#Project S-812
1 messages · Page 6 of 1
3d materials are just shaders
if I can find what ever file that shader is in I can change it up
Go for it! Just remember to back up your stuff first!
speaking of backups i download the repo eery synday nethy
ye 👍
ill be remaking the screenshot thumbnail on this forum post with all new graphics soon
not today bc its my birthday so i wouldnt be available but soon
Thats nothing 👍 Yes, can be improved but for example Hunt: Showdown uses more like 7-8 GB of VRAM 😆
Yeah but the gtx 1650 only has 4 gigs of vram
strange enough, triplanar is enabled yet the vram usage is still 600
maybe its due to some the project settings I tweaked in regards to textures
I'll have to write a triplanar shader using just one texture rather than 3 references
The art direction is amazing, well done!
@unique hill happy birthday
thank you!
@unique hill happy birthday
ty !
thank!
bump to prevent from dying
Happy belated birthday fam 
Happy birthday!!
just noticed you can easily tell the exact date I created a repository for this game
i can't
me neither
It was a cold Tuesday early December of 2022, the beginning.
Followed by 3 months of tinkering in the project before remembering you completely forgot about the repo...
Then followed by getting distracted by other things for another three months...
Then finally getting that one stupid visual bug you've been stuck on since March finally fixed another month and a half later!
Loving the art!
doesn't show for private repos i think?
Unless you enable it in profile settings
it wouldnt show publicly
but it would show if I view my profile
I havent updated my github profile in years so I decided to do that today
i mean
the first commit was just over 4 months ago
i ws supposed to create a repo
the same day
forgot abt it for 5 months
created on
forgot about it
then remembered
oh yeah i need ti make that repo for the jam game innit
ye ya do
dont be spilling our secrets like that
now youve got them theorizing
smh my head
oh shit
confidence is wild to say that
(often I have to specify jokes so this is a joke jsyk)
just use a tone tag smh /j
but thats against the purpose of a joke imo
no way wtf
bump to prevent death
defib
i wonder what this is used for
side note: im testing cyclops level builder as a means of faster level creation
lighting angle plays a crucial role in how pretty a game looks
||dancing||
softlocks
Climbing?
dunno
@icy anchor they re-added it!
I'm glad they did! I hope the day when i'll switch over Godot 4.x will be a nice one since, i think, engine itself will get the level of polishment the 3.x does have now
really hope they get a chance to backport some of these things over to 3.x
or maybe make an option to switch between GDScript and GDShader 1.0 and 2.0 so that the old users will be able to check out all the new features it has
I have a strong feeling that 3.6. is going to be the last 3.x update ever, so i won't expect such huge, complicated changes to be added
3.x to 4.x will probably always be a difficult upgrade
depending on the scale of the project of course
I tried once, and, yea, staying on 3.x yet. It will require a work on each module of the game separately, which is, luckily, can be done in my case, but that's a lot of work. My current project doesn't really need much of 4.x. stuff even though that would be great to have many of the features of this branch
honestly the most difficult part is all the renamed methods and names
a bunch of engine singletons and properties and stuff got renamed
i feel that the upgrade is very much worth it, i cant imagine going back to 3.x
In my case i had a different kind of headache. Project converter got all these namings right, but there were still ~2% of code that wasn't just right will all these things and i had to fix it up manually. You know what kept me back? UI is just WRONG everywhere, something is wrong with certain parts of code that just don't work as expected, materials in my case are kinda glitchy and i still couldn't figure out why, and some scenes are just broken. So... Switching only when i'm done with current project, yep
Heh damn somewhat i can feel it
especially with 4.2 and onward tilemaps
since 4.2 reimplemented tile rotations in tilemaps
the new way it works makes it so much easier to make individual tiles do specific things
It sounds like something i should've used for my location generator, but yeah
Honestly, can't wait the moment when i'll use 4.x branch for an actual project, i bet it's gonna boost it up in many ways, like better shader caching or, not to mention, more automated occlusion culling, or better lightmaps, or...
