I’m trying to make a loading screen with a texture that repeatedly zooms in but never stops, and I’m not sure how to do this smoothly, or at all, actually. I can’t find any other posts about something like this, either. Here’s the effect I’m trying to recreate:
I don’t know how to make the endless zooming thing happen, though. How would I go about this?
Any and all help is appreciated. Thanks!
Basically the camera is not moving, instead all the parts around it are moving.
And every time the are behind the camera’s vision they teleport back completely transparent and then within 1 second turn visible again and while this is happening they keep moving.
This would make the illusion of the camera moving while instead all the parts around him are moving.
Well, if you’re going to do this as a GUI effect, what you should understand is that you are going to spawn small dots, slowly increase their size and move them out towards their respective quadrant.
Though it probably is easier just to create a selection of the world and move the camera, then you can adjust the lighting over time
I’m trying to make it a loading screen when you join the game, and I don’t want others to be able to see the stars anywhere, so how would I tween local parts? That way nobody else could see them when somebody joins the game.
Edit: What if I just use a particle emitter and set the players’ camera to a part facing it until they load in? I’m going to try that. It seems like it should cause less lag than actual parts…
Just make the parts client sided, this is done with a local script. You would make this script in ReplicatedFirst then I suggest having a model inside of the local script which includes all the stars, you will then parent the parts to workspace and then start moving the stars over and over.
I suggest to be careful with this as it might make the game laggier for the player when loading which you want to avoid.
A particle emitter could work in theory, but the player needs to have the image loaded else they will not see it. You can do this with: