a small, baby, teaser made for my silly little game…
(i reccomend that you look at the very fullest screen that you can otherwise the resolution with mess up!!)
That teaser looks incredible. Looks like a fantastic work in progress. Keep up the good work!
Working on an obby based around getting lost in a forest and needing to find your way back to your camp!
More hobby productions.
Well… I’ve done it again. I’ve returned to my ColorSequence and NumberSequence parsing utility to make a small update to reflect something that I’ve learned since its last update. You see, while I don’t know what they’re used for, NumberSequences can have envelopes, which only seem to add a blob around keypoints which use it, like this:
Back when I updated my utility last year, I blindly assumed that the third number in NumberSequences was always 0, just like every fifth number in ColorSequences. It didn’t hit me until later that this “envelope” value had to be stored somewhere in that series of numbers, and that that was probably the purpose of those seemingly unused numbers. (Spoiler alert: I was right.)
As of today, the utility has been updated to accept any decimal value between 0 and 1 for the third numbers in NumberSequences, rather than rejecting anything other than a zero. The envelope values are also listed in the outputted text, in case you want a complete description of the NumberSequence which you’ve imported.
Today, I tried to mess with CFrames so I could align a straw with a character’s mouth using IKControls…but even after two separate sessions (now and last year), I still can’t figure out how to calculate the distance between two attachments’ CFrames, so I could precisely align the straw with an attachment in their mouth…
I really should ask about this in #help-and-feedback:art-design-support, but my mind, and therefore my English writing, is falling apart, and I really don’t think anyone would really care about doing what Welcome to Bloxburg somehow did with its drinks…
It hasn’t been long since the last post about Project Magical Mary’s gameplay, but there have been two major improvements:
- Boosting Objects - They may not look the part, but the pink blocks placed around the test map act like springs and boost panels, with somewhat faithful behavior to their Magical Mary (GZDoom) versions! Springs lock your mid-air speed, in case they’re used for setpieces and other automated nonsense that some may hate from modern Sonic the Hedgehog games.
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Seamless Rolling - It just returned recently, but it’s already seeing improvements! When you curl up, your momentum transfers into spinning, which alone makes rolling feel like a natural ability. Also, boosting objects will spin you appropriately if you’re in a ball when you touch one.
Here’s a short video showing the contents of this mini update!
I’ve been working on a horror game with my fellow developers, I think it turned out quite averagely.
Just finished this build. The goal was to use as little parts and unions as possible and still try to do it justice as it’s a beautiful building.
I made some module scripts that tweens (or animates) buttons.
I personally don’t like scripting these type of things because it gets boring, and they seem useless, but the result turned out better than I expected it to.
My jaw dropped seeing this. Such an impressive build that looks just like the reference. Brilliant job
Hello guys, I am working on an rpg game. Here are some systems that I’ve finished. Currently, I am working on skills for the character class. This is my very first dev log video. https://www.youtube.com/shorts/wgCxL93M2ME
I’m a little late to this, but who cares lol. This year, I shifted away from my Capture The Flag game and am now working on an avatar game with @C0PE2DAY called “Avatar Central”! We plan on releasing it later this year, so stay tuned!
A highlight from my recent coding session:
You get no context.
is that a brave trait level description thing
bring back old days when i was kid Temple Rush
Close. It’s for difficulty settings.