There is a lot of things that i love and that i want to get, but at the same time, i kinda have all of these things now even though in more obscure way
if you have a majority of your project already done in 3.x then its best to stay on 3.x
when I was transferring the prototype of this game made on 3.x
to 4.x
everything broke
im 99% sure they renamed everything in the materials section
Oh, man, they did. They renamed "shader_parameter" to "shader_parameters" and god knows how much stuff i've got broken just because of that
something as simple as the SCREEN_TEXTURE constant being converted into a hint can break so much
onready and export were changed to @onready and @export
and so many others
DEPTH_TEXTURE was as well
its now uniform sampler2D SCREEN_TEXTURE : hint_screen_texture
Yep, been rewriting lots of shaders because of that, too. And... i just abandoned this whole thing after realizing that for my own project i need more powerful PC to get it running in Godot 4, not to say the amount of work to just convert it. Gotta keep working on the game itself rather than just one complex thing that doesn't benefit much
wator
wa'or
roblox water fr
cap
add the ui back please
just go to player.tscn and toggle the hud canvas layer
actually wait
I have unpushed commits
let me do that for you at the smae time
pushed to the repo, there u go
fr fr
gameplay coming along nicely
will start work on an actual level to send screenshots here soon
mainly due to extensive playtests
(me)
yes yo
you
with your chaotic playtesting style found 12 separate bugs in the same hour
most of which have been fixed by the way
you should pull the repo and see how it feels now
I'm at school
ill stick to voxelgi until that flickering bug is fixed
bc it is an engine bug as theres an open issue
i'm sending a message here because there wasn't any messages here yet today
ay thanks
Can you elaborate on this one? It's interesting to know, like, is it actually lightmaps are flickering or dynamic shadowmaps bugged out?
Dynamic shadows were turned off, and lightmap flickered both in game and in editor
it would flicker any time the camera moved
and since project S has prodecural camera animations where it wobbles slightly
that means it flickered all the time
if you'd like I can re-bake it and send a video
also fancynew pfp
Thanks ;)
No need to. Thanks for explanation, and it's interesting that rendering glitch happens... Damn, lightmaps are always so problematic in this engine .-.
true
Im still going to send a video as I am back to experimenting with it
so might as well send a visualization
Well i'd love to see it then!
player mesh hidden so its clearer to see the level of stupidity
Hmm, your shadows on lightmaps have quite a high resolution, are you sure it's not a shadowmap? I know it may be a dumb question, but i still can't understand how simple applying of texture on top of lit surfaces can cause an issue in areas that are lit with sun and not in shadowed areas
its actually not that high resolution
the default is 16K
in this I have it set to 6K
That's interesting, anyway, i hope they get it fixed soon enough
sob emoji
oh well
4.3. dev 1, yay
thank god
i will make a patch that makes everything comic sans
GARRYS MOD
In Ultrakill
ultrakrill
You're so worried about that 😂 IMO, if your game is actually good, you don't have to worry about other games looking similar because art styles are always copying each other and your game would simply be the better one of the two.
oof that was brutal towards virtuavirtue
But it's the truth 🤔
owww
All I see are two damn good looking games infront of me
Yep. Thats what I see too
ah i dont know why I worry about it to be honest, you're completely right
bump
screenshots coming soon, gameplay is about 90% finished so Im moving onto levels
buildin
Looks lovely. How did you make this one?
its all the same post processing as before! just with colours ever so slightly tinted
the vignette is a bit bluer and the lensflare now matches the sun, which in this case is yellow
Sorry, i meant the building texture, it looks interesting and has a seemingly proper normal map (aka looks as it would have had geometry on it)
oh I misread and didnt see the reply tag
The building texture is a very simple texture, I used a normalmap generator online for the normal map
I just tweaked about settings in godot to make it look real
but one note is that all windows are set to Nearest filtering
By the way, interesting design choice of making vignette blue. I think that's the first time i see such a use-case and it does provide a neat result
as the window textures are actually very low res textures, with flat simple colours
thanks! I didn't quite like the black look of it as it darkened too much. I took inspiration from how pixel art looks in other games, where instead of using black, they use blue as shading, so I mimiced that style with the vignette
all global illumination is just a simple voxelgi with some tweaked settings (lightmaps still dont work :( )
love that discord just chops my sadface emoticon in half 💀
You made me think of where i could use blue shading of pixel art and somewhat now i remember The Escapist, the first one
side note: this is just a prototype level, high chance ill end up changing bits or the entire thing
hmm
these air conditioners (?) release some faint smoke as well
smoke? fog? idk its neat
That stuff always adds a lot to visuals as well as making them more dynamic
It's everywhere in first Mirror's Edge and damn that's what i would love to recreate on my own
hell yeah
its also one of the only uses of displacement maps, i tend to refrain away from them but i use them for additional geometry for the air conditioners and solar panels in this case
