[quote] Vorlias, doesn’t the UI in the bottom left corner overlap with the mouse ShiftLock button if a player has it enabled? [/quote]Shift-lock doesn’t work in my game anyway, custom camera.
Plus I have it disabled.
[quote] Vorlias, doesn’t the UI in the bottom left corner overlap with the mouse ShiftLock button if a player has it enabled? [/quote]Shift-lock doesn’t work in my game anyway, custom camera.
Plus I have it disabled.
[quote] Vorlias, doesn’t the UI in the bottom left corner overlap with the mouse ShiftLock button if a player has it enabled? [/quote]Shift-lock doesn’t work in my game anyway, custom camera.
Plus I have it disabled. :)[/quote]
Can you actually the disable shift-lock setting for all players?
I tried to that once but nothing seemed to work.
[quote] [quote=“QuintinityZero” post=177305]Vorlias, doesn’t the UI in the bottom left corner overlap with the mouse ShiftLock button if a player has it enabled? [/quote]Shift-lock doesn’t work in my game anyway, custom camera.
Plus I have it disabled. :)[/quote]
Can you actually the disable shift-lock setting for all players?
I tried to that once but nothing seemed to work.[/quote]StarterPlayer.EnableMouseLockOption
Thanks! I somehow missed that.
Working on a UI for my project with Tempus Studios
Still needs some improvements, just don’t know what to do with it.
[quote]
Spare adds the score of the next frame+10 to be the score of that current frame, strike adds the score of the next 2 frames + 10 to be the score of that frame.
So if the first 3 frames looked like this:
[table]
[tr]
[td]Frame[/td]
[td]Score[/td]
[/tr]
[tr]
[td]1st[/td]
[td]8 | / (Spare)[/td]
[/tr]
[tr]
[td]2nd[/td]
[td]8 | 0[/td]
[/tr]
[tr]
[td]3rd[/td]
[td]6 | 1[/td]
[/tr]
[/table]
Then for the spare, for the score of that frame you will add 10 to the 8 that was rolled then for the next frame you add the 8 that is rolled to the score of the previous frame:
[table]
[tr]
[td]Frame[/td]
[td]Score[/td]
[td]Total[/td]
[/tr]
[tr]
[td]1st[/td]
[td]8 | / (Spare)[/td]
[td]18[/td]
[/tr]
[tr]
[td]2nd[/td]
[td]8 | 0[/td]
[td]26[/td]
[/tr]
[tr]
[td]3rd[/td]
[td]6 | 1[/td]
[td]33[/td]
[/tr]
[/table]
If it was a strike you add the next 2 frames so it would look like this:
[table]
[tr]
[td]Frame[/td]
[td]Score[/td]
[td]Total[/td]
[/tr]
[tr]
[td]1st[/td]
[td]X | (Strike)[/td]
[td]25[/td]
[/tr]
[tr]
[td]2nd[/td]
[td]8 | 0[/td]
[td]33[/td]
[/tr]
[tr]
[td]3rd[/td]
[td]6 | 1[/td]
[td]40[/td]
[/tr]
[/table] [/quote]
It’s actually not frames, its balls thrown.
using the this example for a spare:
[table]
[tr]
[td]Frame[/td]
[td]Score[/td]
[/tr]
[tr]
[td]1st[/td]
[td]8 | / (Spare)[/td]
[/tr]
[tr]
[td]2nd[/td]
[td]5 | 3[/td]
[/tr]
[tr]
[td]3rd[/td]
[td]6 | 1[/td]
[/tr]
[/table]
would result in
[table]
[tr]
[td]Frame[/td]
[td]Score[/td]
[td]Total[/td]
[/tr]
[tr]
[td]1st[/td]
[td]8 | / (Spare)[/td]
[td]15[/td]
[/tr]
[tr]
[td]2nd[/td]
[td]5 | 3[/td]
[td]23[/td]
[/tr]
[tr]
[td]3rd[/td]
[td]6 | 1[/td]
[td]30[/td]
[/tr]
[/table]
using the same for a strike would result in
[table]
[tr]
[td]Frame[/td]
[td]Score[/td]
[td]Total[/td]
[/tr]
[tr]
[td]1st[/td]
[td]X | (Strike)[/td]
[td]18[/td]
[/tr]
[tr]
[td]2nd[/td]
[td]5 | 3[/td]
[td]26[/td]
[/tr]
[tr]
[td]3rd[/td]
[td]6 | 1[/td]
[td]33[/td]
[/tr]
[/table]
Now if the bowler bowls this
[table]
[tr]
[td]Frame[/td]
[td]Score[/td]
[/tr]
[tr]
[td]1st[/td]
[td]X | (Strike)[/td]
[/tr]
[tr]
[td]2nd[/td]
[td]X | (Stike)[/td]
[/tr]
[tr]
[td]3rd[/td]
[td]6 | 1[/td]
[/tr]
[/table]
it would result in
[table]
[tr]
[td]Frame[/td]
[td]Score[/td]
[td]Total[/td]
[/tr]
[tr]
[td]1st[/td]
[td]X | (Strike)[/td]
[td]26[/td]
[/tr]
[tr]
[td]2nd[/td]
[td]X | (Strike)[/td]
[td]43[/td]
[/tr]
[tr]
[td]3rd[/td]
[td]6 | 1[/td]
[td]50[/td]
[/tr]
[/table]
On Topic:
Currently working with a partner on a Racing game similar to F-Zero/Wipeout HD. Currently at the Point where we need to add in Match Making.
