I use the LineHandle things and its better than texturing since it works for all scales of parts but there is an issue of lights not effecting those. I also used a modified version of the “color changer outline substitute” a roblox admin made and posted in the removing outlines thread to get the changed colors like outlines had. Only change to that is making it so it doesnt effect hue, only brightness
Also I had to adjust the colors since that was too light to be outlines
Currently working on remaking an entire steam game called “Among the Sleep” inside of the Roblox Engine. Progress is going great so far, but if Roblox supported emissive maps it would make some textures look better!
It also has support for Norwegian and Russian voice acting!
I’d also recommend checking out the original game, as it’s very good and has an emotional ending.
Been working on a big plugin that should save me some time. So far I’ve created a custom command in the script editor that allows me to access what I’m calling CustomServices (They are just modules)
Currently when you look away from the script it translates to a Lua readable version, now I just need to translate it back to a simplistic version:
I hopefully should finish that part by tomorrow, and then I’ll probably release the demo of this plugin
Needing methods of level mechanics to traverse to certain distant parts of the stage quickly, so here is a fun little zipline that mimics a non-existant ‘sliding rope’ constraint.
It’s completely physics-based with a little scripting assistance to make it feel more satisfying. I’m using a handle that the player holds onto that is constrained to a CylinderConstraint (a rigid line that the joint slides along) and adjusting the relative height of the attachment the constraint is joined to so that it ‘follows’ the rope’s downwards curve rather than travel in a perfectly straight line towards the end target, going above the rope line.
In addition, a small spring connects the handle joint to the handlebar to give it more ‘bounce’, and depending on the CurrentLength of the spring, length is temporarily added to the main zipline rope to make the rope visibly bounce under your character’s weight.
Working on a little competitor tool for MrChickenRocket’s VisTools SDK called Luatri. It’s free and open source. Not much else can be said about it right now because I’d hate to promise and not deliver.
Currently working on the prototype of a completely unique fighting game. It has more complex mechanics and already known ones like blocking work different here. I’ll upload some content on devforum and youtube when the prototype is finished
Forgotten if I already posted anything about it here, but I’m working on my own on a Cyan Worlds-style puzzle game which I haven’t properly decided a name for yet
The monorail track uses a B-Spline and and EditableMesh and the camera grain uses an EditableImage, also there lots of post processing effects and other stuff
edit: welp, that’s the quickest like I’ve had on any of my posts I think XD
Ooohhh very nice! One thing I should say is that it’s more of an ‘opening cutscene’ than a loading screen as you can see everything loading in plain sight before it actually starts, and making an actual 3D loading screen would probably be very difficult. In terms of the screen itself, The animations both on the player and the UI are very good, and the music fits very nicely!