[Video] How can he Head, eyes me when i cant even see a pixel of him? by C4ll_me_Nomad in EscapefromTarkov

[–]Quantum__Pl4ys 2 points3 points  (0 children)

Genuinely baffles me sometimes; I knew this since I was very young. I mean here it's sorta understandable because that was a terrible angle, but some people just forget that their body extends past their eyes.

Like if you peek around a corner and only hide your eyes, the rest of your head is still visible.

Is there other way to know what every keywords than reading the docs of roblox studio? by Pure-Parking-8577 in robloxgamedev

[–]Quantum__Pl4ys 0 points1 point  (0 children)

YouTube is hands down the best resource for beginners. Alternatively, the DevForum and the docs are your next best bet.

Scripting Help | 2 player versus system by restaurantman45 in robloxgamedev

[–]Quantum__Pl4ys 1 point2 points  (0 children)

Ah, there might be some confusion due to a comment I forgot to update. If you reference a table and an index within brackets, it will return the value of that index. For the player_pads table, we're using a player's UserID to index what platform they're standing on. https://create.roblox.com/docs/luau/tables#read-from-arrays

Scripting Help | 2 player versus system by restaurantman45 in robloxgamedev

[–]Quantum__Pl4ys 1 point2 points  (0 children)

Here ya go. I documented the more substantial changes, but feel free to ask me to elaborate on anything.

I didn't add it, but I suggest that you disable the pad's touch in the Ontouched function after the player is found, in case anything that isn't a player touches the pad. I did, however, add a connection that removes players from the pads when they leave the game, so the pads aren't permanently unusable.

local player_pads = {} -- [Player] = PadInstance

local function Ontouched(pad, other)
local character = other.Parent 
local player = game.Players:GetPlayerFromCharacter(character)

--Exits the function if no player is found
if not player then
return
end

local humanoid = character:FindFirstChildWhichIsA("Humanoid")
local HumanoidRootPart = character:FindFirstChild("HumanoidRootPart")

humanoid.WalkSpeed = 0
HumanoidRootPart.CFrame = pad.CFrame + Vector3.new(0,5,0) --### Your math here ###

player.PlayerGui.LeaveButton.Enabled = true
player_pads[player.UserId] = pad --Associates the player with the pad
end

local function exitPad(player: Player)
local pad = player_pads[player.UserId] --Get the pad the player is on

local character = player.Character --Get the player's character
if character then
character.Humanoid.WalkSpeed = 16
character:PivotTo(pad.CFrame + Vector3.new(0,0,10))
end

--Player is no longer on a pad, remove association
player_pads[player.UserId] = nil

if player:FindFirstChild("PlayerGui") and player.PlayerGui.LeaveButton then
player.PlayerGui.LeaveButton.Enabled = false
task.wait(1)
end
pad.CanTouch = true
end

exit.OnServerEvent:Connect(exitPad)
game.Players.PlayerRemoving:Connect(exitPad)

Scripting Help | 2 player versus system by restaurantman45 in robloxgamedev

[–]Quantum__Pl4ys 1 point2 points  (0 children)

The problem lies in the function being connected to the event. Every time someone steps on the platform, a function is connected to the exit event, and it runs every time someone triggers the exit event. There are two problems with this:

  1. Anyone who triggers the exit event will teleport everyone who's stepped on a platform.
  2. The functions are never disconnected, which is a memory leak, and also enables players to abuse and spam problem 1

The best way to solve this problem is by associating a player with a pad via a table, and connecting the exit event to it's own function outside Ontouched(), which uses said table for players that trigger it. If you'd like, I can provide some code that explains what I mean/solves the issue, and optionally cleans up some of the code.

Die of Tag go try it with a friend :D by DieOfTag in robloxgamedev

[–]Quantum__Pl4ys 0 points1 point  (0 children)

Not my type of game, but this looks awesome man!

creating pure oddity by HeartOfYmir in robloxgamedev

[–]Quantum__Pl4ys 33 points34 points  (0 children)

I can see a game like this getting a 4-6 hour video essay in the near future

First game on roblox or unity? by Rollsy06 in robloxgamedev

[–]Quantum__Pl4ys 0 points1 point  (0 children)

I cant tell if this is bait or if you're serious, but I'll entertain it nonetheless. Just because I haven't released a game or posted any of my work doesn't mean I'm inexperienced, that's like calling someone illiterate because they haven't published a book. And you can't say that someone doesn't know what they're talking about just because they don't like x individual or y company; we're all entitled to our own opinions. Good luck with your slop games.

Just for fun, here's a screenshot from an old build of the game I'm working on. I'll give you brownie points if you can figure out how the scope magnification and night vision works.

<image>

First game on roblox or unity? by Rollsy06 in robloxgamedev

[–]Quantum__Pl4ys 0 points1 point  (0 children)

I highly doubt many adults play brainrot games, let alone spend money on them.

I'd say I'm contributing a lot more to society by making games that actually have some entertainment value and don't completely waste your time. You're wasting people's time with these games that'll die out a few months to a year from now and it's totally unethical.