[quote]
Spare adds the score of the next frame+10 to be the score of that current frame, strike adds the score of the next 2 frames + 10 to be the score of that frame.
So if the first 3 frames looked like this:
[table]
[tr]
[td]Frame[/td]
[td]Score[/td]
[/tr]
[tr]
[td]1st[/td]
[td]8 | / (Spare)[/td]
[/tr]
[tr]
[td]2nd[/td]
[td]8 | 0[/td]
[/tr]
[tr]
[td]3rd[/td]
[td]6 | 1[/td]
[/tr]
[/table]
Then for the spare, for the score of that frame you will add 10 to the 8 that was rolled then for the next frame you add the 8 that is rolled to the score of the previous frame:
[table]
[tr]
[td]Frame[/td]
[td]Score[/td]
[td]Total[/td]
[/tr]
[tr]
[td]1st[/td]
[td]8 | / (Spare)[/td]
[td]18[/td]
[/tr]
[tr]
[td]2nd[/td]
[td]8 | 0[/td]
[td]26[/td]
[/tr]
[tr]
[td]3rd[/td]
[td]6 | 1[/td]
[td]33[/td]
[/tr]
[/table]
If it was a strike you add the next 2 frames so it would look like this:
[table]
[tr]
[td]Frame[/td]
[td]Score[/td]
[td]Total[/td]
[/tr]
[tr]
[td]1st[/td]
[td]X | (Strike)[/td]
[td]25[/td]
[/tr]
[tr]
[td]2nd[/td]
[td]8 | 0[/td]
[td]33[/td]
[/tr]
[tr]
[td]3rd[/td]
[td]6 | 1[/td]
[td]40[/td]
[/tr]
[/table] [/quote]
It’s actually not frames, its balls thrown.
using the this example for a spare:
[table]
[tr]
[td]Frame[/td]
[td]Score[/td]
[/tr]
[tr]
[td]1st[/td]
[td]8 | / (Spare)[/td]
[/tr]
[tr]
[td]2nd[/td]
[td]5 | 3[/td]
[/tr]
[tr]
[td]3rd[/td]
[td]6 | 1[/td]
[/tr]
[/table]
would result in
[table]
[tr]
[td]Frame[/td]
[td]Score[/td]
[td]Total[/td]
[/tr]
[tr]
[td]1st[/td]
[td]8 | / (Spare)[/td]
[td]15[/td]
[/tr]
[tr]
[td]2nd[/td]
[td]5 | 3[/td]
[td]23[/td]
[/tr]
[tr]
[td]3rd[/td]
[td]6 | 1[/td]
[td]30[/td]
[/tr]
[/table]
using the same for a strike would result in
[table]
[tr]
[td]Frame[/td]
[td]Score[/td]
[td]Total[/td]
[/tr]
[tr]
[td]1st[/td]
[td]X | (Strike)[/td]
[td]18[/td]
[/tr]
[tr]
[td]2nd[/td]
[td]5 | 3[/td]
[td]26[/td]
[/tr]
[tr]
[td]3rd[/td]
[td]6 | 1[/td]
[td]33[/td]
[/tr]
[/table]
Now if the bowler bowls this
[table]
[tr]
[td]Frame[/td]
[td]Score[/td]
[/tr]
[tr]
[td]1st[/td]
[td]X | (Strike)[/td]
[/tr]
[tr]
[td]2nd[/td]
[td]X | (Stike)[/td]
[/tr]
[tr]
[td]3rd[/td]
[td]6 | 1[/td]
[/tr]
[/table]
it would result in
[table]
[tr]
[td]Frame[/td]
[td]Score[/td]
[td]Total[/td]
[/tr]
[tr]
[td]1st[/td]
[td]X | (Strike)[/td]
[td]26[/td]
[/tr]
[tr]
[td]2nd[/td]
[td]X | (Strike)[/td]
[td]43[/td]
[/tr]
[tr]
[td]3rd[/td]
[td]6 | 1[/td]
[td]50[/td]
[/tr]
[/table]
On Topic:
Currently working with a partner on a Racing game similar to F-Zero/Wipeout HD. Currently at the Point where we need to add in Match Making.
