I finished a project on my first month anniversairy of programming.
It was an area that detects whenever a player enters the area, proceeding to save and wipe the inventory, handing a sword to the player instead, making it the only thing you have in your backpack.
Upon exiting, it takes the sword away from the player and gives back their inventory before they entered the area. I made sure that the transition between exiting and entering was extremely slim, making it bug-free of spamming as shown in the video.
However, if you die, it will do the same as exiting, but the player gets spawned at “Fight Area Spawnpoint” (red spawns in image), randomly picked between the four available spawns. Dying outside of the fighting area will respawn you on one of the white spawnpoints.
I’m very proud of it.
It would not have been possible without the amazing Module from @ForeverHD, handling the detection of the area in the area:
In-Game Explorer + Properties windows for debugging outside of studio
Supports:
Read and write properties of all instances in your game
Real-Time updating for all properties under an instance you have selected
Most valuetypes(CFrame,Vectors,Numbers,Strings,Bools,EnumItems,Colors,Instances)
ColorPicker :>
Number arithmetic
ServerView feature(streams in opened_instance tree from the server’s view and sends property change requests through remote)
Drag and Resize your windows
It will be drag-and-drop ready for any game, you just drag the serverscript into ServerScriptService and set up the Permissions module(function that returns true/false and takes in a player as an argument, and then hook up your own keybinds etc for toggling the tool)
Just wanted to show off some of the progress on my new game that I am making, I am right now working on creating good and clean animations. Some of the animations that I created were the M4A1 Equip, Unequip, and Shooting, The new ones that I made today are the M9 Shoot and Empty Shooting Animations.
M9 Empty Shoot Animation
M9 Shoot Animation
I cant show the rest because I don’t have the file for them any more and the video for the all the animations is too big
Working on CanvasDraw 4.0, my pixel game engine module. This version will be able to run infinitely higher resolutions and run around 5x faster than my previous version!
Here’s a raycaster engine of mine running at 320x320 at 20fps.
Most difficult part was the axis sliders on the monitor, and getting the right properties for the parts of the satellite to keep itself up. I think I’ll allow negative values for the slider next.