What are you working on currently? (2021)

finally done with this. it looks really pretty in the morning

onto more interesting things with this map

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Making some solid progress on a new UGC concept of mine. Optimizing it and keeping it below the UGC maximum vert-count limit was a little bit of a challenge, but I was able to overcome it.

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You are an epic developer :slight_smile: i will wait for this game

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Finished a Kar98k (Karabiner 98k) model yesterday and ported it over today. Now I’m going to start animating this.


Ignore the cube shapes on this image, I need the parts to be visible for joints so I can animate this in Blender.

EDIT: Just finished animations for it too. This is a separate test animation showing all of the animations together.
Ignore any weird behaviours with the animation, Bezier curves act a bit strange when rapidly changing. The animations separately do not display these behaviours.
https://cdn.discordapp.com/attachments/760979985291935774/890322487278206986/S6eADlPe9X.mp4

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So basically, I found a way to basically reduce lag while making lightsabers. Instead of using lag emitters, you could easily replace them with a cell shaded mesh. You’ll get more or less the same effect but at a better performance.



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Lesson learnt: Lighting changes the feel of the map.

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:monkey_face:

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i ame alot of changes on my game called “land of hood” well now i changed the story,game icon and the thumbnails
the land of hood was really like nahh so i came with “better dayz”, the visual part will be not serious but the story will be serious as hell man im tellin you but i cant tell ya rn cuz the story still “makes no sence” so i need to edit it lil bit y’know



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image

Getting closer to closed testing

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Made this interesting lighting effect.

Heres a place file, for those who want to know how I did it:

Lighting effect.rbxl (74.4 KB)

It will probably crash studio if you try to do this on a slow computer (It crashed mine).

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Is that just a lot of stacked parts? If so, I’d use a beam instead to get the same effect while keeping it optimized.

Yeah, but it has light rays, and shadows. You wouldn’t be able to achieve this effect very well with beams because beams can overlap and go right through objects, while this effect won’t overlap anything, and if there is an object in the way, the effect will be properly occluded.

Issues will also arise when you have beams of totally different color overlapping each other.

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Currently updating my first Build!
That’s the Build;

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Happy 1 day of Fall everyone!

As an honor of Fall I and my friends are making our dco Halloween theme!
Capture pumpkin

(1) Happy’s Difficulty Chart - Roblox

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Small '30s race car: The Juggernaut




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hahahah, I forgot the toobies that he has

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Some changes to it.

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In the last few weeks I also implemented zone server management (with a locking mechanism to prevent creating tons of servers with 1 player each), save locking with a progress gui, and a mechanism for displaying unique loading screens when teleporting to each zone.

I’m also developing a plugin for editing instances/cells/zones within the MMO’s world. The lists use a custom scroll window that allows scrolling many thousands of objects without lag (and without worrying about UDim offset overflow.)

I can compile the plugins the same way I compile the place before publishing, so it will benefit from optimizations like inter-module inlining and constant folding. They should perform great and provide a smooth workflow for level designers I hope to hire in the future. The compile process also strips unused modules, so I can lend the tools to contractors without needing to entrust them with the entire codebase.

It uses a custom binary format that can support 100K+ objects. It stores objects inside chunks as strings, so it’s able to load only nearby models to prevent lag when working within an extremely detailed world. All objects are instanced from a prototype so it’s easy to make changes to a model after using it.
image

I still need to implement a custom selection system, custom draggers, custom rotation handles, etc., and make it easy to drag objects into the scene from the asset list. The binary format already supports data changes along with undo/redo. When a chunk changes it reads through the binary data and updates the corresponding objects.

The tools are the same as this post. I designed the map system so it could support a massive detailed world without lagging, but I learned the hard way that zones are important to allow for niche social experiences that would otherwise be abandoned in a seamless world.

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Hello everyone! It’s been a while since I posted here.

I recently finished up a commission of the Ariake Arena based on the real-life venue in Japan. It was used for the Tokyo 2020 Olympic games.

The total time taken was 5-6 hours. It took longer than usual because I was replicating a real-life venue. There are a bit of inaccuracies like the seating plan and the stand steepness, but I overall like the finished product

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I’m not sure if this will be interesting to anybody but me, but I’m currently taking a short break from my snake game to avoid burnout, and decided to teach myself how to play No limit Texas hold’em poker. I couldn’t find any decent free tools to help with learning ranges, so I decided to make my own.

Features include:

  • Create custom ranges using an interactive range grid
  • Practice against a range or selection of ranges
  • If you make a mistake, that same range and hand will be repeated a few times randomly in the medium term
  • Random hole cards have a 70% chance to be drawn from near the edge of the chosen range (I’ve found this speeds up learning)
  • Option to hide hole cards after 1.5 seconds to practice hole card memorization

I only made this for personal use obviously, but I really like how it’s turning out. I’ll be adding more features to it as I progress with my learning.

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