What are you working on currently? (2019)

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Dropping by again because my productivity level has peaked. (yay for doing tons of boring internal refactoring for the last two weeks)

I figured out how to implement falling blocks. They’re still a bit weird and seem to ā€˜snap’ to the floor, but the fact it took no time at all to implement speaks to the flexibility of the server entity system I showcased here a couple days ago!

Next up; players, somehow :stuck_out_tongue:

edit: you know I had to

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How are you handling movement for your block entities? If you’re doing a ray-check, should be a simple change to find where you’re landing + if the speed you’re travelling in your current ā€˜step’ will put your block past this point. If its a check on if the next ā€˜block’ is vacant, find your current speed + its intended height. If the next ā€˜step’ isn’t below or equal to that position, continue falling.

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It’s a lot different than that - it’s using my custom entity physics solver. Turns out the problem was actually that my replication loop was out of sync with entity updates :sweat_smile:

Either way, it works smoothly now, and it looks awesome :smiley:

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I have no idea who this ā€œBloodhoundā€ is. I based this design off that outfit from that crow outfit from Bloodborne.

Apex_Legends_Bloodhound_Plague_Doctor.bmp (1.4 MB)

looked really similar, i like yours better tho

https://soundcloud.com/kitarepo/dusk

Oh man, this took a while.

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Please release that on YouTube, I heavily beg you to do so. :wink:

Working on a re-mastered version of Matt Dusek’s Balance. Fixing many bugs, adding more necessary modifications and expanding the place by a whole lot, with maps to come soon.

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Little rant about an issue I fixed that I'm super proud of!

With my 3-peat RDC coming up, I finally fixed the single largest issue that seriously got me into development back in 2017.

The original framework for Astral:Hearts back in 2017 was super hungry for data because of how I wanted the combat system to be fluid and real-time for both players and monsters. This pretty much made it impossible to build it on a large scale, and I was not skilled enough to find a solution for it. In 2017, clients were receiving 900KB/s at times, and it was just horrible. Since then, I’ve brought it down to 300 KB/s as seen below. This is prior to a large test we ran today under a newer system.
image

Introducing the power of 【FR4M$LIMI3$R】.
I don’t know why I didn’t think of this sooner, but it just works. Under the same conditions and with a few tweaks to the aforementioned system, the client is receiving a lot less data while keeping my real-time mobs near-intact, and I couldn’t be more proud of myself. Oh and it doesn’t use any Remotes whatsoever!

image

Also, I finally got time to animate a mob that was made for the project almost a year ago, maybe even longer. They’re really cute!

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i highly suggest uploading this to the devforum itself in your post so we don’t have to download a video on our own

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May I asked what you use instead of remotes? Possibly some sort of http interface?

Just relied on Roblox to handle replication on its own using Values, but doing it on a per-client basis via the Player object.

Yeah, it’s only lagging in the Video and yeah it’s not relases yet.

How do you like it and what can I improve?
Game:

Yeah it doesn’t have a lot of Players…

Edit: It uses a ViewPortFrame and the Text Rotation, the button on and offscreen time AND the VIP Image on and offscreen time are random.

This is no longer Roblox anymore

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The video you posted appears to be unavailable.

Currently working on an F-4 Phantom.

It has animated canopies, airbrakes, landing gear, and jet nozzles. I cant wait until this thing is complete!

I also plan to give it a vapor cone once it reaches the sound barrier.


Also complete with afterburner effects!

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That’s pretty decent for a dog-fighting AI and a game out of that. Brings me back to those free demos I played on my Playstation 3.

Also putting on the classic Winds of Fjord music that every robloxian likes.