@@weidos.oddities it makes it so that only the inside of the optic is zoomed in and not the rest of the camera. Games like COD and tarkov do it to get more realistic scopes
If you wanted to make the "portal world", collide with the player you could make a script where once the player enters the portal, and that player only, can collide with the objects in the world. And then when they exit, the collisions disable for them.
I tried to do a little game where everything you see is a mirror of something and you rely on sound to navigate to the exit but I scrapped it cuz I was busy on school
nice video, but heres a hazelnut pancake recipe: PART 1: CANDIED HAZELNUTS Equipment Frying pan Parchment paper Baking sheet Spatula Airtight container Silica gel packets (optional) Ingridients 1/2 cup hazelnuts 1/2 cup sugar 1. Line a baking pan with parchment paper. 2. Chop up the hazelnuts into big pieces and toast on medium low heat for a few minutes, stirring. 3. Allow nuts to cool, remove loose skins using hands or towel. 4. Put nuts back in clean pan along with the sugar. Toast on medium heat while stirring constantly until sugar is melted. Keep stirring to coat all nuts with melted sugar. 5. Pour the sugar-hazelnut mixture onto parchment-lined pan, let cool completely. 6. Chop up the hardened clusters with a knife into smaller pieces. 7. Use immediately or store in airtight container. PART 2: MAPLE CARAMEL SYRUP Equipment Small saucepan Small whisk Ingridients 1 cup brown sugar (208g) 1/2 cup water (120g) 2 TBSP maple syrup (40g) 2 TBSP butter (30g) 1. Cut butter into small pieces. 2. Add sugar and water to saucepan, whisk well 3. Add maple syrup and bring mixture to a boil, stirring, on medium-high heat, then immediately switch to medium/med-low heat, simmer for about 2-3 minutes 4. Add butter and stir until it melts, then immediately remove from heat and allow it to cool to eating temperature. 5. Serve warm. PART 3: HAZELNUT PANCAKES Equipment Frying pan Spatula 3 mixing bowls Sifter Whisk Electric whisk Egg separator (optional) Ingridients 1/2 cup flour, minus 1 TBSP (55g) 1 TBSP cornstarch (10g) 2 TBSP hazelnut flour (14g) 2 TBSP brown sugar (26g) 1 tsp baking powder (5g) 1/2 tsp salt (under 1g) 1 large egg 1/2 cup buttermilk (112g) 3 tablespoons milk (45g) BATTER 1. Separate egg, place egg whites in clean mixing bowl, set aside. 2. Mix yolk with buttermilk and regular milk in a second bowl. 3. Sift together dry ingredients into a third bowl. Mix in any larger pieces (ie hazelnut chunks) by hand. 4. Pour dry ingredients into the buttermilk mixture, fold with rubber spatula, do not overmix. Rest for 20 minutes. 5. Beat the egg whites to stiff peaks, you can tell it's done if you can turn the bowl upside down without anything falling out. 6. Fold egg foam into rested batter until evenly incorporated. Use immediately. FRYING 1. Preheat pan on medium heat with enough butter to coat the bottom, pan is hot enough when a drop of water added to the pan sizzles. 2. Scoop batter into preheated pan, 1/3 cup per pancake (diameter should be 4 inches or 10cm) coax into a round shape with your spatula. 3. Cook 4-5 minutes per side. 4. Repeat until all pancakes are fried. If you need to re-apply butter, temporarily turn down the heat first to avoid exploding butter. ASSEMBLY To serve, stack pancakes to desired height, top with butter, syrup, and candied hazelnuts.
This could be really useful for FPS games, since most normal first person shooters use a separate layer on the screen to render the gun viewport to prevent the gun from clipping into objects. In Roblox FPS games, gun viewports do clip with objects.
Hey after this watching this video it really inspired me to start taking my Roblox code learning seriously. I bought your course and going to start in the morning(its 3am rn) All i gotta say is thank you for making these videos. You sound so passionate and energetic in each and every one of them and its really inspiring So keep doing what you’re doing!!
