Sunset vibes.
Your work never fails to amaze me… Brilliant work!
springy ui animation
The animation looks soo great !
Wow! This looks amazing. You should create an open-source version.
Making big paper airplanes that like to destroy themselves(I have to increase the air density, or decrease the plane’s density. Does anyone know how to fix this)
Now this is extremely dope, my man
Hi, I don’t know if this is exactly how it was done but I decided to give it a shot sorry for the poor quality
Code
-- LocalScript, StarterPlayer > StarterPlayerScripts
local RunService = game:GetService("RunService")
local ContextActionService = game:GetService("ContextActionService")
local target = workspace:WaitForChild("Target")
local main = workspace:WaitForChild("Main")
local connection = nil
local velocity = Vector3.new(0, 0, 0)
local speed = 0.017
local friction = 0.07
connection = RunService.Heartbeat:Connect(function()
local targetPosition = target.CFrame.Position
local distance = (targetPosition - main.CFrame.Position)
local force = distance * speed
velocity = (velocity * (1 - friction)) + force
main.CFrame = (CFrame.new(main.CFrame.Position) * CFrame.Angles(math.clamp(force.Z, -1, 1), 0, -math.clamp(force.X, -1, 1))) + velocity
end)
ContextActionService:BindAction("test", function(_, _, inputObject)
local unitRay = workspace.CurrentCamera:ScreenPointToRay(inputObject.Position.X, inputObject.Position.Y)
local _, position = workspace:FindPartOnRayWithWhitelist(Ray.new(unitRay.Origin, unitRay.Direction * 300), {workspace.Baseplate})
target.CFrame = CFrame.new(position) + Vector3.new(0, 3, 0)
end, false, Enum.UserInputType.MouseMovement)
Just finishing up and polishing off with my newest game called Warfront!
I hope someone here likes it, included with Epic Boss battles and much more!
(Also has a Trailer!)
Found a cool little bug with Depth of Field and Humanoids (suprise suprise…)
In my efforts to figure out if I can make an always-blurry npc, I ended up figuring out a method to bring particular objects into focus when they shouldn’t be.
and viola!
Item focusing; Object in the foreground inherits object in backgrounds focus.
All objects are the same distance (axis wise) and only our middle has a small transparency increase applied to it. Not entirely sure what its use cases could be but some ideas could be;
- Character selection screen. All characters are blurry, but if you’ve unlocked them then they come into focus
- Crate unlocking, blur out items before finally revealing them to the player
Thats about all I can think of for it, just thought it’d be interesting to see what people do with it!
The track was way too long to upload.