What are you working on currently? (2019)

Very clean and nice to look at, but the Delete button seems to not work :wut:

Oh yeah, none of it is actually functional yet aside from selecting an item in the inventory. I just wanted to show off the overall design of it.

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For the past 6 days Iā€™ve been trying to recreate Columbia from Bioshock:Infinite but I donā€™t think I can finish it since grouping and upgrouping takes around 5 minutes and deleting parts takes a long time as well.

Currently sitting at 54000 parts.

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Proud of these scenes I been working on for kill endings :triumph::100:

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https://i.gyazo.com/1861a81c96c00f904accb44601a95d83.mp4
ā€œSend for help!ā€
Currently I am working on a combat system.

https://i.gyazo.com/f1e4100fa34b5ff5f12cb98e2668ed03.mp4

200 ships (still work required to maintain adequate performance on lower hardware.)

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If I may ask, how are you handling the projectiles without heavy performance?

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I was simply tweening a single part however I may have to rethink this.

Weā€™ve just released our game Heartlight into public alpha. We made a developer log covering the gameplay and features:

You can play the game here: Heartlight [BETA] - Roblox

Special thanks to everyone who helped on this forum with my bug requests and other questions. This community is genuinely so helpful, and it would have been significantly harder without your help. Pretty much every day I search for question threads to find answers, itā€™s really a blessing.

If you get a chance to sit down and play Heartlight, Iā€™d really appreciate your feedback as devs and peers. Thanks!

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Hmmm, maybe I donā€™t understand your input data. By ā€˜snapshotā€™ do you mean a POV image? In order to successfully navigate something like an upcoming sharp turn the AI needs to know that a turn is coming and the proper response is to slow down in some way. It needs predictive information (an upcoming turn) in order to know how to react to upcoming situations, not just the situation as it is right now. If a learning machine is trained to slow down and turn on a curve, and to speed on a straightaway, but not to slow down before the curve, there will be problems.

Woah this looks awesome canā€™t wait to play the full version ,Iā€™m sure the game will be successful!
Keep up the good work.

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I have 3 inputs that show different data about how straight the upcoming road is. Iā€™ve used even less data on a much less complicated network already (Vehicle Simulator AI Cops) and they learned how to drift and stuff.

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Just finished up our thumbnail for our upcoming release! Couldnā€™t be more excited for what we have planned. :smiley:

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nothing to special, just working on some effects, the expanding thing represents the repair radius of the module, which is a nanite cloud for healing teammates.

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Nice job!

You can cut down on instance count by using unions. The sheer amount of objects can be a huge factor in editor slowness (it kills the explorer)

Havenā€™t been on roblox much lately, going to be back over the summer. In the meantime I made a little setup that automatically opens/closes blinds that I connected a 5v motor to. Probably going to open-source the code next week. Has sunrise/sunset features, as well as manual control. Really small but neat project I guess.

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Nice. Thatā€™s exactly the predictive info I was wondering about. Iā€™m looking forward to seeing what you do with this.

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Adding more creativity and customisation features for the face rig

image

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i hate MouseEnter and MouseLeave with a passion now. why these events dont fire under certain conditions is beyond me. aside from that, thoā€¦

buttonify-tw

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This game looks absolutely amazing!

What object is the nanite cloud made from?