- and ensure the canvas size is set properly for the settings too. I’m sure thats part of the plan for the final product though.
I added some more stuff to my little FPS game. I am still not 100% satisfied with the whole end product, It might be delayed for a little while before I say its ready:
This looks really well made, one thing I’d personally advise doing is allowing for 3 more types of buttons, meaning you’ll have the ability to use;
- Enable/Disable button
- Slider; 0-1, how you interpret this visually depends on the setting in question, could be text, could be clamped between other values.
- Enable/Disable Slider, a combination of the two above, but means you can enable things like blood effects, and then set a limit on how many are there.
- Dropdown menu, images or text, this is always a goodie. Allowing you to pick a different crosshair, changing the colour, changing a killfeed style…
Ontop of all this, I’d suggest using the space on the right to house visual representations of what the options are, and a brief description of what they do.
https://i.gyazo.com/a67461d229f92948e5a19929d633708b.mp4
What does High Quality Mode change? What does Blood Effects change, all blood or just some particle effects? The clearer you can make an option to the player, the easier it’ll be for them to configure things.
I’m working on building Blizzard Arena. Part of that includes stage designs. I remade the Overwatch League stage! Everything was made in Studio (excluding the logos)!
I’m modeling a cedar using my tree editor/generator. Here’s what a 64k-part tree looks like in Roblox:
That entire tree was modeled using this one frond I picked off a tree in my backyard:
I made LOD system for these trees, so the actual part count in-game depends on distance and is significantly lower. The goal is to have a fractal-like feeling of scale so the game can have thousands of trees, but a user can still crawl on one of millions of twigs if they’re playing as an insect.
Here’s what an aspen tree I modeled looks like up close in the current version of my game:
Hundreds of polygons for individual tree leaves might make some developers cringe, but I do this because transparent textures can murder mobile performance, and the z-sorting for transparent textures flat-out doesn’t work in most cases. This is all for my game Shard Seekers, which is more popular on mobile.
Upgraded the vehicle sim minimap. Here’s a close-up. It’s a 3d preview with live GPS routing when you click on a location.
Working on some movement related things for an action rpg system, ledges are automatically detected
I think it’d be far better to make the camera follow the player as it climbs over a ledge.
The main building parts are finished on this months showcase! only thing that needs to be completed is the cafe
Link to showcase: • Paris {SHOWCASE} - Roblox
That actually made it a lot nicer, thanks
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I love the character models in your game! The low poly- textured builds look really nice as well, takes a bit to realize this is roblox!
When are you going to release the game?
Wow, looks like Wizard101. Beautiful art style.
Although I agree with what was said above – a bit of a faster walkspeed could do some good.
A small project i am making called Blox topia. Basicly you have rooms where you can chill with your friends ad completely customieze them.
Dude, the attention to detail is wonderful.
I just love making my builds curve although this build has been more of an experiment than anything yet, the results so far are blessful. Just need to redraw the layout after smashing my head thinking of the best way to make the store look nice.
What Unity asset pack are those buildings from? They’ll do nicely for a unity project of mine… i
I’m sensing this is inspired by Habbo