#Project S-812
1 messages · Page 5 of 1
they added a separate menu for it
cant send full screenshot as it contains info abt the game
Basically, they started development of 4.0. really long ago. Maybe at 3.1., i think. I can be wrong. So... 4.0. was completely different branch of the engine and as it follows it was developed separately. That thing could've been added to >3.2 versions or something like that, when 4.0. still didn't have it backported. But... i guess i'm wrong!
all dependencies appear to be fixed
That's for good because the menu i have is clunky, but does the thing
none are broken so im not sure what to do
Secrets, right?
max it contains is the game name
which is infact not "Project S-812"
thats just the name i have for it outside of development
there is an actual name
Each of these is so trash, but like a piece of history
It can go a long way!
howd this happen?
love that you sitll use the source way of naming things
its pretty efficient now that i think about it
That shit went out of control! Wait, i said that already
omg i clicked 1 button and test course opens
dont tell me thats been there all this time
day5 was the last one where i made blockouts, all other ones are just placeholders that will get fucked soon
ive not made 5 separate test scenes because of an error that was fixed with two clicks
this cannot be the case
Welcome to the end
oh you leaking things now
agent_killed
poor_zone_purged
Damn that sounds painful bro
hmmmm
im shocked at the fact ive never seen this before
I had an idea of plot where "The Agent" will take a place as a villain that fooled around the main character, but after reworking the plot hundreds of times, i decided to make him a friend of the player with no malicious intentions, something like a guide from Terraria that will tell more about what is going on in dialog windows
This one ending is actually going to take a place in game. It's so damn funky
I can tell, if you wish!
hmm maybe
ARE YOU SURE?
you can if you'd like, but you should say in dms so you don't leak anything
I checked with the dependencies window
nothing seems out of the ordinary
So, in this game, you play as a mercenary. And all your life is like a swing. You start as a citizen at train station, contacting some weird scientist whose teleport can get you to a restricted place... Moments later you get to an unexpected bloodshed in the mall... Moments later you are chilling in the "poor zone", one of many impoverished areas of the Index-0 where Index Control-Center does not provide any defence to citizens, the place where criminality is the norm, where everyone set up their own rules. Police never go into this place, but... there is one exception. If one (or many) start to kill too much, system monitors it, and police start assault this damn ghetto. There is a corner case - one kills all the police units (even heavy ones), then Control-Center launches missile attack to clean up the area. The end! You've killed everyone! You got yourself killed! Enjoy one of the endings
Damn
you got this all planned out
In my case i still could get dependency error even if i redirected it simply because Godot ignored it for any reason. Now it is odd
It says missing file right
Potentially you can open the scene file in text editor. It is .tscn, right?
Yea, .tscn is a text format. You can check in text editor what kind of info it has
Look for ext_resource, they are on top, do you see anything wrong?
theyre all good
Probably i'll do that when i'll get opportunity to actually record the game, because now i'm just limited to debug locations for the most part and... Can't tell it's bad, i still can work on the project, and i'm happy with it
Alright... Now we have nothing but dumb actions to do
We must to reload the editor
It must to do something
My grandfather said if you reload a thing it gets fixed
same for pauseee
I did that twiceeeeeeeeeeeeeee
Well i expected that but still had to be sure
Do you have any possibility to open the scene and ignoring the error?
changing random shit until I get a different error
If I do, I don't know how
since theres no immediately visible icon for that
Random bullshit go
Found this, they had an issue with dependency window in v4.x at 2021, but they added that thing
Damn why can't i find anything
I found the similar issue but it is for v2.0. and that's too ancient
the game works but the 3 menus dont
Man i didn't want to say that
But i have a really, really strong feeling you will have to open-up a bug report on their repo
I can't find anything, but let me try again
ahh
all three of those bug out
I need to find something those three have in common
and I beg its not the main theme or the button node
im going to see rn
Man, i read about this dependency thing, and a lot of people seem to miss it out. I don't like how they redesigned this kind of UX
damn.
Ah, so, you've got to check dependencies in your dependencies?
This is some kind of NPM/PIP packages stuff i didn't really like but reminds it
Same!
hell yeah
I can congratulate you, you fixed it without git reset --hard
I dont gotta spend 3 hours remaking menus!!!
You are a strong men
this is also concerning
what other scenes are broken like this
game dev is literally going back and forth trying random shit until you realize the obvious isnt it
i've got to go now
You have rended the wires in your head. Your control over destiny is absolute. You can overpower Godot bugs. Life is meaningless
You literally described my day
That one last task took me so much damn time to do. And i did literally what you said, just random bullshit to fix it. BUT NOW... It works. For so much time i wanted to make this feature, and now it is in game. Such a little thing, but so damn happy
those multi-thousand files usually just have whole lots of doc comments in them lol
"can i play daddy?"
