wow good job… that looks so unique
That looks very beautiful, good job friend
Is this a showcase? If so, it looks stunning!
Further adventures in one button gaming:
- stats, levels, experience
- what good would any of that be without SAVING!
- and finally, I took the plunge and programmed my first GUI component. Special shout out to SpriteClip!
SpriteClip Sprite Sheet Animation Module - Resources / Community Resources - DevForum | Roblox
My own InteractionService framework, including missions, inventory system, and still working on more for it. https://gyazo.com/91bc3e801b9cb88c8f9a0d40ab574559
https://gyazo.com/506535f4b4f0061bb56aa173937b8cdd
NEW GAME
New system:
A small fishing village on an island is ready to take a look, feel free to explore the island, some areas are still under construction, which cannot be entered for now.
(Map for display only)
A summary which shows up at the end of the fishing minigame + notification system (all with dynamic SFX)
A small environment scene =)
The video below is me removing a wall on the client side. Attempting to noclip.
Got around to forking and somewhat creating my own anticheat system. Completely serversided. Look at the output to see why I’m being rubberbanded.
Only thing I have yet to implement is moving parts. (FJ’s anticheat has this, but I’m working on creating my own)
This wouldn’t have been possible without FJ’s experimental anticheat. I suggest using it if you’re like me and don’t know anything about physics math.
Comparing to FJ’s anticheat, I managed to;
- Have the anticheat all on one thread instead of cloning an anticheat script for every player. This really cut down on script activity and probably memory usage.
- Stopped movement tracking on parts with no collision.
- Removed multiple deprecated methods. Wasn’t needed but you never know when Roblox will stop using them.
- Removed a few redundancies.
Thank you again FJ for releasing an amazing resource.
Your supposed to show what you made in studio not real life.
Jokes aside this is one of the most realistic and detailed build I’ve ever seen. Nice job
I just made a some location of the servers.
Maybe I’ll do the rest in the future, but for privacy reasons I don’t think I can share it.
My game is almost complete! Just a few more obstacles and a better lobby and I’m done!
https://gyazo.com/1d80808c183ab9e2e590e2546ad65152
To be honest servers are usually kept VERY clean for optimal cooling and performance. Maybe a few cobwebs. If there was rust I would be very worried because wherever there is rust there is water.
I’m developing a complete theme park game without a bit of scipt.
Everything is driven by Roblox physics, not even a GUI or a loading screen code added, it’s absolutely scriptless.
Many steps ahead, music is not finished, I can’t decide which daypart would be the best (day or night) etc. Dozens of new ideas are in line, but finally, I’ve published it today.
I really wonder if anyone is interested in such an experience, making Roblox physics objects are a great fun
Now the next step is a single-player “showdown” version where some tools will be available and the tricky objects / hinges / joints will be visible or semi-visible.
Any feedback is welcome!
https://www.roblox.com/games/7225176769/Scriptless-Park-Original
I know this is a super late response, but I feel like it depends on the theme of the map. For example when I make caves and there’s no grass or anything I prefer part terrain. However when its a theme such as grasslands or something like that I prefer Advanced. Another thing you need to keep in mind is if its a cliff that’s going to be climbable from for example ramps. It would be super annoying to have the advanced terrain for that as well.
Edit:
Here is an example of what I meant with the ramps… This is just part of a map I’m making for my new game.