Asset marketplace. Will provide things that I know the Roblox one will not like analytics and support for selling for real money, etc.
Working on a simple (and very efficient) custom collider that exposes things we all wish roblox would during collisions: angle of impact, impact location, and impact velocity.
As a result, I can use these 3 variables to make impacts more… fun
It looks awesome! Are you planning on releasing it?
this could be extremely useful for more accurate damage simulations, especially with vehicles
Dabbled with Substance at the insistence of @GuestCapone and this was the outcome.
(Took a good while though.)
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