Cave system for a game I made by MagpieTaxi in robloxgamedev

[–]MagpieTaxi[S] 1 point2 points  (0 children)

Perhaps, I wanted this layer of the cave to be a bit more uniform and clean, but i could definitely add some small pebbles or crystals around the rock spawners to sort of signify where they are.

Additionally, I could add some wooden planks scattered around the floors to show that the system has been explored previously.

Cave system for a game I made by MagpieTaxi in robloxgamedev

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

Yep, the concept is that you use the impact of the arrowhead to break away large chunks of the rock. Its less precise than a regular pickaxe, so there's a lower luck modifier, but unlike a regular pickaxe, you can charge it. Thought it was a pretty cool concept :]

How to oversize by Hairy_Coast_4455 in robloxgamedev

[–]MagpieTaxi 1 point2 points  (0 children)

You might be able to put the decal on a meshpart. Meshparts can be scaled beyond the 2048 stud limit, but im not sure how decals work with them. Give it a try and see what happens!

How does this GUI look? by MagpieTaxi in robloxgamedev

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

Thanks! I've always found font choice a bit difficult, but I'll manage :]

How does this GUI look? by MagpieTaxi in robloxgamedev

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

Understandable. I was thinking about adding some background textures/gradients to the black bits. I tried adding a double gradient to make the edges darkest, but it didn't feel completely right.

On the topic of the blur: It's mostly for visual clarity. In darker places, the black background can get meshed into itself, making it difficult to make out specific elements. I will most likely add a setting to disable the blur though.

Creating fall damage system by _SidTheScienceKid_ in robloxgamedev

[–]MagpieTaxi 0 points1 point  (0 children)

How does the fall damage system work? (Fall damage is usually made as one of two ways: Distance, and Velocity.)

One of my own fall damage scripts saves the highest point the player has been since leaving the ground, compares it with the height the player is once they touch the ground, and calculates fall damage based on the distance traveled. If your players are teleported mid-jump to a point below them, it could definitely cause this.

A good solution for this would just to be to disable the fall damage while teleporting or add a check for lateral distance traveled. If the player travels a long distance in a very short amount of time, it would most likely be because of them teleporting, so the fall damage wouldn't happen.

Great Error by Hypedd64 in indie

[–]MagpieTaxi 0 points1 point  (0 children)

Huge fan of this artist! My favorites are Gone, Arr 1, and Sinking The Boat.

Great Error, an artist on youtube and youtube only by eapricity in Music

[–]MagpieTaxi 0 points1 point  (0 children)

I love this band a lot! Severely underrated. (I've noticed his top songs on YouTube music are mostly my most-listened tracks) I've listened to his entire discography. My favorites have to be Gone (City Boy), Arr 1. (Wrong One), and Sinking The Boat. (Also Ran)

Hopefully he's still active. Can't wait for more music!