Finished my melee combat game.
Would like to show more in the trailer, but Roblox thumbnails allow only 30 second videos.
Game Link - Red Ages - Roblox
Finished my melee combat game.
Would like to show more in the trailer, but Roblox thumbnails allow only 30 second videos.
Game Link - Red Ages - Roblox
Model of the Day 30B
Glass railing, this time with different holders
Iâve been working on a game called Fish and Oil
Basically, the game is about fishing and fighting over resources as companies, kind of hard to explain, think Aegis Reborn, Lumber Tycoon 2, Solar Conquest 2, and Refinery Caves combined. Iâve had really good feedback from players and I hope to bring a fun experience for you all.
If you think this sounds interesting, check out the game! A tutorial will be added soon due to mass requests.
Thanks,
Progress on my 2D roblox rpg. Iâve managed to get the game very performant with parallel lua (maybe even faster with new SharedTables API) and other optimizations, and it isnât very heavy on the network. Here it is with a lot of enemies which are all server controlled/simulated.
Today, I was looking at scripts in my game, and I decided to update âraycast debug visualizationâ; I use my own function when performing raycasts, which tries to fire multiple rays from one location, ending the loop early when any of them hit something. Itâs hard to know where these rays are going, so I added a way to see that.
Previously, this used beams, creating attachments at each rayâs origin and direction, but this didnât feel like the right way to do this. Now that Iâve learned about WireframeHandleAdornments, I replaced that with a new function in a new ModuleScript, âDebugFunctionsâ.
When anything calls its âQueueLineâ function (including the raycast function), the debugging module creates a dictionary entry and adds it to its array, keeping track of how long that the line(s) will continue to be drawn before being removed, their color, and where they start/end. (It had to be done this way because the âwireframe adornmentâ doesnât have a method that lets me remove individual lines, so I have to clear all of them then re-draw any that are still âactiveâ.)
IâmâŚsort of proud of this, since I could expand it to display shapes using the other âadornmentâ debug instances. Hereâs how it looks:
Well, with just two layers of closely-spaced lines, I think it looks okay, I guess.
(As you can tell they are pretty bad, but I think I am getting better every day)
Started working on a new SCP roleplay experience, codenamed as Project: Erebos. Iâm looking for feedback on the poster which can be found below:
physically modeled a poseable roblox figurine
Dude, Iâve made one before but the joints were kinda ehh, please send me the files if youâre done! (If you want to ofc)
The joins I made are temporary for a proof of concept custom roblox minifig. If everything goes right, Iâll improve the design of the joints and work on other body types.
I might see now why that remake, or any remake hasnât probably been finished. Ripping the assets from Ocarina of Time, on both 3ds and n64 are a pain. Still trying to make something playable, but with lack of assets all I can probably put together is very small.
By assets i mostly mean maps, rooms, etc. I can remake the assets I canât rip. I canât remake a whole dungeon or area though.