Took me over an hour to make this. (I’m pretty slow)
Mute the video, the background music isn’t good.
Took me over an hour to make this. (I’m pretty slow)
Mute the video, the background music isn’t good.
Blox’s perlin worms used for cave generation weren’t working out as I’d hoped - far too much precalculation was involved and it slowed everything down substantially.
The alternative was perlin noise caves, which I didn’t really like because they tended to be ‘blobby’ rather than ‘tunnel-y’. So, I sat down and hammered the perlin noise into shape to create perlin noise caves that generate super fast, but have that unique tunnel-y aspect to them. It was really difficult, but I’ve done it!
This will hopefully enable me to make caves super performant and make Blox’s terrain generator one of the fastest and best for gameplay around
I love seeing your posts on the developer forum!
Keep up the great work!
Those caves look better than Minecraft, especially the last one. Good job man!
I am working on a tiny little game where you click buttons to get dingus points.
Making tracks for my new racing game
This game takes inspiration from games like Speed Race and Boost Vector and is essentially a combination of the two. It’s basically a platforming game mixed with a racing game. Players travel at 150 SPS, and at 300 when they’re using boost however you can’t do it forever.
If a player runs out of boost energy they die however they can pick up orbs so that they don’t die.
I try to make these maps look as nice as possible without sacrificing performance too much.
Heatmaster Mountain
Blizzard Valley (the screenshot doesn’t have the snow in it)
Figure Eight
Bloxxer Island
If any of you want to try out this lame game for some reason go here: Aero Legacy [Old] - Roblox
That’s super interesting. Care to share a bit about how you did it? I’m super interested in everything related to procedural generation and especially terrain generation, and I’ve been dealing with the chore of perlin worms in my own projects for a while. Is it “just” domain warping in just the right way or is there some other trick to it?
Built this SR Q1 Class over the course of 2 days.
These odd looking locomotives were built for use during the second world war, with 40 of them being produced to haul freight across the UK. Only one example survives today.
Their appearance granted them nicknames such as “Ugly Ducklings”, “Coffee Pots”, and “Frankensteins”.
Very nice, it looks interesting to see because it matches a real-life firefighter truck really closely.
Working on a project that I plan to eventually open-source. An interaction system that is cross-platform (Works on Xbox, PC, and Mobile), where you can bind multiple keys to different objects, and customize (just about) every part of the interface.
Imagine having to constantly switch between Microsoft Visual Studio Code and Roblox as a Rojo developer.
This meme was made by the .NET Framework developers gang.
What kind of black magic is this…
To quote what I posted in a Discord server about this:
When I release it, I will have some technical readings for those who want more.
Hello!
I’am fairly new at coding and Over the months of learning I’ve gotten Solidly good that I’am able to script some things on my own now with little to no help.
I’am currently the leader Developer and Leader of a team of three, for an RPG game that takes inspiration from RPG Titles Such as Star Ocean and the Tales of Series.
One of things I’am currently working on as of right now is Making Magic Spells and Skills for each of the current classes that I’am making in my game so far
Here are 2 of the spells I’ve made so far for the Healer Class of my Game. They’re just concepts at the moments and don’t do anything as of now.
This is a Attack Spell a Healer Uses Named Trinity Cross
…and This is a Support Spell a Healer Uses Named Healing Bell
This year, the ultimate Platformer, is coming.
To this.
Platform.
Currently working on a very very very big update for my game!
that’s awesome ; so it’ll change the active editor in VSCode when you change tabs in Studio too?
For example, will VSCode hide when you switch to the game viewport tab, and show again when switching back to a script editor tab?