I can see a lot of details missing from the tower if you are doing a show case or sothing just add all the details possible
We are making similar games. Maybe we should collaborate?
I used to draw things like that - just a pencil and a blank page and simple strokes making something interesting. I love it!
looks great. its like the jailbreak prison but better
That is something obvious. i said custom materials, from the road, reflecting an environment since roblox doesn’t reflect from parts
thats actually incredible serious gta5 Euphoria vibes
Was this inspired by a Call of Duty mission with the AC130? It feels very similar…
Here is what this ended up turning into. No idea how far I’ll get into developing this but I’m working on it every day currently. If you’d like to become a tester, just shoot a PM.
Right on the money. In fact, the Modern Warfare series introduced me to AC-130s, in which I’ve come to love ever since, which is why I’ve made one in Roblox.
When you upset the FABRIK Algorithm by giving it a wrong vector:
The rocks look to repetitive. Other than that, I can’t wait for Room 2 to come out!
gonna break up the monotony in those places with stuff like vines and metal struts don’t worry lol
excited to play with you guys <:
My dev team, UNexus Studios, has been working incredibly hard over the last few weeks to prepare Wealth Empire for it’s beta launch on September 15th. Making great progress, just need to work on finishing another map and fixing some bugs/possibly revamping the UI here and there!
I’ve been working on a 2D framework for Roblox for a while now, and am pretty happy with how it’s coming along.
The main feature being 2D skeletal animation using Spine. I’m able to create any rig in Spine and bring it straight in to Roblox. This can then be used with frames in a screen gui like in the video below, or you can control parts with it instead. For instance, make the parts transparent with surface gui’s for a 2.5D game.
I’m also using the Hardon Collider library for 2d collisions against arbitrary shapes (rectangles, circles, convex/concave polygons). Using different collision graphs and some sprite switching i’m able to instantly transition to dungeons/caves/inside houses etc.
Mobs and world objects are only processed and displayed if they’re about to enter the screen for performance.
The example video below is using character assets from Hippo on the Unity asset store, as well as some quick and dirty trees I threw together for testing.
I’ve been working on this by myself and it’s been taking a long time so i’m going to put it aside for now and come back to it after I release a smaller non 2D game.