#Project S-812
1 messages · Page 4 of 1
Alright, but idk what should i say besides... Nearly ago i started to understand that i need really fast and optimized decals for my own game, because projected ones i have in 3.X don't do the thing so... found this:
https://www.youtube.com/watch?v=CFFZpmbhv6A
SOURCE: https://github.com/Miziziziz/GodotProjectedDecals
something I hacked together over the past couple days
-My Stuff-
Twitter: https://twitter.com/miziziziz
Website: http://www.narwalengineering.com/
Patreon: https://www.patreon.com/miziziziz
Twitch: https://www.twitch.tv/miziziziz
The only issue though, it's all using ImmediateGeometry that can become a damn bottleneck fast, so i downloaded the project (lovely MIT license) and changed it to use MeshInstance instead
It's working, now just gotta embed into my project
Why didn't i like the projected ones i had?
- GPU overhead
- Issues with lighting
- Dynamic props still could get covered by them, like office chairs that can be picked up by player
And etc
theres that 3000 mark right there
some where idk what message specifically
but thats interetsting
I'd love to playtest ur game some time ngl
3000 mark is literal checklist against my implementation of projected decals, that's a great way to roast myself
I have ancient builds of the game, like, really ancient, they can be played well. About current versions? I have no clue how to upload 12 GB with my unstable internet
lmao
i have a video from the first
first first
early early
prototype
of this game from a year ago
I ended up restarting completely somewhere along the way and then its become what it is now
but maybe I can send it here at some point
its how this single thread
has more messages sent in it than the #1149772367682355330 thread
and was made around the same time
I'd see that!
Btw i still have these uploaded, if you want, you can download them
Wait, really? .-.
I wonder if creation of Progress Dump became a reason for you to make this thread
That was the start of "Progress Dump"
it is the only reason I made this thread
I didnt have the idea of sending progress until I saw it
I'm glad to know that i'm not the only person that likes the older format more than current #1055700111562379296, and also glad that moderators actually found a good compomise to not clutter the channels even more
Oh you also got the lighting issue with normal decals?
I'm using 3.x., i have no decals (officially), but i've used "Decal Co." that, as i understand, have been implemented in a bit more optimized form in 4.x. However, yea, i have issue with them, which is no surprise, it is impossible to get lighting computation right on a cube that will be projected on surface
I'm using 4.1.1 and using decals on a surface causes any nearby surfaces to have issues with reflections.
left is with decal
Damn, i have a strong feel that mesh-based decals should be used for static geometry simply because these have no issues with anything, because it is literally a mesh
Sad
it actually works with SDFGI
but then I'd have to keep that on
So I'll probably need to find a different solution
I'll probably have to submit a bug report
As long as you can provide them MRP - that's a good idea
And even if you can't, they are pretty supportive and can help you to investigate that issue and see how to fix it
At least that's what they did when i had problems with performance of audio
The amount of people that require such functionality is seriously low. There's way more things the team could better focus their energy on.
Live coding with others is overrated and rarely used in daily development. Just code your stuff, commit, open a PR and others can work with your code from there.
Are you the ping justice warrior or what 😒
i honestly think that, if added, my team would seriously use that feature very often
yes
I'd argue that your team have a flawed development process.
we do
bc were in school so most of us barely have time to do things
im the only one who has enough time to consistently work on the game
hoping for us to be able to work faster & better during the summer break
we're just doing this bc we find it fun
I'd take a more stable development process over speed any time
My point being if everyone's changing everything in the codebase at the same time, there's f-all you can do to prevent horrible breaking changes
by faster & better I mean faster and better as in the rest of the team learning how to utilize the engine to the fullest extent such that we can work together easily
for this game specifically Im the only programmer for it
so the codebase doesnt get messed up
we do however have another programmer
but hes british so timezones are a thing
for other games im hoping to find a workflow so we can make changes without breaking things
Hence why you should use git
I do
But if you split up and modularize your project enough (scenes, resources) git can basically become like a live collab
fr?
Everyone can work on the project on the same time
honestly, I barely use github
Just in different scenes
its more of like a backup system for me rather than a collab system
so I dont really know much abt it
Still zero chance to rollback anything
It is possible to work on the same scene, but then be prepared for merge conflicts and manually editing the .tscn files
Wut? With git??
With live coding
Sorry, I thought you were advocating live coding
Im gonna play devils advocate here and say this might be one of the problems 😅
We're on the same page, good git usage is essentially like live coding.
Nono im on the opposite side, even though I find live collab cool 😅
lil bit yeah
Its like a fancy feature but I also think its not necessary
There's like a million other things I'd rather see in Godot before a live coding feature tbh
we used to make minecraft servers
and when we were making mc servers
i had another friend on the team who was a programmer
and so me and him used to VSC live collab and code scripts for the servers
and I think those were some productive times
so I think godot, if it had something similar would be excellent
discord screenshare with vscode might work too but ehh i dunno
I disagree. It encourages terrible programming practices.
how so?
