What are you working on currently? (2022)

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29 Likes

Ok Should I turn on my GlobalShadows or no?
because this game was made for kids and mostly kids likes bright map


14 Likes

You should turn on shadows. I know kids like bright maps, but it just looks really bad without shadows.

10 Likes

Sounds fit for a tower obby game. Nice work.

Which software did you use?

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2 Likes

Unmarked 2015 Dodge Challenger SRT Hellcat SSV
Custom Vehicle, made for a friend!
(I am aware of the low quality video, I don’t know if it’s caused by my recorder or streamable compression

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I really want to get into scripting on Roblox and programming as a whole. Since I’m also passionate about UI and graphics, I figured why not start with some simple tweens!

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I love how this looks! Im excited to see what this is!

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Tower Paradise
Part count ~4k

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image
P Sick me thinks

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my first time making npcs. i think this is a success

17 Likes

A Discord Bot.


I would post the Discord Bot Invite link here but I don’t know if im allowed to.

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I am currently working on a floor is lava game.

Here’s the lobby so far:





13 Likes

ok thanks
I will try find a way to turn on shadows but kids still like it

2 Likes

ok so I just want to make a broken habitat what can I add?


17 Likes

Hello fello developers!

My 1 year anniversary of development! (I JUST REALISED THAT IT WAS ACTUALLY ON JULY!!! 1 month too early)

First actual rendered animation as well!

First time also creating a watermark, (not that great but it will do.)

:birthday:
Whoops I was 1 month too early, It was actually meant to be July! so I made this to celebrate. :partying_face:


I haven’t posted in awhile due to my laptop having problems and it had to get wiped out and I had no backup files. Luckily they were able get some of my stuff but allot of it is corrupted and my blender files are still being fixed. (All of them since I first started using blender a year ago.) Sadly this includes my best one yet which I finally finished creating. Any way there is no time to be moping around, I should instead be focusing on getting backup files this time and working towards a good new productive learning year.
:grin:

Here is also a photo I found on my phone of one of my blender files which I made a month ago before it got corrupted. (sorry for the bad quality)

21 Likes

Been messing around with scripts:

