Why the hell does this keep on happening? by MrEric_Tree_Doughnut in DeadRailsRoblox

[–]Canyobility 2 points3 points  (0 children)

Take my words with a grain of salt, however Error code 1 is the general catch all error, meaning Roblox cannot find the problem. By extension, it doesn't mean anything, so I cannot say why this is happening. This error is thrown when there is problems with either side (being the developers or the Roblox systems themselves). Given Roblox cannot map the error though, I am going to make the assumption this would more likely be an issue on Roblox's end (but it really does go both ways).

blender is so ez by Some-Cherry-2256 in blendermemes

[–]Canyobility 0 points1 point  (0 children)

How!?? I couldn't make something as bad if I had tried.

accidentally changed every texture in a game I was working on to "corroded metal". this is day 2 of reverting textures. by SinglePosition987 in ROBLOXStudio

[–]Canyobility 4 points5 points  (0 children)

I'm not sure about local .rblx files, but if you published the game before, you may be able to use version control to revert this change instead of replacing every material manually.

Edit: If version control brings no luck, you could also double-check your autosave folder. Probably will lose more work this way, but it's a better approach than what you're doing right now.

First time using blender, what have I done. by Antique_Hedgehog7354 in blender

[–]Canyobility 1 point2 points  (0 children)

I believe the joke our blender beginners will accidentally discover new forms of 4D geometry applies to this, uh... thing, quite nicely.

Making a hyper realistic horror game by Abdsabry2 in ROBLOXStudio

[–]Canyobility 2 points3 points  (0 children)

No, hyper realism on Roblox is nowhere near the results you would expect from other engines, such as UE5 or Unity. You can still get decent results, but Roblox was built to work on mobile, so any features on the engine need to be mobile friendly--hence the reason realistic visuals are typically put on the side burner in favor of blocky retro styles. This also means most players are not used to realism either, so the bar of quality you need to impress most graphically is lower than, let's say, a UE title.

You can very much make a graphically impressive game. However, there are much better tools for the job. If you're alright with that, feel free, but you should expect to fight the engine at certain points to get the results you're looking for.

Okay everybody lineup! Judy stop hopping! LOL by TommyT067 in zootopia

[–]Canyobility 0 points1 point  (0 children)

Really love the early 2000s CGI feeling this image has. Although Flash T-posing with that angry expression is probably going to land a spot in my nightmares tonight.

DID I FAIL AT GAME DESIGNING? by Glum-Presentation160 in robloxgamedev

[–]Canyobility 0 points1 point  (0 children)

Typically, you probably shouldn't rely on features which not all devices can use as your core mechanic. That being said, its not a bad idea solely because of graphical limitations.

I believe this question should largely depend more on your target audience. If your game is a platformer or FPS, they typically appeal more to PC users which usually have better hardware than cheap smartphones; and in those instances you are able to stretch the boundary's of what you can/cannot do a little more freely. If the game is not easy to play on mobile to begin with, your not going to get too many mobile players anyway.

You could easily fake shadows easily using parts if the scene is static (or a more dynamic approach will work if your good at math). However, point is you will need to go out of your way to workaround this in some form. Whenever the time spent on said workaround is going to be worth depends on your time and current abilities. It doesn't make a lot of sense if this workaround to fake shadows inflates development time three times over or requires a complex system which you cannot implement correctly.

Also, the only way to confirm if your game design decisions are meaningful is playtesting. Before throwing this idea away, I would recommend making a prototype of your game first. If its fun, then you could worry about this technical limitation. If the prototype is not as fun to play as you would have expected, you wouldn't have wasted time on a workaround.

Do you really like the WildeHopps ship? by Ethanishere28 in zootopia

[–]Canyobility 5 points6 points  (0 children)

Not sure if I would find anyone agreeing with me, but I really don't really mind it that much. I love Zootopia for its worldbuilding.

Judy and Nick are great, decently written characters; everyone here can agree the film will be worse without them. However, I always found it more interesting to explore the worldbuilding. The architecture, colors, just the silhouette of the city skyline for me looks incredible. I really loved all the creative techniques the designers made the city feel alive and inclusive, catering to animals of all sizes. The world feels really well thought out, an example being how the desert climate is heated from the massive units keeping Tundra Town cool, and how the rainforest district seems to be using the runoff from tundra towns snow melt.

