What are you working on currently? (2020)

O_O, lord jesus christ! you have been blessed with skill!

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I’ve been working on roblox UI’s and programming,
My project currently is work for a cafe/restaurant game and/or possibly something else.
file

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I am trying to create a social hangout place with minigames where you can interact with items and your surroundings. This is the game so far it’s only about 1 week and a half in so excuse any poor shortcomings. The name isn’t final by the way, don’t worry :tongue:

Any issue / bug reports or suggestions are wanted!

P.S: One of the portals lead to a seperate area.

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That’s a nice wipe transition! Haven’t seen that done much yet :slightly_smiling_face:

I’m assuming that uses a UIGradient?

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Nope! TweenService and a triangle.

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That looks awesome! I’m gonna go play if I can find it.

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Now they generate in the world properly! Just did a bit of tweaking to make them work better around other cave systems, and it’s great!

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Recreating: THE MONSTER HORROR EDITION by robertbobert808 (fun game btw go check it out)

Map is being scaled up, new UI…
Still have to create all the buildings, the monster/pathfinding ability, sprint script, and make some player tools i.e. lantern/flashlight/trap/detector/etc.

Check it out here: Shadowed - progress discontinued - Roblox to check out the UI so far


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Kinda late to the cybertruck party

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If you were ever looking to extend it, the imagelabels were always limited to just the collided part itself. If you found a way of doing it, nearby/joined parts would be a helluva nice touch! Loved this game, would love to see a newer rendition!

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It’s pretty common for me to put a seat backwards, or maybe the seat I build doesn’t fit a character properly. There’s no way to verify either without hopping in and out of play solo constantly & waiting through load screens. So, I started working on a plugin to preview avatars in seats

I still need to figure out how “pinning” should work (i.e. you want a character to show in a seat while you’re editing it without needing to constantly reselect the seat, but you don’t want it visible when you’re working on other things), cache the characters so I’m not downloading them from the web every selection, and how to make sure they don’t block selecting objects underneath.

Separately, I’m also working on a plugin that gives you more information about SpawnLocations. It’s helpful to see where characters will end up spawning on larger SpawnLocations, as well as see the real bounding box they can spawn in.

I want to add some automatic red highlights if you have anything blocking spawns, and maybe do an inverse rain effect where characters keep spawning / fading away while you have the spawn selected.

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Currently working on the “Create a character” place that the player will be teleported to when it connects to the hotel prototype for the first time.

On the left side you can select one accessory of each category to use on your character, while on the right side you can change the body shape, skin color, face and hair color (not 100% editable, but I’ll make a large selection of colors) of your character!


These are the default characters that will appear when you select a gender
Default_Boy Default_Girl

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Looks great! I would suggest turning up the roughness on the wood though.

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Been working on an incremental datastore library with logging, etc for use with updateasync, similar to how mongodb does it. This is built entirely so it can be used with UpdateAsync!

Example code

local example = {
	items = {
		{
			id=123;
			value = 100;	
		};
	};
	money = 999;
	settings = {
		something = false;	
	}
}

storinator.set(example, "items.[id=123].value", 105)
storinator.set(example, "settings.something", true)
storinator.update(example, "items.$push", {
	id=666;
	value = 99000000;	
})
storinator.set(example, "items.[id=666].value", 9000)

print(encode(example))

Output is

{
  "money": 999,
  "settings": {
    "something": true
  },
  "items": [
    {
      "value": 105,
      "id": 123
    },
    {
      "value": 9000,
      "id": 666
    }
  ]
}
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Are you planning to make a game with these amazing models once custom materials and mesh deformation come out?

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might wanna lower the amount of them though. They look to frequent

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Here’s a showcase of some work I’ve been doing lately




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Is the lighting baked in, or is it using stock Roblox effects?

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