I’ve recreated the legacy studio tools not too long ago, and I’ve decided to try something,
I just started 2 days ago lol, any thoughts?
- Wowzers!
- Meh
0 voters
I’ve recreated the legacy studio tools not too long ago, and I’ve decided to try something,
I just started 2 days ago lol, any thoughts?
0 voters
To get thicker rain with less raycasting, you could change your raindrop texture to multiple raindrops.
Working on a gun framework.
I would use that to make Fruit Ninja, not violent murder!
Link to the Past, Link to the Past, Link to the Past, LINK TO THE PASTTT!
This is why I call it baked collisions because it’s not raycasting in realtime, it only does raycasting upon loading in
Awesome stuff my man! Would be pretty cool if you added some sound effects and some lightning. Keep up the great work!
just resuming a 3 year old project
Currently, the map is mostly finished, scripting will come last
Although, I still need to re-learn how to make these waterslides again… its been a while since the last one ive made
Day 2 of making a gun framework:
Today I made Damage, Ammo, and Reloading
I also started on making models for the final kit:
I’ve only been using blender for about two weeks, so its bad.
In addition, I’ve completed most of the map, and I made these tree’s to go along with. (dummy is there for size comparison)
Gosh, that is beyond stupid, that is S C A R Y
I’ve been working on this for the past few months and I’m hoping for it to blow up.
The game’s name is advertising central, link here: Advertising Central - Roblox
It’s essentially a game where you can advertise your own game for free and allow users to teleport directly to your chosen game as well, I felt that it would be a potential way for developers to get their game out there and I’m quite proud of it as it’s my second game(first game was an obby which didn’t take as long to make)
The game is called CybeRise. We will be doing an open Alpha testing of the game very soon.
Like this post if you want to be notified about the test.
I put on my custom VHS effect and also re-colored him and i think he looks so much better than before!
so uh, is there gonna be a 2023 thread or…???
When the rebake area is triggered (like a destructable house detects it was exploded), it will add the area to a queue and when you next go near it, it will rebake the collisions of that area. This does come at a slight performance cost but only if you’re rebaking areas often (which for the game I’m making this for wont be), otherwise performance is the same.
This means it uses the environment in realtime to decide how covered you are, and mixes between an inside/outside rain sound. I think sound design is a critical part of making a game feel finished so I wanted to do something special for this. This is slightly buggy as of now (kind of shows in the video below) because my script is more of a rough draft and still need to add filtering for certain things.
I showcase both of these in the video below, notice how the rain sound changes based on how covered I am or how close I am to an open window. When I shoot the house with a rocket launcher, it queues the area and rebakes the collisions and rain comes through the open roof.
(Had to compress video so unfortuntely the rain doesn’t look as good and sound is a little off)
Thanks! I added sound like you suggested, but probably wont add lightning until I finish the rain part of the system