Everyone editing the codebase at the same time is a receipe for disaster
not as in everyone
theres only 2 programmers on the team
it'd be two people theoretically
For you.
but if youre saying as in a large team with multiple programmers
then that is an issue and I agree 100% with you
but this is more of a feature for smaller teams im talking about
But it'd encourage others to abuse it and think it's a perfectly fine way to work. It's not.
hmm ur right
It would still be cool though
for example
might not be a good example but for example
in our minecraft servers
we had me coding the backend
Cool for pair-programming, sure. But trust me, it'd lead to nothing but trouble,
the next dude coding a separate backend which is unrelated to what im doing
and the rest of them building levels and maps
what im saying is more
a real-time level collaboration
This is what git branches are for.
rather than real-time code collaboration
Real-time code collab would lead to disaster, yeah
I think coordinating with your team who needs to work on what and using Git for version control is the perfect workflow for any sized team
but real-time level collaboration I feel would be cool
Ill see if I can get all of them online at the same time to have them learn this
You're overestimating just how useful it is
bc as I said we're all busy most of the time
I've 10+ years working with both small and large teams on codebases of various sizes and complexity and highly recommend using git over any live-coding solution in all situations.
maybe I am tbh
this 💯
Git is so useful
Git is one of the most useful programmers tools out there IMO
10/10 would commit again
10/10 would merge conflict again 🥲
But thats my fault 😔
Merge conflicts are often a sign of missing separation I think
true that
10/10 would fetch again
experiencing a merge conflict on a branch only you are using
3am commit names lol
Most often it's just a case of people making changes which have been merged to master, and you're pulling those changes into your branch in which you've also made changes to those files
Or any other branch which is the same as the one your working with
Sure, whatever you're attempting to merge
door indeed
it opens and closes
Then it is even more of a door
truly one of the doors to have ever doored
true
PA announcement system model
incase ur wondering what all that in the background is
ive got all evironment models in one scene
without materials tho
indubitably
i wanna see who guesses what this is
w h a t t h e f u c k
cmon
guess
Im adding it into the dev level with the only purpose to show how it looks with materials
it is indeed
have u given up
Yes
Oh how wonderful
I was thinking tree cuz I would imagine that the planes would be alpha cut but then again I thought that it wouldn't look that bad
leaves texture made by my friend (whos the lead texture artist)
(without the textures)
inspirted by The Witness's leaves
yeah
im surprised at how good this looks
i wrote this shader a very long time ago
and didnt check how it looks with the new graphics until just now
ty its from godotshaders
i dont know the math that goes into all that (the outline shader)
but the leaves shader made by me
Be sure to contribute back to the community 😉
its not that hard I think
wh
Amazing tree model btw
ty!
its the tree addon for blender + geometry nodes for the leaves
which is planes scattered about
then a texture and material in godot
beep
boop
bap
bop
bep
bip
bup
bxp
bzp
bqp
bwp
bnp
boup
biop
boip
buop
You okay guys?
bop boop beep
bup blap bop blip 🍞
starting to get Mirror's Edge vibes hmm
mirrors edge has trees?
ive only ever seen 3 videos abt mirrors edge
probably 4
omg it has trees and it looks almost exactly like mine what the fuck
why is my game so similar to mirrors edge all of a sudden
the closer I look the more similarities I find
this is unsettling
😮
Holy
This pic looks incredible
Mirrors edge is fucking beautiful
Ikr
damn now I feel my game would look too similar to mirrors edge and be deemed a copycat without anyone even seeing gameplay
i gotta change up some shit
whats the story of mirrors edge
i googled it and nowhere near the story ive got
so thats a relief
No. Being similar to Mirrors edge isnt a problem if your game is good
People might want a new Mirrors Edge type game
Yeah I agree, it isnt similar to the point of detracting from the project
ye but if some random dude just puts out a mirrors edge game with a slightly altered storyline that isnt really captivating
You could even retool it as a selling point for fans of Mirrors Edge
this is hypotethical I should add
wouldnt that raise legal issues
As long as youre not directly stealing from Mirrors Edge (which does not seem to be the case) you should be fine
It's okay to have your work be inspired
It can make for a good hook for those that were previous fans of Mirrors Edge or games like it
If its in reference to this comment I wouldnt let it bother you too much. The tree seems to be the only thing visually similar and even then it's stylized differently compared to Mirrors Edge
true
yep
Yes
is the design of my cityscape
i was basing it off mirrors edge but modified with some cyberpunk aspects in it
but still mostly mirrors edge based
No need to make something 100%, its enough to make something GOOD
I need to make it atleast 95%
I don't feel like releasing a demo that is just mid
If im releasing something im making sure that its the best that I can do
and I know very well im no where near that as yet
still trying to get everyone online to learn godot
so when they do that'll offload alot of stuff from me
Thats still fine man, I think everyone looks at other games for inspiration and amalgamates those ideas with their own history, culture and thoughts. Thats just the creative process and I think your product stands on its own.
astonishing how far its come since its early prototype tbh
I dont know the inner workings of your team and how work is balanced on the project but getting everyone on that ASAP would be a good idea
ill see how I can get the early concept video on youtube or sum
its horribly unbalanced for now
but soon it will become more balanced
I still do things more than everyone else but mainly because
Project S-819 specifically
is my creation
so our work is like
someone comes up with a cool game idea
we make a quick concept
and if its good
that person is the lead of that game now
meaning some more of the load is on them for their game
so they work on what they want to work on better
well thats how its supposed to be
Ahh... I see
So out of everyone on the team, theres only a fraction (or I suppose just you right now) working on this project?
currently everyone has contributed to the project
some more than others
like me and alpha (the lead texture artist of the team)
Do you guys have multiple programmers?
