I know this topic’s about what developers are creating now, but I did a couple things for the last two days so let’s show that!
Place Titles
I like how Royale High displays a pretty image of certain realms’ names after they finish loading, so I knew I had to add that to my experience too! Now, players will see “The Test Map” after the 3D world fades in before them, which looks like this:
Today, I wanted to surprise my teammate, so I made another place image for his baseplate, including things he likes, the color light pink, a heart, and sparkles (which tend to be spelled as “sparkols”). I put way more effort into this one, which is sort of sad since only us developers would ever see this if I didn’t share it here:
Peacewater’s Streets
Project Magical Mary (PMM) is pretty disappointing, especially if you’re a viewer or one of the few players who can check it out personally. This is supposed to be a city RP game with families and magic, but the city (named Peacewater) still isn’t in the game after almost two years!
I’ll inevitably continue to procrastinate and take ages to finish this city, but I made a “city block” today, which will be easy to copy and paste as needed, which was the same thing I did when I was making the third level in the GZDoom Magical Mary game, fittingly enough.
The cross-road walkway designs were based on their appearance in that GZDoom game, though the “walking person” looks better in PMM.
I know, the Roblox screenshot looks pretty empty compared to GZDoom, but I’ll add the missing decorations soon, starting with the lampposts. Obviously, Roblox’s engine can render more polygons without lagging compared to that enhanced 90’s game engine, so I’m giving it a new design, which tries to at least vaguely resemble the original level geometry-based light.
Almost Perfect Drinking Pose?
I never asked around on the DevForum about this, mainly because I was worried that no one would have a solution or understand how to calculate the difference between two CFrames (to offset the player’s hand away from their mouth for IKControl’s offset property), but I was watching one of ByteBlox’s videos about the AlignPosition instance last night and it hit me…
Could this be the solution? What if I made the cup float using AlignPosition and AlignOrientation instances, levitating the cup by its straw over to the player’s mouth position attachment? I could also use IKControls to give the illusion that the character’s holding it…
I tried it out, and my experiment was a success! Check this out:
My method has its pros and cons.
Pros
- The straw has consistent alignment with the character’s mouth, no matter their animation or posing!
- Each cup may adapt to their different straw shapes (bendy, crazy, and regular) and the different angles that the cups should be held at while their straws are in use. (All I have to do is rotate the straw’s tip attachment!)
Cons
- While an adult character appears to hold the cup, younger ages have smaller hands, which don’t match the invisible ones attached to the cup itself. This could be fixed by using multiple sets of hands or manually aligning four sets of attachments, one for each age/size.
- Interactions will look awkward or robotic, since those instances are just moving one attachment to another at a somewhat linear speed. Also, drink animations will look static, since both arms can’t be moved while they’re controlled by IK.
- Yes!
- Yeah, but it’s limiting…
- Nope.
0 voters
Uh… Does anyone know how to get the difference between two CFrames? DM…?