What are you working on currently? (2019)

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.

4 Likes

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.

https://i.gyazo.com/9d0ced645420d4de44f4353d386b0822.mp4

For anyone looking to do this themselves, this is a great place to start :Blender rig exporter/animation importer

I haven’t been able to get importing rigs working 100%, so I build the rig in roblox and then import that to blender.

24 Likes

Very cute, what asset store is this?

Unity, but pretty much any model that uses a single texture and doesn’t rely too heavily on cloth / deforming animation should work on Roblox.

The team and I brought in a new airport and put in a couple of aircraft to see how it all would look. We were very impressed with the end result!

5 Likes

I can’t decide if I should be proud of this

9 Likes

Looks neat! Something like a belt or a plant or something around the waistlines would probably help the visual transition from skin to scale.

2 Likes

Cool but also

uncanny valley achieved for the second image at least

Final results of a showcase I’ve been working on.

15 Likes

Looks really cool. Of what i can see in the pictures maybe you could add some more variants of trees so it isn’t the same trees everywhere

1 Like

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. :smile:

2 Likes

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.

1 Like

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.

20 Likes

Some of you will remember this GUI

I’ve moved it to the bottom of the screen so it’s a bit less obnoxious

17 Likes

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 :)))

3 Likes

You wanna fight?

Wonderful job lol.

BusterBots: Coming Soon ™

Spoilers :3

https://gyazo.com/64f696ee34a2b512446682389e426797

Probs a few weeks.

9 Likes

What did you use to split up the model?

1 Like

image

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.”

8 Likes

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