Original - Decent, but not the best: 128 lines
local nameplate = script.Parent:WaitForChild("Name Plate")
local lv = script.Parent.LV
local EnemyName = script.Parent.EnemyName
local AI = script.Parent.AI.Value
local Anchor = script.Parent.Anchor.Value
local caught = false
local humanoid = script.Parent.Parent.Humanoid
local HopTrack = humanoid:LoadAnimation(humanoid.Hop)
local random = Random.new()
local debounce = true
local target = false
repeat wait(0) until HopTrack.Length ~= 0
nameplate.TextLabel.Text = EnemyName.Value .. " Lv. " .. lv.Value
if AI == "Passive" then
	while not caught do
		local distance = (Anchor.Position - script.Parent.Position).Magnitude
			if distance >= 30 then
				humanoid:MoveTo(Anchor.Position,Anchor)
				humanoid.MoveToFinished:Wait()
			else
				humanoid:MoveTo(Vector3.new(Anchor.Position.X + random:NextNumber(-30,30), Anchor.Position.Y, Anchor.Position.Z + random:NextNumber(-30,30)))
				humanoid.MoveToFinished:Wait()
			end
		wait(0)
	end
elseif AI == "Angry" then
	wait(5)
	script.Parent.Touched:Connect(function(object)
		if object.Parent == target and debounce then
			debounce = false
			object.Parent.Humanoid.Health -= (script.Parent.LV.Value * 5 - (script.Parent.LV.Value/5))
			wait(2)
			debounce = true
		end
	end)
	while not caught do
		local targetdistance = 40
		target = nil
		for i, v in pairs(game.Players:GetPlayers()) do
			local character = v.Character
			character:WaitForChild("HumanoidRootPart")
			if (character.HumanoidRootPart.Position - script.Parent.Position).Magnitude <= targetdistance then
				target = character
				targetdistance = (character.HumanoidRootPart.Position - script.Parent.Position).Magnitude
				print(v.Name)
			end
			wait(0)
		end
		if target then
			print("target")
			humanoid:MoveTo(target.HumanoidRootPart.Position, target.Humanoid)
			if (target.HumanoidRootPart.Position - script.Parent.Position).Magnitude > 20 then
				script.Parent.Parent.Humanoid.WalkSpeed = 32
				repeat
					humanoid:MoveTo(target.HumanoidRootPart.Position, target.Humanoid)
					wait(0)
				until (target.HumanoidRootPart.Position - script.Parent.Position).Magnitude < 10 or (target.HumanoidRootPart.Position - script.Parent.Position).Magnitude > 30 
			end
			script.Parent.Parent.Humanoid.WalkSpeed = 16
			local distance = (Anchor.Position - script.Parent.Position).Magnitude
			if distance >= 60 then
				humanoid:MoveTo(Anchor.Position,Anchor)
				humanoid.MoveToFinished:Wait()
				target = nil
			end
		else
			local distance = (Anchor.Position - script.Parent.Position).Magnitude
			if distance >= 30 then
				humanoid:MoveTo(Anchor.Position,Anchor)
				humanoid.MoveToFinished:Wait()
			else
				humanoid:MoveTo(Vector3.new(Anchor.Position.X + random:NextNumber(-30,30), Anchor.Position.Y, Anchor.Position.Z + random:NextNumber(-30,30)))
				humanoid.MoveToFinished:Wait()
			end
			wait(0)
		end		
		wait(0)
	end
elseif AI == "Scared" then
	wait(5)
	target = nil
	while not caught do
		local targetdistance = 40
		target = nil
		for i, v in pairs(game.Players:GetPlayers()) do
			local character = v.Character 
			if (character.HumanoidRootPart.Position - script.Parent.Position).Magnitude <= targetdistance then
				target = character
				targetdistance = (character.HumanoidRootPart.Position - script.Parent.Position).Magnitude
				print(v.Name)
			end
			wait(0)
		end
		if target then
			print("target")
			humanoid:MoveTo(target.HumanoidRootPart.CFrame.LookVector*-25, target.Humanoid)
			if (target.HumanoidRootPart.Position - script.Parent.Position).Magnitude < 20 then
				script.Parent.Parent.Humanoid.WalkSpeed = 32
				repeat
					humanoid:MoveTo(target.HumanoidRootPart.CFrame.LookVector*-25, target.Humanoid)
					wait(0)
				until (target.HumanoidRootPart.Position - script.Parent.Position).Magnitude > 20
			end
			script.Parent.Parent.Humanoid.WalkSpeed = 16
			local distance = (Anchor.Position - script.Parent.Position).Magnitude
			if distance >= 120 then
				humanoid:MoveTo(Anchor.Position,Anchor)
				script.Parent.Parent.Humanoid.WalkSpeed = 64
				humanoid.MoveToFinished:Wait()
				script.Parent.Parent.Humanoid.WalkSpeed = 16
				target = nil
			end
		else
			local distance = (Anchor.Position - script.Parent.Position).Magnitude
			if distance >= 30 then
				script.Parent.Parent.Humanoid.WalkSpeed = 64
				humanoid:MoveTo(Anchor.Position,Anchor)
				humanoid.MoveToFinished:Wait()
				script.Parent.Parent.Humanoid.WalkSpeed = 16
			else
				humanoid:MoveTo(Vector3.new(Anchor.Position.X + random:NextNumber(-30,30), Anchor.Position.Y, Anchor.Position.Z + random:NextNumber(-30,30)))
				humanoid.MoveToFinished:Wait()
			end
			wait(0)
		end		
	wait(0)
	end
end
V2 - Trash, Tried to use corutines: 98 lines
local nameplate = script.Parent:WaitForChild("Name Plate")
local lv = script.Parent.LV
local EnemyName = script.Parent.EnemyName
local AI = script.Parent.AI.Value
local Anchor = script.Parent.Anchor.Value
local caught = false
local humanoid = script.Parent.Parent.Humanoid
local HopTrack = humanoid:LoadAnimation(humanoid.Hop)
local random = Random.new()
local debounce = true
local target = false
local ready = false
repeat wait(0) until HopTrack.Length ~= 0
nameplate.TextLabel.Text = EnemyName.Value .. " Lv. " .. lv.Value
local function scan()
	local targetdistance = 40
	target = nil
	print("scanstarted")
	for i, v in pairs(game.Players:GetPlayers()) do
		local character = v.character
		print(v.Name)
		character:WaitForChild("HumanoidRootPart")
		if (character.HumanoidRootPart.Position - script.Parent.Position).Magnitude <= targetdistance then
			target = character
			targetdistance = (character.HumanoidRootPart.Position - script.Parent.Position).Magnitude
			print(v.Name)
		end
		wait(0)
		if target ~= nil then
			ready = true
			print(ready)
		end
		return 1
	end
end