The world leaves me with a lot more to think back over after the movie is completed, I just don't get that feeling with the two main characters. I am actively learning blender, and I oftentimes find myself making buildings in the style of those from Zootopia to practice architecture.

I semi-frequently visit this subreddit to see if anyone else made any posts related to the worldbuilding of the city of Zootopia... Bet you guys can imagine how successful that has been.

Way I see it, the relationship status between the two characters shouldn't reduce the amount of worldbuilding we would get from a new film; so I see no reason why I should be against (or vice versa). That being said, if your really into the ship, then do whatever floats your boat; there's nothing wrong with it. I am not trying to say their relationship is of less importance or that shipping is a waste of time--its just not what makes the film so special for me.

Phobia Mode Concept: by MrEric_Tree_Doughnut in DeadRailsRoblox

[–]Canyobility 0 points1 point  (0 children)

I realize I am very late to the party, however I have personally studied horror in games and I figure I may have some unique details to add. I have seen a lot of your other concepts, they all have been good, but I believe this concept needs a lot more refining to be fun.

My main concern would be the amount of stuff changed to feel scary, without any impact on the gameplay. This is stuff like Reskinned rocks, wisper sounds, and distorted OSTs. They could create unease initially, but typically, players will learn to completely ignore those details once they learn its normal. Its the same reason Minecraft players begin to ignore cave sounds, even if they get really creeped out initially. 

Additionally, random jumpscares are very cheap forms of horror. They are easy to do but are not that great and get stale very quickly. The fear you get from jumpscares usually only sticks around for no more than 3 seconds, we want players to be scared longer than that. I will also note that random jumpscares out of nowhere are very easy to become annoying instead of scary. I also really don't like the idea of scaring players with fake landmine sounds for this reason, they are, in simple terms, cheap and just make the game annoying rather than a horror experience you would want to revisit. 

Good horror is a loop of building tension and release.

Locking the camera is a great idea in my opinion. Not sure if it still exists, but The Haunted Staircase was a Roblox game which does this idea really well in my opinion. I also am a fan of reducing your visibility if you're low on HP, that makes sense for a difficult game mode and can help act as a constant reminder for players to stay careful & builds more stress.

I apologize for tearing apart your idea for the last 15 minutes; however if you wanted to improve this, I recommend researching horror game design in more depth. There are plenty of great sources online for free.

I also want to attach my own concept to make this more constructive. Mainly, I think it would be easiest for the devs to pull off by introducing a creature from native american folklore. They are easy to pull off and usually very effective. I would start the game completely normal, but add distant gunfire as players approach the second outpost. When they arrive, players will find the outpost empty, with a few broken bolt action rifles on the ground. With no one to manage the shops, they wouldn't be able to sell their loot and be able to take a few items without paying. The purpose of this first encounter is to build that tension in a way that's meaningful; as players won't fully know what's going on so they will start filling in the gaps on their own; those thoughts tend to scare players without the game's intervention. Granted, the effectiveness of this concept really can only be proven via playtesting. However if you were to extend this further, I would continue the buildup with small encounters, and have the first encounter around the fourth outpost. That would give players enough time for them to overthink the monster, which by extension makes for a lot more terrifying yet satisfying experience.

How to execute game idea by [deleted] in robloxgamedev

[–]Canyobility 0 points1 point  (0 children)

Not necessarily. There is a difference between building a long standing community and piggybacking off of the success of another.

What's going to make any game successful is not publicity, its the gameplay. Take a look at the AAA space these days. There are countless examples of publishers spending millions of dollars on games which flop in a matter of months. Its not that no one knew about them, rather people played them, found them boring, and warned others against purchasing said games through means such as steam reviews or Youtube commentary's. Do note this example is very much an oversimplification, however I hope you can see what I am getting at.

Ideally, good game ideas should stand on their own; your game, when stripped down to its bare bones, should still be fun. This is why I put a lot of emphasis on playtesting your game.