Niiiceee idk why but it seems like you have gone back to the original graphics style that I liked so much 💪
it must be the sunset's colour grading
really love it tbh
Yeah and the solar panels
I like this sorta dreamy renewable urban warm look
But I don't like the overused super strong glow everywhere
yeah i could turn that down a bit tbh
been experimenting with existing materials by changing its metallicness and specular a bit to make it look better
changed up the concrete texture for rooftops
I think its nice
doesnt look as concretey (that isnt a word) as the previous one, probably more tile-like to be honest
🔥
As an english non-native i've invented several new words while thinking they were a part of english. Gotta be cautious of that shit
By the way like the looks of the rooftop tiles
yee tiles
always the words you least expect to actually exist are the ones that exist
sometimes
All my roofs gonna be tiles... actually at this point lots of my textures are line-y tiles
Been actively using english for a time and still confused of everything lol
honestly, tiled textures are probably better for almost everything
lol
I saw Mirror's Edge levels and i'm still replaying this whole game just to see how tile-y their all textures are and that is impressing me
I always felt like i should've avoided that and this game once again opened my eyes that i can exploit the shit out of this
its really impressive what the devs do with limited hardware and software
it feels as if all AAA devs have unlimited everything now
i often wonder what a AAA game would look like today if the devs werent given unlimited hardware
would be fun
Limited hardware and exploration of new fields is what made these earlier times special for sure
Looking nice. By the way, now it kinda looks like Lethal Company
lil bit, Im setting most of the textures to nearest filtering rather than mipmaps or smooth. I feel it gives the game a good look to it
also I made shadows a bit bluer
I feel like they have unlimited hardware but when it comes to time, it's getting strict. "You gotta make a new nice-looking game each year so we get profit" and you see how it goes
most AAA games focus too much on graphics, they end up all looking the same tbh
i believe its called the Unreal Engine look
even if some arent made in UE
trying to make everything use blue for shading and a lil yellow for bright
It's a way to sell the game. Even i remember my mom criticizing my game for having massive flaws in graphics of my game and... I'm not even sure
Lol honestly i didn't hear such namings but it sounds just right
Somewhat i remember "Boards of Canada - Everything you do is a balloon" with that kind of lighting and not sure why
That's one of my favorites from them btw
I love Boards as much as I love the looks of this game (quite alot)
I think people should appreciate whether or not a game's art direction looks good and works well over just how realistic things look. Realism is reaaaal samey once you've seen so many games try and pull it off
Agreed with that! The more i learnt about graphics, the more i understood how boring realism is. Not only the problem of similarity of existing projects (made by different studios), but also because of monotone, slow development process. So i just came to conclusion that i love the graphics i do as long as they don't fuck with my mind during development process, and even if it is monotone, it needs to be fast and have enough artistical control for diversity and for the sake of fooling around
merry christmas guys, its going to be christmas soon (or already is depending on where you live)
🎄 🎄 🎄 🎄
screenshot as I fall off the edge but it looks nice
christms
NETHER YOU SHOWED THE UI 😭
Dw abt it
na
I know for a fact that somehow in some way ur going to break gravity the moment u test this whenever ur back from vacation 💀💀💀😭
oh been there done that
forgot to send you the video link though
HEHEHE NOW I CAN FINALLY STEAL HIS IDEA!!
NOOOOOOOOOOO
👨💻 HEHEHEHEHEHEHE ON MY WAY TO MAKE A BETTER GAME 😎 💀
nooooooooooooooooo
dont let my 1 year of effort be in vain
1 YEAR? I CAN MAKE THAT IN 2 MONTHS 
only a year bc this is technically my first godot project
im sure someone who has more experience with the engine and has used it longer than I have would be able to make something similar to my game in a shorter period of time
Nah in all honesty: I got other stuff to work on. Haven't done much Godot in the last months. I helped a friend making a nice and modular character controller for his endeavours. But other than that, I am working on my own little engine. Currently facing the decision of porting everything from an OpenGL backend to Vulkan or a library that supports both 😦 The only reason for this is, that you can't really profile/ debug an OpenGL compute shader. Most programs for this only support Vulkan compute 😐
though its always easier to make something using a reference than without
Yep that would be me i guess 😄 I got minimum like 10.000 hours working in Godot and would consider myself pretty advanced but yeah. Dont worry 😛
My own engine's call is stronger rn XD
oof
I probably havent clocked 300, though I dont track it as I dont use steam for godot
I once had the AMD Radeon driver tracking the time certain programs ran, but since I had to reinstall it once, it broke the counter
i cannot and do not comprehend how it happens
i prob fixed it at some point then
it was after your first hotfix with the falling death
The big brother is watching
stop giving away stuff nether >:[
securitycraft
am not
cap
true
The more i look at it, the more i wish to make roof locations with modular vents and stuff
pew pew on rooftops!