I don't browse the dev forums as much as I used to, and UA-cam sent me this video, thank you so much for covering this, without this being covered I probably would not have even thought about this, nor seen the dev forum post
I just tried it and it is mostly smooth. some parts wack though. I wouldn't say camera seamlessly, nor your character (though your character is much more seamless)
I love viewportframes. The possibilities are amazing. I haven't gotten around to working on a viewportframe project yet, and I regret it, so I'm going to go play around with viewport frames now.
9:00 it may be that anything with a humanoid in it (such as your character model) gets excluded as it will be constantly updating in movement (creating a lot of lag)
I remember someone made a game with this a few years ago and a ton of youtubers played it, I think it was made by the same guy who made Tunneler! The game back then must've been a test place for the portals
this portal could be coded w/ a subtle teleportation to another place in the map where another portal exists but only this time it viewports the world you were in before.
So I'm curious about something from your previous video called "Turning an Optical Illusion Into a Playable Character". Is it possible to actually make that into some sort of bundle? Also this video would be AMAZING for a Doctor Who game!
ok you're probably not the person to ask but I just gotta get this question out there. I've been trying to make a thing where when the player is near a "dangerous object" then a viewport frame's lighting color will change to red. In the studio, I can change the color of the light and all its attributes and stuff, but when in the play-testing mode, the viewport frame cannot update. Is there some sort of update function I need to run every second for the change to be visible? All the code is valid, I ran a print function to check this, it prints "bingles" every time I am near the dangerous object, but the lighting on the little object in the viewport does not change color. I also tried changing the ambient color, the object material and the brickcolor. Nothing worked. someone pls help im dying
now hear me out, the things being able to go over the GUI's can be really good for like horror elements, like making a shadow figure looking like its crawling out of its screen
What if you combine the portal thing where you can walk through and see the mesh with the quantum mechanics in the last video where you cant see or collide with the object until its unblocked from view. So when you see the portal its just a mesh, but when you walk through fully the real object appears and is collideable. It wouldnt necessarily be a portal, but its a tiny bit closer. Maybe it could even detect where you stand in the portal and once you make it all the way through it teleports you to that same spot in the real location.
@@TeslasTacos Teleportation portal demo by EgoMoose. That guy created many other cool things like gravity controller that let's you flip the gravity and walk on walls.
@@TeslasTacos my bad, he didn't use viewports (pretty sure they didn't exist at that time?) So it's a bit low res when you approach the portal. But yeah, it's doable.
for the 2nd portal example there's actually been a version that only lets you through the portal itself that was developed and uncopylocked by EgoMoose in 2019 though rather than overlaying the maps it teleports you to a different map once you walk through it.
for the portal one, i think you should copy and paste the whole cross roads map to make 1 invis, then whenever you touch the second one, make a script where the cancollide turns on whenever the player is in the portal and touches it so if the player didnt enter the portal and tried to walk on it, only the invis one is there that you cant walk on.
The only games I know of that use this effect are the “The Hunt First Edition” and “The Classic”, but also Tower Defense Simulator has used this effect ONCE, and it was for their portals for the Halloween 2023 Event.
I wanna make a sword game where you can lvl you slashing style skills and when you hit good lvl you can cut dimension open and that you can control where you aim and exactly how you slash
Yooo people are still making these types of games? I’m so happy! I remember a few years ago when I was newer I played a game where it was a blank baseplate with a portal (same shape as portal 2 in the game you’re talking about) and the other side is the map from an old roblox fighting game.
