No sway on the scope? Pretty easy to implement using a Lissajous Curve
wait whatā¦is that bloodhound?
Dragon head sculpt WIP that Iām working on currently. Also, I stream from time to time here: Picarto: The World's Best Creative Live Streaming Service for those interested in seeing how I make stuff.
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. Theyāre still a bit weird and seem to āsnapā 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
edit: you know I had to
How are you handling movement for your block entities? If youāre doing a ray-check, should be a simple change to find where youāre landing + if the speed youāre travelling in your current āstepā will put your block past this point. If its a check on if the next āblockā is vacant, find your current speed + its intended height. If the next āstepā isnāt below or equal to that position, continue falling.
Itās a lot different than that - itās using my custom entity physics solver. Turns out the problem was actually that my replication loop was out of sync with entity updates
Either way, it works smoothly now, and it looks awesome
I have no idea who this āBloodhoundā is. I based this design off that outfit from that crow outfit from Bloodborne.
Please release that on YouTube, I heavily beg you to do so.
Working on a re-mastered version of Matt Dusekās Balance. Fixing many bugs, adding more necessary modifications and expanding the place by a whole lot, with maps to come soon.
- AI dogfighting!
- cool arrow pointers
- kill combos
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, Iāve brought it down to 300 KB/s as seen below. This is prior to a large test we ran today under a newer system.
Introducing the power of ćļ¼¦ļ¼²ļ¼”ļ¼ļ¼„ļ¼¬ļ¼©ļ¼ļ¼©ļ¼“ļ¼„ļ¼²ć.
I donāt know why I didnāt 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 couldnāt be more proud of myself. Oh and it doesnāt use any Remotes whatsoever!
Also, I finally got time to animate a mob that was made for the project almost a year ago, maybe even longer. Theyāre really cute!
i highly suggest uploading this to the devforum itself in your post so we donāt have to download a video on our own
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, itās only lagging in the Video and yeah itās not relases yet.
How do you like it and what can I improve?
Game:
Yeah it doesnāt have a lot of Playersā¦
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
The video you posted appears to be unavailable.