yes
wait rly?
the other programmer is very not available because of irl stuff
and hes in england
so timezone issues as well
bc im in canada
theres like
a 6 hour difference
isn't canada like really cold
@sturdy void
ye
we got maple syrup tho so that balances it out yeah
im more of the front-end and slight backend programmer
what is a maple syrup 🧐
while kamino would do more backend
thats for minecraft servers atleast
he hasnt been available much for project s
but hes trying
we don't have that here in the barbaric midwesr
ooh what servers have yall made
we had
TNPDupe which is our most memorable one and popular one by far
on Minehut
had to shut downtho
i tried a bit of bungeecord and networking once but lost motivation
For your current situation I might look into developing some back end and designer tools to make the content aspects of the project a bit easier to implement
On my project I work on both the front-end and game content as well as my framework gd-cinder and all of its designer tools
Ever since I put my eggs into that basket I've been able to implement things a lot quicker and make more progress in less time
But ultimately I would really urge your folks to get on board and help out because this project seems to have a high bar to meet visually and it might end up taking forever if you are the only consistent participant in its development
erm..
in the context of game dev what exactly does front end and back end mean
i can assume but I just wanna make sure
wut
same as it means in web dev or app development
frontend is the graphical interface, what the player interacts with
backend is the complex stuff that makes everything work
like movement or achievement systems are backend
frontend would be like rendering scripts
Yeah I think Kamino explained it better than I couldve
bread
i know what project this is about but where did the 819 come from in the codename lmfao
i want to reiterate this is because im also a va for the game and as nether said, programming is hard cuz tz and we dont have a storyline or script completed yet lmao
so i can't do much for either role
u do have the screenplay doc right
in there it shows the protagonist and it's a detail abt the protagonist
The 819
^^^
Storyline is 5 percent done
Prob less
for va u could do lil noises
like woahs and stuff
yes this exactly, combined with your futuristic cityscape background. but at the same time if your color palette is anything but pale whites with some color highlights you should be totally fine, since ME:C doesn't have a monopoly on scifi settings (just clean-white tokyo-cityscape inspired architecture and movement focused games)
plus you seem to be going for more of a line-art look so that should be sufficiently differentiating, especially if your gameplay is not overwhelmingly parkour related
otherwise you could end up competing with this guy: https://www.projectfeline.com
Is he still working on this?
oh hey im actually following development on that game
its so cool what he did with unreal engine for the artstyle
but i dont think ill end up competing against him
as long as your game isn't a parkour simulator you'll be totally fine then. the cherry tree + scifi city combined just seemed very mirror's edge to me
but if that wasn't even your inspiration then no worries haha
yeah cuz if it was parkour then I'd be fucked
Legal reasons yeah
catgirl game catgirl game catgirl game catgirl game
ok man
if it was a parkour game what would happen
decided to make an unreal engine inspired dev texture
instead of the bright orange ones I had before
high quality dev texture >
true
Very nice
made a water shader
im thinking of maybe flooding an interior so ill have an excuse to use thi
*use this
or maybe sewers as another way to use this
can also make waterfalls
How do you make everything look so good and fitting bruh
im a jack of all trades
but the 2 things im best at
is programming and 3d art
ive got no actual process to making things look good
im just winging it
change this change that
"this looks good"
and i keep it like that
How did you make the water texture the way you did? I'm curious to how you usually go about things even if there's no real process
Are you using a UV texture right now?
when I think of a new feature or idea, what I usually do is first think how I want it to work/look
then if I don't know where to start, i'd look for references
for the water specifically, I was going off of Source's water animations and looks
I used 2 normal maps
one scrolling down
the other scrolling left (or right I forgot)
and combining those gave me a ripple effect animation
then all is left to make it shiny, which was just a fresnel effect mixed with the other things
transparency is just the ALPHA value
yeah, that way I can make waterfalls by scaling it weirdly
Very nice water indeed
ty ty
id record a video to show you guys the animation of the water but im not at my pc rn
so uh
just imagine its moving fancily
does it move?
wait nvm ahahaha
lol
here ya go
water
first video of the game and its just water
ty :D
i doubt ill be posting much videos here
also look at that ram level
insane
100mb
it was like 800mb b4 i did all those optimization things
crazy how my fps on default is now 70 rather than 24
actually I think I have lighting set to highest
so prob not default
Worth
Glad to see the vid! And also, weird enough, i used to post a lot of videos of water in my game, like swimming in it, new VFX, etc, i guess water is just captivating thing to record
wator
very cool
now I just needa make splashes
Finally! This looks incredible, love the character controller
wa'er
ty! i made sure not to show much of anything tho
its some simple movement for the char controller
very hq texture indeed
very high quality indeed 
Woah, wish i could make intros like these
Figured i'd better remove the "artist" role from myself haha
did you actually 💀
ur name was green before
oof
art takes time to perfect imo
maybe u just need practice if you want to be one
It would surely be great if i could draw art for my games myself, but what i truly enjoy is programming 🙂
same
its this weird love hate relationship isnt it
disgusting errors that make you rethink your life and then when it works you feel like a god
Im finishing up some of the other aspects of the player then ill make an actual level thats not just showcasing the environment but actually has gameplay
wildly off topic but i remixed a song and wanted to know how people feel abt it
if its amazing then ill make some soundtracks for the game
last time I did a level ! remix it was too loud, so here I am back at it again this time with an actually reasonable volume :O
made this using online sequencer for the music, blender for the background and clipchamp for the actual video itself
really proud of how this turned out :D
tags for the algorithm:
level !, level ! but it's a soundtra...
