputs for specularity, roughness, AO, and normal.
Good work mate! Coming to ROBLOX from a non-ROBLOX background (even if it is just a break) is refreshing and truly the way to get great results.
Update on my projects. Enjoy the following sneakpeeks!
More information to follow.
Custom animations specifically for going into/out of crouch while standing still. No more legs clipping into the ground & I utilized the springs in the back & weapon joints to add some bobble when transitioning.
Robux icon redesign! (inspired by @The13thHippie There's a new Robux icon! - #289 by The13thHippie)