19 • robloxmaxxing • prev @magichourai (yc w24) & @effortcompany24 (yc w24)

Joined August 2021
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DEVLOG #8! (continued) here is some sample combat! I also added SFX for when your health/block meter drains, as well as a knockback animation for when you get hit
DEVLOG #8! I got most of the blocking functionality done: - when blocking, it reduces the damage you take by 15% - each time you get hit while blocking drains your block meter (fixed amount of 15% for now too) - once your block meter hits 0, you're unable to block as well as get block broken which stuns you temporarily for the sake of the demo, I made it so hitting drains my own block meter I also got the block break parry stun animation for the brawler fighter done! what's left: - implement the parry system - gradual block meter regeneration over time if not player is not blocking
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DEVLOG #8! I got most of the blocking functionality done: - when blocking, it reduces the damage you take by 15% - each time you get hit while blocking drains your block meter (fixed amount of 15% for now too) - once your block meter hits 0, you're unable to block as well as get block broken which stuns you temporarily for the sake of the demo, I made it so hitting drains my own block meter I also got the block break parry stun animation for the brawler fighter done! what's left: - implement the parry system - gradual block meter regeneration over time if not player is not blocking
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anthony retweeted
Jun 11
new domain and landing page just dropped 🔥 thecontextcompany.com
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DEVLOG #7!
 I got the health bar GUI and block meter GUI hooked up and syncing properly the block system itself isn’t functional yet; the UI currently just syncs its initial state when a player joins one issue I ran into was that the GUIs would disappear after a player died and respawned. fortunately, the fix was simple: disable the ResetOnSpawn property on the affected GUIs
 another problem was that my health bar updates and combat animations stopped working after respawning. the cause was that I hadn’t accounted for roblox creating a brand new character and humanoid every time a player respawns to solve this, I created some helper onCharacterAdded() functions that update my character and humanoid references whenever a new character is created, ensuring everything stays connected after death and respawn I also fixed my hitbox visualization. initially, the visual hitboxes were created on the server, so every player could see them. I moved the visuals to the client instead, so each player only sees their own hitboxes
DEVLOG #6! took a step back from scripting and started working on some new game UI: revamped loading screen player stat HUD in game 👀
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i remember when I was 10, all I wanted to do was make a game on roblox, but I didn’t know the first thing about programming, let alone game development fast forward a few years: i entered high school and eventually learned how to code, spending a bulk of my time in highschool doing web development looking back, i realized that web development wasn’t what originally sparked my interest in programming. it was game development roblox game development, specifically and now, present time, i’m able to use the programming fundamentals i’ve learned to make that childhood dream a reality 🔥
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DEVLOG #6! took a step back from scripting and started working on some new game UI: revamped loading screen player stat HUD in game 👀
DEVLOG #5! i grew tired of programming and manuevering my code so slowly in Studio, so I figured out a way to get Rojo working with neovim 😎 i also started refactoring my core combat architecture, which now takes a config-first approach for fighters! for the sake of the demo I hardcoded the current selected fighter to show you the difference between them, but as you can see I’ve already created a character selection GUI on the bottom left which I’ll be implementing the functionality for in the future my next steps are to add the ability for fighters to block, and then start animating the m1 sequences for the Slayer fighter 🗡️ as well as making a custom hitbox for the sword
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(continued)
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DEVLOG #5! i grew tired of programming and manuevering my code so slowly in Studio, so I figured out a way to get Rojo working with neovim 😎 i also started refactoring my core combat architecture, which now takes a config-first approach for fighters! for the sake of the demo I hardcoded the current selected fighter to show you the difference between them, but as you can see I’ve already created a character selection GUI on the bottom left which I’ll be implementing the functionality for in the future my next steps are to add the ability for fighters to block, and then start animating the m1 sequences for the Slayer fighter 🗡️ as well as making a custom hitbox for the sword
lil mini update: I added some SFX, a loading screen, and a main menu screen! (totally didn't steal the camera tilting code from youtube) and yes the GUIs are responsive currently, my combat scripts are scripted in a way that aren't really reusable, i.e it's only meant for one fighter right now: the brawler so my next steps are to rework my combat scripts to be more modular/reusable in the sense that I can implement a fighter selection GUI, and then based on my selected fighter it can load in the controls/logic for that specific fighter also this is the really neat tool that helped me make the GUIs responsive super fast! create.roblox.com/store/asse…
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lil mini update: I added some SFX, a loading screen, and a main menu screen! (totally didn't steal the camera tilting code from youtube) and yes the GUIs are responsive currently, my combat scripts are scripted in a way that aren't really reusable, i.e it's only meant for one fighter right now: the brawler so my next steps are to rework my combat scripts to be more modular/reusable in the sense that I can implement a fighter selection GUI, and then based on my selected fighter it can load in the controls/logic for that specific fighter also this is the really neat tool that helped me make the GUIs responsive super fast! create.roblox.com/store/asse…
I MADE UPDATES!! those architectural and performance issues ended up bothering me so I re-architected my folder structure / logic I separated the creation of the hitboxes into two separate modules: one for the server and one for the client I also introduced a new CombatServiceServer modulescript to handle the fired remote event, which also handles the logic for dealing damage before, the logic for dealing damage was coupled with the hitbox creation, and I realized that this isn't ideal for more complex hit sequences as for the hitbox creation logic, I changed the core functionality from using GetPartsInPart to GetPartBoundsInBox for better performance, since the former requires a full geometric collision check for every single part, whereas the latter just checks based on the bounding box of the part we specify I also delayed the actual creation of the hitbox to be on a specific frame of each m1 animation, towards the end, rather than instantly on click lastly, i made sure that this all follows SSA (single script architecture) for maximum DX
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I MADE UPDATES!! those architectural and performance issues ended up bothering me so I re-architected my folder structure / logic I separated the creation of the hitboxes into two separate modules: one for the server and one for the client I also introduced a new CombatServiceServer modulescript to handle the fired remote event, which also handles the logic for dealing damage before, the logic for dealing damage was coupled with the hitbox creation, and I realized that this isn't ideal for more complex hit sequences as for the hitbox creation logic, I changed the core functionality from using GetPartsInPart to GetPartBoundsInBox for better performance, since the former requires a full geometric collision check for every single part, whereas the latter just checks based on the bounding box of the part we specify I also delayed the actual creation of the hitbox to be on a specific frame of each m1 animation, towards the end, rather than instantly on click lastly, i made sure that this all follows SSA (single script architecture) for maximum DX
i don't even want to know how unperformant my code is but I got a basic combat system working 😎 will continue making tweaks to the hitbox add vfx/maybe better animations but this is what I have for now!
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i don't even want to know how unperformant my code is but I got a basic combat system working 😎 will continue making tweaks to the hitbox add vfx/maybe better animations but this is what I have for now!
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TIL about OOP (Object Oriented Programming) in Luau! well, technically the concept of OOP doesn't really exist in Lua/Luau, since Lua/Luau doesn’t have built-in classes (yet) but, there is a neat workaround utilizing metatables and the `.__index` metamethod! tldr: metatables are just normal tables that extend the functionality of another table; the `.__index` metamethod acts as a fallback lookup whenever a key doesn’t exist on a table.
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anthony retweeted
"Is that code AI generated? If it’s AI generated I don’t want it"
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remade my favorite forsaken emote in blender LOL #forsaken #forsakenroblox #roblox
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brawler m1 combat sequence 👀 combat mechanics aren't fully working, just wanted to show the animations in roblox :)
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thanks @avec!
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made a sword 👀 I learned about the importance of baking textures in Blender in order for the colors to properly import to roblox
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more blender stuff
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