acutally i remixed 2 songs
experimenting with GI
you can see it gets a bit purple where the red and blue intersect
ikr! and this is default settings (atleast what I have it set as in my game)
running at a smooth 75
will test on low in a moment
Godot needs to do some better marketing
even on low settings its beautiful
not my fps only being boosted by 15 frames lmao
and heres highest
virtually no difference
that is a good thing for me
a very good thing
Tbh I can't really tell the difference between low and high
Might be more apparent when playing the game
@unique hill How have you made that debug menu?
using the Engine and Performance classes in godot
extends RichTextLabel
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
var debug_dict = {
"FPS": Engine.get_frames_per_second(),
"FPS Time": Performance.get_monitor(Performance.TIME_FPS),
"Object Count": Performance.get_monitor(Performance.OBJECT_COUNT),
"Node Count": Performance.get_monitor(Performance.OBJECT_NODE_COUNT),
"Orphan Node Count": Performance.get_monitor(Performance.OBJECT_ORPHAN_NODE_COUNT),
"Draw Calls": Performance.get_monitor(Performance.RENDER_TOTAL_DRAW_CALLS_IN_FRAME),
"RAM": str(Performance.get_monitor(Performance.MEMORY_STATIC) / 1000000) + "mb" + " / " + str(Performance.get_monitor(Performance.MEMORY_STATIC_MAX) / 1000000) + "mb",
"Used VRAM (Total)": str(Performance.get_monitor(Performance.RENDER_VIDEO_MEM_USED) / 1000000) + "mb",
"Used VRAM (Textures)": str(Performance.get_monitor(Performance.RENDER_TEXTURE_MEM_USED) / 1000000) + "mb",
"Used VRAM (Buffer)": str(Performance.get_monitor(Performance.RENDER_BUFFER_MEM_USED) / 1000000) + "mb"
}
var strin = ""
for i in debug_dict:
strin = strin + "\n[color=#53d7a7]" + i + "[/color]: " + str(debug_dict[i]) + ""
text = strin
```here ya go
lol np
Colour aint working lol
RichTextLabel and use "bb_code" variable
Not "text"
beautiful but u should change the primary color to reflect the color of ur game
or logo
change it up a lil bit yk
💀
changed up the trees a tad bit
also here you can see it's wavy animation
can be turned into bushes by scaling it down and just clipping it through the floor
ty
Project S-812
💀 💀
does not have story implications whatsoever
lol
beep
Boop
bap
Babip
blap
Blong
bwuoah
BOOOOOOOOOOOOOOOMMM
boowomp
(i really like this project and hope someday it will be a full game because it looks very pretty with its style)
HELPPP!!!
(I just crashed into a family of 5 but this project is also really cool)
epic fail
(the only thing i dont really like is the filter on the camera or whatever it is cuz it looks like the lens are dirty but maybe thats intended idk i just dont like it)
(like here)
(thank you)
(thats very much intended, and there will be a story reason for it as well)
ur boutta be sued
my man
(I'm hoping to split this game into chapters, and release the first chapter sometime during early 2024)
HEELP
(my rotator cuffs hurt from hitting people )
(if im releasing the first chapter im making sure that it has maximum effort into it, but as most of my team are not yet on our christmas break, we don't have much time to do stuff)
( makes sense since the first chapter will be what most people will see and decide on that if they wanna go for the next chapters or not )
(i'm planning on releasing a very high quality slice of the game, with most of the features I'd like to be in the full game finished)
(I'd release the first chapter for free though, if it gains attention then other chapters would be released as DLC on steam or something like that for a few dollars)
(kinda what Bendy and the Ink Machine did at first)
(if it doesnt gain much attention i might just leave it sitting there as a project for another day, but I believe it will get mildly popular)
I got respect for you taking so much time to ensure the vis dev looks nice
We need as much good looking and well presented godot projects we can get
i agree
ive focused enough on the visuals so i'm moving over to the gameplay now
making sure to smoothen out as muchof the rough parts as I can
Yippie
ill have to remodel the sci-fi city tho bc its kinda ehh
if anyone wants to, I can accept like maybe 3 persons to beta test whenever the chapter is almost finished
first
I need more of Cruelty Squad in my blood
definitely can but im not that experienced with modelling buildings specifically
theres definitely more detail to be put, even though its far away models
the windows are flat and the advertisements on the side of the buildings are just solid colours
i was a minecraft builder for like 4 years i think
so those would need to change
we actually made minecraft servers before going into game dev
Pick me mr nether plug
ehh
na jk sure
Idk ill see abt beta testers whenever the game is ready for beta testing
however is there anyone here using a mac
and if i got any lessons in building design from doing it is to make it have depth, make it have unconventional shapes , use different materials and throw random shit at it
project s literally just does not work at all on macos
and no one knows why
though I havent re-tested it since only 1 person has a mac on the team and that person usually isnt on said mac
a max


run a virtual machine
i'd like to test it on mac hardware though
rather than Acer hardware
true
aint no way this just happened to me
i coded something revolving around one specific feature
I found a bug in that feature
now I fixed it and everything else is broken
length of the script file
😭
oh nvm everythings fixed now
🫡
Nice size bro!