thats actually what I have btw, modular vents I can mix and match
You made me wonder how much models you have for that
It looks like a decent collection already
its 5 base models, a straight one, turn up one, u turn up one, corner and exit
then I have another 5 or so instances with them mixed and matched for me already
that I can scatter about
or I can just put them there if I need to make custom ones
Have you tried making pipes like that yet? I've seen people doing that stuff and it was looking cool too
I havent as yet, to be honest I dont want to make new models and textures (even though it takes max 10-20 minutes)
i'd probably make it later tbh
I understand! Honestly i have that feeling sometimes too, and... and now i'm making a damn car, never thought i'll ever make one for the project
@unique hill also when are you planning to disclose more info on that project publicly? I know you are having a lot of plans on summer break, but i'm just wondering what you'd like to do first before disclosing anything
whenever the game starts to form more clearly, ill start to slowly disclose more information
im still figuring out many of the works, I started this thread to see how people would react to the graphics, never expected it to actually take off decently
but since then i'd say gameplay is almost done
the story is in the works and the environments are being thought out
Im aiming for summer 2024 for a demo or the release of the first chapter, though I dont know how likely or possible that actually is
I am working on getting more members to the team actually
to help out on this game + our other games
one of which was @iron shore
id say whenever gameplay is complete, and a story is decently done ill start to disclose more stuff
specifically gameplay, since ik everyone is wodering and theorizing about that
That sounds great and answers my question really well! Waiting for details in future
Well, i'd love to tell what am i theorizing about. I feel like this is going to be a walking game like "Through The Fragmentation" or "Sunken Heads", not necessarily similar to them in gameplay but i have a strong feeling that you will have to walk a lot in there. There might be some quests, scripted moments and enterable interiors. And unique graphics with 2 variations of day time, yep. That's all i can tell from current information but i could've missed some things (animatronic-like robots for example?)
thats for sure an assessment, especially the scripted moments part
i wont say if its accurate or not just to leave u in suspense but its definitely an assessment
damn nether he made an assessment
i made an ass
real
real
fake
no way
oh btw one of the major functions is broken in all test levels but will work in actual levels
jsyk
which one
check gc
it was being a dumbass
i literally only test the test levels
(sigh)
like the X axis
but idk abt the z axis
okay
its such a weirdass way I had to code it and im still searching for ways to improve the wacky math I had to do
fix up the main levels then and add actual stuff
yes
its bc
godot for some
unknown
and ungodly reason
doesnt give the world normal
can you round the tangent
when you use raycast get_collision_normal
wdym
send out two raycasts, get the angle between the points, and round it
huhhh
idk how raycasts work
go in gc
what
no no
theres no tangent or shit
I coded it at like 3 in the morning 2 months ago
check gc ill explain how it works
My test levels are broken for god knows how long, luckily nobody gives a fuck about them as they are... old, derelict and not being a part of the game whatsoever yeah
Ah wait i started to understand what kind of test levels you have
Take your normals and get out
Sorry i'm being rude
You can also take position and collider :)
Now you can get out of here
@unique hill how does the test level look like?
ah its the grey box thingy that was in a few screenshots
lemme find an updated screenshot
in editor screenshot
as im developing a level rn and dont really want to switch over to the test level
the level im developing is not going to be the first level
in the game
just so everyone knows
Looks fancy for test level!
Damn now i want to send a screenshot of my very first test level of the game
thats what I do! fancy thingies
I may or may not have a screenshot from the early prototype of this game
im going to try to find it
didnt find it but found this early city prototype from a year ago
looking back at this, the city has changed drastically
this has it more like stalagmites and stalagtites
Damn i just entered the level and got a ton of screenshots... Gonna leave this one here
Holy shit, you changed it quite hard .-.
thats a sick hdri background right there
Gonna send other ones in other very known place lol
very
it was originally meant to be a layered city yk
gm_post_ussr skybox, i spent ~5 days rendering this one as far as i remember, but luckily i learnt different way of creating the skyboxes
much more dystopian and less comic-like than it is now
cause it was separated into like, middle class, poor and rich people
with vertical levels
oh thats custom rendered??
I didnt even notice! It looks just like real life
Yep! I don't even remember which program i used to render it, but it was really slow. Honestly now i kinda regret i spent so much time, but in the end it was worth it. This skybox had several iterations back then, but, as very first one, i decided to add it since i kinda love it
That's great! The old one is somewhat captivating too, and i'd say it is very chaotic and very unique as well, it looks like a nice desktop image
thanks! still trying to see if I can maybe make a chaotic open-world rooftops similar to those
always good to iterate, even if some things dont get used, you gain experience from it
That would be really great to have these!
Yeah... Damn i remember times when skybox itself had images of buildings built into it. As result it felt like there is absurdly huge buildings in the distance... Not sure if you may use it anywhere, but it sounds more suitable in your setting
perhaps
Im not going for skyboxes
more of 3D backgrounds
so that theres more of a perspective change
similar to 3D skyboxes in source games, just actually big rather than being a small thing below the map
ive been testing out a new workflow recently
using the addon i believe you had sent in #1149772367682355330 or pinged me about it, cant remember
its CyclopsLevelBuilder
the release build of cyclops isnt quite good
but the source code is miles more updated than the release
and that version is much better, and is now my main way of creating levels
all recent screenshots with buildings use cyclops
Glad to know it is a handy tool for you!
