i make games for fun (NOT FOR HIRE OR COMMISION) do NOT dm me here i wont see it dm on discord @DecimalCubed

Joined June 2019
lightingslop
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dude a fucking crazy stat i have is ive been doing robloxdev for 7+ years and programming for 6+ years thats crazy work thats like literally 1/3 of my entire life 😭
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idk if i ever posted this but i was looking at old projects and the depth glow on this door is cool
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.@weird_gifs just got locked since for some reason they saw a chicken running away and thought that I posted gore (EVEN THOUGH THE CHICKEN IS COMPLETELY FINE) posts are paused until my appeal gets accepted, if this somehow gets denied im making an instagram account
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Hey everyone, Del here. Thanks to everyone who replied to our post last week! One of the things we heard was that spawn rushing and lobby clearing was making extraction sessions play out like a BR. We want there to be more survival cat and mouse to keep the tension high and make sure stealth is a viable strategy so every run is a unique story. We’ve also heard concerns about death spirals and gear loss. To that end, here's a few areas we’re working through thanks to your continued feedback: ➡️ Perimeter is getting a big update in Symbiosis and one of the goals we had was to create more places to explore and give players more options to escape and evade other crews. ➡️To mitigate Cryo Spawn rushes, we're exploring changing the Level 2 doors that connect spawn rooms to Level 3. And that guaranteed Security Monitor in Revival? We're going to change that and make it random. This will be shipping with Symbiosis. ➡️On the audio side of things, we're reducing the audible range for dinner bells, like exfil and locked rooms, by about 50% of its current range (so the audio is mostly contained to its local POI). We're also looking into limiting Key Room audio to only Gold rooms so stealth players have a better chance to get some proper loot. These changes are still being aligned on with our audio and design team, so some of this may yet change. ➡️In Symbiosis your friendly neighborhood Rook is getting some updates as well. Rook will keep whatever is in their default 4x2 inventory after death. Items in Rook's gear slots (weapons, shields, cores, implants) will still be lost on death. Rook also won't be able to carry a backpack that expands inventory beyond the default 4x2 slots but they will have a Faction upgrade that increases their inventory to 4x4. The goal with Rook is to give players an option for a lower-pressure way to collect credits, materials, and gear for future runs even if the other Runners in the zone are trying to take everyone's shoes. That's some of the things we're working on for Symbiosis to address some of the feedback we've heard. Let us know what you think about these changes and what else is working and not working about the game! Thanks for your feedback, we're thrilled to continue building Marathon together and we'll have more Symbiosis updates as we get closer to December.
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nothing screams professional quite like gihun squid game button
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every game that features climbing as the main feature is white knuckle btw, peaks of yore? white knuckle. lorns lure? white knuckle. cairn? believe it or not, also white knuckle
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:DecimalCubed:// retweeted
(march) Deathmatch — Sci-Fi Arena (map) [ #Roblox | #RobloxDev | #IndieDev ] @do_bigR
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:DecimalCubed:// retweeted
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group model clone model move clone delete clone ctrl+z original and clone gone forever ♥
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bruh i wanna build cool maps for freesolo but to do that i have to finish what im working on now (have been putting off these 10 lines for like 2 weeks) and then i have to build 100000 lines of levelloading + party infrastructure and networking
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that drop swing is so hard
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my phone updated and every 6 hours I get a new news notification about evil immigrants or some shit and I literally have it turned off and it still does it fuck this shit ass phone
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easily the best new thing
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i lied theres some other nuts stuff in here this is easily the single best roadmap ive ever seen this company put out and its not even close
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prototype foot planting
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ok so, parts that arent forcefields cause this to happen, but all my limbs were forcefields, but specialmeshes render materials wrong, and the head was a specialmesh, so specifically the head was causing this to happen, so if i just replace the head with a meshpart itll stop bruh
does anybody know of a way to get invisible parts that cast shadows (for first person player shadows) WITHOUT using the math.huge transparency forcefields method? when you that method it does this with 0 solution other than turning off GlobalShadows
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does anybody know of a way to get invisible parts that cast shadows (for first person player shadows) WITHOUT using the math.huge transparency forcefields method? when you that method it does this with 0 solution other than turning off GlobalShadows
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correction; it still does it while GlobalShadows is off, theres literally 0 way to stop it from happening other than never using any reflective material ever (which is annoying)
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