This is something that was used in some mods for gta sa, actually, the only problem of the roblox is the transparency that doesnt suport a texture that allows you to see what is bellow you (like minecraft cheat textutres), some reflections/realistc textures in some games uses this transparency to get the reflection feel, it can be made in two ways, but the normal is just cloning one folder with the essencial part of the map, and you apply a cool rain mod with a transparency changue to the (water on ground),
Im guessing that if you did want the game to become playable once you stepped in, you would have to either reach a specific point or have a loading screen. (Of course it's gonna be ran on a local script to either duplicate or set the game collision to true and the GUI to false. Maybe my idea is bad but I'll try it out sooner or later.
you can make this into a actual portal if you make a invisible teleport pad behind the viewport? I'm not a roblox game dev so idk wtf i'm talking about
I was cooking something in my mind and hit a wall when the question "how do I make a portal that you can see through the other side" popped up, and then this video showed.
The big unique thing here is the masking and you didn't even figure out how they do that. That's not something you used to normally be able to do in Roblox so I would like to know how they figured that out. If I had to guess it probably has something to do with the new EditableImage objects.
for 'Portal1 Example' i only experience character lag some of the time. the first time i ran the experience, the character interacted with the portal perfectly fine. however, now it seems to be jittering just like how you showcased within your video. im not sure how to solve the issue since im still extremely inexperienced
im still shocked that I've never seen a popular game use the portals, it seems like it would make teleporting more immersive than just teleporting instantly. Maybe causes lag though
I think like the thing I think when I see the player one is that it looks like The observable universe And in that game where you can’t do stuff inside the universeDo you know it because I Can’t
50% off my FULL roblox studio course:
linktr.ee/ByteBlox
photos of my pet pigeons: instagram.com/subnautica_man
ok
Second
can gave a link to the game
it says expired
@@ranger7yago306Same. 😂
These are also used in some roblox shooters to make Picture-in-Picture scopes.
Just tech demos, mostly out of lag concerns. But its still pretty cool
yeah they are very laggy
sorry but what are picture in picture scopes?
@@slavsit7600I assume it's what you see through the scope when not ADSed.
@@weidos.oddities it makes it so that only the inside of the optic is zoomed in and not the rest of the camera. Games like COD and tarkov do it to get more realistic scopes
@@slavsit7600only the crosshair has zoom, around the crosshair will be what he is looking at nearby
roblox community discovers 2006 technology
Lmao
Portal lol
wasnt something similiar achieved back in like 2019 and the developer made a portal fangame out of it
Fatty fatty no parents
@@svenomed Yeah, except this is actually less advanced than that lol
If you wanted to make the "portal world", collide with the player you could make a script where once the player enters the portal, and that player only, can collide with the objects in the world. And then when they exit, the collisions disable for them.
isn't it easier to just actually move the player on touching the portal?
@@benceblazsovics9123 it would then look choppy
@@benceblazsovics9123 the player would notice and it won't look seamless
I tried to do a little game where everything you see is a mirror of something and you rely on sound to navigate to the exit but I scrapped it cuz I was busy on school
CollisionGroup my beloved
3:26 this def has some horror game potential
More suitable for a phobia game, I don't know why but it looks fitting as a room or a skybox due to how big it looks at 4:04
if its a phobia game it should be like one of those crayon line textures like elmo's house with that thing just appearing somewhere
It gave me an idea of a psychology game after you discover the truth?
100% yeah, like something that destroys your concept of something so your mind tries to blur it out
woow
THE POTENTIAL IN THE 2ND PORTAL IS JUST CRAZY
They used it in the classic event
YEAH RIGHT? JUST IMAGINE ROBLOX ADDING THAT TO THERE I GAME ADS IN THE FUTURE :D SO FUN!!!
you know what else is crazy? the fact that the low taper fade mem-
nice video, but heres a hazelnut pancake recipe:
PART 1: CANDIED HAZELNUTS
Equipment
Frying pan
Parchment paper
Baking sheet
Spatula
Airtight container
Silica gel packets (optional)
Ingridients
1/2 cup hazelnuts
1/2 cup sugar
1. Line a baking pan with parchment paper.
2. Chop up the hazelnuts into big pieces and toast on medium low
heat for a few minutes, stirring.
