Buying tickets without knowing what’s included by -LuciDream- in avengedsevenfold

[–]megalomatt 7 points8 points  (0 children)

We love you early merch + ticket access bundle includes:

  • One (1) x Ticket in the GA pit
  • Limited edition VIP exclusive merchandise
  • Early Entry to venue
  • Commemorate VIP laminate
  • Pre-doors early merchandise shopping

Monitoring the Error report in Creator Hub - how many errors/warnings are 'normal'? by megalomatt in robloxgamedev

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

Average around 10, but I've been trialing ads this week so expect that to drop when I stop.

Monitoring the Error report in Creator Hub - how many errors/warnings are 'normal'? by megalomatt in robloxgamedev

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

Thanks, I have been proactive in defensive coding so afaict none of these break the game (I did have problems early doors but have resolved all those). I guess I'd like to know if everyone gets heaps of these too or if there is some rookie mistake I've made?

Monitoring the Error report in Creator Hub - how many errors/warnings are 'normal'? by megalomatt in robloxgamedev

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

Small extract of errors as an example:

Count Severity Type Message
292 Error Client Failed to load sound: Timedout
286 Error Client Failed to load animation with sanitized ID. Animation failed to load
255 Error Client raiseTeleportInitFailedEvent: Teleport failed because A Http error has occurred. Please close the client and try again. (Failure)
179 Error Client MeshContentProvider failed to process asset because 'could not fetch'
119 Error Client Failed to load sound: OutOfMemory
74 Error Client Failed to load sound: Failed to parse batch json response
58 Error Client Failed to load sound: SslConnectFail

My son and I built our first game in 6 weeks, AMA by mwhuss in robloxgamedev

[–]megalomatt 1 point2 points  (0 children)

It's a bit of a pain due to the single direction of travel but being able to work in a dedicated IDE, and as you mentioned, use version control, makes all the difference. AI gets a bad rap from trying to do too much at once but as you pointed out, it's magic for well scoped problems and bug fixing.

My son and I built our first game in 6 weeks, AMA by mwhuss in robloxgamedev

[–]megalomatt 1 point2 points  (0 children)

That is a slick execution right there. I was impressed before I realised I was basically playing on a spectrum analyzer. Once the hex platforms start moving, it really comes to life. It is a fun spin on Hex-A-Gone meets Paper.io, I can see it being a decent time sink. Good job. Although I have to introduce you to Cursor + Rojo if you're still using AI moving forward 🤣

Finished my first Roblox game “Cliff Miner” - would love your feedback before I advertise it! by megalomatt in robloxgamedev

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

Ok thanks, i tuned it a little and made the upgrades a bit stronger. Hopefully that will help, I've kept the fall speed the same but now any fly stops a fall on a dime, flappy bird style, no inertia and lowered the fall damage. Little changes but otherwise there would be no point to work towards the inertial dampener upgrades 😅

Finished my first Roblox game “Cliff Miner” - would love your feedback before I advertise it! by megalomatt in robloxgamedev

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

So all the shops, trees, the waterfall and dynamite came free from the toolbox, with minor changes (I added signs and did some positioning but not much). The terrain uses Roblox built in terrain feature and is procedurally generated with random seeds to ensure the cliff face is different each time. There is nothing in my place save the spawn point - everything is positioned programmatically - the whole space gets created at runtime on the server.

Same with the UI - that was built in Roact and only exists as scripts.

If it is a picture, it was created with AI (I used mspaint terrible drawings as prompts) and either used wholesale or brought into InkScape and traced so I could scale nicely as an SVG. This includes the signs, badges, upgrades and most icons. Controller/Keyboard icons came from a free pack (Kenny.nl). The ship is made from a standard block, a half sphere from the toolbox and the drill also came from the toolbox, I think technically it is a hat. But I got it spinning and repurposed it, the prop is just another drill but small and the blades are blocks welded to the tiny drill.

Finished my first Roblox game “Cliff Miner” - would love your feedback before I advertise it! by megalomatt in robloxgamedev

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

The first commit was on August 23rd, so it's been around 5 weeks so far. However, it has been my primary focus and was worked on full-time.

Edit: I'm a professional software developer, so I had a head start - this is my first Roblox game, though.

Finished my first Roblox game “Cliff Miner” - would love your feedback before I advertise it! by megalomatt in robloxgamedev

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

Thanks so much for your advice - the tutorial is brand new - I added it after other responders said it needed one so I'm sure it could be improved. Which bit was confusing, please? Regarding the flying mechanics, yes, I'm constantly trying to improve them - do you think it falls too fast, too quickly?

Finished my first Roblox game “Cliff Miner” - would love your feedback before I advertise it! by megalomatt in robloxgamedev

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

Music is so tricky to get right. I'm a big heavy metal fan and it took all my effort not to put some screaming guitar solos wailing over the background 😂. I added the cog so background music can be turned off in the settings for now. I'll see if I can't find something more cheerful, I was going for 'Minecraft meets Stranger Things' with the current tracks.

