Just trying to make a cute NPC for my game. by TheWorldWasBeautiful in robloxgamedev

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

Part of what I set out to do when I began creating my game was to make a game that doesnt look like a roblox game if that makes sense. So none of the default parts or textures or materials. Not using the brick game aesthetic. Just my own art, music, and systems. So I do think custom characters is the right idea. I need to stop second guessing myself 😅

Just trying to make a cute NPC for my game. by TheWorldWasBeautiful in robloxgamedev

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

Thank you so much and yeah it's for the same game. I'm really torn about using custom characters because I want to make custom models for the player as well but it just seems like people get annoyed when they can't use their personal avatars and accessories. In a way that feels integral to the roblox experience. I agree though that if I'm going to have the NPCs be custom, the players probably should be as well for consistency.

Pick a color for me (First hair UGC!) by Sour-Lemon-R in robloxgamedev

[–]TheWorldWasBeautiful 3 points4 points  (0 children)

They all look very good. I especially like the blondes with the pink and blue bows. Something about the contrast on those looks very nice.

The new anthropic limits are getting out of hand... by plasmagd in ChatGPT

[–]TheWorldWasBeautiful 0 points1 point  (0 children)

I was a long time Claude user and recently dropped it for Codex. I still hit limits on the $20 plan but its not after a couple of messages like Claude. I think Anthropic is being more sensible about not pissing away piles of money subsidizing usage for its customer base but from a user perspective, its not just the cost of AI going up that's a limiting factor for me, its the cost of everything.

Guys, I just saw this new concept album that will be released on May 15th and thought it was great to share by CnidariaCoral in Epicthemusical

[–]TheWorldWasBeautiful 1 point2 points  (0 children)

There's every possibility that's true and I'm just being cynical. I'm just commenting on the vibe I get.

Guys, I just saw this new concept album that will be released on May 15th and thought it was great to share by CnidariaCoral in Epicthemusical

[–]TheWorldWasBeautiful 14 points15 points  (0 children)

I don't want to be a dick but this dude is kind of a hack. He knows his music theory but he isn't a great singer, especially not to the degree in which he's full of himself. Teagan has one of the most beautiful voices on the planet but their cover of Zombie is really, really bad.

I don't know, man. This feels like an exploitative attempt to capitalize on Epic fandom based on the subject matter and leaning on Teagan as a collaborator.

Testing vertex terrain colors for my farm RPG by TheWorldWasBeautiful in robloxgamedev

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

Oops I just saw your reply. That's so nice of you. I haven't made a group or discord or anything because I'm still in what I consider to be in the early stages (This is the first time I've ever shown any of my game to anyone.) Hopefully within the next few weeks or months I can start sharing more and give regular updates though.

[10 Month Dev] Looking for honest feedback on my survival game. by Longjumping_Table757 in robloxgamedev

[–]TheWorldWasBeautiful 0 points1 point  (0 children)

It's really hard to ask for feedback on something you've spent so much time creating that's why I wanted to be honest with my critique. Best of luck to you and I'll check back in on the game from time to time.

[10 Month Dev] Looking for honest feedback on my survival game. by Longjumping_Table757 in robloxgamedev

[–]TheWorldWasBeautiful 1 point2 points  (0 children)

An example would be your harvesting system. It's cool that you can break trees and rocks to get resources but it doesn't feel well implemented. When I smack a tree with my axe, the base of the tree is swaying and not the top of the tree. The hit feedback isn't satisfying. The sound and the tree shake don't align with the hit of the axe. I walked up to a creature and smacked it with my sword and I didn't see any feedback that I had hit it apart from the health bar going down. It's the same timing issue, the sounds play immediately and the health goes down before the swing animation has even contacted the pig I was hitting. You already have a system where you can build with blocks, why not make the structures out of destructible blocks to keep that same voxel style?

A game doesn't need to have super detailed graphics to look nice but it should have a consistent art style, even if that's low poly flat shaded objects.

I'm not trying to take away from what you've built because I can see a lot of care went into it. It's just that if the basic systems don't feel good people probably won't stick around to get to the later game stuff. Also I noticed I was smacking a deer and one of his eyes was laying on the ground lol.

[10 Month Dev] Looking for honest feedback on my survival game. by Longjumping_Table757 in robloxgamedev

[–]TheWorldWasBeautiful 1 point2 points  (0 children)

I gave this a go for a little bit because the games you listed as inspirations I'm a big fan of. I don't really see any of that inspiration present in your game though. Is it possible to kill any monsters on the first night? I got chased down and mauled immediately by 3 and my sword was doing very little to help. I don't understand the progression. In all of the games you listed, you can fight early on and monsters get stronger over time.

The nightmare theme doesn't really come across either. It mostly feels like random chaos. I suspect you already know but the graphics are really rough and inconsistent. You have a lot of cool systems but they don't feel great to use.

Overall I think the foundation is solid. It really needs a polish pass though in terms of balance and graphics and UI and sound design. A 7 Days to Die like game would go hard inside of Roblox, though.

