Can you send me the link to the game?
I mostly do weapons at 10k tris but this M1911 is only 5k tris wheeze
Iāve done a couple of things
- Dying inside
- Writing lore for my fighting game strife stadium
(70th time Iāve said for my fighting game strife stadium yes Iām counting)
3.Started working on tutorial
4.Got npc money system (Thanks to @JackscarIitt) and defence done
If you want the link here it is(Free in 21 days)
This looks nice, you could use it as a dot matrix information board (DMI) instead so it would be OK on Roblox.
Thank you so much!
Here is the first ship i ever made.
Itās not done yet, i will do the interior. Also, a few more details.
And iāll also texture it soon
I posted this on a topic a couple weeks ago but I think Iām also gonna do this type of build on a 2-d platformer game
Made my first (completed) game.
Here is the post:
I made a system that automatically gives all the boring tools in your game a phantom-forces-like FPS viewmodel. I open sourced it too!
See it in action!
try the system in game:
writing a paper
Would you be willing to share the method? Surely 1 pixel canāt equal 1 element, Roblox canāt handle that, which is why Iām really intrigued about this because Iāve been experimenting with rendering my own shaders and images in numerous of different ways and techniques, and the highest resolution I was able to get was in the 100 x 100 to 200 x 200 resolution (consisting of parts or screenguis), with characters on Textlabels, I can get much higher resolution and barely any lag, but I canāt get colors with simply ascii / emojis and a perfect pixel density. How do you do this? Is this made with a Trail or multiple ones? Then rapidly switching the RGB trails on and off as they scan the image across the screen per frame? Iām really curious.
Cross-Server messaging! You can also send room invites through DMs and view live status updates of other users. Itāll show if theyāre offline, in the lobby (no room), or what room they are in, with the option to follow them.
You may already know this but a simpler way to do this is to duplicate the object with a cartoon effect, export it to blender, invert the meshes face direction so it is facing inside-out then export it back to studio and resize it so it is slightly larger than the original model. A lot of hats use this to have a ācartoonyā effect