Even though there appears to be what looks a lot like noise overlaying infront of the render (might be disturbing but yeah), it’s so satisfying to look at it.
My main focus is my high-tech theatre simulator. It still needs a lot of polishing done to the building but I’ve put a lot of work into all the features and cool tech.
List of major features
- Highly customizable RGB lighting with preset cues
- Customizable stage props and sets (Not public yet)
- Custom show titles and conference monitors
- Randomly generated audience
- Live camera switcher using ViewportFrames (Not public yet)
- Lots more, minor features.
A mining game that uses terrain. I am just making a prototype version of it with basic mining, generation, and shop systems. Here is some of my progress so far:
Layers:
Ore generation, with different ores based on the layers:
Mining:
Teleporters that take you back to the surface:
All of the ores and teleporter locations are randomly generated, and the ores spawn as you dig.
Three things:
- A design document for a game I’ve been working on
- Still working on that danmaku shmup framework
- A 3D maze generator
Awesome! I happen to be making a mining game myself.
I’ve been working on building my GFX skills and getting into making GFX PFP’s. Opinions on the ones that are down below?
epic gamer mode??
Damn, that’s cool. How did you do the background blur?
Thats…insane! I didn’t believe that was made in Roblox.
Is this a free program? (303030)
The top one looks like you used wayyyy too much contrast. I can barely tell what I’m even looking at.
The second one is a lot better, I can tell exactly what I’m looking at, and it’s easy on the eyes (but the saturation might need a little adjusting!)
I think he used DepthOfField with gametest2, if you don’t know what is gametest2, check this:
custom 3rd person character controller
Idek I’m trying to think of stuff