ImperiumOfSharks retweeted
Fun little UI I did for practicce most of it was spend practicing vector art
DM if Intrested
#RobloxUI #RobloxDev #UIDesign #VectorArt #GameUI
If you do intend to pirate eclipse animator, PLEASE at the very least just get the word out there that it’s a good tool! (especially if you actually enjoy my plugin)
I grew up in a household where I did not have the availability to make a $20 purchase, as is the same for many others. I completely understand, and truthfully if I was younger I’d probably do the same thing LOL!
If I was in a position where I could make eclipse free forever, I 100% would. It’s just unrealistic, I genuinely spend 12-16 hours of my day every day (for the past few months) working on this tool. I want to continue pushing updates and making eclipse the best it can be. so I feel like compensation is fair for that
blabla you get the point
TLDR just make sure to spread the word about eclipse if you cracked it, that’s a completely fair way to support my development if you can’t purchase it <3
Replying to @SSmokiixx
On top of that, they gave you the option to get it for free for 3 whole days, a plugin they’ve been working on for months! Imagine working on something for months without getting paid at all just for people to devalue your work
ImperiumOfSharks retweeted
Why I am so proud to announce that I've made some adjustment to the motor bike.
It's more comfortable and there's a little more space.
Which means it can be return to service now.
#RobloxDev
I'm working on what might be the next big RTS on Roblox. See 2:30 mark for epic battle
I haven't seriously used Value objects in a long, long time, modules have mostly replaced them.
Except now I am using them for attribute holders for state saving so clients can load data about streamed in objects without the need to use remotes to request data from the server about an object that the client just detected.
Works exceptionally well, and Attributes can't hold certain type(s) of data that Value objects can which is great. Probably some of the hackiest crap I've done in a while was using StringValues to store custom NavMesh data in so clients could load them and be updated whenever a change to the navmesh occurred (via .Changed property)
And before you say bro module scripts would be better/easier for that- yes, except if you need to dynamically change the navmesh without having clients recalculate a new mesh each time OR generate a navmesh wen they join a game (which would murder a mobile phone) its better to just save the chunks in a readable format in a network accessible location that actually allows for the replication of data without running into weird throttling.
ImperiumOfSharks retweeted
One more post today before I go radio silent for a bit again, but just wanted to share some face rig/improvement stuff i've been doing for my main model
Even though I'm far too busy these days to make more characters, I've been slowly trying new things so I don't get rusty lol
#RobloxDev
Worked on an interactive RTS system for a proof of concept.
I'm saying its a proof of concept because it is cool but there are some hefty overhead costs on performance, for starters because the units are actual units and not points of data (entities) every single object in a model is replicated over the network which is not cheap.
I could rewrite everything to be entities but that would great overcomplicate the scope of the original frameworks intention and would introduce inconsistencies with how simulated units feel/move/behave vs how player owned and controlled units would behave and would also introduce some inconsistencies with hitboxes and require a complete and total rewrite of projectiles, networking and pretty much everything when I really just want to prototype things and quickly figure out what I actually want to make rather than time sink into another never to be finished or released project.
Which this framework has allowed me to do in 4 days. 7 if you include the 3 days to setup the framework, which pretty much consists of me remaking different things from different projects into a re-usable modular component system such as:
- custom tools
- custom lua based character(s)
- custom lua based humanoid
- custom per character inventory (I don't use Player.Backpack or StarterPack anymore)
- custom character controller (Edited version of PlayerModule to fit with my game)
- custom character control logic for dynamic control and server to client handsaking.
- light netcode rollback for tools and attributes via custom "NetworkVariable" components
- raycast based suspension
- modular projectile code
- mech builder and IK walk cycle solver
- custom proximityprompt and clickdetectors (you have to make your own if you're controlling a character that is not Player.Character!)
- custom character "motor"
- custom aircraft "motor"
- custom vehicle "motor"
- custom naval "motor"
Volley fire lock ons?
Back-ish. Wanted to work on something fun, so decided to port a few different projects to one singular framework and vibecoded UI to test specific things quickly.
Tanks, mechs, infantry, squad movement logic using mixture of flocking and local collision avoidance. Unit possession hotswapping, custom characters, raycast suspension for tanks, server authored projectiles w/ instant client feedback + server approval and rollback for client actions, custom tools and per-entity inventory.
but video just shows the mech n local entity collision avoidance.
ImperiumOfSharks retweeted
Back-ish. Wanted to work on something fun, so decided to port a few different projects to one singular framework and vibecoded UI to test specific things quickly.
Tanks, mechs, infantry, squad movement logic using mixture of flocking and local collision avoidance. Unit possession hotswapping, custom characters, raycast suspension for tanks, server authored projectiles w/ instant client feedback + server approval and rollback for client actions, custom tools and per-entity inventory.
but video just shows the mech n local entity collision avoidance.
Back-ish. Wanted to work on something fun, so decided to port a few different projects to one singular framework and vibecoded UI to test specific things quickly.
Tanks, mechs, infantry, squad movement logic using mixture of flocking and local collision avoidance. Unit possession hotswapping, custom characters, raycast suspension for tanks, server authored projectiles w/ instant client feedback + server approval and rollback for client actions, custom tools and per-entity inventory.
but video just shows the mech n local entity collision avoidance.
ImperiumOfSharks retweeted
Hello twitter people I'm not dead!!! Still busy with contracted modeling work so not *quite* ready for commissions just yet, but still planning to re open eventually.
In the meantime have this gummy bear I animated