(i'd like to join if possible)
???
whats that program? looks really cool
ill deal with beta testing when that time comes
but will deffo have a list of u guys who are eager to play
is having 2000 objects normal?
i think so
hmmmm
"ToDoList" by AbstractSpoon. It's a free, light-weight task management program. I've been using it for a long time and mainly i do that because i had a mess in my head when i kept all ideas/tasks in my mind
https://www.abstractspoon.com
It has a damn ton of features, but i use "task tree" only
ToDoList is Free Open-Source Task Management Software with Task Tree, Flat List, Gantt Chart, Mind Map, Kanban, Charting, Week Planner, Workload and Calendar Views. ToDoList supports importing and exporting for multiple formats including Outlook, CSV, iCal, Text, HTML and PDF. ToDoList supports drag and drop in all the available views. ToDoList ...
beautiful thank u
Thank you so much for this
Also hoping you can make it over this hurdle Nether, had something similar happen to a previous project and had to restart
ah thank you
we've gotten this far already and nothing except for github servers going down and my laptop suddenly stop working will stop us
thankfully those 2 things hasnt happened yet and hopefully never will
its got that 2009 ui to it
love it
exporting to see if it works on less capable hardware
also to see if my export settings work at all
that isnt a healthy framerate
4gb of ram and a very low power cpu i just tested this on
download more ram smh
no the point is i tested it on a low power pc purposefully
DownloadMoreRAM.com - CloudRAM 2.0
frfr
Low framerate is the problem of those who can't get better hardware for shit!
||Meaning it might be my own problem, but i'm still in agreement with this statement||
honestly worked better than I thought
I didnt expect it to even start
What kind of GPU does it have?
none thats the thing
Integrated GPU? I wouldn't say that Godot works really good on such
For example, if you remove my GT1030 from my PC - i won't be able to even launch any Godot games
And even if i do, less likely it will work good because developers didn't work on making this engine to work nicely on older hardware
I've seen a couple of issues addressing this problem, and, answer is... "If you can contribute on your own - do that"
Not to mention your game is using certain high-end, expensive graphics such as VoxelGI
I'd rather prioritize the development of the game :P
true
I was just curious to be honest with you
That's nice!
I don't know if ive ever said it before but
im working with a .1 second delay on my monitor
kinda hard to develop the game with that
my laptop monitor broke
so im using a second laptop as a makeshift monitor
When i developed gm_post_ussr with no GT1030, i had like 30-40 fps and it was killing me inside, because that meant cutting down the details i've already added, and, to be fair, i didn't even add much of them on the mentioned point
Damn dude ._.
damn
im not quite sure if all colours in the game look good
its been broken for 6 months
ever since the start of development ive had this delay
someone send this man a computer
That's painful
because the second laptop has a lower colour range than the original one
Im determined and im pushing through
thankfully for some unknown reason
the mouse doesnt have a delay
im so thankful that the mouse isnt delayed
but if I was to load the game right now
and move my mouse around
there will be a delay
whats happening is that any mouse input I would see .1 second after it was inputted
yet the projection app shows the mouse cursor at the correct location at all times
with no delay
kinda disorienting
Ah, that's great then. It still sucks when you can't experience your own game in the finest way possible, and, honestly, i've always had that issue ever since
normal mouse but whenever its locked in a game it has a delay
the mouse is hardcoded
I genuinely have no idea if the game is playable or not bc theres a high chance I made most of the systems revolving around this delay
i probably made the game too biased to the player to correct for the fact i have a delay
idk though, from the playtests it seems we're good so far
Is it really possible to make the game to be too biased to the player?
yes
if ur making a movement game for example
you could make everything too snappy and corrected
I mean i've seen some peeps that suck literally in all games and i don't think it can be bad
like the original marvel spiderman ps4
i personally loved it
but some people found it too biased
So what i can say about these people...
Tear a hole in these people...
Anyway enough quoting the Cruelty Squad office mission
lmao wait
I think it's interesting how i'm the only one here with the programmer role
wht
no ive got it too
my artist role overrides it though
so im shown higher
if u click my name it shows programmer
wow
infact it shows all the roles
bc im a jack of all trades
i make good soundtracks too trust
I can make okay soundtracks ig
i have one I finished recently actually
You have to return the four sub-archons to null. You have to eliminate the CAD Elsa Holmes. Exterminate the pests. Tear a hole in CONTROL. Fuck CONTROL. You can do this, you have rended the wires in your head. Your control over destiny is absolute. You can overpower death. Life is meaningless.
i didnt get around to uploading it on youtube
should I upload it and send it here for yall to have a listen
I'm literally nobody, just 12 year old kid with weird targets in life
ur 12?
i don't think you should be saying that in a server with >500 people
or is that a quote
20, but still a kid deep in my soul, it's better to stay this way
I feel like someone could report this out-of-context
everyones a child deep inside
Go for it lmfao
bros challenging
im creating some song art for that soundtrack give me a moment
ill have it sent here in 5 mins
Yeah, i want to get that message on my email
My email definitely needs something new
Plus that'd be fun to check how it works
discord really asked me for feedback reporting 
💀
reporting doesnt do anything
it does
fr?
ye
usually it only does crap when you report someone for being underage though
.-.
hows archipelago going
i'm trying
please correct me if I forgot the name
archipelinaut
i'm trying ._.
lmao wtf
crab
the crab will never be added
uh
it looks weird
i oversimplified it and somehow it came out with two legs
i think the goose came out pretty well though
i added reach mechanics though which was fun
ooo
Music made with onlinesequencer, video with clipchamp.
