What are you working on currently? (2019)

I spent most of last night putting together a short and simple trailer for my current project. I think it turned out pretty decent.

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Material Design Progress Spinner.

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A retro-themed shop. Although it was possible in 2013 to have 3D UI elements, it was somewhat difficult to work with because the elements were in the workspace and could be obscured by objects close to the camera. ViewportFrames are a much more convenient way of doing it.

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House build mode is almost done for my game :house_with_garden:

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Are you using a spritesheet or something else?

Nice UI! It looks similar to the settings app in Windows 10.
Was it inspired by it?

Gotta love asset stores :grinning:, really makes it possible to do things I never could have on my own

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Definitely spritesheet. There’s no such thing called trim path in roblox :confused:

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It was inspired by Fluent Design instead.

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I’m currently working on a Parkour game, it’ll be a 2D Game, you the main character will be as a ‘Cube’ and there will be different levels, and customization for your character!

Working on a dungeon game with some cool combat mechanics. Here’s a video:

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I’m working on a cave showcase, lots of meshes were used.

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Gotta say it’s been a while since a showcase has truly amazed me and yours definitely did.

The colour scheme is incredible and the landscape feels so immersive. I look forward to the hopefully next updates on your game.

How long did it take you to build such a game like that? And did you use certain plugins or tricks to add all the terrain?

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It only took around a month to make the showcase, and even then it wasn’t very good. What you’re seeing is probably the fourth major update because I always update my showcases to make them look better. The first version had drastically different lighting that actually looked uglier and there wasn’t much terrain past the barriers.

IIRC the only plugins I used were Brushtool 2.1 and the Roblox Terrain Editor. Initially I also used F3X on some parts of the house. I stopped using F3X ever since, just because the Studio tools are sufficient enough for my needs.

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Exhibit updates to Roblox History Museum - removing the old exhibits and replacing them with current models used in my other games.

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I showed the first phase of progress on my game here exactly 6 weeks ago, and I’m back to share a chunk of what I’ve done since then. Specifically, a remaster of the most well-known classic Roblox map!

We begin with the Tower quadrant, fallen from its former glory. (For some reason, every time I’ve worked on a Crossroads remake, I always start with this area.)


Second is Blackrock Castle, complete with its own themed mountain range in the background.



Third: the Lost Temple, not really including much a temple. Apparently this is an unpopular headcanon, but I always envisioned this area was made out of mostly concrete and solid mud.



And in the final quadrant is the Thieves’ Den, with its inside unfortunately locked (much like the Lost Temple) for some level design reasons I won’t get into here.


And here’s one final holistic view of the entire map, just as the camera in the classic Crossroads thumbnail is positioned.

This was a collab between myself and Protoman329. In terms of building time, he spent 2 days working on most of the tower and blackrock sections, while I spent 3 days doing everything else. If the screenshots of this remaster has knocked your socks off and you want to support us with a bit of publicity, here’s the official tweet for all this. Once again, thanks for your time!

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Added controller support in;

Not at all smooth, but still functional! Playing around with this made me realise how difficult it was to turn the camera while jumping with my preset controls, so in order to get around this I’ve now made the L2 button also act as a jump button. Further down the line I’ll be adding binding so it should be easier for players to change it until it feels just right.

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Started working on the map for the RPG project “Tales of Zinovia”

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  • Worked on the Menu UI and a demo of the upcoming shop/plane customizations system.
  • Rockets!
  • “Return to combat zone system,” before it was just an invisible wall that people crashed into
  • made a dev panel and suggestion system
  • speed/throttle control

(my video recorder sucks so the ingame FPS is actually much higher )

click this to see how rockets are secured, I made the system myself and im excited to see if there are any loopholes. If so, please tell me

rocket security:

for the rocket system I’m using projectiles created on every client + client sided hit detection. This means that:

  1. there is no projectile on the server, making it impossible to secure via normal raycasting/touched events
  2. exploiters can simply teleport their rockets to enemy players, or even just skip the whole projectile system and just fire a remote with location data.

So how could I secure it? Heres how the final system works:

[PREREQUISITES]

  • all rockets travel at the same speed, 100 studs per second. This is important.
  • all rockets explode on impact (no heatseeking, bias for anchored or unanchored parts, enemy aircraft, etc.)

[TIMELINE]

  1. client creates a projectile, then sends start position of rocket to the server, as well as the command “Start”

  2. server receives data, checks if the start position is close enough to the player’s aircraft. Then, server stores a table into a database consisting of {StartPosition = starting position, Time = tick(), Player = player, ID = id} the ID is the order in which the rocket is fired (if rocket is the fifth rocket out of 10, then id will be 5).

  3. server tells other clients to render projectile (visual purposes only)

  4. client handles hit detection, and once something is hit it sends the rockets position, the rockets ID, and a command of “Finish” to the server.

  5. Server receives data, then does the following calculations.

  • creates a tick() variable called finishtime
  • creates a endposition variable from the position send by the client
  • looks up the rocket data in the database, creates a variable called “rocketdata”
  • calculates the time it would take going 100 SPS from rocketdata.StartPosition to the given end position, then compares that time with the actual elapsed time from rocketdata.Time to finishtime (tick())
  • casts ray from rocketdata.StartPosition to the endposition variable to check it the rocket’s path was legit (ignores all moving aircraft to make sure nothing is obscuring the path)

so overall, even though the server can’t see an actual projectile, it uses minimal data from the client + real data from server to secure

  • elapsed time, so that exploiters can’t instantly fire a rocket and make it hit people (they gotta wait the actual time)
  • position/rocket path, so that exploiters can’t simply teleport their rockets to enemy gamers. (there must be an actual path from start to finish)
  • ammo amount, server keeps an ammo count to make sure exploiters arent firing more rockets than they are allowed.

so, to spoof a request, an exploiter would have to:

  • teleport their aircraft so that they are facing the enemy gamer, and are correct distance away
  • send fake rocket data to server and actually wait 3 or so seconds until rocket would reach the target, THEN send the finish data to create an explosion.
  • By this time, the enemy gamer has flown away and the rocket has hit nothing. The spoofed request didnt really give them an advantage over firing a rocket the legitemate way!
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I love the comedic look of this trailer.