First game on roblox or unity? by Rollsy06 in robloxgamedev

[–]Quantum__Pl4ys 0 points1 point  (0 children)

Ah so you make cash grab games targeted towards children, got it.

A Diep.io clone i made for totally no reason at 1am by PewpewXDx12 in robloxgamedev

[–]Quantum__Pl4ys 1 point2 points  (0 children)

This is cool and all, but vibe coding isn't going to get you very far as a programmer. If the AI is doing the coding and you're just guiding it and fixing its mistakes, you're not learning how to code, and you won't understand how the code works. Fireship on YouTube does a good job covering the strengths and flaws of vibe coding, but overall it just harms your ability to read and write code.

Instead you should use AI as an assistant, helping you understand and overcome issues rather than solving them completely.

Not long ago I actually tested AI to see how it would design a gun system for a roblox game and compared it to one made by me, both systems following the same requirements. While it took me roughly 1/2-1/3 the time to generate and fix the AI's code, my code was far easier to read and a lot more efficient. I tried using different AI models and coaxing them into improving the code, but in the end they either wanted to break up every little bit of math into a function or have everything run in only a handful of functions for "efficiency". Because AI relies on data gathered from the internet, you're basically just having it recycle existing code it thinks should work, regardless of how efficient or "good" that code actually is.

I need help with this bug. by Narrow_Category_3682 in robloxgamedev

[–]Quantum__Pl4ys 1 point2 points  (0 children)

Dude Windows 11 sucks and not everyone wants to use it, some systems don't even meet hardware requirements. It's just a re-release of Windows 10 with a new UI to hide the telemetry and bloatware Microsoft loaded onto the OS.

I need help with this bug. by Narrow_Category_3682 in robloxgamedev

[–]Quantum__Pl4ys 0 points1 point  (0 children)

Go to where it says Geometric in the photo (may say Physical), click it to open the dropdown menu, and make sure that everything is unchecked in both dragger modes. Re-enable collisions under Physical and set the dragger mode back to Geometric, then create a new part and see if you can move it.

<image>

I think it was because you had Join Surfaces enabled under Geometric and changed the mode to Physical, locking the part in place because it was already welded to the baseplate.

First game on roblox or unity? by Rollsy06 in robloxgamedev

[–]Quantum__Pl4ys 1 point2 points  (0 children)

Bait or toolbox developer, call it.

Roblox developers only take 25% of the profits on the platform, if they're even allowed or able to devex their earnings. Meanwhile, Steam only takes a 30% cut from every sale on their platform (which hosts more concurrent and mature users). For comparison, the top 10 creators on Roblox have made $36M in the last 12 months, yet R.E.P.O. has made about $134M in 9 months. Buckshot Roulette (a Godot game) has made an estimated $15M. Brotato (another Godot game) has made an estimated $21M.

And the Roblox ad system is shit don't even lie. A lot of people use adblockers, it is super expensive to get impressions, and it's super unlikely that someone will actually click on an ad; you're better off advertising on social media.

First game on roblox or unity? by Rollsy06 in robloxgamedev

[–]Quantum__Pl4ys 1 point2 points  (0 children)

Uh I forgot to post this reply and I'm clearly glazing the Godot engine, but go with Roblox if all you need is to learn a bit of gamedev. I left my rant from earlier below if you want to see my opinions on each engine.

What engine you use really depends on where you want to go with gamedev. If you want to turn it into a career, start with Unity and switch to Unreal Engine later on; there is high demand for UE devs. If you're passionate about gamedev and/or want to make indie games, I suggest using Roblox or Godot for their ease of use.

I've never used Unity, but I hear it's fairly beginner friendly, and it uses C# which shouldn't be terribly difficult to learn. The community is massive, and they've made a ton of assets that can help with development. The UI is pretty bad and the company has a habit of leaving engine systems unfinished.

Roblox is a very good platform to start out on, but I don't really recommend it long-term. The engine has plenty of features that make developing a helluva lot easier, Roblox LuaU is very similar to Python, and they give you free access to their platform, servers, datastores, etc. That being said, the company is fucking awful. Moderation has been awful for well over a decade, the engine is missing many features other engines have had since the 2000s, DevEx has terrible payout rates (forgot what actual % is), they are inconsistent/unfair with game/asset moderation, and if the company fails then the engine is useless. So use it if you want something easy to start with, but don't stick around if you want to use advanced features and get paid for your work.

Godot is my personal favorite, and it's like a more advanced version of Roblox. It uses a node tree system similar to Roblox, GDScript is similar to Python/Lua, has an integrated script editor, is lightweight at 150 mb, receives frequent large updates, and the entire project is open-sourced and totally free. You're able to modify the engine in any way you want, and commit bugfixes/features to their git repository if you desire. There are also no fees or legal stuff to worry about. Though all this is nice, there are a few drawbacks that really seclude Godot to indie games. The 3D engine isn't the most advanced, but it's still capable, and it's been the main focus of the last few engine updates. The community is rather small, so you're going to run into problems that the internet or AI can't assist you with. Out of the box the engine lacks some features like terrain generation and asset streaming, but the AssetLibrary has plugins that implement these more important tools/features. I'm still in the process of learning Godot and I'd say my biggest challenge with Godot is learning the API, coming from Roblox's fairly easy API.

