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Apr 2021 51 posts

Post cool stuff that you're working on!

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Apr 2021 24 posts
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Oct 2021 22 posts
sucking
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Apr 2021 24 posts
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Jul 2021 18 posts
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Oct 2021 15 posts
durt
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Jul 2022 90 posts
Trying to port some MMD models into s&box
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Apr 2021 24 posts
made a blob guy
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Apr 2021 293 posts
love it
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Oct 2021 86 posts
Drop
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Jul 2021 7 posts
My WebAssembly compiler can handle shitty recursive functions now.

I'm really happy I made it dump control flow graphs. Mainly for debugging, but it's nice to be able to show off something marginally more interesting than a bunch of code.
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Jul 2022 16 posts
PIRATE GAME
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Sep 2022 48 posts
risk of rain
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Jul 2021 23 posts
new blocks & bullets stuff
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Feb 2023 53 posts
I didn't know I wanted reactions on the forums until I saw that little drone, I love it.
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Sep 2022 48 posts
that drone is the coolest thing I've seen in s&box
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Oct 2021 76 posts

Sadly, re-writing most of Micro Mayhem from the ground up. Too much messy jam code.
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Jul 2022 16 posts
Custom transition shader i'm cooking up for Terry Games to add some more variety
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Feb 2025 3 posts
Attempting to make a slot machine work in a way that results in nothing for the player.  Just a simple "E" interact, that results in a random set of orientations +/- fixed definitions.  I'm not a programmer in the slightest though, so this may be a challenge I'm not ready for...  Lol.
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Sep 2022 67 posts
cordysona reveal at 100k spores
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Jan 2024 37 posts
Atomic Heart reference?
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Oct 2021 86 posts
Just finished a spectate system that is comprised of a Component, Screen Panel, and a variable on the main player component to trigger spectating mode.

How it works: when a player dies, or is unable to spawn due to whatever reason (game in progress would be an example), the player doesn't spawn as a player with a controller, but as a spectator with the spectator component, this component initially gets all connections in the lobby that have a valid PlayerController and builds the components local "Connections" list, whenever the spectator clicks LMB/RMB it rebuilds that list of Connections locally to check if any other players have died before attempting to switch to the next/previous player. The component also wraps around the list, so you're not just randomly jumping between players, it chooses the next based on the connection index from the networking component.

Simple UI:
Video showing spectate player cycling
Component information:
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Dec 2022 11 posts
wood wood wood wood
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Jun 2021 77 posts
Camera with selfie mode and face flexes, photos upload to a backend service with optional Discord posting support, and spawning of photo frames in-game
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Sep 2022 67 posts
swirly egg
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Oct 2021 86 posts
Working on some new modes/types for Drop (Decay + Mimic), still need to polish and do some network testing... But overall game together over the course of a Saturday afternoon :D

Decay:

Mimic:
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May 2021 59 posts
Been working on NPC aiming and navigation these weeks, had to refactor the player too so that we can just add the NPC component on top of them and they'll function as Bots to fight against. You could even give yourself the NPC component and let it play for you.
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Sep 2022 48 posts
I made the stupid ugly sausage man bleed
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Aug 2022 6 posts
Clearly A Vehicle Controller
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