there we go
thats the soundtarck I made recently
*track
Completed listening to "OFF - Soft Breeze", gonna play this one
It reminds me of level run one
i think ive became a music youtuber
I'm a shitpost youtuber, glad to meet you
with that one I decided to try out new instruments
hello there
How did you make the drums btw
i use a website that has instruments already with effects I can choose to add
the drums is an
unholy combination
of 5 different instruments
electric drumkit
2023drumkit
2013 drumkit
909 drumkit
another electric drunkit
*drumkit
and I believe one more 2013 drumkit
it sounds good even though its 5 different instruments
the reason why there are duplicates
is becase to add multiple effects to an instrument in online sequencer, u gotta clone the instrument and add the new effect on the cloned instrument
You make so much without DAW, it's impressive
I love onlinesequencer tbh
dont be fooled
online sequencer is very capable
it could make convincing dubstep with the right tweaks and changes
i just havent found the right settings to do so
I'm not saying that online sequencer is not capable of anything, btw
You kinda remind me of my friend that does all textures in Blender by using procedural workflow
ik
When i started using Quixel Mixer (simply because it works faster), he was attempting to convince me that Blender can do the same
I mean, alright man, i know it already, why would you try to prove it to me?
subscribe :) lmao
i dont know tbh sorry
Nah, no worries, i just find it kinda fun because it's similar case, but, either way, to each their own
thats an interesting workflow
id never think to attempt that
The only thing that really matters if you can have fun with it and make good results. You have both, as i understand!
true!
there is a full character body decked out with animations n shit
but you only ever see the arms and legs most of the time
you never see the head
infact the head is invisible because it clips through the camera
Tarkov
i need some elaboration on that
i dont know much abt escape from tarkov
Take a look. They have skins for their characters (top and bottom variations basically) and equipment. You can check how much it impacts the player from first-person view. In my opinion... Not really much, but it still does it and you should do the final judgement on your own
You can check some streamers or guys that make guides for this game. Knowing this is militaristic tetris, you'll notice how it works fast
hmm ok
FOR THE FUCKING SAKE OF GOD HOW THIS HAPPENED
LMAO
attempted to change camera position
it made it look like bro was wearing a skirt
its a shirt hes wearing 😭
obvious reasons I cant send a screenshot
Still wondering how it looks!
cartoony yet plausible looking character
Zelda
Or first Mirror's Edge cutscenes
Which are kinda anime
The newest one with cel-shading and stuff, for Nintendo Switch
theres a zelda thats just fully realistic
ahh
yeah that about would do it
imagine that but more cartoony
(three fingers)
Illuminati confirmed
fun fact
the rig is fucked
theres 5 fingers
in the rig
but 3 fingers in the model
i couldnt be bothered to change it so whenever im moving a finger im moving 2 different bones lmao
Fixed
Sounds legit!
If it works - it works!
ironic because I just needed to fix an animation in regards to the finger placement
I wonder how you ended up with changing such a basic concept
That seems to be interesting
the character model has gone through MANY iterations
infact when I made the first design of the model
I didnt even know how to make characters in blender
I just did random shit
let me show you the model because its so unrecognizable you cant even assume what it became
ok it appears I do not have the model file
Sad to see such a legacy thing to be lost in time!
I found a still old but not as old model of the character originally
i didnt know how to make proper anything at that time
this was like 8 months ago
I learn very quickly
and now the current model
is very good
id show you it but
yk
the design is too good im afraid it will be stolen
omg i found it
this is the very very very first iteration
used in the prototype that was made using godot 3.2
i dont use rigify anymore because its broken for an unknown reason
it just set the limbs at a 45 degree angle for some reason
so I gotta animate all by hand
with almost no IK usage
except for blenders auto ik which itself doesnt work half the time
Blender is tricky to get working, but when it works, it's a really nice tool
Remake of COD:MW, as i know, used Blender for animations for viewmodels, which made the game popular i think
to demonstrate my upgrade in 3d modelling, this is a random model I had made for fun a while back
don't think ill use it but its there if I chose to
i call it
"The Stalker"
Saw it earlier from you, that's a nice one
yee
I don't use Rigify too btw. But i have IK, too nice to not have it
no cause how did you color them??????????????
You just assign the bone group and set a color for it
Bone group is here
huhhhhhhhhhhhhhhhhh????????????
thats interesting
is that a lot? from what i google it seems that the delay becomes noticeable only at .2 or .3; .1 seems like a good performance?
[@ to reply]
forgot about this, sorry @unique hill .-.
