What are you working on currently? (2024)

It must be a glitch, Glitches are meant to be patched


@kernelvox, wake up! @VSCPlays has renovated your store!



and here is the old store:


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”

  • It’s better.
  • Upgrade or not, Improvements are required
  • This is a downgrade, bring the original one back

0 voters

2 Likes

Yesterday, my group and I released a Survival-Based disaster role-playing game. We call it “Ultimate Chaos the Game,” or UCG. I had a lot of fun creating it despite the many issues I encountered…

I made a post about it aswl, if you want to check it out: Ultimate Chaos the Game | Early Beta - Help and Feedback / Creations Feedback - Developer Forum | Roblox

3 Likes

Tis a funny little game, with a mishmash of many references that most of robloxs playerbase won’t get :skull:

2 Likes

Hi guys,

I’m working on a custom Animate script, allowing creators to easily set default and custom animations!
Here’s the script if anyone is interested (prolly not lol)

--[[

	#  Custom animation script for Roblox  #
	
	Using this script, you can easily control the player's animations.
	You can set all the default animations using this script, but also overwrite
	them using the bindable.
	
	It's also possible to make the character perform an animation using the bindable,
	with the possibility of locking, or forcing it. Can be controlled from only the client.
	
	If you place the bindable anywhere other than it's default location, you will
	need to reset the correct path in this script.
	
	Futher documentation concerning handling player animations can be found in
	the Readme script. Documentation of the Animate script itself can be found
	throughout the script itself.
	
]]--

--  # Settings #
-- Path to the bindable
local bindable = game:GetService("ReplicatedStorage"):WaitForChild("GetAnimate")
-- Transition time for changing animations
local transitionTime = 0.1
-- Speed thresholds
local idleThreshold = 0.1
local runningThreshold = 0.7
-- The number to divide run speed with for normalized animation values
local normalizeFactor = 16
-- Fallback animation
local fallbackAnimation = "idle"
-- Speed to set custom animations to (if not specified through the module or remote)
local customSpeed = 1
-- Allow players to use their own default animations
local allowCustomAnimations = true



-- The animations for the player
local animations = {
	-- Default animations, only change Asset ID's here
	idle = "http://www.roblox.com/asset/?id=507766388",
	walk = "http://www.roblox.com/asset/?id=507777826",
	run = "http://www.roblox.com/asset/?id=507767714",
	jump = "http://www.roblox.com/asset/?id=507765000",
	swimIdle = "http://www.roblox.com/asset/?id=507785072",
	swim = "http://www.roblox.com/asset/?id=507784897",
	fall = "http://www.roblox.com/asset/?id=507767968",
	sit = "http://www.roblox.com/asset/?id=2506281703",
	climb = "http://www.roblox.com/asset/?id=507765644",
	
	-- # You can add more custom animations here #
	
}

-- Get some stuff from the player
local chr = script.Parent
local hmd = chr:WaitForChild("Humanoid")
local animator = hmd:WaitForChild("Animator")
local plr = game:GetService("Players").LocalPlayer

-- Get potentially stored animation data
local http = game:GetService("HttpService")
local data = plr:GetAttribute("AnimateData")

-- Decode and load animate data, if exists
if data then
	data = http:JSONDecode(data)
	animations = data.animations
end

-- Function to make an animation usable
local loadedAnimations = { }
local function loadAnimation(index, id)
	local animation = Instance.new("Animation")
	animation.AnimationId = id
	animation = animator:LoadAnimation(animation)
	animation.Priority = Enum.AnimationPriority.Core
	loadedAnimations[index] = animation
end

local coreAnimationNames = {
	"climb",
	"idle",
	"walk",
	"jump",
	"swim",
	"fall",
	"run",
	-- Add these two for safety checks later on
	"unknown",
	"disabled"
}

-- Set the custom animations, if allowed
if allowCustomAnimations then
	for _, child in pairs(script:GetChildren()) do
		if table.find(coreAnimationNames, child.Name) then
			local anims = child:GetChildren()

			if anims[1]:IsA("Animation") then
				animations[child.Name] = anims[1].AnimationId
			end
		end
	end
end

-- Prepare initial animations
for index, id in pairs(animations) do
	loadAnimation(index, id)
end

-- Table that contains some state data
local state = {
	animation = nil,
	curr = "ground",
	last = "idle",
	locked = false,
	speed = 1
}

-- Set default movement animations
local function setDefaultAnimation()
	if not state.locked and state.curr ~= "disabled" then
		-- Decide the name of the animation that should be played
		local nextAnimation
		if state.curr == "ground" then
			if state.speed < idleThreshold then
				nextAnimation = "idle"
			elseif state.speed > runningThreshold then
				nextAnimation = "run"
			else
				nextAnimation = "walk"
			end
		elseif state.curr == "water" then
			if state.speed < idleThreshold then
				nextAnimation = "swimIdle"
			else
				nextAnimation = "swim"
			end
		else
			-- Either matches with the current state, or doesn't work and returns nil
			nextAnimation = loadedAnimations[state.curr]
		end
		
