this is why i use profileservice it is so goated i just put stuff in a big table and it works
Prophets curse
[0210-0216]
- Worked on a small gamejam game
- Added export and import functions to main data table in order to convert data for the datastore
- Datastore2 added and hooked up to the CT
- Slot Datatstore now works and saves data for all slots / ARMS
- Tweaked menu icons slightly
- Started work on displaying move data for ARMS specials
Most of the time this week was spent trying to figure out this dang datastore module but it’s finally done ;v;. The cool thing about the datastore2 thing is that once it’s configured it’s not too bad to add additional saves to the main player data. Some other saves I’ll add in the future are going to be; Inventory, Abilities (Seperate from ARMS), Character, Progress, and Dialogue.
weird
[0217-0223]
- Added datastore keys for Inventory, Abilities, Character, Progress and Dialogue
- Added Kogetsu’s new SP2 VFX by @Boi
- Reorganized remote events in replicated storage
- Cooldowns now use a different method for counting down
- Carl now gives you the option to reset your stats
- Added VFX for fist’s SP3 by @Boi
- Reanimated Kogetsu’s Switch ability
- Parrying a move now grants you 1 second of invulnerability and refreshes your normal combo
- Mars now gives the option to change ARMS colors
- Added Stein for ARMS Rerolls (WIP)
- Stats now properly scale if the ARMS is lower than the current equipped
- Markus now gives the option to learn the fists style (if you spun it away)
- More effects for Fists SP3 and EQUIP
- Fixed block queuing being global for all players (needs more testing)
- You are no longer able to set your none slot to fists
- Designed new HUD for characters
Decently productive week with lots of new visual goodies. Thanks alot to @Boi for his help on the VFX this week! They also have a development log that you can check out here! I was thinking about having the test sessions happen in chapter 0 / Act 0 of the story. It’ll almost be like a prologue before the main story, so you can see a bit of back story before the MC is present.
the text looks nice
if this means what i think it means then :nightmare: :dread: :nightmare: :uncanny:
also if you need datastore to be extremely simplified and super easy (as in all you need to do is change values in a big table) i recommend profilestore by loleris - i use the predecessor version profileservice with basically 0 clue how datastore works and everything works perfectly
also epic ui, do you use uistrokes for the outlines?
I use the built in border color options for the UI:
As for the datastores I’m using the Datastore2 module by Kampfkarren, it’s pretty simple as well. It gives you the option to merge datastores together which has been really handy
[0224-0302]
- New HUD finalized and implemented
- Added title handler / database for affects on the HUD
- Reorganized when hp colors are displayed on the HUD
- Models for [Redacted]
- Reworked Fist’s Equip VFX
- New Quest UI salvaged from the old one
- Quest UI now has animations and functions for update and complete
- Changed HUD ui to display above the shoulder for the player
- Added Quest system, you can now take quests for killing certain types of enemies
- Shiftlock icon has been changed
- ARMS now have influence on your other slots, allowing them to boost your stats by 25%
- Fixed error with recolor breaking
Yay quest system works :D! We’re one step closer to having a functioning game. The ability for ARMS to boost each other stats might need to be nerfed a bit but that’ll be a later thing.
master of ui strikes again
(may i inquire on how you made the stat graph )
Sure, each of those sides is a triangle that expands based on a minValue and maxValue
The X and Y correspond to the current stat and next stat respectively, so it loops through the triangles and adjusts them based on the values of each stat. If power is 10/100, it’ll scale to 0.1 and so forth.
[0303-0309]
- Titles menu is now usable with placeholder titles
- Cutscenes can now be paused on the last frame
- Added stat focus model + rig to character
- Ultra limit and Over limit now scales properly for all stats
- Added Ultra limit visuals
- Stat focus model now colors based on quest and has a trail
- Stat focus now function server side, allowing you to level specific stats instead of all stats
- Stat increases now have a visual UI
- Data stores temporarily re-enabled
- Progress Table WIP
- Improvements to Aim service
- Somehow managed to break aimservice (again)
- Started on Kogetsu’s SP3 move, Lunar Downfall
I’m losing my mind working on this aim service module. Flips table. There might now be an update log next week as I’ll be focusing on college for a bit, but there’ll still be small updates here and there. I believe the only big system left is the progress handler and inventory. After those get made it’ll just be the content that’s left. Once Kogetsu is complete, Judge will likely be next. (It’s actually going to get its’ buff moves hurray)
Good luck with college
[0310-0316]
- Fixed small bug with kogetsu sp3 visuals
Remarks
Sadly I’m still focused on college so there’s not much of an update log this week. It’ll probably be the same the following week or so as well until I can get to a good spot again :(…
Instead here’s how the quest UI and stat focus looks like in action:
Ooooh. Are those gonna be the real hp of dummies or are they gonna be stronger? (or are you just really strong)
(I was just really strong in that clip)
It takes ~2 full combos to kill a dummy if you’re the same level
[0317-0323]
- Some layout stuff from last week
Sorry about the lack of updates, I’ve forbid myself from touching studio until I complete this assignment so there won’t be any visible changes for now. I’m still planning and doodling in my lil notebook with changes and ideas I’ll want to add eventually.