I feel like he said that number simply because that's how 0.1 seconds feels like for him
In reality it can be higher, but it's just my guess
ah yeah that would be understandable
SUUURREEE 😉 😂
i'm not quite sure what the actual delay is but it is VERY noticable
if I was to attempt to play hypixel bedwars
i am missing my sword swings at point-blank range
even if a mf moves 1 block I am going to miss
the only way I dont miss is if they dont move
i wouldnt go that high
.5 seconds is longer than people think
id say .2 or .25
when my internet gets bad it becomes .5 seconds
or 1
because its a screenshare from one laptop to another
oh well
im pushing through so i dont have an issue with the delay
I do have to sync the sound design to the visuals though...
idk if its synced right now
i think it is but maybe not
well, if you can't aim onto a player that moves 1 block/s the lag must be pretty high
(at least same sources i mentioned above say that ~0.2s is only noticeable in FPS games like counter strike, which i'm not sure includes minecraft? 🤔 )
doesn't matter anyway though
aim doesnt matter much for Project S specifically
but having no delay definitely matters
ud need to have a decent reaction time for some elements
especially one element which ive yet to master specifically because of that delay but that literally everyone else ive sent the game to instantly masters
im just like dying constantly at that part
oh, sure, didn't meant that
i wanted to say that it's not worth arguing about the exact delay length
ye
still got some gameplay to work out b4 i start working on levels
u could try getting one of those like 10$ old 4:3 office monitors, depending on if you have them in your area
It's actually surprisingly pleasant to work on them
When I was moving and my monitor was on a boat I spent like a few months developing games exclusively on an old Dell 4:3 beast, it was actually really great for testing multiple multiplayer instances (I had one game on the top half of the screen and the other one on the bottom half) so I got a "widescreen" experience when testing the games and the more comfy text rendering benefits of a 4:3 monitor when just coding
id rather not do that because I need to be able to see what players with more modern hardware will play the game
old monitors like that may or may not display everything correctly
cause I'm not just the programmer but also the 3d artist and vfx artist
I mean you can verify the colors on the big screen
But at least you wouldn't be dealing with delay 24/7
true
the tv we have has its colours horribly messed up lmao
its a tv from 2010 or so
lots of restrictions and things I have to work around
it'd be easier when @sturdy void goes on christmas break so he will be available to develop
as he's the second programmer on the team
i mean is the monitor with input delay at least color accurate?
id assume so, if you scroll up and check the images
is blue slightly more saturated than everything else
if so then its colour accurate
it should be as I purposefully made all black have a mild blue tint using colour correction
might be worth it to send it in to some good shop so they can do color calibration and fix your input lag
huh
huh
there are other reasons I have but i am not able to do that at the moment
it would be wise to instead spend money on a monitor & calibration fix, I should save up until I can get a predator laptop or something similar
why a laptop? bc yes
its fancy
huh
huh
hmm
huh
huh
huh
huh
hah
hurnh
Maybe we should stop now...
(cue the villager)
I can imitate a villager to perfection
do u wonder they sound like that bc of the nose
bc when u stop ur nose from nosing and try to talk u sound like that kinda
Yikes man...absolutely fucking beautiful.
thank u
its made of 2 particles with a smoke texture as the mist
godot 4 does wonders
Yeah and I'm blown away by how incredibly polished it looks. Pretty sweet.
ty! i'm working on the gameplay systems right now as there are quite a bit things to iron out
once thats done ill go back to making levels
im going to put a lot of effort in levels
a clipboard randomly thrown about would have readable text on it containing in-game lore
I have looked at your stuff ever since I joined, definitely keeping an eye out on it since this project is probably one of the good looking ones I've seen on here.
thanks! I've always wanted to make a game with AAA quality
its a mix and match of different shaders, the more complex ones however I wouldnt be able to code myself, such as the lens flare
so those are taken from godotshaders
but other shaders
like the water shader that was posted somewhere above, I made myself
this
gif has sound for some reason sorry abt that
lmao
i dont even understand the math behind that shader
i just changed somethings abt it and it looks better
Something same happens in my case.
Like, in case of rim-lighting effect, i've seen 3 different shaders that did the thing, but they didn't really do what i needed, so i had to look into logic in there and try to convert to something usable for me, and, yea, here we are
I've stolen logic from 3 different persons to make my own
I'm a true scientist
🥼 🧪
🔥
🧐 😱
💥
lil story there
im crouching in the game rn and the player is just floating??
Sounds clean, legit
Nobody knows that player's legs are just floating to not clip through anything
And when player crouches, they just fly higher
Nobody must to know the truth
I used a different technique for my game
the player's character is accurately scaled an everything
but is shaded in such a way that there are no shadows on the environment from him, but on the player
why is that?
because theyre rendered on another layer
to not clip on anything
saved my life messing around with animations
Ah, that camera technique, nice one, how do you work with lighting?
VoxelGI's are used for environments
but the player mesh
is also using voxel gis for dynamic lighting
exclusively
due to the cell shading shader it has as well
it mimics the look of shadows
this also adds the extra thing where coloured lighting shows up properly
I could add another mesh dedicated for shadows but the top half of the player is always rotated to the camera
like a view model but I couldnt be bothered to model a view model
That was the reason i used to hate the tricks with additional camera to render the viewmodel, since i needed more accurate lighting on the model that is seen all the time, but in your case it sounds... weirdly fine?
so its just 1 big model rotated about on the top half
its perfect actually
Congratulations with making this technique to work well in your case
Ill mimic how it looks on all other characters for consistency
ty!
theres also a fresnel on the characters to make them POP as well
I see you've had same idea!
it works very well in dark enviroments and even better in vibrant and colourful ones
My lighting effect acts kinda weird in section with fire at m_day1_3_post0, where player will fight scavengers. Their clothes are kinda bright on their own, but when they lit by fire, they become weirdly bright. So i guess i'm still not done with it and gonna either work on fixing the lighting in this area or fixing it in shader somehow
interesting
i assume you use baked lightmaps rather than voxelgis
?
