What are you working on currently? (2019)

Well, I am trying to make a realistic tennis simulator game, but I don’t know a lot on how to script yet. I do have great building skills, and I am building maps for the game for now.

Made this.

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Just finished some commissions for upcoming games.

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dumpster

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Finally, a place I belong

Cool stuff in any case! I love interactivity with common assets around a map, breathes life into a city or area.

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Are you making a Hide & Seek type of game?
It could be pretty fun with mechanics like these.

I’m actually making a roleplaying game and made this for finding randomly generated loot. I do have NPC cops planned for the game, so I could make players immune from their detection as long as they’re inside a dumpster

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some stuff im putting together for a skill-based sword fighting game(: more on this later

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I’m excited to see how this turns out!

Now imagine this in VR :open_mouth:

(cc: @maplestick)

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Just to note, since you changed your coins value object from the client side, technically the server shouldn’t be able to see that change. As a result, it seems your GUI uses a localscript to check whether the player has enough coins (which the server should be doing). I may be wrong and that you are already doing this, but I just wanted to point out that the server should always check these sorts of things, so it would be best to use a remote event/function to do so.

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This script handles if the player has enough coins.

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That’s easily exploitable and not secure. Have any data you want secured guarded by the server, and have the client only be able to ‘request’ (InvokeServer) to be able to view.

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Now, how do I make it more secure? I have tried moving and making my values to ServerStorage.

Have a server script throw all data into a table assigned to the player, then when the remotefunction is invoked return the table data.

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Good idea, but how could I make a server script that functions like that?

image

Decided to try an idea I’ve had for awhile. Actual hinges on doors. (They’re still using hinge constraints, but it looks visually better IMO).

Worked on showcasing module for a game :slight_smile:

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Just don’t use one HingeConstraint per hinge :stuck_out_tongue:
It’s better to use just one constraint that will set the main axis of rotation, instead of two that may fight each other if there’s a tiny difference between them.

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There’s two hinge constraints, but only one is active at any given moment. Basically the hinge itself is visual. And the constraint is there to make it work in the game.

So you can use two hinges, and simply disable one, and the disabled hinge will still “look” as if its working, but its not actually working.

Thanks for the advice though :slight_smile:

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