Did you use TweenService to make these effects? It looks insanely good honestly
I used interpolation and TweenService:GetValue()
. So all of this is inside a RenderStepped
callback.
Sick autocomplete! You can see I really like autocomplete.
taunt (and music) i made for the game i’m working on hopefully i can find some playtesters to help get things off the ground
Looks great so far! Is this server-sided? Also, the only thing I would change is to make the arms/legs thinner because when they’re that wide, it makes it hard to see anything.
(My arm model for example)
I love everything about that…
(Limit)
lol THANKS i really appreciate it!!
Thank you!
The arms are 2/3rd of the size of a humanoid’s width as humanoids are really blocky and not the best at visualizing first person, as for your reason. I’m basically working on an engine that gives native support for VR (maybeee full body, probably not), XBox, PC, and Mobile users (Including gyroscope aim assist). So far almost everything is implemented, 24K lines of code later (2 years of development just for what you are visually seeing). All I need to do is create sound stystem management, server-sided replication (not too difficult as all I do is replicate the C0 and C1 of the arm/leg model of the avatar to the character server-sided).
Here’s what it would look like in XBox/PC Users
Hello guys,
This is a battle pass system and a skill point system that I’ve build in Roblox studio. Basically, in total there are 9 tiers. There are two tracks. A free track and a premium track. Each tier will have a reward for you. You will need to upgrade your battle pass to unlock the premium track. The premium track will have more rewards for you to claim than the free track.
Skill point system
You can upgrade any stats you like but it requires skill points to upgrade. To earn skill points, you will need to unlock some battle pass tiers.
Just wondering, how do you replicate it? I’ve tried using RemoteEvents and RemoteFunctions but neither has worked for me. (The video I linked was client sided)
Alright, I got my basic pathfinding system set up that can generate 50 or so paths a second. Another question, how far apart should the nodes be? (When the pathfinding NPC can see the target, pathfinding won’t be needed.) Keep the votes comin’, 6 votes in 23 hours is pretty lame.
- 1 stud apart
- I’ll say 2 studs apart.
- 4 studs.
- 6 (about the height of an NPC)
- Even higher.
0 voters
Working on a sorta victorian gothic antique kind of horror game. Scriptings been going great but buildings always slow
I’ve been working on a fighting game called Revolture’s Trigger: Collider’s Curse that aims to be a story-based 3D fighting game with a battlegrounds game mode (Which is to include Free For All, Team Deathmatch and some others) that’s similar in combat and style to games like Black Magic 2 & The Strongest Battlegrounds.
Only recently I’ve announced the completion of the game’s first class, Brawler.
There are several other classes that we intend to add including references to popular internet things like a Murder Drones-inspired class, a Yakuza-inspired class, and a Venom-inspired class.
I also want to try to make completely original classes so that the game isn’t entirely references to other parts of pop culture.
I’ve been looking for people to help get the game out there - The game’s been in development for 2 years now and has gone under several frameworks and underlying mechanic changes and revamps, only just released to the public early this year.
I hope someone gets fun out of what I make, the community I have right now is not that active and the project is done by me alongside a long-time friend of mine. alongside a couple of contributors.
Here’s a gameplay preview that I made sometime in September of last year: https://www.youtube.com/watch?v=Srl4vu_cGEw
The game’s updated a lot from this first initial gameplay preview - So I do advise checking out the game at the top of the post.
That ui goes crazy, I like what you did with the roblox menu icon button. I might try this form of design
Decided to revisit my true surface reflections raytracer, and apply a height map to create wet puddles with reflections
I’ve been working on a game where its bomb defusal like CS:GO, but instead you throw chairs at people. Instead of a full complete copy and just replacing guns, I tweaked some things to make the system balanced as well.
Still a work in progress. I hope to make the game look nicer in the future as well, the map that is being showcased is Cache, with no detail…yet.
Having fun designing a retro-esque chat system (it uses classic name colours from pre-2015)
I’m working on my own Sonic game. Development is turning out pretty bad, but at least I’m sort of acing the models. (SORT OF.)
I haven’t been developing the game much lately, so this was just for participation.
two things currently:
- biggest and more realistic (I guess) ski resort on roblox, I’ve made a trailer:
https://www.youtube.com/watch?v=GPodcTHmLuk
2.triangle terrain editor plugin (because the best one is painful in terms of time)
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