I am a game developer!

Joined August 2014
Fluffmiceter retweeted
Replying to @RokartsOfficial
@RokartsOfficial UI Concept! (a Mario Kart inspired Roblox game in development) - a thread...
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bombs? you want it? it's yours my friend
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actual warcrimes were committed in coding these trailing items… 🫣
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item collisions and netcode rock solid now! onto the races…
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Getting closer!!
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map voting screen part 2! #robloxdev
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here's how it looks on a tablet and a 1080p screen! I used camera:WorldToViewportPoint() to calculate the optimal CFrame for fitting the voting screen within desired screen bounds
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Map voting screen! It's a physical screen in the lobby that the camera will fly over to and lock onto!
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#roblox #robloxdev Does Roblox keep adding itself to Login Items on MacOS for anyone else? Every single time I open Roblox it re-adds itself to login items. I don't want Roblox constantly running in the background doing who knows what. Seriously, f*** off Roblox
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hmmmmmmmmmmmmmmmmmmm.......
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I hadn't worn my Egg of Destiny in a few years now, after the heartbreak of its purple pointlight being removed. I just learned that the pointlight was brought back last year, I'm so happy :D roblox.fandom.com/wiki/Catal…
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I thought there was something wrong with my joints but turns out some of these classic packages have awful r15 joint conversions. These legs are from the Gunslinger package, look at how offset the knee joint is from the model ;_;
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this is what happens when you get squished lol youtube.com/watch?v=mITa02b5…
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An interesting side effect of the Avatar Joint Upgrade (which replaces Motor6D joints with AnimationConstraints based on attachment cframes instead of C0 and C1 offsets) is that you can dynamically scale avatar parts and the joints now respect them! Pretty cool!
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I should clarify that this isn't some kind of new capability, you could still do this with Motor6Ds, just would require updating the C0 & C1 with the new scale. It just so happens that studio resize dragger also updates attachments. Pretty cool how robust avatar tech has gotten.
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I just stumbled on this cuz I finally learned about the AnimationConstraint update (it's been out for a while, but old places using Motor6Ds haven't been auto-migrated so I was unaware of the change)
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had to revisit my IK code cuz a lot of the math was straight up broken, but here's keyframe animation blending with inverse kinematics yay
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huh?????!?????
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