What are you working on currently? (2019)

first flying enemy

8 Likes

We have jsut released the game for public forthe first time and we are so excited to hear feedbackand suggestions from you! :heart:

2 Likes

Thanks, I really did need a break haha

1 Like

The plugin isn’t out yet.⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀

1 Like

I made a constraintless suspension:

A bit bouncey, And

I forgot to Anchor the wedges! OOOPS lol

You may find the model here: https://www.roblox.com/library/3114511050/Comming-Soon

1111’th post btw

2 Likes

I made ripple effect on buttons. It is almost the same as the material design by Google. RippleEffect
Unbounded Version
UnboundedRippleEffect
The script will delete the circle when it’s transparency is 1. This is very simple. However, this don’t work on rectangular buttons. The circle will be scaled incorrectly

7 Likes

Just make the circle tween size so the radius takes the highest value in account. I.E. if your retangle is 400x200, take the 400 in account; if it is 100x500, take the 500 in account.

2 Likes

I haven’t posted in a while but I’ve been really busy with a bunch of work on my game. Here are two recent renders of some model reworks, as well as the older versions

Old version (2018)

Old version (2018)

41 Likes

I think it would look really cool if the ripple originated from the mouse position so the clicking feels more visually appealing.

2 Likes

Havent posted in a while, have been quietly working on our game with some teasers before pre-alpha release though in regards to customization. :)))

13 Likes

A cool color chooser component /alliteration

https://giant.gfycat.com/ShamelessVigorousEidolonhelvum.webm

24 Likes

Two anime related projects, hopefully I can release them before the end of May 2019 :ok_hand:

One Punch Man :*)

Black Clover B*)

Been too lazy to finish the Black Clover map, it’ll work out in the end.

8 Likes

Working on some modules for new developers so they can use datastores , pathfinding , etc without having to write code they don’t understand.
Github Link: https://github.com/SandwichDev/Simple-Engine

1 Like

Ah right, my post here.

I’m working on a 3D Action-Adventure-(maybe puzzle) platformer! It’s been a huge aspiration of mine to make something in Roblox that doesn’t try to be “not Roblox” as much as it tries to be a high quality Roblox game. I have big plans for this thing.

And no, it’s not based on EgoMoose’s engine. EgoMoose supports my project fully. Thank you for asking.

25 Likes

You might want to players a disclaimer to tell them that they wont earn real tix. Just tell em that its just leaderstats stuff in the game.

1 Like

Practically done with the scrolling, easy to extend. Thanks to @Trioxide for fixing it!

https://cdn.discordapp.com/attachments/342040902174375938/572217421545472010/2019-04-29_01-26-50.mp4

7 Likes

It looks great! One thing I noticed is that the fog color is too blue. You should change it to be more dull yellow, of maybe implement some lighting biome system (lighting changes based on area)

That looks really good. Amazing job! Reminds me a lot of Photoshop’s colour picker. How did you make it detect what colour is under the mouse?

1 Like

My component only keeps track of hue, saturation, and value (HSV). For the rainbow-looking box on the left, the x-axis is the hue, which goes from 0-1 from left to right, and the y-axis is the saturation, which goes from 1-0 from top to bottom. The left bar is exclusively for value, which goes from 1 at the top to 0 at the bottom. Since I’m using HSV, I can get the Color3 (and the RGB values) by doing Color3.fromHSV(H, S, V)

1 Like

Been working the last few months on some real spicy meatballs. It’s a much more complicated take on some AI driving cars I did a little while ago.

I record inputs while I drive around in a car on a map along a randomly generated GPS route on some roads. Inputs are details about the environment relevant to the current driving situation. Things like which way are you facing, your velocity, if your wheels have traction, your last frame steer/throttle/handbrake, etc… I also record what you the player is currently doing when these inputs are recorded, aka what’s your current frame’s steer/etc…

Then I feed it through the technology and after a few thousand epochs it should start finding patterns in the input data (your environment) and figure out why you decided to drive the way you did. This means the AI can now reason somewhat like you did when you recorded yourself driving. Theoretically the AI can now be given a car and be fed real-time inputs and spit out an output (throttle/steer/handbrake) and tell the car what to do. If I’m lucky it’ll have a skill level and driving style very similar to yours as well.

I think I’m almost done, here’s a preview of the neural network I’m using on it’s first epoch :eyes:

23 Likes