Sadly this year I haven’t work on anything. I have mostly beeb checking out games for ideas though.
Hey who did your UI, I really like the design and I feel like they would fit good in a game I’m making.
How do you have done this? Never has see so a funny pixel animation!
Working on an open-source image processing library. I was just experimenting with the possibilities.
I was actually experimenting with the same idea, just couldn’t get matrices to work.
I worked for like 1 month on a analytics / statistics backend dashboard for (all) my upcoming games which was a little tricky but since weekend im working on the game again, made the leaderboard system today and changed the structure of the game. Hopefully i get this game done by the end of this week / next week and start the closed beta.
If the game works out with my analytics dashboard i can start developing the “real games” on my list. This one is just a “test”
Having my server generate random obstacle courses! (Soon to be made by an AI…)
Tile colors and their meanings:
- Gray is normal
- Blue has a random chance of killing you (Using my server!)
- Red kills you
I’d recommend you to watch videos from Dan Shiffman (Coding Train) on youtube.
It’s actually quite easy to create your own matrix library on Roblox.
I just did it with an array of pixel arrays. It requires a bit more calculation, but it’s way smoother.
My post is up for Post Approval in the Resources category, so you can check it out soon.
This is actually over complicating it. Just do this.
local density = math.noise(x,y,z)
if density > 0 then
make the block
end
There’s no wrong or right way to use perlin noise, it just outputs a consistent and continuous space of numbers. As you can see he managed to generate caves with his method, so calling it “completely wrong” is a little strange.
im currently working on a obby and its not done yet if you wanna play it the game name is “Daltons Cool Obby”
In addition to this, there are endless ways of customising the noise output with maths that are often used to mold the shape of the noise into something workable. (source: Blox’s terrain generation is based on 3D noise but looks nothing like the raw output of math.noise)
Raw perlin noise can look pretty uninteresting and unrealistically smooth so I think their method works better for their use case
Was gonna just make a random build but ended up making a low effort hotel that has nothing inside of it…yet
Reading out a raw Doom WAD file into roblox, working on a plugin that converts them directly to roblox geometry!
I’m making a forest showcase for a French area that was used as a trench line in WWII. I haven’t added much in it, I only started a few days ago and I am working on some behind the scenes effects. I have explained what De Jour is fully in the game’s description.
Game link: "De Jour" Watermill - Roblox
For those who can’t join at the moment, some screenshots:
![image|689x443] (upload://yX4hel5o6cyoQ2BlSpcYctbLe4V.jpeg)Yes, I know, there are some unfinished parts, such as trees, but I will get to them as soon as possible.
Please leave feedback where needed
genious
Sounds like a movie trailer