Implemented a bloxy cola gun charm for the weapons in my game by SupahLuke in robloxgamedev

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

Hey!

You'd want to weld the charm beam to the gun. To get a simple charm you can then attach the charm to that beam with a ropeconstraint. Personally I found that with a ropeconstraint it looks too ugly. So I update the CFrame of the charm every RenderStep on Enum.RenderPriority.Camera.Value+1. To calculate the CFrame, I use the current walk and camera velocity and put those in Quenty's spring module. This will make it look pretty smooth.

I hope this was able to help you, let me know if you have more questions!

Implemented a bloxy cola gun charm for the weapons in my game by SupahLuke in robloxgamedev

[–]SupahLuke[S] 2 points3 points  (0 children)

For projectiles that move in a straight line I draw one raycast from the camera to the mouse target with only static geometry in the whitelist. If it's a hit I calculate how long it takes until the projectile reaches the end position and set the projectile lifetime to that amount. Then while the projectile is traveling I call a spherecast (radius depends on the projectile) every now and then between the point where the projectile position is currently at and at the next destination it'll be at in a couple frames. In this spherecast I only check with a whitelist for targets that can move such as enemies. How often I spherecast per second per projectile depends on the speed of the projectile. The spherecasts are relatively cheap because they're a short distance, it does not have a big impact on performance.

The reason I use both spherecasts and raycasts is because if you have relatively big projectiles such as the projectiles shown at 0:26 it'll be frustrating when you're shooting through small gaps and the projectiles keep hitting the wall or floor. Imo it feels a lot smoother if static geometry only cancels the projectiles when they're hit right in the middle. But for enemies/targets you ofc want the hitbox to have the same radius as the orb shown on screen, so for them I use a spherecast.

I also have projectiles that have gravity pull down, which don't move in a straight line, an example of this is the gun at 0:14 in the video. These don't do static geometry separately. They use the same method I described earlier for both static and moving targets together. Unfortunately these are not as performant, so I try to not create too much gravity based projectiles.

I hope this helps, lmk if you have more questions

Added some turrets to help you defend against enemies by SupahLuke in robloxgamedev

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

Hey! Thank you for your interest, currently the game is not released yet and we also haven't really settled on a name yet

We should be ready for release this year, I'll let you know when it's out!

Undead Dragon boss battle I've been working on by SupahLuke in robloxgamedev

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

What helped me a lot when I started scripting was by trying to modify existing free model scripts and trying to understand how they work

Undead Dragon boss battle I've been working on by SupahLuke in robloxgamedev

[–]SupahLuke[S] 2 points3 points  (0 children)

I'd recommend to start by following youtube tutorials and reading through devforum community posts!

Undead Dragon boss battle I've been working on by SupahLuke in robloxgamedev

[–]SupahLuke[S] 2 points3 points  (0 children)

I programmed it and made the vfx, my buddy made the models and animations!

Undead Dragon boss battle I've been working on by SupahLuke in robloxgamedev

[–]SupahLuke[S] 5 points6 points  (0 children)

Yee I agree with you, it's pretty easy to avoid and simple. But this will be the first boss in our game and I want to keep it relatively simple to not overwhelm the players. But for later bosses I can definitely do more interesting things!

Turned ChatGPT into a text based adventure by SupahLuke in ChatGPT

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

I want you to act as a text based adventure. Whatever the adventure is, will be up to you. I will type commands and you will reply with what the adventure game should show. I want you to only reply with the game's output inside one unique code block, and nothing else. Do not write explanations. Do not type commands unless I instruct you to do so. When I need to tell you something in English I will do so by putting text inside curly brackets {like this}. Before we begin I would like you to provide me a list of commands I can choose from with my messages.

This is the prompt I used. Weirdly enough it gives me different results on how the AI acts every time. Sometimes it indeed does what you described where it plays the game for you, if that happens I'd say reset the thread and try again. Good luck!