3. Allow nuts to cool, remove loose skins using hands or towel.
4. Put nuts back in clean pan along with the sugar. Toast on
medium heat while stirring constantly until sugar is melted.
Keep stirring to coat all nuts with melted sugar.
5. Pour the sugar-hazelnut mixture onto parchment-lined pan, let
cool completely.
6. Chop up the hardened clusters with a knife into smaller pieces.
7. Use immediately or store in airtight container.
PART 2: MAPLE CARAMEL SYRUP
Equipment
Small saucepan
Small whisk
Ingridients
1 cup brown sugar (208g)
1/2 cup water (120g)
2 TBSP maple syrup (40g)
2 TBSP butter (30g)
1. Cut butter into small pieces.
2. Add sugar and water to saucepan, whisk well
3. Add maple syrup and bring mixture to a boil, stirring, on
medium-high heat, then immediately switch to
medium/med-low heat, simmer for about 2-3 minutes
4. Add butter and stir until it melts, then immediately remove
from heat and allow it to cool to eating temperature.
5. Serve warm.
PART 3: HAZELNUT PANCAKES
Equipment
Frying pan
Spatula
3 mixing bowls
Sifter
Whisk
Electric whisk
Egg separator
(optional)
Ingridients
1/2 cup flour, minus 1 TBSP (55g)
1 TBSP cornstarch (10g)
2 TBSP hazelnut flour (14g)
2 TBSP brown sugar (26g)
1 tsp baking powder (5g)
1/2 tsp salt (under 1g)
1 large egg
1/2 cup buttermilk (112g)
3 tablespoons milk (45g)
BATTER
1. Separate egg, place egg whites in clean mixing bowl, set aside.
2. Mix yolk with buttermilk and regular milk in a second bowl.
3. Sift together dry ingredients into a third bowl. Mix in any
larger pieces (ie hazelnut chunks) by hand.
4. Pour dry ingredients into the buttermilk mixture, fold with
rubber spatula, do not overmix. Rest for 20 minutes.
5. Beat the egg whites to stiff peaks, you can tell it's done if you
can turn the bowl upside down without anything falling out.
6. Fold egg foam into rested batter until evenly incorporated. Use
immediately.
FRYING
1. Preheat pan on medium heat with enough butter to coat the
bottom, pan is hot enough when a drop of water added to the
pan sizzles.
2. Scoop batter into preheated pan, 1/3 cup per pancake (diameter
should be 4 inches or 10cm) coax into a round shape with your
spatula.
3. Cook 4-5 minutes per side.
4. Repeat until all pancakes are fried. If you need to re-apply
butter, temporarily turn down the heat first to avoid exploding
butter.
ASSEMBLY
To serve, stack pancakes to desired height, top with butter, syrup,
and candied hazelnuts.
thanks man
3:26 this one’s so cool :0
thank you so much for making me loose edging streak again
Ew
People always post stuff like this “ooh dude I edge to your videos” and think they are the pinnacle of comedy.
Wild
@@zabuxman4631first you must be cringe before you can look back on how cringe you were
@@theperfecttroller is that a positive or negative statement
This could be really useful for FPS games, since most normal first person shooters use a separate layer on the screen to render the gun viewport to prevent the gun from clipping into objects. In Roblox FPS games, gun viewports do clip with objects.
Hey after this watching this video it really inspired me to start taking my Roblox code learning seriously. I bought your course and going to start in the morning(its 3am rn)
All i gotta say is thank you for making these videos. You sound so passionate and energetic in each and every one of them and its really inspiring
So keep doing what you’re doing!!
