Dumbass cloud learns development

I would personally say yes but a local physics expert might disagree :sob:

random stuff

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Part-based Particles? I’ve always been curious on how other’s implementation of those is done, may I get to know yours?

Sure but it isn’t optimized


local tweenService = game:GetService(ā€œTweenServiceā€)

local main = script.Parent
local orb = main.Orb
local button = main.Button
local debounce = false

local tweenInfo = TweenInfo.new(0.5,Enum.EasingStyle.Sine,Enum.EasingDirection.Out,0,false)
local tweenInfo2 = TweenInfo.new(1,Enum.EasingStyle.Sine,Enum.EasingDirection.Out,0,false)

local function transparency(part)

task.spawn(function()

	task.wait(0.1)

	local target = 1

	local tweenGoal = {Transparency = target}

	local tween = tweenService:Create(part,tweenInfo, tweenGoal)

	tween:Play()

	game.Debris:AddItem(part,1)

end)

end

local function color(part)

local target = Color3.fromRGB(0, 0, 0)

local tweenGoal = {Color = target}

local tween = tweenService:Create(part,tweenInfo2,tweenGoal)

tween:Play()

end

local function size(part)

task.spawn(function()
	
	task.wait(0.03)

	local target = Vector3.new(5,5,5)

	local tweenGoal = {Size = target}

	local tween = tweenService:Create(part,tweenInfo,tweenGoal)

	tween:Play()
	
end)

end

local function move(part)

local target = part.CFrame + Vector3.new(0,0,15)

local tweenGoal = {CFrame = target}

local tween = tweenService:Create(part ,tweenInfo ,tweenGoal)

tween:Play()

end

local function flameSpew()

local part = Instance.new("Part", workspace)
part.Size = Vector3.new(0.5,0.5,0.5)
part.Anchored = true
part.CFrame = orb.CFrame
part.Material = "Neon"
part.BrickColor = BrickColor.new("Neon orange")
part.CanCollide = false

move(part)
size(part)
color(part)
transparency(part)

end

button.Touched:Connect(function()

if debounce then return end

debounce = true

button.BrickColor = BrickColor.new("Black")

print("Flame Spew")

for i = 1, 10, 1 do
	
	flameSpew()
	task.wait(0.1)
	
end 

task.wait(1)

button.BrickColor = BrickColor.new("Cocoa")

debounce = false

end)

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try white+black

A tip for a case in which:

task.spawn(function()
   task.wait(Time)
   ...
end)

You can instead do:

task.delay(Time, function()
   ...
end)

I’m not sure how this works but wouldn’t this delay the entire script? I used task.Spawn to avoid that.

assuming this one does the function after the wait

The task.delay works functionally identical to task.spawn.

It’s task.wait() that causes the script to yield, as instead of creating a new thread, it stops the current thread, that is why it stops the whole script if you use it outside of task.spawn/defer, as the current thread would be the main thread.

task.delay is just this in a nutshell:

It creates a new thread, and then uses task.wait to yield for Time seconds in that new thread.


If you’re curious on the task library, here’s the documentation page:
https://create.roblox.com/docs/reference/engine/libraries/task

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Alright, thanks for the tip I’ll check it out. I appreciate the advice

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Tested the script with the change, works perfectly

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Low poly

ts REEKS of those low quality ā€œ_ simulatorā€ games

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Yeah it’s way too easy to make these lol, most of them are just base mesh parts slightly altered