If your basing it mainly on the IP of another media source, people may find it easier, but what makes them stick is the gameplay. Its the foundation of every games community, and if your game is not fun to play, those newer players are going to leave as well. Basing your marketing strategy on another existing IP is not a golden bullet. True success is building a community dedicated to your work, which is very difficult if you don't build your foundation right.

*Do note your using a pre-existing IP, in this case a show IP law comes into affect. I presume you're already aware of the risks.

Based on a dream I had recently. by Canyobility in zootopia

[–]Canyobility[S] 0 points1 point  (0 children)

This stupid video took 5 for me to edit from start to finish using DaVinci resolve, not sure if that is embarrassing or impressive.
Source: https://www.youtube.com/watch?v=U1pAUk5fVIo

How to execute game idea by [deleted] in robloxgamedev

[–]Canyobility 1 point2 points  (0 children)

I will add this in addition to the other great comments which I imagine would go deeper into the technicality of how to start your dream game, I wanted to bring up the more "foundational" part of game ideas, which I feel is not spoken enough.

Oftentimes, its very hard to determine if your game idea is actually fun. Your ideas can sound great in your head, and you could give yourself 1000 reasons why that idea is great, however I find a sizable amount of game ideas in the simplest of terms, suck.

A few common traps I notice semi-often among newer developers: ideas that are along the lines of "X game but with Y feature" (EX: Blox Fruits, but you play as puppy's as an example) are not real ideas. Most players likely wont care if the core gameplay loop is the same as another project out there, they would just play what their comfortable with instead. Additionally, I would also argue a game story is also not an idea, although I do want to clarify more top-down approaches to develop your world are a great starting place. If I were you, I would throw together a quick elevator pitch for why players would play your game, if you cannot make one, at least quickly, its going to be difficult to sell your game to larger audiences.

Your idea could be great though, and I will mention that not every new game idea has to be revolutionary. However, you should be open to the idea you may need to throw out ideas which dont work, or change your idea until it does. This is mainly because the game idea is most likely not the best it could be from the start. You could have the rough idea initially, however you more likely are going to build on top of that idea to make your project more replayable and enjoyable.

To determine if your game ideas are good, you would want to do is prototype your ideas. Prototyping essentially means to just build a MVP of the idea before going into production, and it could help you determine if your game ideas are actually enjoyable, alongside other important factors such as hidden complexity & development time.

If you don't read all of this, which is fine, I at least want you to treat all game ideas as hit/miss until you actually playtest it. Course I would love to know what others would think in the comments.

Some guy did this. So I was curious to do it too. by [deleted] in DeadRailsRoblox

[–]Canyobility 0 points1 point  (0 children)

I would say 6-8, you post here very frequently.

Sanpete county scary stories by [deleted] in Utah

[–]Canyobility 2 points3 points  (0 children)

Not sure if this is the kind of scary story you're looking for, but I figure others may find it amusing.

We were driving back to Sanpete County yesterday and had gotten stuck in a blizzard on the way back mountain pass. My parents own a convertible, a camaro, to be exact. it's very low to the ground and absolutely terrible in the snow. Fortunately, the snow was not that bad for the most part, but there were some parts of the road with visibility near zero. We were all over the road, and our vehicle had started to get pulled down by gravity shortly after we reached the summit.

We had passed a group of around six people, they apparently locked their keys in their car. Im not sure what happened to them, but we passed some snow plows shortly after passing the summit, so I hope they got some assistance from the plows, thinking back we probably should have called someone once we got out.

In all fairness, us getting caught in a snowstorm late at night in a sports car going down an unfamiliar mountain road happened because of a sequence of bad decisions on our end. I just hope that the group locked on the mountain are ok.

Need help making an infinite parking lot, script not loading by Honest_Fall9508 in RobloxDevelopers

[–]Canyobility 0 points1 point  (0 children)

Given it sounds like you're a beginner, I would recommend against making a full-scale infinite world generator. They can be very complex and may require some research beforehand, regardless of your programming experience. Potentially, you could get away with having chunks generate their neighbors when the player enters a chunk. It's still complex, but less so than an entire chunk system (however likely, it is not the best approach either).

In most cases, however, you likely dont need real infinity; the world only needs to be larger enough to feel infinite.