W
W
how's the course going
I don't browse the dev forums as much as I used to, and UA-cam sent me this video, thank you so much for covering this, without this being covered I probably would not have even thought about this, nor seen the dev forum post
MY BOI GOT SPONSERED :D
ok
RAHHHHHHH!!!! 🔥🔥🔥🔥🔥🔥🗣🗣🗣🗣🗣🗣
RAHHHHHHH!!!! 🔥 🔥 🔥 🔥 🔥 🔥 🗣️🗣️🗣️🗣️🗣️🗣️
@@dylanm8862 Relatable cause its an experts idea
30 DOLLARS AND A NAILCLIPPER 🗣🔥
EgoMoose made another game called Teleportation portal demo. Actual portals that teleport you and your camera to a different place smoothly
that ones also from like 2021
BRO THATS WHAT I’M THINKING, I PLAYED THAT SO MUCH, THERE WAS RARELY ANYONE!!!!
I just tried it and it is mostly smooth. some parts wack though. I wouldn't say camera seamlessly, nor your character (though your character is much more seamless)
it’s in my favorites, i found it from flamingo
@@30regrets I found it from egomoose
I love viewportframes. The possibilities are amazing. I haven't gotten around to working on a viewportframe project yet, and I regret it, so I'm going to go play around with viewport frames now.
As a digital artist who constantly uses clipping mask and alpha lock, this makes absolute sense 🤧
3:27 this is how i feel after sitting for too long
Relatable
Relatable
9:00 it may be that anything with a humanoid in it (such as your character model) gets excluded as it will be constantly updating in movement (creating a lot of lag)
you should try the portal tech demo
its similiar, just that you can fully walk through the portals and stuff
Yeah pretty sure the guy got inspiration and code from that because the portal looks pretty much the same
my favorite oiled up youtuber uploaded
wow..
Just stop
where's the oil?!
Did someone say oil?
GOD BLESS AMERCIA 🇺🇸 🦅 🇺🇸🇺🇸🦅🇺🇸🦅🇺🇸🦅🇺🇸🦅🇺🇸🔥🔥🔥🦅🦅🔥🔥🇺🇸🇺🇸🇺🇸🔥🦅🔥🦅🔥🦅
@@PaGDu333only a philza fan can make the least funny joke known to man
I remember someone made a game with this a few years ago and a ton of youtubers played it, I think it was made by the same guy who made Tunneler! The game back then must've been a test place for the portals
this portal could be coded w/ a subtle teleportation to another place in the map where another portal exists but only this time it viewports the world you were in before.
for more content like this, look at the non euclidean minecraft mod, where they make 4D rooms using portals
So I'm curious about something from your previous video called "Turning an Optical Illusion Into a Playable Character". Is it possible to actually make that into some sort of bundle? Also this video would be AMAZING for a Doctor Who game!
ok you're probably not the person to ask but I just gotta get this question out there.
I've been trying to make a thing where when the player is near a "dangerous object" then a viewport frame's lighting color will change to red.
In the studio, I can change the color of the light and all its attributes and stuff, but when in the play-testing mode, the viewport frame cannot update.
Is there some sort of update function I need to run every second for the change to be visible? All the code is valid, I ran a print function to check this, it prints "bingles" every time I am near the dangerous object, but the lighting on the little object in the viewport does not change color. I also tried changing the ambient color, the object material and the brickcolor. Nothing worked. someone pls help im dying
Run the game and check if you’re changing the viewport inside the players PlayerGui, or inside of StarterGui. It should be in the PlayerGui
I wonder if the 2nd portal could be used to seamlessly "teleport" players or something. I also wonder how will it look in multiplayer
what happens if the portal goes into the portal?
now hear me out, the things being able to go over the GUI's can be really good for like horror elements, like making a shadow figure looking like its crawling out of its screen
This reminds me a lot of the GPU shaders in unity, it uses a lot of nodes to make it work but it pulls of this same effect pretty well.
What if you combine the portal thing where you can walk through and see the mesh with the quantum mechanics in the last video where you cant see or collide with the object until its unblocked from view. So when you see the portal its just a mesh, but when you walk through fully the real object appears and is collideable. It wouldnt necessarily be a portal, but its a tiny bit closer. Maybe it could even detect where you stand in the portal and once you make it all the way through it teleports you to that same spot in the real location.
