That looks amazing! I wanted to make one, but I was lazy. Let me know when you finish making it, I would love to check it out!
That looks nice! Great job with the architecture!
I posted another version of it on the old thread. I posted it here because the new thread came out so late.
That is the most advanced rickroll I’ve ever seen.
Got plenty of time to spend this weekend so I decided to go do something in Roblox. Remade the UI (and the animations) from umamusume (ウマ娘).
The UI animation is relatively hard to implement and is just hacky overall. It uses a CanvasGroup layer as a mask layer to implement the circle mask from the original UI animation, which means positioning and sizing is unreliable and just couldn’t work out nicely for all screen sizes.
For comparison, I know I didn’t set too much overshoot but still a nice work done?
I’m currently working on an open-world story game. I’ve gotten the basic things down:
- Datastoring for missions and player CFrame.
- Proper cutscene management.
- Area exit/enter animations.
- Dialogue and shop system.
- Menu and loading screen.
- Entire story of the game.
Now time to datastore some more for the keycard system
working on a booga booga clone
it looks better close-up (not sure why roblox changes the terrain when you’re too far)
I’m working in Developer Education with its world and UI. Trying to make the most modern design as possible.
I’m working on the only game I really invested in and I’m proud of. Glove Fight. It’s a fangame of Slap Battles, and my goal is to become the most famous fangame of Slap Battles. My game is also the only fangame of Slap Battles that doesn’t sale assets, because you don’t have the right to sell assets if the creator of the main game didn’t allow it, and in the case of Slap Battles, they don’t allow. So I’m really invested in this project but I earn nothing, except Premium payout, so I hope the creator will finally accept so I can sell assets. Anyways if you want to try it, you can, and maybe even give feedback! Thanks for reading!
I made a 3D HUD demo yesterday (the UI is just for testing).
Making a Naval Warfare game about historical warships and I’ve made 2 destroyers, Z-57 and Z20 Karl Galster right now and I also have an unfinished battleship, Bismarck. So far the destroyers took me like 4-5 hours and I made them look kind of lively such as using props, adding rust, etc… Yet they aren’t the most accurate thing to be honest (because skill issue lol)
Here is the images below:
Bismarck’s Turret:
Z-57
Z20 Karl Galster
Most realistic build I’ve ever seen, how stunning!
Wow it’s great! It’s very realistic! I’m curious; how will you use it?
I AM BEING PRODUCTIVE THIS CANT BE HAPPENING
(i hope the video quality isnt too bad) (VOLUME WARNING)
Context : Created automatic turrets that track and shoot at enemies. Needed an enemy to both move them around and be hard to hit so I can work out any kinks or issues with these turrets.
So, I created the Disciples of Gigglehabbosh. Turrets cannot stop them. Players cannot stop them. They are the ultimate lifeforms. Speed be their purpose, and all will bear witness to their boundless idiocy.
I love them.
I’m using the models as unlockable vessels and use them quite similar to the system of WoW (World of Warships) However, I will add some changes.