Yea, this is one of the levels that used BakedLightmap, but, you may not know, but one way or another, Godot 3 uses only dynamic lights to lit dynamic objects. So even "baked" lights have their "dynamic" counterpart for dynamic objects. In case of my project, i "duped" baked lights to turn them to dynamic for layer of dynamic objects in order to get more control over it, since Godot 3 lightmaps may appear way more desaturated (while dynamic counterpart appears to be more saturated). So, basically, i have control over dynamic counterpart and i may change it to make it look less weird for these dudes, but that doesn't seem to be a good fix either
hmm interesting
Probably i will have to try to check the brightness of ALBEDO channel and make tweaks if it is bright or something like that
kinda what I did in an old screenshot
lemme find it
ok I cant find it
somewhere here has a screenshot of a warehouse
in that warehouse there are a few lights
but duplicated lights specifically for reflection and dynamic shadows
I did some fake lights for specular lights (BakedLightmap disabled support of normal map and specular lighting) but never for fake shadows, that's interesting
hmm
Disabled supports only for baked lights, that's fine, not an issue, especially when albedo (or i'd say diffuse) map is made properly
I love fingers
beautiful
vec3 rim_light_effect = rim_light * (ATTENUATION * 5.0) * 2.0;
Well, i guess that was the cause of all issues, i decided to crank up the radius of lights which works bad for already huge lights. So the fix is...
vec3 rim_light_effect = rim_light * (ATTENUATION * 1.0) * 2.0;
Now dude is just vibing
he vibin
Vibin robbin lootin
rim light doesnt work in the cell shader I coded for some unknown reason so I settled for a resnel effect
*fresnel
its basically the same thing tbh
i dont know if theres anya ctual difference
Probably i'd have to agree, the only difference might be related probably to use-case or something like that
When fresnel is for shiny surfaces, rim-lighting is more about the light scenario itself
Alright, the question is... Who cares?
If it looks nice, if it works, just don't touch it
truer words never spoken
found a very well said comment on a youtube shorts video
All feedback matters.
Not all feedback is correct.
Watch the stream here:
https://piratesoftware.live
#Shorts #PirateSoftware #GameDev
They are even worse when it comes to saying anything good. It's usually:
- A: IT'S A MASTERPIECE OMG (Subjective overrating)
- B: Good. (Not a single word after)
- C: It's good, but ... (Writes a paragraph of text that is just making the whole thing die in my eyes)
- D: Shit. (Not a single word after)
They are even more worse in accepting anything as-is. Everyone see some flaw they think needs to be fixed
ive so far gotten A and B
with some actually good responses
such as changing the crouch button from CTRL
to C
it was ctrl because I played minecraft and valorant heavily at that time, and so had it set to control as default
minecraft has ctrl as sprint but I switched it around for the game to be more in line with other games
Sometimes i get C in certain Reddit posts and i just want to quote "Apartment Atrocity" mission from Cruelty Squad:
Now you've done it you freak shit. You've fucked up. You're being tracked by the grid. The eye in the sky is watching. We're coming for you. Prepare to die.
._.
A lot of times i got D in certain of my Garry's Mod maps. For which reason? Nobody knows
I'd love to have beta testers that provide good constructive responses
i do have that already but would need more
Next mission btw:
Hey sorry about the last one... Someone fat fingered the social security number of the target and it ended up being you by accident.
im doing a valve
but delayed
so im fixing up everything
then anything else I change
is rapid fire
change thing -> test -> change thing -> test and repeat
bruh
The only way to get actually constructive response is just having a ton of playtesters. If any of them share at least one idea - it is a constructive one
Like, in example of the Reddit post where i posted the player's legs, the top comment with 30 upvotes was like "But can you shoot your own legs"
You can definitely see that people show the interest so... Yea, i made it this way afterwards, it's easy anyway
id love to share more things but im a bit overprotective due to past experiences
however
there is fall damage
and when you experience fall damage
you collapse on your ass
and its such a hilarious animation
but i cant send it
I'm not overprotective, i'm just quoting the Apartment Atrocity and coming for the authors of feedback i subjectively hate
💀
Alright just kidding, but yeah
I get what do you mean
At first you can be really open for any feedback and etc. Overtime you just notice annoying patterns and getting some sort of burnout, after which you just want to make the thing YOU WANT
i take feedback very cautiously
usually when playtesting, and with reference to this comment
people are good at knowing it feels off
but not why
a shotgun could feel weird
One sec, i need to screenshot credits in my game
someone may suggest lowering enemy health
but that makes all other guns seem less powerful
so you may up the damage instead
ive got a decently large credits
Feedback that flipped my mind and opened my eyes
I can't even tell how much times that guy given me feedback that just literally broken my mind
Of course with not much clues how to fix certain things
A lot of things that felt off just were fixed over time and i didn't notice it, but still knowing such things existed kinda just cursed me over time
Sometimes he suggested ways to fix the issue and sometimes it didn't help much
It's painful so i'm not really into doing playtests like each day/week, so it happens rarely
I experience that too
spend so long creating a system
for it to be instantly shattered within 10 seconds
not even joking
that happened to me with this game when someone just defied gravity
id like to add a development console and you seem to have one
any suggestions?
