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Re: I decided that were currently having an roblox game engine fad.

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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
26 Oct 2011 10:55 AM
You must now create an engine wich makes creating roblox games way easier by providing useful functionality and keeping track of stuff so you dont have to do it.



I will laugh at you if you dont even bother to compete with Kitten Engine(tm)
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ArceusInator is not online. ArceusInator
Joined: 10 Oct 2009
Total Posts: 30553
26 Oct 2011 10:57 AM
Watch my Shark Engine eat your Kitten Engine.
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
26 Oct 2011 11:00 AM
My kitten engine wasnt sunken to the bottom of the sea because of its horribility like yours so you cant eat mine.

It lives happily in the houses of game making robloxians, secure from your nom nom.
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Messification is not online. Messification
Joined: 18 Oct 2011
Total Posts: 806
26 Oct 2011 11:01 AM
Would you mind giving an example?
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ArceusInator is not online. ArceusInator
Joined: 10 Oct 2009
Total Posts: 30553
26 Oct 2011 11:01 AM
?v=IxKFaDYfG_o
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
26 Oct 2011 11:05 AM
For example my engine will:

-Make an interface for each object (so the objects you use are tables like {Instance=TheRealObject,SetPosition,SetColor}) (Set___ are functions)

then it will keep track of them so you can get the joints connected to a part (or parts connected to the part, or even the whole body of the part wich is all parts directly or remotedly connected to it)

Then ill add stuff like client-server-client communication like sending tables, and then a ton of functionality so you dont have to script it yourselves.

Like asking the local version of my engine to manipulate the users camera, or sending events to the user or the user can requests data from the server.

Stuff like that.

Like welding 2 parts together and using functions to change the weld instead of hackish cframe stuff.



Maybe also gui stuff like sliders and pop up menus. (wich i found useful, i made a slider and popup menu once and needed them in all the 2-3 games i made after that :P)
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
26 Oct 2011 11:07 AM
Oh and a tip:

For keeping track of the objects in the place, you can use instances as keys in tables


like

tab[part]={Health=10,Owner=bob}


function getdata(part)
return tab[part]
end
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ArceusInator is not online. ArceusInator
Joined: 10 Oct 2009
Total Posts: 30553
26 Oct 2011 11:09 AM
When's the deadline?
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
26 Oct 2011 11:10 AM
About the time when 99% of you realize you cant compete my epic Kitten Engine(tm) and ignore the fad.
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
26 Oct 2011 11:11 AM
Oh and when making the engine try to make clean code because i think we should make these public and people propably want to understand what happens so they can add stuff if they want.
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ArceusInator is not online. ArceusInator
Joined: 10 Oct 2009
Total Posts: 30553
26 Oct 2011 11:12 AM
Mine is already better because it uses an actual ™ symbol.
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
26 Oct 2011 11:23 AM
*copypaste*


Now were even! >:3
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aboy5643a is not online. aboy5643a
Joined: 20 Nov 2010
Total Posts: 2785
27 Oct 2011 09:51 PM
UGM, I like started this fad about a month ago then O.o

I made a 2D studio with basic physics, character mechanics, and basic modified Lua scripting (additional classes and such).

inb4YUBAMP
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
31 Oct 2011 04:13 AM
My internet broke so i worked on it a bit (still broken :c)

Nao it can translate strings to tables and tables to string after i go to wiki to see what the type checker function was...

Yus.
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bombpaw is not online. bombpaw
Joined: 15 Mar 2009
Total Posts: 3484
31 Oct 2011 06:42 AM
>"?v=IxKFaDYfG_o"

...

>"G_o"

Omg ._.
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blobbyblob is not online. blobbyblob
Joined: 29 Oct 2008
Total Posts: 12165
31 Oct 2011 11:23 AM
So, umm... does your game engine give you the mouse object at all times?
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
31 Oct 2011 11:32 AM
It could have a feature so that it connects to all tools you have and gets the mouse if you have any of them selected.
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blobbyblob is not online. blobbyblob
Joined: 29 Oct 2008
Total Posts: 12165
31 Oct 2011 11:40 AM
So I'd have to program that?

Why would I choose your engine over the regular one, then?
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
31 Oct 2011 12:14 PM
Cuz theres no regular one? xD

I was thinking of making it so that you can get the mouse and all if any tools are selected, and i could add a thing wich you can set like Hoppahbin:HideWhenSelected() so you can make a tool liek

local bin=engine.GetObjectFromHopperbin(script.Parent)
bin:HideWhenSelected()

bin:OnButton1Down(function() print(bin.Mouse.hit.p) end)



or something liek that.
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
31 Oct 2011 12:20 PM
Im this far:

-Kitten Engine Server
*Object manager (50%)
*Logging (Currently you can just add messages to a table using functions so liek 10% as i want way more stuff to help you debug)
*Client Communication (60% Can translate tables to string and strings to tables in the primitive way i want it to, though it propably wont work. And it still needs to handle everything that has to do with players like ask them to update their camera and stuff.)

-Kitten Engine Client
Havent started on this yet, but its mostly just a ripoff of the engine version with some extra functionality for tools, camera and localparts if i bother since roblox dislieks them.
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
31 Oct 2011 12:36 PM
I think i need a :Sync() function for all object wich saves the extra data table as objectvalues and such, and if it already exists it updates those values.

That way you can make clients be able to read the data :3



Though i need a variant wich only syncs a part of the variables.

like

:Sync({"Stats","VisibleStats"}) would be seen as

Extra{Stats={VisibleStats={BLAH BLAH BLAH}}}

with no other variables in Extra or Stats visible (unless you sync them too!)



I think ill also make a communication function wich sends the data like this because it might be more reliable.
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
01 Nov 2011 04:43 AM
I need a debug screen so you can check lag levels, amount of data goin between client and server and so on (data that the engine has access to, it assumes you only use objects managed by the engine, not instances directly)

I think i also need a admin window and stuff.
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blobbyblob is not online. blobbyblob
Joined: 29 Oct 2008
Total Posts: 12165
01 Nov 2011 02:45 PM
"Cuz theres no regular one? xD"
Well, no, roblox is just an engine. It runs scripts, and I can make games from it.


But I'm not convinced that yours offers enough to warrant switching to it.


Here's some things I'd have to see:
- Constant Mouse Access
- Decent Camera Manipulation (including Camera.Lock (boolean) and forced first person (I'm sure you can find a way to achieve this))
- Local Part Support
- Script auto-reload upon breaking
- Output available in-server for the owner of the game
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