Not Roblox, but still game dev related: currently working on a decent mod manager for Sims 4 for my bf. Will release it on GitHub when done. It will be Windows only.
Left column is functional; displays installed content packs. Right column currently showing a placeholder.
I’m pretty stoked, after many hours of bashing my head against my keyboard I finally figured out a decent pipeline for converting asset store characters into custom rigs, and then importing those animated rigs into roblox. For someone with not much animating talent I think this will be a huge boost to productivity.
I’ve been writing a code framework that allows the creation of custom Enums, DataTypes, Libraries, and Services (with extensibility for other object formats available). Featuring identical behavior and access syntax to those in the Roblox API.
Since the core of the framework is now complete, I’ve begun writing a Studio Plugin to smooth out the workflow. And I’m writing it with the framework! I love cyclic productivity.
Looks pretty cool actually!
However, I think there should be a smoother transition from the torso to the tail part like ScriptOn said. Honestly a big fan of your realistic character models.
Wrote a BSP (Binary space partitioning) dungeon generator for my game, outputs as an array so I can easily rebuild it as pre-built wall segments. Still gotta do some work on making it how I want but im happy with the results so far.
Actually bringing so many memory’s one of my very first games I played on Roblox back in 2009 was a train driving game. Amazing work making it look back then :)))
Unfortunately a 1:1 copy of the original names cannot be created because there is no font identical to the one used then. Arial Bold is the closest with the same kerning, but the classic text was squashed in height compared to Arial Bold. But to anyone but die-hard historians, it will look just like “Old Roblox.”
When generating the dungeon I save it as an array of grid tiles (dungeonArray[x][y]), which I then use to fill in with blocks afterwards. 0 in the grid means empty space, 1 means floor, and 2 means wall. I also save an array of each rooms position/size so I can spawn items / monsters in rooms later on.
Edit: Oh you were asking about the animated characters, I just separate out the pieces in blender and then extrude / scale / collapse vertices to create a smooth cap