Awesome! You actually gave me a great way on generating rooms in your first video and saw this video on my recommendeds. Cool to see you making a new a project and helping other people GnomeCode =D
Remember that CFrame can really mess you up with door placement, it can get your door in the wrong orientation and you will have to redo all the exits and entrances all over again. so make sure that the door has the SAME orientation as the exits and entrances. but you still have to rotate when its a right or left turn. I hope this helps people
This series looking good so far! I’m excited to see how the entities work. I’m VERY new to scripting and I’m working on a disaster game. I know the commands and how they work, but that’s it. But not when to start a new line or when to add things like bool and intvalue. Time to watch your roblox studio series!
the hiding system is simple. i dont really know how to script it yet but i know how its made in the orginal game. while hiding a hiding animation will play.. but thats not all. you will be set to a team which makes you so rush's and ambush's hitbox will not kill you. when you go out of the hiding spot.. then you will be set to the normal team.
@@ItzJustTeam Teams wouldn't be used it's more likely a simple attribute called 'Hiding' or something, then just setting it to true / false and checking that when the monster touches you.
on the *Door.Open(doorModel)* function I recommend adding this after you play the tween so that the player doesn't bump into the door *for i, part in pairs(doorModel:GetDescendants()) do* -- Loops through every descendant of the door *if part:IsA("BasePart") then* -- Makes sure that the part we found is a physical object *part.CanCollide = false* -- Disables collision *end* *end*
Never made a game, let alone code one, and here I am watching this for some odd reason. Also I think you should probably do a tutorial on how to make previous rooms despawn if you've already went through them.
Hey GnomeCode, could you please post more often? I bet that if you did, then everyone would start watching you, since right now there aren't really good doors tutorials yet, and I know that you probably be the only one who will make a good tutorial. ik that you're good at this stuff, but others who don't know you probably aren't. overall, you'd probably get many more subscribers and views if you post more often! hope you get to 69420 subs!!!
I think he should do things such as: Proper Starting Room The puzzles and locked doors (because some doors in Doors are locked and you need a key) Those two things, in my opinion is what I would do before implementing hiding or anything like that.
Here are my suggestions for future episodes, Dark rooms with the fog effect Rush AI (there are a lot of tutorials but I dunno how it would work with random generation) plus hiding mechanic Specific locations spawning in specific rooms (like room 50 being library and 100 being elevator room) Jumpscares with Death screens
What I think he should do next episode: - Proper Starting Room - Keys and doors that have a chance for being locked. - Some other occasional decorations that can spawn so it doesn't feel like the same thing over and over and over again Then the episode after that: - Implement crouching and the chance for a room that needs you to crouch to get through it - Implement the wardrobe/hiding - Possibly start with the basis of monster AI I think he should just add the monsters and hiding later off in the game rather than NOW.
In the door.New function you could have instead just done: local formattedNumber = string.format("%04d", tonumber(number)) doorModel.Door.Sign.SurfaceGui.TextLabel.Text = formattedNumber
For some reason when i write the Door ModuleScript it just breaks the entire thing and the rooms don’t load anymore. I decided to delete the entire script and pay attention very closely while rewatching the tutorial, but I got the same result (please help)
Idk if my other reply got sent but basically he'll probably make it exactly the same except he'll make different designs for the entities. In his piggy game tutorial, he made Piggy a teddy bear.
There's an easier way of doing the leading zeroes: doorModel.Sign.SurfaceGui.TextLabel.Text= string.format("%0.3i", number) (the 3 means there are 3 numbers in total, you can easily change it to your liking)
He most likely did this to avoid confusion. Most people who are watching this are VERY new to scripting or are at maximum intermediate. I had no idea what the hecc you just typed and Gnomecode maybe doesn't too.
Honestly I know how to script most things, my main reason I'm here is for 'Eyes' to learn look vectors. And how to do damage to people looking at certain objects.
Why do two rooms spawn on my start room? I have a corner room and a long room and together, they look really weird and make it so I can't progress any further.
Honestly I would have ten rooms loaded at once, and as you go forward, more rooms are generated and rooms behind you are de-generated. Right now it's not causing much lag, but he hasn't even added much of the gameplay yet; which would eventually cause lag
Guys script: Local door = { } Function door.New(roomModel) Local doorModel = workspace.Door:Clone( ) DoorModel:Piloto (roomModel.Exit.CFrame) DoorModel.Parent = roomModel return doorModel End Return door
It keep giving me errors when i try to open the door like: Hinge is not a valid member of Model "Workspace.StartRoom.Door" This also happens in the other rooms. is there any way to fix it?
great tutorial as always. im not making the game, but i still like to tune in. im really excited to see you code some of the monsters like rush, screech, the figure and eyes
i have gone trought the doornumberscript about 5 times, and it didnt work, but at the 5. or whatever i spottet something i thought shouldnt be there but had to, plus i found a bug where i for some reason had copy and pasted the generate thing so it Z fights. you are definitly underated!
Hi gnomecode i have a question, could you add to your tutorial series with a tutorial on placing models like in your tower defence game but just separate? Please.
Are you able to make 5 rooms spawn if the door gets open to avoid lag and if rooms collide with each other it’ll delete the room that it collided with and a entity like glitch will spawn
Why is my door spawning sideways? How do I fix it? edit: I remade the whole door and spawn script and now its spawning more to the right, what do I do? edit2: I remade the whole door model and spawn script again and now it works 😌😌😌
I think they have 2 detectors for players in proximity one checks in a small area so the figure knows where the player is if they are too close and a further one to check if the players are walking