Super helpful I've tried making things using quad bezier curve but was having hard time fully understanding, hope your doing good man sounded a bit down in your vid
HI! i want a tutorial on how to animate fx and how to make a breathing techniques cuz im focusing on this game too long and i dont know how to animate breathing technique and how to use them for my game pls have a tutorial on that! i would highly appreciate it!
Just to be clear, we are instead tweening the number value. So the tween edits the value and it triggers the .Changed event and triggers alot per second? So we are not actually tweening the part but the event triggering a lot per second makes the change in position seem smooth?
This is a very helpful tutorial for bezier curves and I like that you utilized tween service with it too. However, I am confused on how I would be able to implement it as a form of projectile movement from my character to where my mouse cursor is.
Love how consistent you are bro 🙏🏾 Can you make a vid on Saving/dealing with player data with DataStores/ProfileService, in a modular way (similar to your vfx module)
just wondering if you have ever run into movestacking issues for your games and if you have something that could fix it. I've been trying to deal with movestacking on this game i'm scripting for so long and none of the ideas work. I've investigated through the dev forums, and nothing else. Figured I would go to you since i mainly learned scripting by watching your videos
@@REDPlys if you press two keys at the same time, it will make two moves happen at the same time and this is obviously a huge issue because people can combine moves by doing them at the same time and do more damage
@@ikarikuremi9381 maybe local "something" = false then if u use 1 move then "something" = true and if "something" = true then u can't use other move and when the move is done "something" = false that's my idea (my english kinda bad)
@@ikarikuremi9381 The best way to do it is probably to put a value inside the player, call it isUsingAbility, and set it to true upon using an ability. Whenever the ability ends set it back to false. Then, do a simple check at the start, if isUsingAbility == true then return end. (This might help if you still need help idk.)
hey so like I have a question, im making a kamehameha right and im tryna make it so that the beam extends and it pushes a player back like knockback. Have any ideas on how to make this?
maybe have a table for when players get hit they get inserted into the table so they wont be hit again and push them back with like a line vector i think thats what its called
I enjoy these videos. I'm currently in the process of making a bit of a retro style rpg. I'm nearing a stage where I can start allowing people to play. I am trying to hash out a reasonable combat system, not something too complex but also more than a stand and click game. I feel like there's potential in these Beziers for certain combat abilities I have in mind. This definitely gives me a clear idea of how to manipulate them.
@@andrassbb The working title is Luvia: Fortress of Destruction, I considered changing it but I'm not very great at naming things. It is based on an old rpg I played on the Super Nintendo as a child. It's not done yet but I think I may reach some kind of alpha stage by the end of summer, well, that's the hope anyway
I never thought it wouldve been this simple
Ive been looking for a clear tutorial for a while
Thanks red!
Dude where is this roblox article?
Super helpful I've tried making things using quad bezier curve but was having hard time fully understanding, hope your doing good man sounded a bit down in your vid
HI! i want a tutorial on how to animate fx and how to make a breathing techniques cuz im focusing on this game too long and i dont know how to animate breathing technique and how to use them for my game pls have a tutorial on that! i would highly appreciate it!
if u wanna go more in depth u could go over all bezier types like cubic, its more advanced but also more useful for certain things
Just to be clear, we are instead tweening the number value. So the tween edits the value and it triggers the .Changed event and triggers alot per second? So we are not actually tweening the part but the event triggering a lot per second makes the change in position seem smooth?
This is a very helpful tutorial for bezier curves and I like that you utilized tween service with it too. However, I am confused on how I would be able to implement it as a form of projectile movement from my character to where my mouse cursor is.
Point C is the player Mouse.Hit.Position
Could you make a tutorial about making a strong punch ( RMB move / R move ) ( How to make fist combat series )
yo can u send the link to the roblox docs talking abt bezier curves?
please show us how to script grab skills bro 🙏ive been trying for too long
nice tutoriel man, could you make a video about pathfinding i like the simple way you explain things
Love how consistent you are bro 🙏🏾
Can you make a vid on Saving/dealing with player data with DataStores/ProfileService, in a modular way (similar to your vfx module)
that did NOT age well
Can you try make more skill tutorials like magic and sword magic stuff or something like that? Your other tutorials really taught me a lot.
appreciate the video helped me figure out what i was missing
After a lot of pain I finally... Finally understand the bezier curze thank you so so so much.. and hope u doing good
1st
cant find the website
BROOO THIS IS SO HELPFUL, IVE BEEN TRYING TO UNDERSTAND THIS FOR SO LONG
Uh i have a problem with "TweeenService:create"
It says "no property named 'value' for object 'value', can you help me with that?
Finally less goo
just wondering if you have ever run into movestacking issues for your games and if you have something that could fix it. I've been trying to deal with movestacking on this game i'm scripting for so long and none of the ideas work. I've investigated through the dev forums, and nothing else. Figured I would go to you since i mainly learned scripting by watching your videos
what do you mean by movestacking?
@@REDPlys if you press two keys at the same time, it will make two moves happen at the same time and this is obviously a huge issue because people can combine moves by doing them at the same time and do more damage
@@ikarikuremi9381 use attributes on the player/character
@@ikarikuremi9381 maybe local "something" = false then if u use 1 move then "something" = true and if "something" = true then u can't use other move and when the move is done "something" = false that's my idea (my english kinda bad)
@@ikarikuremi9381 The best way to do it is probably to put a value inside the player, call it isUsingAbility, and set it to true upon using an ability. Whenever the ability ends set it back to false. Then, do a simple check at the start, if isUsingAbility == true then return end. (This might help if you still need help idk.)
good explanation
That's Really Nice
Does anyone know a video that would allow me to show the trajectory path to players? Im making a golfing game and this would help out a lot
Can you please turn this into an attack? Also, is that even possible?
100%
yes
nice
Very helpful
yoo lets go, i was gonna make like a zombie acid spit attack and this came right in time!
Thats what i really call this as an a beauty of the math;
hey so like I have a question, im making a kamehameha right and im tryna make it so that the beam extends and it pushes a player back like knockback. Have any ideas on how to make this?
maybe have a table for when players get hit they get inserted into the table so they wont be hit again and push them back with like a line vector i think thats what its called
@@REDPlys oh okay but wait what’s a table again in roblox Studio?
@@krypto2647 bro learn the basics first
@@caz8135 Ik almost everything about roblox studio I just didn’t know what was a table
@@krypto2647 you don't know what a table is?
I enjoy these videos. I'm currently in the process of making a bit of a retro style rpg. I'm nearing a stage where I can start allowing people to play. I am trying to hash out a reasonable combat system, not something too complex but also more than a stand and click game. I feel like there's potential in these Beziers for certain combat abilities I have in mind. This definitely gives me a clear idea of how to manipulate them.
whats the game called?
@@andrassbb The working title is Luvia: Fortress of Destruction, I considered changing it but I'm not very great at naming things. It is based on an old rpg I played on the Super Nintendo as a child. It's not done yet but I think I may reach some kind of alpha stage by the end of summer, well, that's the hope anyway
@@RetrogamingCostello13342 Nice bro
good luck with that
@@RetrogamingCostello13342is it out? Pls tell me when it is
what about bodyvelocity
Thank You So Much!!!!!
what would be the best way to make wide curves? there are annoying gaps on one side when doing it with this method
make the p2 position more further?
Jojo tutorial continue when
when iggy barks ;)
@@raijinstudios4525 exactly