Just eager to share what I have experimented.
Looking nice, reminds me of battlefield 4!
sir, we’re detecting a massive object emerging from hyperspace
Me and my scripter are currently working on a American Revolutionary War themed PVP game.
It’s my first big project, and I have high hopes for it’s success!
I like it a lot, it has some nice detail and a good choice of font.
I don’t know what the effect is called, but it jumbles the text and then puts it back,
https://gyazo.com/3e2f3da2bb8f211230f7a842a3f8617f
Here’s the script:
Text = "This is a test string" --Text for effect
CharacterSet = {"a","b","c","d","e","f","g","h","i", --Characters that will be used for effect
"j","k","l","m","n","o","p","q","r","s","t","u",
"v","w","x","y","z","@","#","$","%"}
math.randomseed(os.time()) --Change the seed for the random function
CopyString = Text --Copy for later
for i = 0,5 do --Jumbles the text for effect
local RandomCharacters = ""
for i = 0, string.len(CopyString) do
RandomCharacters = RandomCharacters .. CharacterSet[math.random(#CharacterSet)]
end
Text = RandomCharacters
print(Text)
wait(0.1)
end
for i = 0, string.len(CopyString) do --Restores the text back to normal
Text = CopyString:sub(0,i)
for _ = 0, (string.len(CopyString)-string.len(Text)-1) do
local RLetter = CharacterSet[math.random(#CharacterSet)]
Text = Text .. RLetter
end
wait(0.1)
print(Text)
end
print(Text) --Finished Text
Here’s a cool sushi restaurant that I was paid to make a while back. I forgot all about it. It’s just a pretty cool creation.
I’m just got into developer community about 2 months now, and I have been learn a lot from the other developers. But that is not enough for me, and I will continue learning to be a better developer.
Woah dude. Imo the hand bobbing isn’t correlating with walking very much, looks overly done, but the game looks absolutely sick bro. Keep it up
man ur donut looks way better than the one I did
lol that reminda me of star wars you can make like a live event or something nice work!
that looks like a union nightmare with a beautiful outcome
Freaking unions, yes!
Been working hard on a new gamemode for Vampire Hunters 3 called ‘Lockdown’, which involves securing the building and stopping oncoming vampires from freeing their master Vlad from the coffin.
This has meant for each of the maps currently in my game I’ve had to place in spawnpoints and paths for the AI to follow manually, like this:
Vampires will swing and damage objects in front of them, including doors and windows, as well as barricades. To help them get through awkward spaces I’ve programmed in where they should crouch and jump.
This is awesome and impressive but saying no blender involved is usually just saying “no efficiency involved your pc will cry”
I’d recommend learning Blender for sophisticated things like this so you can control the outcome of your polygon count(but I’m sure I’m not the first to tell you this)
I made a cool behavior tree visual editor plugin , to prevent myself from having to scroll through a huge messy list of nested sequences, tasks, and a bunch of other stuff.
Here’s a quick example of how it looks
Tasks can be edited by clicking on the task node’s edit icon. This is a modified template example for “WalkToDoor”
Finally, when you’re done with your tree, you can simply create it with the specified object you want to use(obj parameter in tasks), and then run it as you normally would!
There’s also lots of space! Though I may at some point make it more infinite and just allow you to re-focus
https://gyazo.com/1becc094aff946554410ceb1eea5ab64.mp4
The actual behavior tree module this is using is BehaviorTree2, by @oniich_n @AntiBoomz0r and I.
UI assets from @bizbot19