All scripts under 1000 lines are pretty easy to work with
Me, who is kinda used to opening a window in Rust using certain crates being over 700 Lines, APPROVES
this sentence can be easily taken out of context 💀
also ty!
BIG SCRIPTS
💀
@unique hill will save this in his personal folder
"godot homework"
how yall reckon this phone model looks
back view
Looks great
I don't know why, but it reminds me of audio recorder i made a while back
Reflectivity and specular should do the trick in Godot. In this Blender scene environment reflection is way too uniform and it makes the screen glass to be less visible
^
rain!
I thought it would be funny to kill myself at the end of the video
i cut the video before the death animation played tho
I did what @crystal patio is doing with his game and tried to mimic source's rain particles for this one
now ull have to wonder why theres damage in the game
what am I doing that you did??
oh sorry what?
It pinged the wrong person??
I tried to ping @icy anchor
hahahaah my games dont look nearly as good as that hahahaa
thats so weird I didnt even notice because I had streamer mode on
np
lmao sorry for pinging you 💀
really good lookign game tho!
darn discord obs detection
Woah, cool particles dude! I was wondering how to make it work if you have interiors to walk inside
oh shit
thats a very good question
You won't believe how often i wanted to ping you and ALMOST pinged someone else
ill have to do a source and just disable it when ur inside lmao
💀
no tto but in, but didnt they say they are gettign a sollution for that in godot 4.2?!
I pinged DuGringo on accident because I was using streamer mode as discord auto enabled it
im not sure sure
I have many issues with particle collisions
so this rain particle doesnt use any
thats godot 4.2 dev6 btw
he specifically used exanple for a boat with water inside, that using this thing they will add wont have that problem anymore
I didnt update my build yet
and showed a unity project that does that, no water int he boat
hmm interesting
4.2 not out yet
In Source it was as a trigger func_precipation (maybe i mistaken in name) but basically the principle is... In their case, rain only works in that box their assign to. If is too far away, it get disabled. But i'm pretty sure there is... better ways because i used to HATE to work with it. Do you know that snowy-house secret in gm_liminal_space? It was hard to set up these triggers to avoid interior
My man is using in-dev versions! Respect!
theres a snowy house secret?
I only ever found the abandoned desert house
and the liminal apartments
Desert house? I think you misremember it a little because i don't have any desert locations in there
To be fair I never really focused on searching for them because that abandoned apartments (the parking lot one) was really aestethic
found it:
https://media.ccc.de/v/godotcon2023-57791-the-future-of-rendering-in-godot
I would like to briefly introduce major design decisions in Godot's current renderers and how they fit into the landscape in the industry.
Clay John
https://pretalx.c3voc.de/godotcon2023/talk/3/
#godotcon2023 #Keynote
I can't remember exactly if it was a desert but I believe it was a house really deteriorated
current time, so click on link instead of title
Definitely wasnt snow though
ooh thats interesting
promisse that was it, ill stop butting in now hahaha have a gretat day friends
all good, I have no problem with people joining the conversation
id open gmod to show you but im not sure if it would work cause I have like 800 mods downloaded
let me try
There was one guy who recorded a video about that secret, i can send it instead
ye do that
I believe I did misremember but im not sure
its been awhile since ive played gmod
gm_liminal_space is the best Garry's Mod Workshop Map ever by this point. but did you know you can get into the secret cursed room in this map? Watch and find out! (Including Comparison)
#Gmod #GarrysMod #Valve #Gaming #secret #easteregg
Gamemode: Sandbox
Map: gm_liminal_space
https://steamcommunity.com/sharedfiles/filedetails/?id=2563097753
...
If you checked this map right at the release date, there might be a chance you missed this one because it was added in update
ohhh that was snow
I thought that was sand
tbf I did always have my settings super low on this map
just because of how laggy it was otherwise
maybe the particles didn't render or I missed it
I remember times when i didn't even have GT1030, i was playing this map with integrated GPU and... 60 fps. I had 40 fps on gm_construct back then. When i started to get occasional reports from players with good hardware about lags in this map, well, you can only imagine how much confusion it caused for me and how slowly it killed me inside because i had absolutely no clue why the hell that happens
What broken me completely is that gm_post_ussr was running with 60-90 fps on my current hardware, and my friend (as well as some other players too) said that he has 300 fps and he has 210 fps on gm_construct
I cant remember exactly but I remember averaging 40-60 frames or so
on my normal settings I think
I still have that map downloaded actually
How?!
unless it was taken down or something to that nature
aw its not there anymore
And yea, the gm_post_ussr i was talking about:
https://steamcommunity.com/sharedfiles/filedetails/?id=3003051584
yo thanks
I do have a question
why do you take down your maps?