Since Unity and my experience with SabreCSG and ProBuilder, i decided to avoid that kind of work in editor, but, damn, i hope it is making your life much better
its much easier for me to use in-editor tools than blender
I perfectly understand that and, damn, i'm glad that i kinda helped you even though it was just a ping lol
lol maybe its just a lesser experience with blender that I have
only been using it for 2 years or so but havent really done any complex projects to need the more advanced features
I remember my own times when i attempted to use Blender with a lesser experience for my levels of Escaper v1.0.. Shortly: Don't, if you want to make something decent with not much pain. BUT: After getting experience? I feel like in home
Probably mainly i love Blender just because i can literally walk in my levels with no need to launch Godot!... Alright that is way too simple reason, there are many of them and all of them fall under my very own subjective opinion
oh thats interesting, what do you mean by walking in the levels without godot?
also random screenshot of a camera
Literally, as if you are using player controller. Of course it is missing lots of things, but you can have certain kind of collisions with the floor (can't tell that about walls)
interesting
By chance do you know a good asset manager addon? all the ones ive found are either 3.x or paid
Similar to unreal engine's little panel at the bottom you can drag and drop your instances with
Remember that your Blender's "player controller" has a 2 meters height (just 2 units by Blender's Z axis), for some reason i'm sure it fits to your metrics
Sorry, i don't know any. I'm using 2.83 right now and, honestly, a lot of useful stuff regarding the game asset management is controlled by my own plugin. Ah, yea, also, about that, if you are planning to use Blender for your own game, you need to prepare yourself to make a plugin, because there is going to be moments you'd wish to automize, i bet
Been using it at 2.79, maybe it was a part of Blender for quite a long time
By the way, press "Tab" to activate gravity and collisions for your walking, that's the thing i love to use
I love the paint
ty! i find it quite nice
I think this looks very nice
im going to keep it like that
it does however do some wacky stuff here though
If I saw that "camera" I would shit my pants and run
this kinda looks like a scene from one of my dreams
but my dream was more blue-grayish
exactly what I was going for
lol
I love red lights as you know
yeee
By the way, that time of day is changing on it's own or you've been tweaking world env?
been tweaking world env but at some point i will write a shader for it to be able to change on its own
Sounds amazing
so that different times of day will give different challenges
I'm glad you tweak this thing in a believable way btw
day being easiest
ty!
ive spent a lot of time looking at references making sure ive gotten everything right enough
while still being able to put my own style onto it
bread
pog
...dog
pug
DOUG
doug
doug...
amog
us
Oh man that looks clean
odd vent texture up close
dw abt it
im gonna make it
ive told you this
just gonna walk around my phone while its recording a voice note then clean it up
easy
I was watching netflix with my mom earlier so i prob didnt see it
alr i guess
bro has a mom?
what r u on abt
ur a pug
you dont just spawn randomly like a mob do you?
i did
happy new years
You too!
nether i keep falling
ñö7 yê7
the fuck
I did like 20 something commits
fixing my weirdass code
go in the groupchat
okay
oooh the colors on that tree
playtesting
💀😭
very nice autumn leaves :D
this is the most normal play test case
💀
at some point, dont know what point but at some point it decided to do this
christ
fix your game
Idk what I did bro
also send me a video of you playtesting
lord have mercy (hes about to break gravity)
load save is bugged
reproduction: swing and load your save
oh yeah I know about that
forgot to put it on the todo list
i also know why that happens
I need to recode the entire saving system at some point
I coded it very stupidly
ha I fixed it
will need you to show me that
You gotta study your profiler and see what functions are hogging up CPU cycles
I'm not quite sure how to do that
whenever I use the profiler, it just shows the basic functions like _process and _physics_process
it doesnt give any actual detail I can use
I’m at work right now so I cant verify if this is the exact steps but you should be able to see what functions are being called when enabling profiling in the visual profiler tab
You just have to scroll down. It’ll tell you how many times that function was called in that frame and how much time it took in milliseconds
In terms of optimization advice, use the visibilitynotifier node along with maybe a custom player radius system that enables and disables object processing based on distance. Thats how I optimized my own game from about 100 fps to 400 fps in object intense areas (mind you I run an older i5 on my machine)
VisualProfiler only really gives rendering related things
ooh okay
I also have an i5
Must be the other profiler tab then. Like I said I cant verify anything atm since I’m away from my computer
I thought godot had a system in place already like that?