		-- Don't update if it's the same animation
		if nextAnimation ~= state.last then
			if state.animation then
				state.animation:Stop(transitionTime)
			end
			
			state.last = nextAnimation
			state.animation = nextAnimation and loadedAnimations[nextAnimation] or loadedAnimations[fallbackAnimation]
			state.animation:Play(transitionTime)
		end
	end
end

setDefaultAnimation()

-- Call to update the animation speed
local function updateSpeed(speed, dontSetAnimation)
	-- Set speed to 16 (default value) when it shouldn't be influenced, or return when no changes are necessary
	if speed == nil then
		if state.curr == "air" or state.curr == "sit" or state.curr == "unknown" then
			speed = 1
		else
			speed = state.speed
		end
	else
		speed /= normalizeFactor
	end
	
	state.speed = speed
	
	if state.animation and not state.locked then
		state.animation:AdjustSpeed(speed)
	end
	
	if not dontSetAnimation then
		setDefaultAnimation()
	end
end

-- Function callable through module to flexibly use custom animations
local function setCustomAnimation(animationName, looped, loops, locked, forced)
	local animation = loadedAnimations[animationName]

	if animation then
		if forced or not state.locked then
			state.locked = locked

			if state.animation then
				state.animation:Stop(transitionTime)
			end
			
			updateSpeed(customSpeed, true)

			state.last = animationName
			state.animation = animation
			state.animation:Play(transitionTime)

			if locked or not looped then
				
				if loops >= 0 then
					-- Stop the loop after the specified amount of loops
					while loops > 0 do
						loops -= 1
						state.animation.DidLoop:Wait()
					end
					
					state.animation:Stop(transitionTime)
					state.locked = false

					updateSpeed(nil)
				else
					-- Disable lock to make sure it won't be looped forever
					print("Nuh uh locked")
					state.locked = false
				end
			end
		end
	else
		warn("Animation '" .. animationName .. "' was not found!")
		print(animations)
	end
end

-- Table for storing functions to send to scripts, make shared using __index to save data
local customFunctions = {}

-- Function to add animations not initially specified in the script
function customFunctions:Add(animationName, animationId)
	if not table.find(coreAnimationNames, animationName) then
		-- Format ID in case it's send as a number
		if type(animationId) == "number" then
			animationId = "http://www.roblox.com/asset/?id=" .. tostring(animationId)
		end
		
		animations[animationName] = animationId
		loadAnimation(animationName, animationId)
	else
		warn("Cannot overwrite core animation!")
	end
end

-- Store commands to fire frequently used animations more conveniently
local storedCommands = data and data.storage or { }
function customFunctions:Store(commandName, storeAcrossReset, animationName, looped, loops, locked, forced)
	storedCommands[commandName] = {storeAcrossReset, animationName, looped, loops, locked, forced}
	
	-- Decide whether to store the returned function for use after the player has died.
	if storeAcrossReset then
		_G.AnimateFunctions[commandName] = function()
			setCustomAnimation(animationName, looped, loops, locked, forced)
		end
		
		return function()
			_G.AnimateFunctions[commandName]()
		end
	else
		return function()
			setCustomAnimation(animationName, looped, loops, locked, forced)
		end
	end
end

-- Function to execute stored commands, alternative for using the returned function from :Store()
function customFunctions:Load(commandName)
	local command = storedCommands[commandName]

	if command then
		setCustomAnimation(command[2], command[3], command[4], command[5], command[6])
	else
		warn("Command '" .. commandName .. "' not found!")
	end
end

-- Resume the functions preserved for work after reset
if not _G.AnimateFunctions then
	_G.AnimateFunctions = {}
else
	for commandName, _ in pairs(_G.AnimateFunctions) do
		_G.AnimateFunctions[commandName] = function()
			local command = storedCommands[commandName]

			if command then
				setCustomAnimation(command[2], command[3], command[4], command[5], command[6])
			else
				warn("Command '" .. commandName .. "' not found!")
			end
		end
	end
end

-- Function to play an animation that isn't stored
function customFunctions:Play(...)
	setCustomAnimation(...)
end

-- Update the functions to that of the current Animate script, and set status to active
customFunctions.Active = true
_G.AnimateCustom = customFunctions