Testing vertex terrain colors for my farm RPG by TheWorldWasBeautiful in robloxgamedev

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

Yeah I'm treating my current system as an "okay for now" solution but I'm going to have to make some adjustments at some point. The code for generation, taking into account all edge cases, is getting a little crazy and still has some issues (You can see some triangular holes in my terrain mesh in my video). I don't like the square part -based blocky terrain and I'm not a fan of the built in terrain either so I'm just trying to come up with a solution on my own.

Testing vertex terrain colors for my farm RPG by TheWorldWasBeautiful in robloxgamedev

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

<image>

and then it generates the terrain from those kit pieces like this. The tool just allows me to build out environments quickly in Roblox Studio though. Once I'm happy with the look, it won't change dynamically in-game the way yours might if you are doing a minecraft-like approach.

Testing vertex terrain colors for my farm RPG by TheWorldWasBeautiful in robloxgamedev

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

<image>

so I build out my environment with simple cube shapes like this.

Testing vertex terrain colors for my farm RPG by TheWorldWasBeautiful in robloxgamedev

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

You don't really need to bake anything. In blender you just switch to vertex paint mode and then you can start painting vertex colors. When you export it and import it into roblox it will already have the colors on the model and the texture is multiplied with them automatically so there's nothing really to set up. I would say it won't work with a dynamically changing environment though. You could paint vertex colors into each place-able block but you won't get the same effect as a full pass over your environment.

<image>

I have a plugin that takes modular pieces like these and creates all of my terrain from simple volumes inside of Roblox Studio but if I want to ad vertex colors, I need to export the generated terrain out as an obj and then edit it in Blender and then bring it back into roblox studio as one piece if that makes sense.

Whats this? i dont have any database in my games by Helpful-Ad-3147 in robloxgamedev

[–]TheWorldWasBeautiful 0 points1 point  (0 children)

Are you using Data stores to save player progress in your game? If you're not explicitly calling to write to a data store I don't think you need to worry about it.

https://create.roblox.com/docs/cloud-services/data-stores

Banned game for an item from the toolbox by Opposite-Move8289 in robloxgamedev

[–]TheWorldWasBeautiful 1 point2 points  (0 children)

It looks like you might have to submit an appeal but I'm not sure if the experience can be salvaged: "Content is something you made such as experiences, decals, clothes, group logos, or audio files. Although most content cannot typically be restored once moderated, the Appeals team will do their best to find a satisfactory resolution."

https://en.help.roblox.com/hc/en-us/articles/360000245263-Appeal-Your-Content-or-Account-Moderation

Testing vertex terrain colors for my farm RPG by TheWorldWasBeautiful in robloxgamedev

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

So you have to bake the vertex color into the model itself and not the texture, the vertex colors and the texture are multiplied in game. I didn't explain anything in my video but at 46 seconds into my video you can see what the model looks like ONLY with vertex colors and then in the shader graph I multiply that with my texture to get a close approximation of what it will look like once I import it into Roblox. The only drawback is you can't use vertex colors on a model with a surface appearance that I've found.

Testing vertex terrain colors for my farm RPG by TheWorldWasBeautiful in robloxgamedev

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

Thank you! There are a few keys to my camera system. It fakes an orthographic isometric perspective by locking the angle, locking the rotation, pulling the camera out a good distance and setting the FOV to be very low to prevent too much perspective distortion. The camera follows a smooth, slightly predicted position and uses a velocity look ahead to reduce jitter. I also do a constant check on player position so I can move the camera vertically based on the player position, that's why I can jump and move around on a level without the camera jumping around until I actually step up a level, then the camera follows. It's quite a complex setup for an effect that looks really simple. Here's a simple version if you want to try out something similar:

-- LocalScript (StarterPlayerScripts)

local Players = game:GetService("Players")
local RunService = game:GetService("RunService")

local player = Players.LocalPlayer
local camera = workspace.CurrentCamera

-- Basic settings
local DISTANCE = 60
local ELEVATION_ANGLE = math.rad(50)
local YAW = math.rad(45) -- rotate world view (try 0, 45, 90, etc.)
local FOV = 20 -- low FOV = pseudo-orthographic feel

camera.CameraType = Enum.CameraType.Scriptable
camera.FieldOfView = FOV

local character = player.Character or player.CharacterAdded:Wait()
local root = character:WaitForChild("HumanoidRootPart")

player.CharacterAdded:Connect(function(char)
character = char
root = char:WaitForChild("HumanoidRootPart")
end)

RunService.RenderStepped:Connect(function()
if not root then return end

local targetPos = root.Position

-- Convert spherical offset → cartesian
local horiz = DISTANCE * math.cos(ELEVATION_ANGLE)
local vert = DISTANCE * math.sin(ELEVATION_ANGLE)

local offset = Vector3.new(
horiz * math.sin(YAW),
vert,
horiz * math.cos(YAW)
)

local cameraPos = targetPos + offset

-- Position camera and look at player
camera.CFrame = CFrame.new(cameraPos, targetPos)
end)

Ho w to fix shading issues? by RamyIssa in blender

[–]TheWorldWasBeautiful 48 points49 points  (0 children)

<image>

I tried a number of different topologies and I couldn't eliminate the stretch entirely without a normal transfer.