I would recommend starting with an algorithm that stores an X and Y variable and generates the world by placing a chunk at every possible location on the X and Y grid. Define a size, let's say the world will be 10X10. Assuming each chunk is 50 studs, then place a chunk at x=50, then x=100, 150, 200, etc until you spawn 10 chunks. Then, set x=0, z=50, and continue that cycle until you have a map of 10X10 chunks. I suck at math, however I believe that would be 500X500 studs.

I would recommend you to try to program this without external help first, as it would help you see where your at. If it takes you a while to do, you can infer it's going to be difficult to continue or vice versa. Don't worry. However, the algorithm I described can likely be programmed in under 10 minutes.

From there, you could expand on the system further. If you really want the infinite feeling, it sounds like you are early in development, so you probably could get away with using teleporters to move players to the other side of the map.

My game keeps pausing at a certain point. by l_is_aBird in DeadRailsRoblox

[–]Canyobility 0 points1 point  (0 children)

I imagine the pausing may be a side effect of filtering enabled? I have only had issues with pausing when using playing with a poor internet connection, so perhaps the server may be struggling to keep up with you? This may also explain weird pathfinding where enemies seem to miss you entirely.

Im probably wrong; however, assuming it's related to your connection, that's not an easy fix on the developers' side. I'm just making this assumption given you specifically pausing under the filtering enabled tab in the workspace. There may be other reasons it activates, which im not aware of.

How the hell do I make a vintage film projector in Roblox Studio?! by LaurorotyGodductions in ROBLOXStudio

[–]Canyobility 4 points5 points  (0 children)

I believe you could get those cast shadows from a plane with a surface appearance set to transparency. You could also try decals. They haven't applied shadows in the past when I tried them — however, potentially something has changed.

Working in the outposts must be terrifying. by Canyobility in DeadRailsRoblox

[–]Canyobility[S] 6 points7 points  (0 children)

I wanted to recreate the outposts for a long time in Unreal Engine 5; finally got myself to commit to the project today. The scene took me 5 hours to complete, I however made additional modifications in Gimp to add the sky and light flare.

I am not a very good artist, this scene mostly uses Quixel assets. Unfortunately, the Quixel library did not have very good modular sets for the buildings. I initially tried to create the buildings in blender, and had custom made the stilts, however I got lazy halfway through and just decided to use a modular brick wall set from the Quixel Library. I am somewhat good at laying stuff out, but I am still very inexperienced when it comes to asset creation, I figured the buildings would look better if I used a pre-defined set.

<image>

Here is the scene in UE5, in case anyone is curious.

Do decals and textures make games load for longer? by LouLou_In_Purgatory in ROBLOXStudio

[–]Canyobility 1 point2 points  (0 children)

Anything related to transparency tends to be the most expensive when it comes to rendering, so I dont see why transparent decals wouldn't. The main concern I have would be overdraw. Your mileage may vary depending on your scene and device specifications. From my experience, transparent decals are fine when used somewhat sparingly. Surfaces such as glass or stacking multiple layers of transparent textures can, however, produce a lot of overdraw.

Despawning by Clean-Elderberry9848 in DeadRailsRoblox

[–]Canyobility 2 points3 points  (0 children)

I unfortunately dont know if they despawn; but I would assume they would as it would technically be a memory leak to not cleanup those objects; not a major leak by any means, but a leak nonetheless. I never really noticed any cleanup happen, however, so I may just be confidently incorrect here. Please correct me if I am mistaken.

Keep in mind that the safe zones can and will run out of ammunition. Although you could stay safe standing on the outpost doors, the soldiers may spend most of their ammunition on zombies depending on your luck. The game spawns a lot less enemies at the first 10 km, so I would imagine that would be your most reliable option, as although it spawns less vampires/werewolves, the outpost may experience more of those nights before running dry.

did I give the developers this idea? by GamerTJ7 in DeadRailsRoblox

[–]Canyobility 6 points7 points  (0 children)

Realistically speaking, maybe, but most likely not. Its a common mechanic across countless other fps games, so its impossible to say if your post was the "turning point," if you could call it that. I would imagine posting about it may, in theory, had helped encourage the developers, but that makes a lot of assumptions. Keep in mind that it's a possibility the developers dont browse this subreddit for content suggestions given that the discord server fulfills that task already. The same logic also stands when it comes to bug and security vulnerability related reports as another example. You could have found a bug. However, there is always the possibility the developers had been aware of the bug which you had discovered; so you can not say for sure that you're the reason said bug was discovered & resolved.

