Sun flare + up close view of the sun. Currently lower res due to limitations but will be increased later.
Hate underlines in Studio's output panel? Me too.
https://devforum.roblox.com/t/2508113
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Function to connect a listener to a signal serially. task.cancel continues to be MVP.
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Module for requiring modules without caching, and monitoring Source changes. A key difference from other implementations is that modules are used instead of loadstring. The killer feature is that breakpoints can be synced between copy and original, so debugging is possible.
https://github.com/Anaminus/roblox-library/tree/master/modules/ModuleReflector
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Find Everything v0.2.0 trailer!! We've been hard at work the past few months and I had a blast putting this together. #robloxdev #3dplatformer
Boring Facts: If Destroying is used to add a child to the destroyed instance, that child wont be destroyed.
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Boring Facts: Child instances are marked for destruction without being destroyed before Destroying listeners are invoked, so Destroying cannot be used to salvage children. However, other descendants can be salvaged, because their parents haven't been destroyed yet.
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Boring Facts: Keyboard InputObjects are reused per KeyCode, but only while the current source (e.g. UserInputService or a GUI) is in focus.
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Widget to visualize how InputObjects are produced. Whenever a new object is made, it is added to the list, then monitored for changes. Each Source+UserInputType+KeyCode combination produces its own object. Sources used are the Input signals from UserInputService and a Frame GUI.
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A unique advantage of ScrollingFrames over a custom implementation is that the scrollbar can track the mouse across the entire screen, not just the viewport.
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Okay I am very happy right now that I managed to actually get the propagation of my Wave Function Collapse implementation to work as intended - but now the algorithm is slow lol, so I need to find a way to speed it up.
I also have the generator generate tiles outside of the map that are just empty cells, which ensures that the map is enclosed.
#Roblox #RobloxDev #GameDev #ProceduralGeneration #WaveFunctionCollapse
#roblox #robloxdev #gamedev #proceduralgeneration #wavefunctioncollapse
I have finally got a working, albeit improper, implementation of the Wave Function Collapse algorithm on Roblox.
The only difference is that there is no cell propagation, as, when I try to do that, the generator simply fails to work. I will try to figure out how to propagate properly so that I have an authentic Wave Function Collapse algorithm (although most people won't know the difference lol)
#Roblox #RobloxDev #GameDev #ProceduralGeneration #WaveFunctionCollapse
#roblox #robloxdev #gamedev #proceduralgeneration #wavefunctioncollapse
I'm currently working on the new Map Generator that I plan on using for my BrickBattle game on Roblox. It is leagues better than the map generator(s) I made in the past few years, being way more flexible and allows me to easily add roads and stuff. Yay!
I think I'll be done with it by next week at best.
#Roblox #RobloxDev #GameDev #ProceduralGeneration #WaveFunctionCollapse
#roblox #robloxdev #gamedev #proceduralgeneration #wavefunctioncollapse
It's 2:00 AM when I finally got the Rocket reload animation I made on Roblox for my Rocket Launcher to work. It's nice to try animation, after like several years of not doing that ha-ha.
There will be minor tweaks made to the animation after this point but it is practically considered "done".
#roblox #robloxdev #gamedev #animation
This showcases how the text on the player changes depending on the lighting, which is done for readability reasons. I also showed briefly the lighting done by the explosions, which I thought would make sense to include.
I have been working bit by bit on a future Roblox BrickBattle game, focusing primarily only BrickBattle aspect.
This section showcases the lighting added to certain assets, like the exhaust of the rocket and the glow from the BattleArmor, which doubles the player's MaxHealth.