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print((CFrame.Angles(math.pi, 0, 0) * CFrame.new(0, 1, 0)).Y)

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Author Topic: [THREAD MOVED]  (Read 515015 times)

I feel like having a party of people (from the forums) on Roblox and playing old games and the 2010 happy home map.

just made this stuffty thing for miner's haven

I feel like having a party of people (from the forums) on Roblox and playing old games and the 2010 happy home map.
That would be cool.

http://imgur.com/a/E6LNI This new imgur layout is a nightmare.

look! a penthouse



the disco floor has a script, making each brick change a color at a time.

although it runs in an almost wrong order...


i know its floating, but there is a reason to be there:
the apartment is not ready yet. so i put it in the heights to separate from the ready ones, down there.

any problems again?
inb4 yes

it looks like a good start, but try to add more wall decorations and something to look at outside of the window
also make sure you remove this beast from the room
« Last Edit: August 13, 2016, 11:23:13 AM by Refticus »

also make sure you remove this beast from the room
i added it as a figure model when i was making the stairs.
you dont know that, but a (not so) long time ago, the foxes were white.
they have not been always green

try to add more wall decorations and something to look at outside of the window
im a minimal desginer, but i can add some stuff.
the second floor of the penthouse is empty.
any suggestions for the wall stuff?

i added it as a figure model when i was making the stairs.
you dont know that, but a (not so) long time ago, the foxes were white.
they have not been always green
if it's just for a size reference then i guess it's alright.
im a minimal desginer, but i can add some stuff.
the second floor of the penthouse is empty.
any suggestions for the wall stuff?
you can try paintings, wood panels or small windows.
you need to break the brick texture covering most of the wall in your building or it won't be visually appealing.

you need to break the brick texture covering most of the wall in your building or it won't be visually appealing.
oh, ill try


what is THAT

On topic: the buildings you make are pretty good, actually
« Last Edit: August 13, 2016, 03:56:52 PM by Bing2 »

also, im trying to make the animated gear remove itself if used more than x times.
can you help me with this?
Code: [Select]
local Tool = script.Parent;

enabled = true




function onActivated()
if not enabled  then
return
end

enabled = false

Tool.Handle.DrinkSound:Play()

wait(2)

script.parent.Bites.value = script.parent.Bites.value - 1

local h = Tool.Parent:FindFirstChild("Humanoid")
if (h ~= nil) then
if (h.MaxHealth > h.Health + 5) then
h.Health = h.Health + 5
else
h.Health = h.MaxHealth
end
end

enabled = true

end

function onEquipped()
Tool.Handle.OpenSound:play()

if (script.Parent.Bites.Value) < 1 then
script.parent.remove()
end
end

i dont know how to do that.

so uh, why did they add a bunch of new cosmetics for the bighead then decide "hey now lets make it so the bighead is no longer available in a few days"

seems pretty dumb.

so uh, why did they add a bunch of new cosmetics for the bighead then decide "hey now lets make it so the bighead is no longer available in a few days"
i didnt understand about that thing you said.