If worst comes to worst try looking for documentation about it
If it does I’m going to scream but iirc it doesnt offer any kind of optimizations like I described
oh sorry I didn't see object processing
no objects really process anything besides the player and interactables
in this map there are barely any interactables
but i will definitely code an object processing thing
side note: @sturdy void is experiencing a severe issue that only happens on his machine when he runs the game
I truly wonder why your process time is so high then.. I’m wishing you luck on this. Just try tweaking things until you figure out the bottle neck
oof, oh well! thanks for the info and help
fr the whole game is having a stronk for me
Might be a editor version issue, considering Godot changed its mesh formats in 4.2
I got him to delete everything and reinstall, and even deleting .godot
both didnt do anything
bruh what
bruh i said that yesterday
Yes make sure you all are running the same version
I thought you meant dev branch of 4.3 😭
I would not recommend using the dev or alpha releases of any Godot version in a production environment, even betas are pushing it
Stick 2 stable boys
I agree with that but I still update this game to dev releases every so often
Im very eager for 4.3
as it brings faster loading times
and vertex shading
4.3 is gonna be amazing when it drops but who knows what they may change from now until then
im tempted to make a godot version manager so i dont have to manually download and store a different version every time theres an update
Praise the lord for this 100%
There is one out there, let me try and find it. Its not half bad
project s is a godot crash any%
oh shi tysm
playtesting is fun because nether starts screaming every time i climb a wall
!!!!!!!!
its because youve broken gravity twice
nether's spaghetti code gets tangled whenever you dont use it in a way that nether has used it
and im sure youre going for a third time
* taps on glass* hey man why are you so illogical
😭
most of the bugs are due to the delay on my monitor
man nether i'm gonna start fixing your code
which doesnt give me precision to reproduce bugs
please do but I gotta push first
im fixing something in pole.gd
and player.gd
yeah sure why not
whenever i see pole.gd i keep thinking ur turning it into a pole dancing game
how????
BECAUSE ITS YOU
real
oh i'm the wrong color
closest there is to the HCS pink is crab role
still waiting for those voicelines by the way
bich u aint got no voice lines
the grunts for when he breaks his leg (exaggeration)
we aint even got a storyline
not if im a robot
no its hhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
beep boop
ah fair
boop beep i am robot boop beep blop bang shazam
do yall think pigs are sentient
or cat
at what point does AI become sentient
what about lobsters
octopodes
when it has neurons
when the music starts playing in the intro scene
it already does
skull emoji
skull and crossbones emoji
sending a push now so that you can edit code while I try to fix whatever nonsense is causing this lag
pushed @iron shore
only nerds use ides
that is an ide
shut up
careful what you say and show btw
relax
this is the godot discord server
it's a debug thing
ik but still
you're such a paranoid dumpling
bich uve showed more than us
ya
going into the quote book
im gonna start sending every piece of music i make for s-812 here now
waddaya think of that mf
u should
thats a great idea actually
PLEASE
CAN HE STILL CLIMB????????????
simply raise the opacity
good idea
thats transphobic
smh
the game looks quite interesting without a world environment
whats your frame rate
idk
but im working on optimization so its up to 60 ish now
for optimization, ive decided to remake the player model
which was originally 12K tris
It probably won't help at all but ive been needing to remake it
this is the like 7th model of this character 😭
idk why im like this
To save on time I'm keeping the anims
man dont tell em theres a player model
they're sentient beings
they'll figure the game out
ive said it like 5 times before??
theres no proof
for all I know everyone could be AI
and this could be a simulation
:0
the difference is ai is intelligent
everyone in the real world isnt
discord is where smart people reside for some reason
but then im here
lol
spending so much time optimizing the shit out of everything
Will make a screenshot system that sets the graphics to max settings for a fraction of a second, takes a screenshot, then reverts the graphics
My beloved stuff. Godot almost murdered my PC's RAM in attempt to save collision data
guess how much frames I managed to squeeze out from default settings
30 more FPS?
But it started to look kinda Cruelty Squad-y
Not pre-pass, let me check Godot 4
I checked and i suppose they removed that option from 3D entirely, sad to know
This is how it looks at 3.x
interesting
I want to be able to have high-end stylized graphics
without performance compromises
not compromises my bad used the wrong word
without negative performance impact *
it seems godot is against me heavily from doing that
woah godot 3 just looks so old
damn
black theme probably adds to it
it looks smooth ngl
no shot
i can't reproduce it
wait ur not joking
wtf??
people are going to wonder if gravity is a puzzle or something element of the game with how many times you break it
i stepped backwards at spawn, went back forwards into climb, climbed up while holding shift and i ended up in falling death while falling up and having the camera spin
thats weird
must've clipped into an air conditioner or something
oh also did i mention that time i clipped into a building
oh crap
u didnt say anything dw
also how
i slid into the corner of an aircon connected to it
.-.
it seemed to be split into two segments
thats wild
I have a strange feeling ur going to end up leaking something
u should talk in teh groupchat
oi can you tell me how to make an interactable? i got a funky lil thing i wanna do
ooh alright
let me push first
pushed
so basically you drag and drop a new triggerbox
in the properties panel for it, set it to Interactable
then attach the node you want to carry out the function
then simply type the function name and any arguments
okay
no
i'll just check your door code
drag and drop triggerbox.tscn
or maybe I should make it a node so you can add it using the add node button
@iron shore controls menu!
