What are you working on currently? (2020)

Sunset vibes.

23 Likes

Your work never fails to amaze me… Brilliant work!

2 Likes

New Teaser Trailer for Unrest!

Sorry for the quality its cause of the software!

3 Likes

Adding a depth of field to my game :


14 Likes

springy ui animation

48 Likes

The animation looks soo great !

Built some sort of tavern (:

7 Likes

7 Likes

Super early gameplay

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15 Likes

Forest looking pretty

Little jellies are taking over!

13 Likes

25 Likes

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)

2 Likes

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

test

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)
21 Likes

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! :slight_smile:

(Also has a Trailer!)

5 Likes

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.

Blurry enemy attempt, both images with the same settings + distance from camera

Figuring out how it works; 0.001 transparency + background object in/out of focus

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!
6 Likes

Kindaaa sorta making this?

21 Likes

The track was way too long to upload.

3 Likes