What are you working on currently?

Part 2 out

Also




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Tokyo map I created for Airsoft Battles!

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Part 3

Also, qe’re actually going retro now.



also LOL, i miss egg hunts so bad :sob:

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Decided to work on something a bit simpler to help pad the ol’ portfolio a bit.

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I’m developing Squid Runners (competitive runner which will receive LiveOps support), and I want to build the right partnerships early. I would love your insights and feedback on how to achieve success with this project, here are my questions about growth listed in my post!


Here is what the core mechanics are looking like so far

I have listed my goals for what to develop next in this project here!

Happy developing everyone!

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hey again everyone, I made another environment for my portfolio. I think it’s a better improvement over the last environment I posted >:D




thanks for viewing!

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Wow this is amazing! Keep up the good work!

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This looks really good. Now don’t do what front lines did (do a bunch of scummy things).

considering bro is insulting people for not making triple A quality UI designs it might be too late :sob:

Anyhow Im currently working on a custom state handler, cause managing the player and their animations and inputs is so tedious lol

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Sounds like something EA or Ubisoft would say…

Anyhow I’m working on a party fighting game with goofy mechanics.

I’m on topic so you can’t take me down :smiley:

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2000th post!

Arcade style karting game, very barebones at the moment…
Maybe I’ll post some pictures later.

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1 year of working on my game and getting things done for release :+1:

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A potential new horror game in the works :eyes:

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Stuff

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First-time poptart Noah posted a video longer than 3 seconds :fire:

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Hey there, i’m here again to show what i’ve been working on over the last 3 months.
If anyone here has seen the game “Beltmatic”, you’d know how the concept goes on this game.

– My game consists of a very modular placement system which I have to credit @Taveple for, i’d modified his placement system to my standards, adding a delete function and so on, but first be sure to check that placement system out, it’s amazing.
Anyways, you place your belts from an extractor (RED) to feed the level of number into the main hub (BLUE). When you reach the needed amount within the main hub, the next level is unlocked, usually an increment of 1 up from the previous, this way then you can use your adder, subtracter, multiplier and splitters and mergers to form the new number. Sometimes it’s easy, like 2 (1 + 1), or 59.

I’ve been on and off while building this game, it’s been a huge struggle, with me giving up so many times on the serialization of objects to save and load them. The game is optimized for mobile, pc and hopefully console to come. (I may release a DEMO soon, no specific date).
I think my main motivation for this is the actually though of playing such a prestigous game on Roblox.

Anyways;
-What’s to come?

Multiplayer - Having a central lobby where user’s can share and upload their factories (user’s can visit and be able to see their factory in action), the users that enter cannot edit the factory until they are given edit permissions via the owner. Same goes for going someone’s factory as a contributor, you must have edit permissions.

Drag placing - Right now you have the option to place one object and then choose another, or keep placing the main object you’re currently placing, this way you don’t have to constantly press the object’s button or the keybind. I plan on implementing an option for belts which just like beltmatic you can drag your cursor across the grid and create belts as far as you’d like (snapped to the grid).

Grid customisation - At the moment the grid can only be locked on 1 or 2, which doesn’t seem very free to move, but it is VERY reliable, when we reach any higher than 2 we have to ensure that models can all be central while snapping to the grid, but I plan on eventually making every model compatible with each and every grid no matter the snap, aswell as adaptive grid texture changes, so when the grid is changed the visual grid is also changed (easy said than done).

That’s all for now, I wish you all the best on your creations and hope some of you give me your feedback, and I know this is alot to read, thank you if you read it all. I really appreciate it; :pray:

Make sure to check out my new releases or other games im working on.
Thank you!!! :wave: :heart:

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A realtime raytracer

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Why does yours run at such a high FPS while others run at a lower FPS?