Are those leaves the default brush in Krita?
I completed a rewrite of an older pathfinding system I made, adopting it to use flowfields.
Intended to be a quality of life feature in an RTS I am developing.
I’m not sure what you’re talking about, I made the leaves and the textures for them myself. The texture is pretty much just ovals randomly arranged on a 1152x1152 canvas
Was going for more of a Sols RNG based look, I suppose it could also look a bit like classic 2014-ish Roblox.
This is soooo amazing tabby!
Any tips on learning cutscenes? Are they handeled with Camera tweening? (I have no clue)
A small win for me: I’ve been learning scripting the past year and was able to quickly figure out some Gamepass tool givers. I don’t usually put stuff like this in my games, but I figure everyone does it so thought i’d try, glad I ran into zero hiccups.
Also omg InsertService is amazing
Working on something new
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I’ve been working on my first released game, an obby. I know, kind of crappy, but I wanted something simple, and I thought I could bring value to the genre.
https://www.roblox.com/games/18620596846/100-Stage-Mega-Fun-Obby
It’s fine bro, everyone starts somewhere.
You should’ve seen my first games they were GARBAGE compared to what I’m doing now.
This gravity simulator (2 planets colliding)
update: abandoned for a decent cause
Working on a modern “BeachHouse” map for a game im working on.
(forgot to turn off view selector before taking pics : P.
I abandoned my co-op extraction shooter game (like Killing Floor 2 and Contact A-888) that I had worked for over a year on after a pretty nasty downturn in my personal life, but I eventually moved on and started working on a melee-slasher project about a month ago; been going pretty good.
Almost exclusively inspired by melee games that came before, i.e. Mordhau, Chivalry, and also some roblox games too such as Bulwark and UMG.
It’s meant to be a difficult to master type of game, leaning towards favoring a competitive player-base.
I made a basic combat overview for it:
Actually, I’m actually working on a GIF decoder at the moment. It’s still in the works and I still run into a couple of issues with the decoder itself but it works for some of the GIFs I tested.
A voxel project. Was able to implement greedy meshing and occlusion culling for hidden parts. Terrain gen also utilise 3D noise, although I plan to tone it down. Still trying to squeeze as much performance as possible from the engine (especially world gen and chunk loading) so that the game’s run smoothly before I add more complex features like biomes, caves, structures, mobs, etc.
(ignore the missing block below the tree, this screenshot was taken on an older version)
Here’s what my terrain gen looked like when I was trying out 3D noise:
#voxel