-- Build the functions that will point towards the updated functions
local pointerFunctions = {}

function pointerFunctions:Add(...)
	_G.AnimateCustom:Add(...)
end

function pointerFunctions:Store(...)
	-- Has a return to return the function built by :Store()
	return _G.AnimateCustom:Store(...)
end

function pointerFunctions:Load(...)
	_G.AnimateCustom:Load(...)
end

function pointerFunctions.IsActive()
	return _G.AnimateCustom.Active
end

-- Return table containing functions to calling script
bindable.OnInvoke = function()
	return pointerFunctions
end

-- Send custom functions to already connected scripts for continuous use
bindable:Invoke(customFunctions)

-- States and their simplified version to make checking the current state easier
local simplifiedStates = {
	[Enum.HumanoidStateType.Running] = "ground",
	[Enum.HumanoidStateType.Landed] = "ground",
	[Enum.HumanoidStateType.PlatformStanding] = "ground",
	[Enum.HumanoidStateType.Jumping] = "fall",
	[Enum.HumanoidStateType.Freefall] = "fall",
	[Enum.HumanoidStateType.Swimming] = "water",
	[Enum.HumanoidStateType.Climbing] = "climb",
	[Enum.HumanoidStateType.Seated] = "sit",
	[Enum.HumanoidStateType.Dead] = "disabled",
	[Enum.HumanoidStateType.Ragdoll] = "disabled",
	[Enum.HumanoidStateType.GettingUp] = "disabled",
	[Enum.HumanoidStateType.FallingDown] = "disabled"
}

-- Check default state changes
hmd.StateChanged:Connect(function(old, new)
	local hasJumped = new == Enum.HumanoidStateType.Jumping
	old = simplifiedStates[old] or "unknown"
	new = simplifiedStates[new] or "unknown"

	-- Only update the state if it has changed
	if old ~= new then
		state.curr = new
		
		updateSpeed(nil, hasJumped)
		
		if hasJumped then
			-- Use ustom animations for jumping, it's more compatible
			setCustomAnimation("jump", false, 1)
			setCustomAnimation("fall", true, -1)
		end
	end
end)

-- Update animation speed when player speed changes
hmd.Running:Connect(updateSpeed)

-- Store animation data of the script, to sync across character resets
hmd.Died:Connect(function()
	-- Only store the synced commands, the others shouldn't be stored
	local syncedCommands = { }
	for name, list in pairs(storedCommands) do
		if list[1] then
			syncedCommands[name] = list
		end
	end
	
	-- Build data to save and store it to the player
	local data = {animations = animations, storage = syncedCommands}
	plr:SetAttribute("AnimateData", http:JSONEncode(data))
	
	-- Set status to inactive
	_G.AnimateCustom.Active = false
end)


3 Likes

Been modeling some weapons for a FPS game. I wanted it low-poly at first but it turned into a mix between high detail and low detail. Gonna texture them once I finish the whole set.
M24


RPG-7

M500

8 Likes

How did you do a smear frame in Roblox? I might want to use that…!

I apologize in advance for the most disorganized tutorial ever, that of which you are about to read…


The smear frames are 3 separate unions, one is a full circle, the other is a half circle, and the third is a quarter circle. You could probably model smear frames in blender if you want a more precise shape, but I did it with unions.

Then I welded them to the handle of the bat, and set the transparency to 0.

And then I used animation events to show/hide them

I used moon animator 2 to animate this, but you can do it with the regular animation editor too. I recommend reading both sections, because there are some things I only explain in the Moon section.

I will show you how to do it with both.
(Fair warning, you can’t preview the smear frames in the animation timeline, you can only see it in game, so there may be a fair bit of fiddling.)

In Moon animator, open your animation.
For this demonstration I will be showing the charge animation

Once you have your animation open, create an event marker
by selecting “Events” in the object hierarchy, and pressing the + button
to add a keyframe at the playhead.
image

Then edit the keyframe and add an animation event by double clicking the keyframe and clicking
vertical bar with the two lines, which will add an item to the table
image

The first entry is the name of your animation event, and the second is a parameter you can pass through when a function is connected to it

I have one event for each smear frame size because the parameter that is passed through is always a string. If you want to streamline this process you should probably have multiple values in the parameter slot like: “smearFrameSize, opacity” and split it with string.split() to split it by the comma.

In the parameter slot, I set it up so that 1 = just the Case smear is visible, 2 = the Case and Handle smear is visible, and 0 means neither is visible.

anyway input your value, press ok, save your animation to Roblox.

But what if you didn’t get Moon Animator 2 for free and only discovered it a week ago (Or you just don’t animate often enough to want to purchase it)

Well here comes the Animation Editor tutorial…

First open the Animation Editor in the avatar section

Then open your animation

In the regular Animation Editor, the Animation events track may be hidden at first
all you need to do to be able to see it is right click anywhere and click add event marker
image

To edit the event, double click the new marker in the Animation Events track

From here it’s mostly the same, create your event, name it, set the parameter. Then you can save your animation.

