Author Topic: Why can't you resize bricks like in Roblox?  (Read 7340 times)

er, assuming roblox uses .dts for bricks..

Is there a reason why Blockland uses bricks that can only be of certain size?
Also why is the position set up XZY? That confused for a long time when I was making my BL to RBLX map converter :P
What the loving stuff. We don't need  a converter ti that rubbish roblox game...

It's because blockland simply doesn't support that.
Blockland works by setting datablocks, which are basically definitions of an object, so the client knows what to work with.
The server can tell the client, "Put one red 1x1 at 1,2,2!" and the game will know what it means.

Now, that's the .blb (BlockLandBrick) format. if you were using the .dts format (dirty twisted sickos (just kidding) ) then you could do what you're asking. However, .dts requires more processing power to render, which is why roblox is so lousy.

I guess I understand now; This doesn't make roblox lousy, they allow you to make more detailed buildings with CFrames and really customizable parts. Yes the brick limit is greatly reduced(BL lags at 20k parts too yk), but you can build some nice things that just can't be done on Blockland without it being several times larger.

What the loving stuff. We don't need  a converter ti that rubbish roblox game...

Who said YOU needed one? I made it for myself, as a challenge and to satisfy my curiosity.

What the loving stuff. We don't need  a converter ti that rubbish roblox game...
Speak for yourself chap.
I think it is nice to see such things.

Anyhow, there are a lot of good explanations in this topic.
And i would like to add, obviously, Roblox and Blockland are made on totally different engines.
Some engines are better at things while the other engine is better at other things.
There just are a couple of technical differences which makes it like that. :C

Hope that answers your question. :)

Yeah I understand now..
I guess I could always build normally, and then when I want to reduce brick count, run a script that removes multiple blocks. That would be really convenient... Although I think that will be really obnoxious to code.

Roblox models are actually made from the bricks in the game

Notice how they have the exact same properties, unlike blockland.

Roblox models are actually made from the bricks in the game

Notice how they have the exact same properties, unlike blockland.
eeh what?
Don't comprehend.

eeh what?
Don't comprehend.
Roblox players are made up of the bricks

They don't resize

Your saying roblox character parts cannot be resized in game?

Roblox players are made up of the bricks

They don't resize
They can be resized though.
It's not implemented in the roblox editor, you have to use a script for it.

I guess I understand now; This doesn't make roblox lousy, they allow you to make more detailed buildings with CFrames and really customizable parts. Yes the brick limit is greatly reduced(BL lags at 20k parts too yk), but you can build some nice things that just can't be done on Blockland without it being several times larger.

haha, i've hit 128k bricks all in one area without lag
i was testing out my sphere program for spanish class, and accidentaly hit the limit, so inefficient on brick usage :D
but yeah, try making a sphere with a radius of 32 bricks, and you shouldn't lag a bit

i was testing out my sphere program for spanish class
what

Isn't Y usually up/down?
Think of Z being a 3rd newly added in axis.

Now think of 2d, with X and Y.

Sometimes Y+ is up, sometimes Y+ is north. It depends on the perspective of the game. Mario has Y+ as up, where LoZ has Y+ as north. Adding a third dimension to these two games, using their current Y scheme, would make Mario have Z as into the background, where in LoZ, Z would be up.

So there is no true way to determine whether Y+ should be up or Z+ should be up.

what
spanish job interviews :I
i made a program as a demonstration for something to talk about and to eat up time