My beloved custom black/orange theme!
Try using it first man ;)
I see you guys having fun and also that trigger boxes function name/args thing looks interesting for sure
sound is often overlooked in games
im going to try my best to do sound justice
such as reverb in indoor areas
or city ambience being obstructed when far away from ledges
was wondering why my fov was randomly changing, decided to shake the mouse left and right and well
fixed but kinda funny lmao
I don't get what do you mean dude
mouse movement increased fov for some reason
*decreased sorry
@unique hill i broke gravity again
no way
yeah
god dammit
oh also
do you have a vr headset
infact go in the groupchat rq @iron shore
idk what this is but its lookin good!!! 😍
thanks!
testing how a HDRI would look

Looks like mirror's edge 👀
Damn
oh well
im keeping it bc it looks really nice tbh
Definitely, keep up the good work
:D
What's the deal with gravity
dont worry illogical fixed it
you gotta work on making your stuff black boxes
yeah :(
im making maps rn though
well one singular map
okay so why am I in third person?
oops gotta fix the load save flag updates
no idea
remove what
yeah
What's da gameplay?
secret
so basically you're a ||derp|| who does ||derpy|| things like ||yeet|| ||derps||
Man, you entered the cursed lands where you are not supposed to know anything. That's some kind of weird 1984. Welcome, welcome to Project S-812, you have chosen, or been chosen...
chosen for next weeks xbox raffle hopefully
hehehhe
youve been chosen out of pure luck (if you could call the events that happen lucky)
nether is an expert at information hiding in some respects but definitely not others
na its call planned leaking
Hey man, i made this one HDRI as the screenshot of your very first visual concept quite inspired me. I'd love to see how it may look in your game. I know you are not into HDRIs as i understand, but still that'd be fun to see
yooooooooooooooooo thats epic my man
I love it
will try it out later!
Im not sure if it quite fits for what I have planned though, i like more 3d skyboxes but this is wonderful still!
I love making these HDRIs, so relaxing, just like music
That would be great to see it!
just to be clear for legal reasons you entirely consent its use in the game for this few minutes to see how it looks
I agreed with that and i'm glad that you got the 3D skyboxes to work that well which might give you a lot of possibility to apply dynamic effects, weather, day/night things with ease
Alright. CC-0 license. Yeah you can sell it to your neighbors and i won't say a thing
Source of content: AmbientCG and PolyHaven, both distributing CC-0 content
sorry I just like to be extra careful
I know, no worries dude
Woah, damn, i didn't expected it to have that kind of impact
this is actually the kind of city im going for
was this made with blender?
It looks like revised first visual concept
ive been having a hard time nailing the style I want for the game
I just cant make levels im happy with
and I dont really wanna use blender for map making
maybe for building models but not full level creation
and cyclops level editor is good but not really getting me that far
Basically, how it works... In the end, HDRI is just an image. So you can use image editor to import multiple HDRIs and tweak them up. I took a far-away city from one of the HDRIs but i think you can also take some night-time city images too, just be cautious of sizes as HDRIs... have quite a special logic in these terms
ohh okay
Sorry Discord feeling bad
I sent that message ages ago wtf
possessed
Kinda same btw. Never stopping to experiment with things because of that. Even now i'm doing more and more optimizations regarding usage of LocationProp to try making entire levels out of them
I set myself a soft deadline for a in-house demo (meaning only studio members can play) for thursday but I cant seem to make any level im happy with
Game levels usually take quite a time to make them right. m_day1_1 has been made like a year ago, but it has had so many changes (both design and technical terms) and i still cannot leave it alone as it is always being a subject to solve as an issue. So... That being said, i'm definitely a wrong man to ask advices from in these terms lol
Btw i didn't mean that i worked on m_day1_1 for a year, nah, this game had like a whole playable linear campaign, but, yeah, it'll need quite a revision. For now just wanna be sure that game levels won't fuck me up in technical terms as they love to do
I know but I dont know where to even begin to be honest
i have a specific vision but cant execute it quite well
I'd love to give you feedback, but, yeah... The only thing that i can say that many things changed for me as one of the level designers given me feedback. That guy been working on certain HL2 campaigns and had a good theoretical understanding of how to do this thing. His feedback was very handy to resolve many issues i had, but i'm trying to not really too much on it as i'm not about to make HL2 campaign
That being said, if you can talk to certain experienced level designer that has similar experience in your field, that might help you quite much
I highly recommend these both
are there videos for these? I seem to focus and understand better with concise videos rather than slides
These were made by "The World of Level Design" guy and maybe he has some stuff like that, like one of the "corridor" vids
https://youtu.be/MaUt1p3PQvo?si=3UQnfrXMnitKhkQ7
This one can be handy for you
"UE4 The Corridor Project" can be found here: https://www.worldofleveldesign.com/store/ue4-the-corridor.php
Blog Post w/Full Notes: https://www.worldofleveldesign.com/categories/ue4/ue4-how-i-created-the-corridor-environment-in-10-hours.php
10 hours.
