#💬 memzdevʹs Feedback
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we are getting in featured with this one🗣️
Lmao i wish
memz for featured 🗣️
this aint getting featured cause bro fighting bots 😡
Okay I can't even comprehend how you made the wall hits and the falling and the wallbreaks
like this shit is beyond me
would take me my whole career to make this one video
memz for featured 🗣️
What does the advantage mean
just means you have better ping than ur opponent
matters since this a frame centred game
@distant magnet please teach me i cannot comprehend any of your work
usually if someone makes something i go "you you prolly used this"
but your shit has me speechless
how did you make this
Not ping, just how many frames you are rendering ahead or behind of your opponents
When thr advantage becomes too large for one side, the game freezes up (ad_throttle) to sync yhe 2 players back up
ye meant to say frames mb
👍
Oh alr
no way it got deleted
i posted a fucking essay
i know i got it
so this is the initial wall collision detection
when theres a value for hit_wall, itll run a shit load of checks for the character hit state on whether it should actually trigger a wallsplat
when it actually does a wallsplat, the stun gradually reduces over time with each hit, 40 baseframes
now with my physics i created a custom bodyvelocity-like system, but apart from just overwriting the player velocity, i can pass a table thatll automatically adjust the strength of the bodyvelocity over time, so here ive passed it to start at velocity x0.03, where it gradually moves up to velocity x1.05, to create a slow sliding down across the wall. this velocity object is also what just keeps the player in place when they are wallsplatted, as it completely overwrites any movement
the actual wallbreak is pretty simple
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cancel the attack of the other player
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realign both players to the wall (you can break the wall when you're at a stupid angle to it, but itll realign you so the jump down is accurate)
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both players get that bodyvelocity-like thing applied to them, forcing one to fall down, and the other to slightly just forward so itll go over the edge (since i manually aligned the players, theyll always go over the edge properly)
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the falling player is put in a special state where as soon as it collides with the ground, itll add a new pusher that bounces him back up in regular hitstate
this is the collision detection
thats crazy
wait how do you tell your system that "this dude is currently in wallsplat"
like here in the code you trigger it
but how do you send that sustained message
player states
Data is the same as player
my mind is blown 🤯
so yeah its just mainstate Hit substate wall, then in the statemachine is just starts counting down, when it reaches 0 it transitions to knockdown state
thats crazy
bro
the custom rendering with rollback thing is madness
i cannot imagine coming up with it in 20 years bro
makes more sense when slowing down the wall break still looks insane tho
i was gonna use a nice module to break apart the wall with seperate and union operations or whatever but you can only use those server side
so until then the wallbreak itself looks kind of doodoo
2 more stars and we in featured🗣️
memz for featured 🗣️
mann i cant compete with the shit in there
🤫
we NEED good scripted shit in featured
too much modellers and builders
time for scripters to have their time to shine
1 more star🫡 🗣️ 
yeahhhh
Honestly this deserves all the cash in my bank account
take all my college money bro wtf
alr man relax your doing trick now
You got to polish the hell out of it but the game looks fire! I can't wait to play your tekken roblox game man!
I know lol, i can only do a bit of scripting so when it comes to all the other stuff it's really bare bones