There's already a portal game working better than that with seamless teleportation, it's literally uncopylocked
@@shawermus What is the game name?
@@shawermusyeah lol whats the game name
@@TeslasTacos Teleportation portal demo by EgoMoose. That guy created many other cool things like gravity controller that let's you flip the gravity and walk on walls.
@@TeslasTacos my bad, he didn't use viewports (pretty sure they didn't exist at that time?) So it's a bit low res when you approach the portal. But yeah, it's doable.
for the 2nd portal example there's actually been a version that only lets you through the portal itself that was developed and uncopylocked by EgoMoose in 2019
though rather than overlaying the maps it teleports you to a different map once you walk through it.
HOW TIS IS SO EPIK!
i think its a glass transparency trck maybe
i thought you would explain it all and tell me how it actualy works :(
I actually did have an explaining section but thought it was too boring so I cut it out lmao
@@byteblox100 can you copy paste the explaining section of the script
this is all using a ViewportFrame overlay
@@byteblox100 try uploading it onto a second channel and see if it gets any traction, or upload the full version onto here if possible
I don’t use scripts lol
i wonder if this can be used to improve portals like the ones used in that portal gun game
These are really interesting..
I might make a vid on this too, will give credit ofc
for the portal one, i think you should copy and paste the whole cross roads map to make 1 invis, then whenever you touch the second one, make a script where the cancollide turns on whenever the player is in the portal and touches it so if the player didnt enter the portal and tried to walk on it, only the invis one is there that you cant walk on.
HOW DO YOU MAKE THAT COOL TEXT?? THE TEXT THAT DOSENT WAVE BUT LOOKS COOL
2:37
Me looking at the thumbnail: HMM, YES THE FLOOR HERE IS MADE OUT OF FLOOR
The only games I know of that use this effect are the “The Hunt First Edition” and “The Classic”, but also Tower Defense Simulator has used this effect ONCE, and it was for their portals for the Halloween 2023 Event.
It would be nice to use this to make a 3D GUI that has animations for healthbars, collectibles etc instead of JPEGS all the time
I wanna make a sword game where you can lvl you slashing style skills and when you hit good lvl you can cut dimension open and that you can control where you aim and exactly how you slash
The only Roblox dev youtuber that encourages me to try coding
I'm very new to roblox studio and just coding in general but this is very interesting I like it a lot!!
6:00 and 7:25 combine both and u can make it like the portal is trying to stabilize itself.
What happens when you go in first person
Yooo people are still making these types of games? I’m so happy! I remember a few years ago when I was newer I played a game where it was a blank baseplate with a portal (same shape as portal 2 in the game you’re talking about) and the other side is the map from an old roblox fighting game.
I’m pretty sure this is what they used in the classic and the hunt! Really cool!
This is something that was used in some mods for gta sa, actually, the only problem of the roblox is the transparency that doesnt suport a texture that allows you to see what is bellow you (like minecraft cheat textutres), some reflections/realistc textures in some games uses this transparency to get the reflection feel, it can be made in two ways, but the normal is just cloning one folder with the essencial part of the map, and you apply a cool rain mod with a transparency changue to the (water on ground),
imagine playing an invisible obby thats only visible through your character
That's actually so cool
Roblox games are finally getting as good as other engines
this feature is old as heck
0:01 truman show be like
the portal one is not that good because it only teleports when its touching the HumanoidRootPart which means no floor or ceiling portals
How do you get it, I want to use it!
I liked your intro. It was unique. Piqued my interest 👍👍
Hey, byte! Do you think this can be used as a Pararell mapping inteior like the ones in Spiderman game?
