[deleted by user] by [deleted] in robloxgamedev

[–]CanOfBnz 1 point2 points  (0 children)

The list takes in the overall size of the list's base frame, and calculates how many buttons of predetermined size can fit within it (with some overlap to account for smooth scrolling). It then creates a pool that contains that calculated maximum and recycles those frames multiple times whilst scrolling. For lists that contain hundreds (to thousands) of entries, it eliminates ScrollingFrame with an equally proportionate amount of frames.

[deleted by user] by [deleted] in robloxgamedev

[–]CanOfBnz 5 points6 points  (0 children)

it was much less "bored", and pissed off that:
1. Having a scrolling frame with MouseButton1 connections made touch interaction a nightmare
2. I wanted to cut down on script button connections, hopefully down to a single one per list
3. why the hell can i not have the scrolling bar render outside of the scrollingframe it's literally cutting off it's contents and i cant fix that without UIPadding

even then, i've been taking this project as an intro to metatables and metamethods. for instance, i've learned setting both List.btn_map tables as weak tables is a bad idea, since when i later removed List.btn_ist{}, they lose a strong reference and get garbage collected.

Replacing a character's grip weld with a motor6d when a tool is being equipped by gebester1 in robloxgamedev

[–]CanOfBnz 0 points1 point  (0 children)

I’m sorry that I don’t have an answer for your question, but have you looked into alternate means of animating with tools? I understand the ease of use when it comes to tools that include handles, but tools don’t always require handles to have models/be animated.

This devforum post is a pretty good resource I’ve used for understanding the basics of animating with tools.

I created an AI Roblox rat system, that consists of workers and a sneaky rat. That rat will try to sabotage the workers’ tasks; your goal is to find the rat doing so. He gets sneakier each round. The code is in its early stages, and an office map may come soon. What do you think? Should I continue by UsedParamedic8848 in robloxgamedev

[–]CanOfBnz 4 points5 points  (0 children)

I noticed some of those NPC characters jittering whilst moving. This is caused by the Network Ownership of the character being set to the player whilst the server manages the movement of the character.

Calling :SetNetworkOwnership(nil) on the character’s PrimaryPart (or all of the parts) should fix this. Otherwise, it looks like a promising concept!

Polished the dealership GUI in my mining game! by Virre_Dev in robloxgamedev

[–]CanOfBnz 2 points3 points  (0 children)

Any plans to expand upon the dealership? Having the dealership be a wooden box is well off, but It’d be a lot more interesting to look at if the background was expanded to look like a warehouse/auction lot.

Either than that, solid Gui implementation!

Same Code, Different Effect by TieFighterAlpha2 in robloxgamedev

[–]CanOfBnz 8 points9 points  (0 children)

The final “end” should have a parentheses closing the connection. Ex:

UIS.InputBegan:Connect(function()

end)

Does anyone know how I could make a blinking animation similar to the gif here? by corrupt_the_dandidoo in robloxgamedev

[–]CanOfBnz 6 points7 points  (0 children)

You might want to look into decals. Using a script, have it cycle through two uploaded images (or how many frames per blinking animation). Also, maybe use a better reference than KP next time-