It was fun!
fair
youve become a mysterious entity now have you, posting maps for a while then suddenly disappearing until the other map appears
Some people don't understand, some people think i went schizo, some people think i'm dead. And, probably, some other people understand why. I can't say that i regret anything because i started Garry's Mod mapping for the sake of learning more about level design and creation of environment props in a way i wanted to
gm_post_ussr is the map where all assets are made on my own, and it was a really, really valuable experience for me
thats understandable
What i noticed so far that not really many people miss me and, most importantly, map developers overexaggerate the value of the maps and their statistics
hmm, odd
people do also overexaggerate the value of something they made/upload as theres an attachment between them and the thing
I understand. But when they think that i'm mentally subnormal by removing "one of the most popular Garry's Mod maps," that feels weird for me because they had nothing in common with these maps, they didn't participate in their development, they didn't even play them, they just knew they existed and that's really all
In the end i just felt lonely amongst the community i made, feeling that i'm being ignored and so on
The only thing matters is the experience i've got and it is really useful for my current project, the project i've been dreaming about for about 8 years
most people assume without knowing the facts, and I for one really liked the map and still do
I think its good what you did -- moving on to working on your game
your gmod time really brought amazing experience for you to utilize in the future
> and still do
Just know that Wayne Kerr (and some other people) reuploaded it as-is! I'm glad they did.
yep! Just subscribed to it and his reupload of post ussr
Glad to know!
Maybe, one day... I'll be able to upload 3358 game files to be played by someone...
thats actually not much game files tbh
most games today have well over 10K
this is astonishing
how does this game have 8.6K files
oh thats why
the .godot folder is insane
when you subtract its only 2.2K files so nevermind
I mean PCKs in this case, but yea
Sorry for russian, but it's 19.8 GB with 25.163 files and 1.032 folders
I thought 15.000 lines in modules will be enough
Everything went out of control
Damn
id assume the game is quite finished for that amount of size
by quite finished I mean like 30% finished
this game isnt 10% finished i'd say
50% for sure, including all tools and assets
I'd say ive gotten 5-7% finished
Maybe 60%, but i can't be sure
if we're including tools and assets then solid 13%
maybe 15
For the amount of time you are working on the project (knowing the basics of the idea and file-count as well), it's fast
I purposefully leave old prototype and testing ideas for people to find
most of those files probably arent actually in use
Whats a good practice for assets? should I always save meshes as theyre on .res files or is that not needed
for example, the player mesh isnt saved as its own .res but its in a meshinstance node in the player scene
When my meshes cluttered the scene file size so hard i couldn't save it on my remote repository due to size limit, i just made some code to save it externally automatically
As long as it is comfortable to work with, it's all fine
alrighty
I ask this because most of the assets I have arent actually saved as their own files
for example, the vent models seen in older screenshots are just saved as is their own scenes
then those scenes are combined together to form pre-made layouts I drag and drop onto rooftops
If you want example of my player controller scene, you can see it here
thats extremely neat compared to mine
is the hud not a part of the player scene?
That happens quite often for me. For example particles most of times don't have their materials saved externally, but in scene file. And it works well too, no clutter, and etc
HUD, post-processing, legs, weapons, all of that stuff i initialize and control with code. That sounds like something crazy, but i got used to it and it gives me possibility to scale it up. Just subjective preference!
should probably organize this
versions folder is just where I export the game to whenever I need to beta test with others
its not counted as an actual folder in the repo
wow interesting
I dont think i'd need to really be able to scale up much of my game
the things that would need scaling up are there to be scaled
i have 3 separate triggerboxes for example
a normal triggerbox for player collision
it can be set to work with a specific node and carry out a specific function
then theres an interact triggerbox
works the same way but you interact with it instead
and another thats just a normal triggerbox but it triggers a background level load
for kinda seamless loading
I've seen quite a bunch of huge project on Unity that did same thing and they seem to be doing fine. I had it once too, but changed things
.gitignore our beloved!
!
I'm doing that this way because i had FPS project in Unity and realized a lot about what i need to do and what causes issues. So far, i've got the best progress because i don't get stopped on basic issues like, for example, adding a new character model
not me spending 30 minutes trying to add a gitignore to a file that was already set to not ignore
I most definitely have to use the player code for a npc at some point
and i am avoiding thinking of that bc the player code isnt scalable at all
for context, the player code has features that I'd like a npc to have at some point to be almost an even atagonist to the player
Nice triggers! I think i have only LocationTrigger, LocationTriggerButton, LocationTriggerCube, LocationTriggerButton, DamageTrigger, ExitTrigger, and... Probably that's all. Half of that stuff is deprecated!
creating things to never use our beloved
They all were used at certain point, but i realized that they are not fitting well
reorganizing rn and found a folder I dont use at all
You know, that may happen. You write it on paper, you imagine it, it's all good. You make it, play it. It seems to be good. Time passes, you develop more, and realize it is just getting deprecated because there are better, flexible ways to do that which fit the game and... Here we are!
I used to have the games art style based around spider verse
and those are remnants of that time
Im using it????