while true do
	local scanCoro = coroutine.create(scan)
	local sus = coroutine.resume(scanCoro)
	print("Scan")
	local distance = (Anchor.Position - script.Parent.Position).Magnitude
	if distance >= 30 then
		humanoid:MoveTo(Anchor.Position,Anchor)
	else
		humanoid:MoveTo(Vector3.new(Anchor.Position.X + random:NextNumber(-30,30), Anchor.Position.Y, Anchor.Position.Z + random:NextNumber(-30,30)))
	end
	repeat wait(0) until humanoid.MoveToFinished or ready
	repeat 
		distance = (Anchor.Position - script.Parent.Position).Magnitude
		if distance >= 30 then
			humanoid:MoveTo(Anchor.Position,Anchor)
		else
			humanoid:MoveTo(Vector3.new(Anchor.Position.X + random:NextNumber(-30,30), Anchor.Position.Y, Anchor.Position.Z + random:NextNumber(-30,30)))
		end
		humanoid.MoveToFinished:Wait()
	until ready
	if target ~= nil then
		if AI == "Scared" then
				print("target")
				humanoid:MoveTo(target.HumanoidRootPart.CFrame.LookVector*-25, target.Humanoid)
				if (target.HumanoidRootPart.Position - script.Parent.Position).Magnitude < 20 then
					script.Parent.Parent.Humanoid.WalkSpeed = 32
					repeat
						humanoid:MoveTo(target.HumanoidRootPart.CFrame.LookVector*-25, target.Humanoid)
						wait(0)
					until (target.HumanoidRootPart.Position - script.Parent.Position).Magnitude > 20
				end
				script.Parent.Parent.Humanoid.WalkSpeed = 16
				local distance = (Anchor.Position - script.Parent.Position).Magnitude
				if distance >= 120 then
					humanoid:MoveTo(Anchor.Position,Anchor)
					script.Parent.Parent.Humanoid.WalkSpeed = 64
					humanoid.MoveToFinished:Wait()
					script.Parent.Parent.Humanoid.WalkSpeed = 16
					target = nil 
			end
		end
		if AI == "Angry" then
			print("target")
			humanoid:MoveTo(target.HumanoidRootPart.Position, target.Humanoid)
			if (target.HumanoidRootPart.Position - script.Parent.Position).Magnitude > 20 then
				script.Parent.Parent.Humanoid.WalkSpeed = 32
				repeat
					humanoid:MoveTo(target.HumanoidRootPart.Position, target.Humanoid)
					wait(0)
				until (target.HumanoidRootPart.Position - script.Parent.Position).Magnitude < 10 or (target.HumanoidRootPart.Position - script.Parent.Position).Magnitude > 30 
				end
				script.Parent.Parent.Humanoid.WalkSpeed = 16
				local distance = (Anchor.Position - script.Parent.Position).Magnitude
				if distance >= 60 then
					humanoid:MoveTo(Anchor.Position,Anchor)
					humanoid.MoveToFinished:Wait()
					target = nil
				end 
			end
	end
end
		

V3 - The best: 105 lines, but you don't get the whole code.
local nameplate = script.Parent:WaitForChild("Name Plate")
local lv = script.Parent.LV
local EnemyName = script.Parent.EnemyName
local AI = script.Parent.AI.Value
local Anchor = script.Parent.Anchor.Value
local humanoid = script.Parent.Parent.Humanoid
local random = Random.new()
local move = false
local target = false
while true do
	local distance = (Anchor.Position - script.Parent.Position).Magnitude
	if distance >= 30 then
		humanoid:MoveTo(Anchor.Position,Anchor)
	else
		humanoid:MoveTo(Vector3.new(Anchor.Position.X + random:NextNumber(-30,30), Anchor.Position.Y, Anchor.Position.Z + random:NextNumber(-30,30)))
	end
	wait(0)
	humanoid.MoveToFinished:Connect(function()
		move = true
		print("true")
	end)
	for i, v in pairs(game.Players:GetPlayers()) do
		local character = v.Character
		target = false
		repeat 
			character = v.Character
			print("nil")
			wait(0)
		until character ~= nil
		character:WaitForChild("HumanoidRootPart")
		local targetdistance = 40
		if (character.HumanoidRootPart.Position - script.Parent.Position).Magnitude <= targetdistance then
			target = character
			targetdistance = (character.HumanoidRootPart.Position - script.Parent.Position).Magnitude
			print(v.Name)
		end
		wait(0)
		if move then
			move = false
			local distance = (Anchor.Position - script.Parent.Position).Magnitude
			if distance >= 30 then
				humanoid:MoveTo(Anchor.Position,Anchor)
			else
				humanoid:MoveTo(Vector3.new(Anchor.Position.X + random:NextNumber(-30,30), Anchor.Position.Y, Anchor.Position.Z + random:NextNumber(-30,30)))
			end
		end

Goal: add good attacks.

4 Likes

More progress on my infinite mining tech demo:
The world never needs resetting and its still performant, even if the world has millions of blocks. X/Z limit of 166,666, depth limit of ~13,000

Biggest server I’ve so far taken a screenshot of:

15 Likes

30 Likes