Sometimes it is funny, like, in earlier versions of game, my playtester frequently got killed by gas grenades. It was fun because of him yelling "FUCKING NAZIS"
Other than that? Deep inside asking a question "Maybe gamedev was a mistake?"
💀 lmao
thats such a quote
game dev is never a mistake unless it is
top tier advice there
I've used one from Quentincaffeino, that is developer console for Godot 3.x, but i'm not sure if it was updated ever since. People made some new ones so... You can check the asset library for these, i can't give any advice regarding 4.x in here
ooh ok
can you quickly let me know if godot discord activity is working
it should say Project S blah blah
You are offline so it says nothing
oh right
1s
whjat about now
i ask this because I received an error with the addon saying something was missing
and didnt get time to confirm anything with it
Everything is fine
;)
oh i get the code name now
how have u only now realized this
because i didnt know what the reference was until i ran the game yesterday lol
ah ye because school is taking up most of your time
speaking of which I fixed a few things you should test out and see if it works better
ok cool
https://rel.net/shop/powered-subwoofers/serie-s/s-812/ powered subwoofer reference ⁉️
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is that why its called subwoofer lullaby?????
in minecraft??
⁉️ moment
I still don't know the reference lmao
dw abt it
its related to the game itself lol
less frequent updates here as we work more on gameplay & levels
One of the moments when i start to commit less
sick new pfp
Thanks!
thinking about adding collectibles that are made of gold, this is the material ive came up with
isn't gold a bit shinier?
dunno
idk...
4.2 dev6 beta has this
4.2 RC as well
however I havent updated that far yet
ouuuuuuuuuuuuurghhhhhh
updating from 4.1.1 to 4.2 dev6 didnt break anything for me
incase ur wondering
Knowing this is going to be a collectible in cityscape and certain desolated areas, i won't be surprised if it is a bit dirty and has more rough surface than the shiny new gold bricks
fair
i feel like changing the shininess wouldn't be the way to go about that though; adding texture would probably be a better idea
yeah, its just a rough thing I came up with
will actually implement it better and make it look better
gameplay is almost finished so soon there will be more screenshots of environments popping up
"finished"
i say that in quotes because theres like
20 different bugs I cannot reproduce and they just happen randomly
shouldnt take long to iron out though
here you guys go
do give me feedback on this as well, i like to involve the community in whatever Hot Cocoa Studios does, even when its minecraft servers
Absolutely stunning
ty ty
I do think its maybe a tad bit close to mirrors edge, which is not what im aiming for
since too many things are similar to mirrors edge out of pure coincidence
heres a clear night sky with some sick lens flare
made it more defined
but now the clouds disappeared
I will be remaking that screenshot
with all the new updated graphics its gotten since then
but not now, another time
as i was saying, the background should probably have its tri count lowered significantly if its not a playable area
the city seems to already have a polygonal aesthetic
quite a bit
you could have the buildings in the distance be stylistically simpler too
eventually becoming flat textures
or just flat colors
one of my favorite kinds of optimizations is adding a new detail to the artstyle that increases contrast and optimizes the game
that is what it originally did in an earlier screenshot
until I deleted that map as i felt the gameplay wasnt right
still trying to define it
do you keep the map and background as the same scene
the background is a separate instance
gotcha
in here I have a voxelgi for the background which is set to a very low voxel size
just for a lil bit of gi
cause lightmapping crashes my godot
or flat out doesnt work
I tried it on @sturdy void 's machine as well
and his one just didnt even do any lightmapping
think this is better
ill fix the outline 1s
Reminds me of days when my friends managed to use 3 different weapons at the same time and i had to rewrite weapon switching entirely
whats the gameplay
bro one of my friends broke gravity
i had to recode 3 separate scripts
astounding
very good
more on the chill side
i dont wanna say much abt gameplay as im afraid of copycats basically
I think you've seen it already, but mine managed to break the game with setting time scale value to absurd amount. You should try it too, it is so funky to see
ive had bad experiences in the past but I dont want to be weird abt it so thats why im still releasing some screenshots
any movement relating to gravity breaks if the time scale isnt 1 for me
you either ascend at a rapid rate
or stop moving flat out when urin the air
I wonder what happened to you in the past. Usually when i do stuff, people kinda ignorant about it until it gets some kind of popularity
ive been screenshotting on max settings btw, solid 46 fps
heres a more defined version i'ds say
id rather not say in public
theres no base btw its just a void
beautiful
@obsidian lodge ?
yeah this looks even better, it's pretty good now
amazing
I think what ill do now is update those building models
yeah, that black thing is a bit repetitive on the buildings, maybe find some different building patterns so they look more unique
visual tweaking is for me the hardest part of game development
simply for how long it takes
its meant to be atennae on the top of buildings
the visual design of the game consists of many antennae
antennas
idk whats the appropriate plural form tbh
no, i mean the big black spots with lines on the buildings
these?
no
these?