As you see!
why am I using it on a glass bottle matieral
i havent placed a glass bottle prop in months
ill leave that there for ppl to find i guess
I am so grateful
and so thankful
that they fixed the
"move one folder and your entire project is corrupted" bug
in the dev build im using
I'm not even sure why, but i rarely had to move the folder and mainly i had to do that with Windows file explorer
I'm a bit conservative person, as i see
I had ZERO idea what I was doing
when I first started this
infact this is my 3rd ever project in godot
first one was a test
2nd one was a prototype of this one
the difference between the prototype of this and what it is now is wild
It reminds me of my own path in certain ways
First project in Unity was Escaper v1.0.. All characters in this game consisted of cubes like in Minecraft, all weapons were generated procedurally out of weapon parts, it was kinda clunky
if talking about my first experience of game dev
i'd have to say Scratch
its a solid place to build a foundation
even if youre 6 or 5 years old
id honestly not be here if it werent for scratch and minecraft
i did play around with unreal engine 4 I believe
when I had a very shitty laptop
what colour would "textures" be
what does it feel like
Im leaning onto a blue colour but materials also feels quite blue
could make both blue
oh god
godot likes to play mindgames with me
clouds.tscn works fine
why must you do this blue robot application
time to boycott godot :/ :/ :/
Gonna download it lol
Haven't visited the first export of it for a long time
I still need to recreate old Steam green color pallete
git reset!
ive used steam blue for so long I cannot begin to comprehend the fact that steam was green
though it makes sense
it was steam greenlight
I think
Im not sure Ive never used the old steam
My very first one was probably about making Garry's Mod Lua addons and some maps. I abandoned it right after. After that i made a huge private addon with 10.000 lines of code, was deeply disappointed in it, abandoned it, and... Here is Unity 5.6.7f1 on weak PC!
oof
I think a huge part of leading me into game dev would be creating minecraft servers
none of them were ever amazing
but they were good and I was proud
still am for some
Done better than perfect, right?
if I can find an old screenshot i'd send it here
heres one of the first ones I made
this was taken in like 2021 or so
Looks great!
Still trying to get Escaper v1.0. screenshot and i still can't get it, probably gonna get really old one
the jump in production quality we had made in just a year was truely astonishing
but then Minehut fucked us over and we had to shut down
very sad
I think I still have the files for TNPDupe
somewhere
anyways that was a very far turn off topic
Damn, i launched Escaper v1.0. and my PC had a stroke
But i got the images i wanted to send all this time
Honestly it could become a released game, but it was impossible to maintain it, so i abandoned and changed the concept entirely
By the way, what happened? It sounds like you guys were violently taken down
For... any reason, i'm still not sure why would anyone take servers that seriously
it wasnt violent, just a series of unfortunate events
what happened was
we were very successful at first, but with the growing numbers of "dupe" servers, we needed to stand out
so we decided to hop on the backrooms trend
and attempt to develop a backrooms-like area
but soon enough we fell down a rabbit hole of "would our community be angry to wait so long for this?"
eventually we did release but by the time we did, most of our community moved on
we thrived for a little bit in that season, which was season 3
then we went back down for season 4, where we fell down the same rabbit hole but ended up becoming too ambitious
I, myself specifically fell down that rabbit hole much more as I was the owner and lead programmer of said server
at the time I was still learning new concepts in java and decided it was a beautiful idea to code an entire custom dimension
long story short, got too ambitious
ended up releasing a decent season but I wasn't proud
shortly after Minehut began to raise the already high prices they had
and their services were becoming worse overtime with the features we had and with their own issues at their warehouse
eventually we had to completely shut down due to lack of funds and players
right before minehut came out with their most controversial pricing change
which was subscription-based ranks
if we were planning on using minehut for another server
that right there put us in the ground for good
we did try to use Minefort (a separate host) to make a server but their community wasnt as large as minehut, and so that failed as well
Damn, i thought that making servers isn't that great thing to do, but i didn't even think it may be so bad for Minecraft.
It was a great thing, if only we had proper funding
I did commission works for Garry's Mod servers which needed maps for their needs, and usually all of them had same issue - they didn't deliver content for people fast enough. All of them are dead, for many reasons
we were using server hosts designed as free server hosts
and so we were never able to get many resources allocated for us specifically
i'm looking into VPN hosts, actually. As we still plan to make servers
with our newfound experience in game dev, we can use some of the skills we've gained since TNPDupe to create something truly special to us
and the music I make now doesn't sound like a jumbled mess of notes anymore
Damn
It would've worked for us if I didn't get too ambitious and if we all had similar skills
by similar skills, I mean theres only 2 programmers on the team
3 artists and 2 musicians
(that was then)
theres 3 programmers 5 artists and 3 musicians on the team now
dont be fooled tho, its not 11 members
its 5-6 of us with multiple skills per person
Well, i hope you'll have a better luck with the next Minecraft server!
I'm absolutely not sure how all this stuff works, so i can't tell much.
one way it works is that we need to secure a server host before we start developing
I had really negative experience with Garry's Mod servers and it was like a dead place. I don't think same applies to Minecraft, but i have really low expectations
as none of us have any machines capable to run a minecraft server, either that or the person is unfamiliar with the backend
im the main backend guy, with @sturdy void being the other
most of us are in north america so we can't connect to kami's server with our 200 ms ping
because he's in england
there are some really good minecraft servers that don't get the attention they deserve, same with garry's mod
but recently with minecraft
there are more and more unique servers coming up the ladder
MCCI (Minecraft Championships Island) is one of those
a very good one
insane the amount of effort that team puts behind their server
MCC Island is a Minecraft Java Edition Server for modern versions created by the makers of MCChampionship: The Noxcrew, full of exciting mini-games straight from the MCC Event!
The Island is now in Open Beta and open to everyone - simply join with the IP below!