And now that you have all that set up you can start scripting! Here is my script:

local AnimationEvent = require(script.Parent)

local smearFrames = script.Parent.Parent.SmearFrame

-- smear frames
for i, animTrack: AnimationTrack in pairs(AnimationEvent) do
	if animTrack:IsA("AnimationTrack") then
		animTrack:GetMarkerReachedSignal("QuarterCircle"):Connect(function(param)
			if param == "0" then
				smearFrames.QuarterCircle.Case.Transparency = 1
				smearFrames.QuarterCircle.Handle.Transparency = 1
			elseif param == "1" then
				smearFrames.QuarterCircle.Case.Transparency = 0
			elseif param == "2" then
				smearFrames.QuarterCircle.Case.Transparency = 0
				smearFrames.QuarterCircle.Handle.Transparency = 0
			end
		end)
		
		animTrack:GetMarkerReachedSignal("HalfCircle"):Connect(function(param)
			if param == "0" then
				smearFrames.HalfCircle.Case.Transparency = 1
				smearFrames.HalfCircle.Handle.Transparency = 1
			elseif param == "1" then
				smearFrames.HalfCircle.Case.Transparency = 0
			elseif param == "2" then
				smearFrames.HalfCircle.Case.Transparency = 0
				smearFrames.HalfCircle.Handle.Transparency = 0
			end
		end)
		
		animTrack:GetMarkerReachedSignal("FullCircle"):Connect(function(param)
			if param == "0" then
				smearFrames.FullCircle.Case.Transparency = 1
				smearFrames.FullCircle.Handle.Transparency = 1
			elseif param == "1" then
				smearFrames.FullCircle.Case.Transparency = 0
			elseif param == "2" then
				smearFrames.FullCircle.Case.Transparency = 0
				smearFrames.FullCircle.Handle.Transparency = 0
			end
		end)
	end
end

then make a script that plays your animation to see it ingame.

If you have any questions be sure to let me know!

And that concludes the most disorganized tutorial ever. Thanks for your time :]

6 Likes

Thank you! I’m working on an action-based horror game and this will come in handy :slight_smile: !

1 Like

1 Like

Here is the full result if you wanted to see btw

12 Likes


ZOMBOT LOCO-MOTIVE made on blender 2.74.

2 Likes

I’m trying to make new animations

6 Likes

I love seeing the progress each year, great job everyone!

awesome dude, how did you make it?

I feel like I’m not working on games.
Any chances there will be match-3 puzzle games on Roblox?

Working on my first cartoony project :slight_smile:





19 Likes

I’m just working in a project called Insanity Isolation, i don’t like it to consider it like a horror game, it’s more like a suspense game where you need to discuss with other players to sacrifice for the rest of the team

well this isn’t the only project but it’s one of the most advanced projects

The project is still W.I.P. and theres no way to win

This is the game link if you want to test it:

Some images of the game:








3 Likes

What do you think of the Russian Taco restaurant?

The Final Product

image

Second Concept

Ignore the Crazy Brix restarant

First Concept

I wouldn’t bother adding some furniture so it doesn’t consume too much space and I want some space while keeping the builds, Ignore the dummy because I just placed it here. I originally asked for feedback to the russian community, but people didn’t seem to be happy with it, and I made it more based on the England flag :england: since @Russian_TacoX is actually “british” and not russian, and he said that he “lives in london” and I didn’t believe him since his username has “Russian”, and I thought he is Russian, and I won’t add furniture because I want some free space and the game will be a fighting game, and I do not feel like making the build too complicated, and I made this mainly using parts as I don’t feel like overusing meshes, and It would be double-floored like Din Tai Fung [鼎泰豐 in Chinese, had to use google translate since Microsoft’s input method for traditional chinese is broken] at The Galleria Al-Maryah Island

  • it have grown better!
  • this build is getting more required improvements
  • the build is getting better, but at the same time, it needs improvements.
  • nah you are corrupting the build. bring the first one back

0 voters

1 Like

Did someone say Din Tai Fung? oh wait, I did.

Xiu Tu Hong 秀圖紅

reference:

Din Tai Fung 鼎泰豐

DISCLAIMER: THE IMAGES ARE FROM GOOGLE MAPS AND ARE NOT MINE’S

I have built it based on Din Tai Fung in The Galleria Al-Maryah Island, and I want to direct people to the developer forums since I have no other contact methods, but I am worried about getting moderated for “Directing Users Off-Site”, and I made a topic about that and I have worked on other builds that I would list when I make another post.

  • this looks cool
  • this needs improvements

0 voters

also if you say “this needs improvements” without replying or private messaging me then you have no reason to choose “this needs improvements”

1 Like

Roblox Game on phone📱

6 Likes