yes the black parts with lines
so only 10% of a building has windows? 😄
all of them do somewhere
the models are rotated and turned and stuff
should look more window-y (is that a word) now
i see it now, still looks strange to me how just one small part of a building has windows and the rest is just a blank block lol
but ignoring that, all buildings look the same
same block with a patch that's the same looking windows
I agree, I will 100% be remodelling all these
but I cant model each building individually
so i model around 1-5 models and scatter them about
this time ill model around 10
yeah, that should be enough some variation in patterns and just vary the height and style a bit
yep!
beautiful isnt it
idk, let's see when it's done lol
knowing me im probably going to spend 3 hours on some random shit like rain puddles before I make those models
sunset
rough visualization
dunno what i did to the clouds
they just disappeared
fixed clouds + daytime
now this looks so much like mirrors edge
whyyy
This time i don't think so
Mirror's Edge has more clearly defined cityscape when this can be defined as pretty beautiful urban hell
hmm maybe
So i guess you got the unique style you've been seeking for
im trying to avoid mirrors-edge style graphics
as i keep noticing similarities
it could just be that its the standard for video games of that time
but im not convinced
Not to say it does have more colorful lights all over the place like it's cyberpunk
to be fair
Which wasn't a part of OG Mirror's Edge and Catalyst didn't use it much as well
the finished city scape
will have a lot of holograms about it
i dunno if that was in ME
Mirror's Edge has never had holograms
In OG one, the cityscape was much, much closer to our current timeline in terms of feelings. Huge billboards and all that stuff
Catalyst started to go for more futuristic style, flying machines and etc. There are huge displays with ads and stuff, and, again, not holograms again
If you want to avoid ME style, i highly recommend to play the OG one (it has pretty low specs requirement) or at least watch videos of speedruns or something like that
ive always wanted to play mirrors edge
but sadly was never actually able to
Knowing that Mirror's Edge series are literally dying these days, i'd rather recommend you to embrace the Mirror's Edge vibe to get more fans from that community
?? whats happened to mirrors edge?
I know catalyst was bad but was it that bad?
Publisher thinks it doesn't worth money! Less likely we will ever get successor, knowing that Catalyst wasn't appealing enough for EA
Does it mean the game is bad? Of course fucking no
I can definitely say that lack of money killed any hope for Mirror's Edge successor
So don't avoid that style, you may show love and respect for Mirror's Edge community and may get more fans as result
Look at comments under various Mirror's Edge videos, you will see that people need more of that stuff, they ask for it
ohh ok
I just didnt want this game, a passion project of mine which i have some of us at HCS helping out with to be labeled as a cheap copy
as at a first glance that may be what some persons determine it to be
we do have other projects in the works but this is one that I really enjoy working on the most
So my project is cheap copy of the games of earlier age? Sounds legit, but i'm making that stuff because i will never get similar stuff simply because of technological progress and expectations of modern gamers. I'm making this out of my principles, basically
Plus there were a lot of cases when i've seen people preferring Half-Life 2 more than other games in these series, like Half-Life 1 or Half-Life: Alyx. Or same can be said even for the Half-Life 1, i've seen quite a bunch of dedicated mappers that still make stuff for GoldSrc because they love that era of games
I think I may be an overthinker
true
what do you think would be the response if this was a movement-based game
note the if
I'd be happy to get something similar to Mirror's Edge vibe, especially if it's all about movement
interesting
Honestly i started to watch this project because i've seen something i used to love
And seeing how easily you pull it out, i have high hopes about that aspect of the game
thank you very much
And potentially this subjective preference is the reason i defend it
im dedicated to making sure I put the maximum effort I can into this game
and whenever I can, I get help from the other team members
Loud people may tell it's a "cheap copy of Mirror's Edge", but i can only imagine the amount of quite people that won't say a thing and still be happy with the project just because of that
its coming down to exam season though, so we have less and less time
hoping that summer break would be a giant leap for the game
Damn, that sucks, good luck for you all
or even christmas break
oh also
didnt mean to reply to a message sorry
I was going to send this
the #3 pain in the behind
for me
the lack of a play_flipped function or similar
Knowing them, they won't add it fast and you may need to do that in Blender
ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
... Actually i just remember that i tried to do something similar in Blender and failed, so you may still need that
aaaaaaaaaaaaaaaahhhhhhhhhhhhhhhhhh
this is a major inconvenience
You can still try doing "paste flipped" in Blender, for each keyframe so... Maybe you need to make some sort of plugin, because doing that by hand is overkill
I couldn't find anything helpful for this, but i still could miss something
sorry im busy fuckin with music and audio engineering still
Alr my honest feedback: I feel like its too much. Too much random colors, too much glow and too much visual clutter. In the middle parts you can barely make out a single building (not the top of the skyscrapers but the lower parts). All of the glow and bloom just makes it look weird to me.
I don't know about you, but i kinda like this chaotic look because this is what i imagine whenever i hear words like "urban hell."
If chaos was the point, i support that, especially knowing that TNP wanted to get more unique look (in order to get less comparisons to Mirror's Edge). In this case it is chaotic, kinda alien, and, of course, the cityscape uses no words to tell you to get fucked with your own personal life since you are stuck in metallic/concrete maze
But, if TNP wants to create less alien and more realistic experience, then he should listen to your feedback since real cityscapes don't have such a structure, but i can't tell if realism was ever a target in this project, it was looking surreal from the start
Well I think kinda alien/ surreal is fine, but my personal preference is keeping it a bit more closer to the real cities. Thats why I loved the first posts on here with the sorta solar panels and stuff. Those last pics just didnt hit that same vibe for me...