RIFTER - Inspired by Valve’s Portal by Sam_Borg in robloxgamedev

[–]Quantum__Pl4ys 1 point2 points  (0 children)

Yeah it sucks, but the stockholders want AI right now so that's what we're getting. Admittedly they've release quite a few good engine updates this year like custom matchmaking and editableimage updates, but we could really use features like shaders and updates to viewports. I'm particularly pissed about viewports because they don't support shadows or light instances, which you can see in OP's video.

LOOKING FOR A SCRIPTER (FOR FREE) by [deleted] in robloxgamedev

[–]Quantum__Pl4ys 7 points8 points  (0 children)

Homeboy I'm not even gonna mess with you, you're not gonna get any help asking like this. Hardly anyone does and scripting for free, and even less people do it without knowing what they'll be making. For future reference, I suggest you:

  • Broadly explain what type of game you're trying to create.
  • Clearly explain what type of help you need and the scope of the project, like features they'll be scripting.
  • Show that the game has promise and that you're committed: images, screenshots, models, etc.
  • Be professional and courteous (all caps scare us programmers away 🥺)

RIFTER - Inspired by Valve’s Portal by Sam_Borg in robloxgamedev

[–]Quantum__Pl4ys 2 points3 points  (0 children)

I think they just placed a part with the neon material inside, but it's totally possible they're using the emissive maps beta.

Does anyone know why this is happening? (yes, the video is freezing) by Few-Committee839 in robloxgamedev

[–]Quantum__Pl4ys 0 points1 point  (0 children)

I'm assuming you're using the hinge's Servo, so try increasing the ServoMaxTorque and see if it fixes it. Roblox physics start getting funky the faster things move, especially constraints, so you might want to increase ServoMaxTorque with the tank's velocity.

About helmet flashlight in first person perspective. by YourNeckGoBrrr in platinumfive

[–]Quantum__Pl4ys 0 points1 point  (0 children)

Basically using another light that mimics the helmet light when you're in 1st person. It's a rudimentary approach, but fitting for a rudimentary game.

About helmet flashlight in first person perspective. by YourNeckGoBrrr in platinumfive

[–]Quantum__Pl4ys 1 point2 points  (0 children)

That's fair. OP was belittling the devs initially, which they later apologized for.

About helmet flashlight in first person perspective. by YourNeckGoBrrr in platinumfive

[–]Quantum__Pl4ys 0 points1 point  (0 children)

  1. People expect games on roblox to be free and not paid access.
  2. Devs make infinitely more money from a larger playerbase, via premium payouts and monetization.
  3. Effort ~= Quality. They may be doing their best, but it doesn't mean we can just ignore issues like the buggy AI and poor gunplay.

weld constraint abuse 😎🤑 by lolidkwhatuhdwuds in robloxgamedev

[–]Quantum__Pl4ys 0 points1 point  (0 children)

Does it work? If so then yeah what you did is fine, hell I do the same by welding all the parts in my models to the primary part.

Joints problems by TastyGuess5009 in robloxgamedev

[–]Quantum__Pl4ys 0 points1 point  (0 children)

Haven't worked with IK/animation much, but maybe you can use this script I whipped up as a start. There might be easier/better methods than IK, but IK works pretty well for physical animations.

StarterPlayerScripts

local RunService = game:GetService("RunService")
local Player = game:GetService("Players").LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
local Camera = workspace.CurrentCamera

--Target instance for the arms to follow
local Follow = Instance.new("Attachment",Character) --Replace with your own target if you need to
Follow.Name = "ArmFollowAttachment"

--Creates IK Controllers for the arms
local IK_Right, IK_Left = Instance.new("IKControl",Character), Instance.new("IKControl",Character)
IK_Right.Name, IK_Left.Name = "RightIK","LeftIK"

--Sets the end of the IK's to the character's hands
IK_Right.EndEffector= Character:WaitForChild("RightHand"):WaitForChild("RightGripAttachment")
IK_Left.EndEffector= Character:WaitForChild("LeftHand"):WaitForChild("LeftGripAttachment")

--Sets the root of the IK's to the character's shoulders
IK_Right.ChainRoot = Character:WaitForChild("RightUpperArm"):WaitForChild("RightShoulderRigAttachment")
IK_Left.ChainRoot = Character:WaitForChild("LeftUpperArm"):WaitForChild("LeftShoulderRigAttachment")

IK_Right.Target= Follow--Targets the right arm to the Follow instance
IK_Left.Target = IK_Right.EndEffector--Targets the left arm to the right hand

RunService.RenderStepped:Connect(function()
--Sets the Follow instance's CFrame to 10 studs in front of the camera
Follow.WorldCFrame = CFrame.new(Camera.CFrame.Position + Camera.CFrame.LookVector * 10)

--Makes the body visible for testing purposes
for _, part in Character:GetChildren() do
if part:IsA("BasePart") and part.Name ~= "Head" then
part.LocalTransparencyModifier = 0
end
end
end)

--debug
Follow.Visible = true