The logo now uses the Hebrew letter Koph ק, It now has Welcome and Қош Келдіңіз [that is brought from Google Translate, so if the translation is incorrect, please tell me], This also involves roblox’s default parts mainly for the windows and doors [no unions are involved], but it mainly uses meshes, It is based on Earth Supermarket in Mohammed bin Zayed City, Originally I would add textures, but I would now split parts of the mesh for texturing purposes
It’s better than how it originally was
Upgrade or not, It still needs improvements regardless
This is worse than how it was, please bring back the old one
I restarted the pathfinding system, it had a few bugs, And here is the result of a few paths.
It can now generate ehhh maybe 10-25 paths per second, BUT, I can compute them at the same time which should increase efficiency.
trying to make an adventure game, kind of like an escape room thing, haven’t gotten very far cause i cant script or model. . . this is what i have so far
You’ve tried both and it’s too difficult? If you can’t script, I recommend at least attempting building/modeling a few times before giving up, and vice versa.
I think learning both is best, tho Modeling is SO MUCH easier for me. I’m still struggling with the basics of Javascribt, I haven’t even started with Lua
Discovered a strange behaviour of the new PhysicsControllers that allows you to travel through walls, but stand on surfaces like a ghost:
I wanted to add a custom character collider to fix tiny UGC avatars from not being able to walk up stairs, so I began by disabling all character part collisions. You would have thought that by turning collision off for the whole character, you’d just fall through the floor, but it seems like the engine still checks if there are colliders underneath you so it prevents you from falling under.
You could use this gimmick for a cool game where you could turn into a ghost or something and walk through walls, I’d be weary incase Roblox updates the engine in future and this ‘hack’ no longer works!
Working on procedural asteroid generation, specifically placing ore deposits with varying frequency. This solution currently uses raycasting to detect positions on the asteroid surface for placement of ores. Next I have to implement the mining
It is based on Collection Of Style in Yas Mall because I liked it better than the Collection of Style in The Galleria, anyways the Collection of Style stores is like a maze, and the original propz store is too empty, but it’s more detailed, I originally did it by one mesh and texture, but now I seperate some parts for Roblox’s Materials to be used with it, and I now involve Roblox’s Parts [not just meshes], and I was facing an issue, and I was about to make an bug report about it, but it fixed itself, anyways I might PM you if you say “This is a downgrade” or “Improvements are required”