For me personally there's just so much glow that i can't even judge whether the buildings' structure is good or bad /shrug
Gotta have hard time playing this at nights lmao
no worries
I agree with ARez and you about the glow
there is a bit much during the day and I will need to tone it done
*down
I like it as well, ill be going for a chaotic look rather than the clean separated buildings of mirrors edge
I wouldnt say the game is realistic as you can frequently defy the laws of physics as intended game play
I think the main problem is that the glow overwrites the outlines
I feel this is the best version of the city skyline
If the outlines were drawn after you would have the same glow but with more ✨ shape ✨ (I think?)
dont think thats possible, plus it may not look as intended
the outline is a post processing shader
And so is the glow...?
the glow is in the world environment node, i don't know if any way shaders and environments can interact
*of
either way I dont think it'll be a good look
fun fact there are actually 2 outline shaders
one for close up objects and another for far away things
because if I use one, the outline would be good on close objects but wouldnt feel right for far away buildings
so theres a separate one with a thicker and less defined outline
What if the outline weight was determined by the depth buffer, if possible?
that is the case but it still doesnt feel right
as close up objects have very defined outlines
using normals & depth buffer
but having the defined outlines on far away buildings didnt look right
so there is a second pass
with a less defined and thicker outline
interesting
indeed!
just discovered gridmaps
What plans on using them? Interiors?
exteriors
Actually i remember iter maps and you can potentially even do cityscapes
They are indeed very usefull
I work in a manner in which its easier for me to properly visualize everything first
also does multimeshes for you instead of you having to do it
I cant make a city map in blender
well i could
but it wouldnt be good
I would be unable to properly do it
but here using tiles, its easier
the buildings themselves wont be tiles I dont think
rather than making individual building models I can just plop some tiles down with em
road
Road indeed indeed
I can see the pixels 👀
the only way youd see this specific road texture is if you fell off a building somehow
Are you challenging us?
aint no way u gon glitch out like that
You underestimate our possibilities to break the game
I disagree
You really underestimate it
Because i did it too
And these guys, they broken it dude
In the most unexpected places
AI behavior? Making them magically disappear, causing a crash? Doing that only once without any steps to replicate? Here they are
i havent given out a test build of this version yet
so I dunno what works and what doesnt
im hoping everything works 100% as intended
and that i am an amazing programmer and there is no gravity defying bugs
this is what efficiency looks like
add the backrooms
also: you're a legend
thanks i know B)
you saw Coffee playtesting, right? you saw the amount of bugs he single-handedly found, right? you saw how many i found, right? and im doggie doodoo at playtesting
good playtesters are the dumb ones who will do something unpredictable
same reason coffee cups say caution hot
people are stupid and will find a way to break something
This guy knows! That's exactly what i meant!
yeah bc i am the idiot who will breakanyting hea touchs lol
Like i don't do that, especially in games whose mechanics i'm not familiar with just yet
Damn i kinda envy my playtesters for being able to disclose my own damn game in ways i wouldn't be able to even think of
this is the reason a lot of speedruns exist
hi alpha
hi nether
🍞
k
less updates here as we work more on things other than visuals
will send something every so often so the forum channel doesnt disappear to the abyss
BUMP
i just saved your forum channel 😎
🍞
bigass tower
TheNetherPug’s Evil Incorporated
maybe
beeg tower
i wonder what's your GPU? 64 seems like really low for a relatively simple scene like this
and it's also made in godot which automagically adds FPS boost
ive been messing around with some rendering things which boosted it to 70-80 now
but it always has a low fps
GTX 1650
give me one moment let me pull up my full specs
hm, should be more than enough for godot
decent hardware
It might be lack of optimization on my part
though if it is I truely cannot find what to optimize
maybe for simpler games but I am putting an unneccessary amount of effort into the graphics
so that may be a cause
atleast a GTX 1650 for default settings
max settings maybe a 1080
for 60 fps
new default settings & enhancements give 70 fps
max settings give 40-50
hm
might be discord compression but i don't see any difference
except for the fps 🤣
its slightly more clearer in game and has sharper shadows
with SDFGI turned on this time
nice
it makes a minor visual difference on purpose
so that default settings or even low settings players wont lose too much of the intended look
that's good
Memory usage always works!
That's a gigabyte of vram
can probably improved
true
I cant begin to fathom what are the "textures" I am using to cause that
oh wait
Textures maybe also includes uv's and normals?
does triplanar multiply the texture usage by 3 because of the x y and z coordinates
idk what is triplanar?
cheating uvs
when u cant be bothered to unwrap uvs you use triplanar
imma test it without triplanar
Well when something is 'because I can't be bothered' it's prolly slower...
Damn that was a major contributor
How much did it improve it?
from 1K to 600mb
I need to use trinpalar for some materials though
like the untextured material
Can it not just be turned on per texture/material?
it can, though I think there may be a way to make a custom triplanar shader
Who knows