[/quote]
Thank you for the correction, I had always thought it was by frame.
Well, about 9 months ago I made this thread: Documentation - Roblox Creator Hub
But then I never actually did anything with it. Until now. I’ve been experimenting with different configurations to see what works and what doesn’t, and how to make stable and well-functioning aircraft.
This one was kind of tricky. I found that the plane is most stable when the center of mass is right where the center of lift is - ideally just slightly below the center of lift. However, with Roblox forcing the mass of parts to their volume, the center of mass was extremely far back. So this plane ended up flipping a lot before I could get it to fly somewhat stable. It does work, and I can control it, but others have problems with it since it stalls very easily and still likes to tilt upwards (despite me adding tons of invisible parts to the front as weights).
It’s basically a jet plane strapped to your back. This also went through several iterations, because even though the center of mass and center of lift were nicely aligned, it kept doing front flips. The reason being that the engines, being attached behind the players’ back, generated so much torque that stability was impossible. Once I had moved them, lift won out and made me do backflips, so I had to add weights to the front/tip of the pack. That also helped it handle characters with heavier and lighter hats better.
Taking the knowledge I had gained in my previous experiments, I created a few useful tools for myself at this point. They show the center of mass and the center of lift in Studio, as I build, so I got away with just four iterations with only some minor tweaking between them. The plane works nicely with a few passengers on board but doesn’t have enough lift for any more than five. But it does work nicely and reliably with up to 3 passengers (up to 6 if they aren’t wearing hats). It doesn’t matter where they are sitting, either.
The plane does come with a retractable landing gear and part-based writing on the side. If I make it heavier and increase the lift a little bit I’m sure it will be able to support more people on board.
This is by far my favorite, by the way. It’s by far the most stable and didn’t take any tweaking in terms of ‘aerodynamics’ after the first attempt. It also has a retractable landing gear, can take off and land vertically and has working weapons on-board.
All of these aircraft use only the ‘aerodynamic parts’ for lift and control (I modified them a little from the post I linked). The ailerons, rudders and elevators are all attached per Motor instances and rotated according to what the user inputs.
I’m currently working on making this experimentation available to everyone. I’m working on an aircraft build tool, and the plan is that players can take their aircraft and test and fly them around when they’ve made something.
Trying to learn Unity and C#
Deciding what to do next…
and breaking my wrist.
Since Vorlias showed images of his rpg, might as well show mine. >: )
The game is far from done. I need an excellent builder(s) (map creator/weapon creator/mythical enemy creator) to help me.
The game is filtering enabled. All humanoids are rendered locally. (Try walking roughly 100 studs away. They will despawn.) I’m also using a custom key frame animation system.
TooKawaiiForSenpai recently decided to finish Battle Network so I’m helping him with that
We’re planning on finally finishing it this time - around august or september probably.
We’ll see where it ends up.
Visual Studio Code is cool. Also, the code which finds Lua errors is cool too. It’s 94 lines long.
Rewriting the core code of OpenBlox now that I actually know C++. Not to mention moving over to OGRE instead of GL calls, and removing a ton of horrible horrible bugs. I’m also rewriting the runtime reflection system, and writing an API dump function which will make use of the runtime reflection system.
Working on the entire backend of Deathrun 3, that will launch really soon. Storage code, Transaction coding and much much more.
That looks a lot like what I’ve been doing: Flying Objects (read description for instructions) - Roblox
Of course, I haven’t been working on it as much as you have, so it’s probably not as good.