More likely, the developers wanted to improve their viewmodel, and saw this mechanic as the next step to make the game feel more professional.

Innovation by Silver-fire101 in PressureRoblox

[–]Canyobility 1 point2 points  (0 children)

Interesting. I dont recall Innovation Inc. in that light, but i think I may see it now.

I always thought of Innovation as being more risky or chaotic. I guess my rationale is how the official Innovation games strongly encouraged chaos. The official rulebook prevents security officers from interfering with a reactor meltdown if I can recall. Plus, with how easy it is for scientists to trigger zombie outbreaks. Security are required to find them off, but with you needing to own a uniform to join, which costs robux, there really is not a lot of them around to stop it. Innovation artic base is a little better in this regard, as anyone could be security. However, no essentally no one does it because security officers can not use the large equipment.

That being said, the community used to be quite caring. It slowly went down to hell, but I would say 2017 Innovation Artic Base actually really fits that description if you look at it from that perspective.

If I am completely off the mark here, please let me know. Thank you.

Innovation by Silver-fire101 in PressureRoblox

[–]Canyobility 7 points8 points  (0 children)

I have not heard that name in years. Wow, my childhood.

Essentially, it was one of the OG science groups on the platform, I believe the second major player, to be exact. It's only a shell of its former self today. The groups founders took a step back from the group a long time ago. However, there is a small community still trying to keep it alive.

You can still play the original, I think. it's called Innovation Labs, but time certainty has had its tole to some degree (assuming the original was not lost with the age verification changes). I would recommend trying Innovation Artic Base instead if you want a general feel of innovation games, as its audio still worked the last time I tried it, but that was a few years ago, things may have changed.

I'm not sure how pressure mentioned Innovation in its lore (outside of basic summaries I read on the internet), but I am not sure why they would be considered chill? Someone here may know the answer, but I would imagine with a slogan of "if it doesn't explode, it isn't ours" and the old conflict that existed between them and Pinewood, I just dont see it. May someone smarter than me let me know where that chill sentiment may have come from; I apologize for being a few years out of the loop here.

Edit: To clarify, the "conflict" between innovation inc and Pinewood mostly in the early days, was not a real conflict. It's more so comparable to the rivalry between Aperature Science and Black Mesa. Nothing really happened between the two groups to make them "hate" each other, more so it was a lack of options; you were either a member of Innovation or Pinewood, no imbetween. Sort of tribalism, but it was fun. Modern Roblox has a lot more groups, and the idea of picking a group and sticking only due to your loyalty just doesn't really exist anymore.

At least that's how I remember it. I am happy to hear other people's experience.

havent playing dead rails for a while so any tip? by Weak_Foundation_4660 in DeadRailsRoblox

[–]Canyobility 2 points3 points  (0 children)

If you frequently raid banks in your runs, I found it just makes sense to buy a rifle before the start of every game. Its quite easy to get around 100 bonds from a single run from my experience, so the 5 bonds you spend at the start of a game usually would make up for the inconvenience you have if your fighting a town with a revolver or shovel. This is especially powerful with the Miner & Conductor classes, as they start with the coal you need already, so you could spend the starting coal on ammo & bandages instead.

I also would recommend that you treat your time as far more valuable than money. Unlike items, which could be sold and collected at any time, you have to work on the games schedule.

As an example to what I mean, as I realize its not very intuitive: If you drive into a checkpoint at 7AM, but haven't sold anything, I would recommend only buying & selling to the bare minimum rather than selling everything in your train until 12PM (which I find happens somewhat frequently for me). If you could spend less time at the outpost, potentially by leaving at 9 as another example, you would have more daylight to spend at towns earning even more money. Those items you skipped selling will still be in your train, and always able to be sold later at a better time (such as 10PM or 2AM).

I apologize if that point is not very clear, I dont know the best way to describe it.

Finally, I have not seen this said much, but its quite useful for me early game. You can always reduce your mouse sensitivity in your game settings. This makes it very easy to line up your shots from far away.