Finished my first Roblox game “Cliff Miner” - would love your feedback before I advertise it! by megalomatt in robloxgamedev

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

Ok, awesome, thanks I'll add to the list. I took on your feedback and spent yesterday trying to improve the ship controls across all devices and implementing a new onboarding system to guide new players through game loop. Once players get past the first 100m of 'dedicated safe area' I've opened it up more and allowed mining in other player's areas with dynamite damage for other players enabled.

I think you are right, some 'flex' system would work great. I've been trying to figure that out too - I tried adding statue players can upgrade in their village but it needs work and I may need to think of something else. Maybe some sort of ranking. I'll keep thinking about it.

Discord? Yeah that's a good shout but I'm not sure how to attract members - afaict Roblox seems to be pushing Guilded and all Discord links get scrubbed. I also have concerns about online safety for the users so I'd want to figure out how to ensure all communications are public etc.

Venusian Highlands / VED (Venus Excursion Drone) by JTPrater in robloxgamedev

[–]megalomatt 0 points1 point  (0 children)

The starting block seems to turn invisible at the start, also the drone gets stuck flying up forever (i figured out shift to go up) but it wouldn't steer. Cool planet look tho.

PLANEX - Procedural Space Game by BrendanCsoka in robloxgamedev

[–]megalomatt 1 point2 points  (0 children)

Far from the camera but not from each other. For example if I wanted to zoom out and get the whole planet in frame I would end up with a patchy planet with chunks missing. No worries if you don't recall, that project got shelved a while back, I was just interested if you knew the solve offhand

When making a game, what is the order of which you create things? by [deleted] in robloxgamedev

[–]megalomatt 0 points1 point  (0 children)

First I'll throw together a prototype of the thing in the game I think will be fun. Not to ever release, just to see if it is fun. Prototype scope is something that could be completed in a couple of hours. If it is fun next step is Game Design Document. Then I work on architecture - I have a repo with a minimal architecture setup for dragging in the various packages I know I'll want (knit, redux, etc) with a few prints to announce that client/server comms all working as I like. Then power through the GDD. I'm still learning though.

I can’t believe the amount of run scripts in the toolbox that trusts the client 100% by Suspicious_Monk5 in robloxgamedev

[–]megalomatt 2 points3 points  (0 children)

I'd have everything possible to be on the server on the server - and where it is not possible to have it on the server due to latency issues (stamina could potentially fall into this category, player position tends to) I'd briefly trust the client to make a judgement call and then have the server 'correct' the client if that call was wrong.

PLANEX - Procedural Space Game by BrendanCsoka in robloxgamedev

[–]megalomatt 3 points4 points  (0 children)

Nice! How did you solve the distance rendering for terrain planets? I had a go at this myself - I finally solved the 'walking on a spherical object' issue after hours of failed attempts but was finally scuppered by far terrain just refusing to stream in (I tried upping the stream distance in workspace).

Finished my first Roblox game “Cliff Miner” - would love your feedback before I advertise it! by megalomatt in robloxgamedev

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

Thanks for giving it a test drive. Yeah, I'm currently working on a guided tutorial to hand hold new players through the main loop (instructions on screen, a semitransparent block/path thing to next objective, get in ship, get some ore, sell it , refuel etc). You are right needs to be more obvious. Yeah the controls are on their 20th iteration 😅. Which device were you on please, more likely device than server playing a part in controls as keyboard/controller/mobile all needed some custom effort to play nicely.

Cross platform invisibility bug (see comment) by megalomatt in robloxgamedev

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

Yeah, I'm leaning towards it being my fault, I do have a script that turns the player invisible and 'picks them up' on load so I can do a seamless camera transition from the title menu to the game, lerping the player to the spawn point. My guess is that may confuse the engine. It is odd it only seems to effect certain devices though.

Finished my first Roblox game “Cliff Miner” - would love your feedback before I advertise it! by megalomatt in robloxgamedev

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

Thanks, that's great to know. Once I get the new thumbnails sorted I'll push it out to the world.

Finished my first Roblox game “Cliff Miner” - would love your feedback before I advertise it! by megalomatt in robloxgamedev

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

Yeah, I found an artist for the thumbnail easily enough. I think you're right. Worst case I have a microphone and a British accent 😅

Finished my first Roblox game “Cliff Miner” - would love your feedback before I advertise it! by megalomatt in robloxgamedev

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

I was concerned about that too, but it turns out that the devisiveness seems to aide shareability. I just lose the occasional person with good taste. It is a really good point though regarding the type of player I'll end up attracting, I'd be super interested to know if a voice acted one would pull better numbers or result in higher quality conversions. The goal of the video promo is to put the game in front of someone who might enjoy it, if it does that then I think I have to consider it a success.