MCC Island Website & Forums: https://mccisland.net
MCC Isl...
all of that gameplay footage is minecraft, not any 3d render or similar
I feel like the Minecraft servers entered the trope of senseless pursuit that i noticed in Garry's Mod servers. Generally, Garry's Mod servers always were attempting to use Source in ways it wasn't designed to, because they wanted to push through the limits. In fact, they could make a fun server without doing too much of a stuff, but instead they just were overcomplicating everything. Damn, in rp_praetorian_cygnus, i had to make navigation mesh for 52 hours straight, for nextbots they barely used. And the more i look, the more i notice it all around game-dev related stuff. Even i do a lot of overcomplication, Escaper v1.0. had only like 4000 lines of code, but it had a lot more than i would even expect. Is it bad in my opinion? It's not bad if you accept failures as-is and if you enjoyed the development process itself. And i see you enjoyed it!
maybe, but it seems as if people play the unique thing more
at the end of the day, the simple and fun games still get the most players
just look at hypixel: bedwars has had 5-8K players consecutive every day since its additin
however skyblock has 32K players and skyblock isnt simple so 🤷
hypixel's skyblock, that is
its a MMO RPG in minecraft
makes sense why it has 32K players
That is also a thing i noticed lately. I tried to analyze what makes it good, what makes it bad, and, you know what? It's just a fucking lottery.
its not a lottery if you have a high quality product
and release it at the right time
but the issue is to know when that right time is
If i will ever release my game, and if it will fail, i'm going to be extremely thankful for making it to release
TNPDupe gained immense popularity I think because of many reasons
but specifically one
i had worked on a previous dupe server, as head developer
that owner became kind of corrupt to put it simply without detail
so I left the server and took my code that I had written for the server
i wouldnt take my code just like that, there was a large disagreement in regards to how they treated us
@sturdy void was also a developer with me on that server and took his code as well
that owner never appreciated us
but he never knew just truly how much work we did for him
when we took only the files we made
their entire server stopped working
so there was a big gap in the dupe market
that I filled
i think that same dude ended up switching personalities very quickly
was a nice learning experience for him to appreciate his staff
im being purposefully vague as I dont want to single anyone out
I believe your game would be a great success
there hasnt been (to my knowledge) any great godot fps games recently
Team communication seems to be such a hell for most of times ._.
love it when it works
hate it when someone threatens you and assumes you can't do anything about it
that is what they did btw
organizationnnnnnnnnnn
Something like that happened in my previous team
Lovely colors
still got some work on it
Cruelty Squad is the only one in my mind now. Road To Vostok still doing the porting. Leaden Sky that is shared here still in development too
completely forgot about those
At this point i'm just going to be happy to see my dream come true, that one weird dream i've got when i was 12 year old kid
:D
mustve been a vivid dream to be able to turn it into a game
Probably!
It's so damn weird to think about how much time it takes to this point, but anyway, i guess it should be this way
how long has it been in development?
also youre not going to take this one down after releasing are ya? 💀
The current one? Started as Godot playground at May 2022, with no intention to even use Godot for full-sized game. Development as a whole started at August 2022, when i actually decided to make a shooter, and i wanted to make a much simpler one. But the more i worked, the more i realized that i can do more and... Here we are, down this deep rabbit hole
i think I just broke all the UI elements
GameJolt page wasn't a serious thing. Garry's Mod maps are not a serious thing either. Commercial products, on other hand, way more serious in all ways, so i guess i can't
oh wow
amazing
When production environment goes down because of interns/juniors mistake, usually this is a problem of the higher-ends who are responsible for setting up a production environment. Valve didn't take Steam Workshop seriously, to the point they given that big, juicy red button for users to use. Do you think they will allow me seriously remove the product without contacting them directly and telling exact reason why? I've rarely seen cases when products were removed like that, more than that, i know only one case: GTA trilogy. And even in this case, those who bought the original trilogy, still have these games in their libraries so they were not removed
If given the opportunity, with no barriers, would you voluntarily remove said game from steam
if for example it reached to the level of popularity as your gmod maps
If i'll face consequences, lawsuits, or other shit like that - sorry, this is not a way, plus i'm going to feel bad if people paid for the product they lose as result
Popularity of my maps was fake for the most part and it can be clearly seen in statistics of Wayne's addons
huh?
im not quite sure how steam workshop works in regards to statistics
Earlier - almost 200.000 subs on gm_liminal_space. Now? 10.000. Barely a percent of people who actually needed it
dont know what im going to do about this
jesus christ
Also, what did they do to that fancy dependencies window? Earlier you could fix dependencies
Or it is a special one i've never managed to see
they updated it I think
I may know the cause of the broken menus
I hope just in case you can reset these files
Or download them from GitHub, i've got my fire textures broken and i just downloaded them from certain commit
three things those scenes have in common
they all used one specific shader at a point in time
a shader I just deleted
I dont know if theres remnants of the shader in the tscn files
so im inspecting
I feel like they literally downgraded the dependencies window
In Godot 3, even if you missing something, you can open that scene ignoring the error or after fixing it by redirecting the path to dependency
WHAT
I mean, don't get me wrong, Godot 4 is better than Godot 3 in many ways, but this thing doesn't look right
If you want, i can just show you, one second
AH
Gotta open the project and replicate
I think the .import file for the main menu got fucked somehow
any idea how to fix?
Because I don't
I may just delete all import files and see what happens
I deleted the entire .godot file
folder*
That's what i mean, you can just ignore it and still be able to open the scene
If you have recent commits, just discarding the changes in these files
wtf did they do to the error message
I have a guess
thats so astonishing bro