In my case, it’s a single mesh. Specifically in run-time, on a skinned accessory with a transparency SurfaceAppearance. It’s behaving like organic tiling. I’m certain it is a new bug.
EDIT to add: I’ve already removed the issue by remapping this part, but my whole game is afflicted.
Hands down some of the best driving I’ve ever seen in a Roblox game, it just handles well yet has weighty feel to it. The vehicle impact particles appearing properly on a Roblox game is something I’ve never seen on Roblox.
I’m a little confused on what’s going on here lol. Your shiftlock UI is a little bit too big, as well as inconveniently positioned, and pretty low quality, same with the other elements. I’d love to see what it looks like when you’re done!
Here is something I made based on the “Pool Room” images, which are images of rooms with walls you would see in pools, with water, which can give you a weird vibe robloxapp-20220630-2358434.wmv (4.1 MB)
https://www.roblox.com/games/7427335755/RED-vs-BLUE-SPACE-BATTLE-AMONG-US-with-HUGGYs
Hi I am Crunchy 1419.
I have built over ten very small retro-ish games. Space Battle is a red v blue / capture the flag game I keep trying to improve it. Any ideas? Greatfully recieved.
Currently I am trying to generate KO’s with the good old rocket launcher without much success. I am learning scripting very slowly, taking old stuff to bits etc. I find a lot of it confusing especially remote events and functions!!! Oh well maybe tomorrow. At least there is always something new to learn. Even old men can learn stuff.
I have just realised that some of the models I have used are only good for PC Console so I guess its time to build my own Phone/Tablet compatable stuff. Any help greatfully recieved.
Total time was roughly 10-12 hours over 4 days.
This was fully modeled in Roblox Studio, no external software was used. The coloring will be done at runtime so that (eventually) the player can choose a pre-made livery or make their own.