Fun fact: this is used for the roblox event called the hunt including the classic and future events
Im guessing that if you did want the game to become playable once you stepped in, you would have to either reach a specific point or have a loading screen. (Of course it's gonna be ran on a local script to either duplicate or set the game collision to true and the GUI to false. Maybe my idea is bad but I'll try it out sooner or later.
Brilliant is LITERALLY taking over every programming youtube channel
not really this was made ages ago
What os the game name?
What's the model/plugin called?
Domain expansion goes crazy fr
you can make this into a actual portal if you make a invisible teleport pad behind the viewport? I'm not a roblox game dev so idk wtf i'm talking about
I feel the Hunt and the Classic portal vibes going on here
4:15 this has INCREDIBLE potential for impact frames
Or a game about identity crisis
Fascinating 🔥 UA-cam gotta recommend more of dis
needs to be atleast a demo game for this effect the Wave text example looked awesome on its own
not gonna link the post?
He's a little gatekeeper
Lmao I forgot
I still don't see a link 🤬🤬🤬@@byteblox100
@@byteblox100don't lie to me walt
@@byteblox100 you're gonna get executed if you don't show the link
The second portal example I saw in a game once. I used to like that. Portal2 is a classic.
4:03 spot reference?
Lol
I think I’ve seen the portal used as a way of making a TARDIS that’s actually bigger on the inside
Ah, so this is probably how Titan Warfare did the paths announcements... Pretty cool
4:42 hurt my hears cus he said one word on the left side of my headphones and then went back to speaking on the right side
I have so much ideas on what to do with this and the experiments I could've done if I could actually script
tell me please I need ideas
I was cooking something in my mind and hit a wall when the question "how do I make a portal that you can see through the other side" popped up, and then this video showed.
First ever byteblox sponsorship?! Atleast it's a sponsorship which is actually related to the channel
I can’t find the game called viewportframe masking.
3:27
"Today's mission. Be inside the universe of roblox."
Roblox portals are taking it up to another level
byteblox: makes the coolest game ever and doesn't publish it
the audience: WHY THOUGH 😭
is there a game for this if there is whats the game name?
The big unique thing here is the masking and you didn't even figure out how they do that. That's not something you used to normally be able to do in Roblox so I would like to know how they figured that out.
If I had to guess it probably has something to do with the new EditableImage objects.
dude if he can find a way to make the portal actually work, that can make so many cool things
for 'Portal1 Example' i only experience character lag some of the time. the first time i ran the experience, the character interacted with the portal perfectly fine. however, now it seems to be jittering just like how you showcased within your video. im not sure how to solve the issue since im still extremely inexperienced
random limbs seem to be in proper sync each time i rerun the 'Portal1 Example', maybe there's something i need to wait for within the script
@@pareiidolia9889 scripts will never be fast enough than the engine-side code (C++) obv
so this is more a limitation
im still shocked that I've never seen a popular game use the portals, it seems like it would make teleporting more immersive than just teleporting instantly. Maybe causes lag though
Can u link da game in dcription
The comment section is still screwed
despite not understanding 99% of what was said in here, this is very cool
I saw the first house one where you can seethe house through the opaque one in one of my favourite games
Hey could you make a quick video on a 2d game with 2d graphics please
Shrek in the backrooms has almost the same thing with the portal, and i always thought it was cool
I am making a JJK game that features veils/barriers and I need masking so when someone likes this comment I'll get notified to remember these things
I think like the thing I think when I see the player one is that it looks like The observable universe And in that game where you can’t do stuff inside the universeDo you know it because I Can’t
I need that vpf portal for a game about monsters coming out to attack the world i NEED IT
This is what happens when newer developers figure out what older devs did with worse Roblox studio
this looks really promising! it may spark a new era of absolutely crazy roblox games
character thing didnt work for me :(
crazy potential tbh but im not very good at these techs
you could maybe make this portal work for gane puposes by making that whne you enter it teleports you to a same looking place
how did u not know what crossroads is???
these could possibly be used in a horror game where the monster goes over the ui
1:05 dw just saving something