More work on the new camera! Now with a lot more stability and stuff. Watch until the end for an epic drift.
Added some much needed detail to the Stars menu screen in the form of planets mirroring those seen in the game thumbnail.
Thumbnail:
Scenery:
Scenery + UI:
(Thanks to XAXA for help with the high-poly planet meshes)
Auto generated? You mean viewportframes
Yes using viewportframes that are overlaid on each other
A game where you build an airship type thing and fight other players with it. Hereās what I have so far:
I recently released the second Friday Update for Blox. There wasnāt much new content (it was more bugfixes and performance) but there was diamond blocks. So, of course:
(also, did someone change how image sizing works? I donāt like the new behaviour; please revert)
Made a simple, but cool steam whistle for my showcase! It plays at random times every 20 to 80 seconds.
Is it me or does it sound like someone blowing very softly into a flute?
It sounds like that only because itās difficult for computer speakers to pump out 90 db
Day 3 of sculpting dragoon boi.
Need to do some work on the hands to make them less human, but its getting there! Soon I can move onto sculpting armors ^w^
Thank you XAXA, very cool!
In all seriousness, this seems very cool. I really like all these plugins youāre making. It makes developing easier for everyone
Didnāt you make a text plugin before though? Not complaining or anything but Iām just asking.
Yep. This one:
This is a remake of that one.
Amnesia vibes, canāt wait to see how it turns out
Added in a new line for my little simulation.
Also, hereās the current map so far:
Key
White = Starting point of line
Black = Line
Red = Ending point of line
You can check it out here: https://www.roblox.com/games/3256179201/Subway-Simulation
This will be very helpful in the future. Nice work.
Since I had to re-install all of my Studio plugins, I figured Iād remake my old ones to make them more usable and efficient. First one is Script Template Manager, and it lets you set what the default script contents are. You can also enable/disable it, and all settings persist between Studio sessions. I also finally figured out how to auto-fill the creation date, which will save a lot of time in the future.
If I come back to this in the future Iād like to add more autofill options (username, game name, etc.) and seperate templates for server/local scripts and module scripts.
Been working on a pure Lua raycaster for Blox which operates directly on the block data. Compared to the old method of using FindPartOnRay, this fixes so many issues and edge cases and runs much smoother. It also makes the code much cleaner and makes raycasts possible on the server, since parts are only generated on the client side for performance.
Blocks now have bounding boxes separate from their rendered models:
Half slabs are now outlined correctly, and they behave as expected, letting you place slabs on the side of slabs, and properly place blocks on top of slabs:
Most importantly, placing blocks through liquids now works perfectly, whereas before it was almost unpredictable:
The best part is how simple the code is! Hereās the snippet doing that raycasting, pasted without changes:
local position, block, normal, hit = Raycast:cast(Placer.clientWorld, origin, direction, Placer.blockHitDistance)
No raycasting multiple times or converting between block and stud units, just one call! This will make everything so much easier to build in the future, from detecting noclip in the entity system to tracing explosions with TNT. Of course, this will all get even faster with the new Lua VM, so hype