In less than half a day I had completed one env...
Yeah, it's UE4, but, he is still covering general concepts that may be recreated in other engines
alrighty ty! will take a look
where's thenetherpug evil incorporated
You can spitefully slap it on image and that'll work just fine!
My man uses Gimp, very W
bump to prevent death
writing da story
& by that I mean general ideas to follow as a guideline
because having a locked-in script sounds like a bad idea
also heres a funny commit for yall
this is still more creative than mine commits
Isn't it how you are supposed to make them after all?
I mean... My commits is some kind of structured chaos but yeah i'm still pretty sure that it is one of the valid ways how to use it
peak commitment
Forever alone :)
wow based sublime merge user
I used it because i couldn't use Github Desktop because it was Win7 but now it's Win11 and i'm still using it as i'm conservative... Yay Sublime Merge
i don't think there is an "official" way to make commits (although there are some attempts to standardize them like conventional commits or emoji commits), but personally i don't have time to come up with names for each commit i make so i only keep master clean (using conventional commits + one commit=one thing)
and not even master sometimes, master branches of my private and some of the public-but-not-really repos are a mess too
emoji commits
BURN IT DOWN
Alright i'm probably too emotional over it
but personally i don't have time to come up with names for each commit
Honestly same, but i have a to-do list for all things i do and basically what i do is just copy-pasting the thing i did. Why am i doing that? That was helpful to revert changes that could somehow screw up something in the project and etc. Does it have any kind of use besides that? Nah, i don't think so. Commit IDs ftw
i somehow manage to do everything i need from cli, and when i need a pretty diff i use vscode or github's PR diff
totally agree with the first point
as for the second, i don't even have a todo list huh
if i feel like i can forget something i open an issue on the appropriate repo (which i now realize can be interpreted as an advanced todo list)
CLI for the win!
It seems to be one! Either way, i guess that stuff is kinda personalized. In my case i just had moments of confusion when i lost track of things i wanted to do and, yeah, just having a little application to have as an external memory helped me
my commits are either just 1 singular letter
me expressing my confusion
or the most detailed thing ever
heres a funnier commit for yall
💀
don't forget "Update Player.gd"
yeah, either 'a', 'stuff' or the default github commit message
Those are the best commit names ngl
mine are always either 'egg' or a description of the actual function of the code
I just spent 10 minutes trying to figure out where the hud and player body went
then I noticed the player visibility was set to false 😭
💀
yo nether get in vc
i found bug :D
Jesus christ
im fixing the refactoringgggggggg
give me moment!
im doing away with cyclops level builder
was nice testing around with it but it doesnt really fit our needs
Ill go back to being a normal person using csgnodes for prototyping and static meshes
That's honestly what I use 👀
Although it would still be neat if they made something like probuilder for Godot.
true
I mainly just didnt want to model anything, but after modelling it, it's safe to say that it looks much better
I have illogical fixing any random bugs so that I can focus purely on map making for now
Offtopic, from what I looked at, you seem to be fiddling with optimizing your game too.
What are your computer specs?
a low-end (yet expensive) gaming laptop
I'll get you the full detailed specs in 5 minutes but heres what I can remember
8GB of ram
GTX 1650, 4GB VRAM
Intel i5 9300H CPU at i believe 2.5Ghz
a 120gb SSD and a 980GB HDD
I see, fair enough!
I wont lie, its MUCH better than what I had before
I had a 4GB samsung with a Pentinum CPU and no gpu
I had gotten this gaming laptop in 2021
I was testing my project on a crusty old laptop with 2 gigs of VRAM. Ran at like a terrible 30 frames 🤣 .
I was definitely disappointed.
Yeah I know how you feel fam 🫡
though I did not expect i'd need to render large scenes and make video games
all past me did was play minecraft with shaders 💀
Oof
same but with a 4GB ram laptop
ran 8 frames per second
im sure it runs much better now
As long as you're running a solid 60, it's totally fine, the specs you have there is quite average.
So it should probably run fine for the average PC.
I'm trying to aim for the 1080TI 4GB VRAM guys.
running a solid 70 after HEAVY optimization
and I mean heavy
Most PCs don't have a CPU bottle neck. It's mostly the GPU, rendering costs a lot of frames on Godot 4's 3D.
though I think AMD FSR 2.0 is contributing heavily
Yeah that definitely works.
Yeah definitely some time soon.
I'm close to wrapping this open source project up.
alrighty
Cheers fam, keep up the good work as usual 🍺
ay thanks! you too!
ah quick question