#Project S-812
8929 messages · Page 9 of 9 (latest)
was gonna say the file had some effort sounds too
my computer is killin gitself, I will not be able to do that
l o l
smh my head
we should start a kickstarter purely for a new computer for you to not suck
its like the wireless display is having a SEIZURE bro
invest in a hdmi cable please
works
wtf did you just make me d
works and worse are very different nether
do
reset graphics drivers
fixes fucky display artifacts
ohhh what
there was one time
i was tryna watch a yt video right
a casual normal video
suddenly the quality drops
so much so that the display only has blobs of colour with nothing else
its so random like it has a personality disorder
I just realized I forgot to show yall the advanced lensflares
its been here for like weeks and I never showed it
recently upgraded to 4.3dev3, its new performance optimizations allows me to finally re-enable screen space reflections as a graphics option
without worrying about performance
56 seems like a weird framerate to get consistantly
hq shaders really fuck with my frames
I saw the discussion above, this seems pretty good I haven’t tried it yet though https://github.com/nathanhoad/godot_input_helper?tab=MIT-1-ov-file
oooh, interesting
ty for this, will check it out
whats everyone here go-to genre of indie game to play?
Not a genre but I do love indie games that allow for a lot of player freedom and interaction with their environments. That kind of stuff scratches a very specific itch that keeps me hooked on a game
ooh interesting
by freedom and interaction, it includes being able to use a piece of bread to shatter glass?
YES
Perfect.
should most of the interactions actually be there for gameplay, or just for fun?
Well it can be half and half. I think good gameplay derives from interactivity with meaning behind it but sometimes you can just add certain things for the fun of it. I'm sure players would appreciate it
Would tread carefully on the wacky aspect if you truly care about immersion
alrighty
can we make the bread the revolving plotpoint of our spinoff game or sequel we are 100% making for project s
maybe
sorry for the extreme slow down in stuff sent here
im working on story stuff and levels
- getting the some members of the team a little more experienced in godot
little is an overstatement lmfao
hahaha yeah, it's a lot to onboard sometimes. but once you do. ...
the timezone differences are crazy
not to mention the schedule differences
It all looks so great, do you made model and graphic from blender?
ooh, this is quite an old photo you linked back to, but otherwise yeah
all 3D models are made in blender and imported into godot
the textures are made in a variety of different art softwares
working on a cutscene system
been quite a while since I actually sent progress here
essentially that
the only thing it really does is change the flags of the player so that it cant move, and interpolates the camera transforms
otherwise, all actual animation work is done with an AnimationPlayer
the protagonist's hoodie
(actual final model)
its been through like 15 different iterations
and I like how this last one ended up
cloth sims are horrific 😭
your laptop is horrific
im poor
what is google collab
essentially a free gpu vps for code runnint
You can Render your projects while you working on them. Learn how to use Google Colab to render your blender projects.
Watch the Updated(2023) Video:
https://youtu.be/cGcVKHpbKQo
Download the colab notebook:
https://bit.ly/colabbook
Have you checked our FREE Ultimate Suit Up Pack?
https://hellfx.gumroad.com/l/suituppack
Blender Releases: htt...
yeah but I already have a delay on my monitor, if I used that or some other similar thing, id have a bigger delay
plus I dont need to render anything
& we dont need actual cloth sims yet
its not windows you dont have access
there are ways for you to use it purely for power and rendering
https://hotcocoastudios.discowd.com/MyJZfIl9jt.mp4
aw man the elevator is out of order
is content shown final
nah
legally I could completely go the other way and make this a shooter game
"legally"
wdym
it's not illegal to change the content of a game without that notice haha
i know
what's stopping you
bre
ad
dont wanna
Shooter but only thing you're shooting is pictures
fumoshooter but simpler
Grabaj moment
no you need to write the story suri thenetherpug.
step code >:O
i think you'd be fine using ramp colliders but it kinda Sucks to place those manually, so on to the land of stairsteppy with u
i dont think you will need a level of accuracy with it that slamfire demands though, so i think it won't be as bad for ya
just holler if u want resources
alrighty
im currently procrastinating on making stairstepping
just tryna make gameplay more consistent
and feel better for now
yep, I'm feeling the same balancing out combat this morning myself a bit more
honestly ive avoided stair stepping for 2 reasons, one of which is kind of devestating but may have an easy fix that i just dont know
- bit hard to implement
- the IK on the protagonist's rig is so messed up and bends his knees backwards whenever I try to implement IK to the feet
and i cant simply make a new rig because then ill need to remake the carefully tweaked animations
probably a very easy fix somewhere but I havent yet found it
Magnets
and trust me I feel you on point one
as good as mine is it still isn't perfect and there's still situations that you'll kind of stop dead on and that's not what should happen so I have to go back and rewrite my entire move-in slide approach anyway too
But since you're using Godot's move and slide You may be able to shortcut some things
the gist is basically
step up the stair height and attempt a slide move from that position
then go back down and do the step if we're still within a step range
temp set the player pos to +step height, literally do move and slide forward and see where it hits
slide off the wall and correct if needed (this is where i'm going wrong, mid-stair check wall slide)
then check back down
if all that's good do the step
ohhh very interesting
also HUH
I never knew Quake III just had it's source code
there
like for everyone
thats crazy
ill start making an implementation like the one u described above
oh friend
q1-3 and Many More are now on gh, for you to look at and understrand
id just did that a decade ago it's great
how do you think i wrote my game's movement :D
severe amounts of trial and error while having half life 1 opened on a second monitor as a reference
just make the protag climb up stairs like an animal on all 4s
nope :3 it was with that codebase above
unironically this might work for a character
...security bots
fuck.
although there could be a variant of them
that was gonna be fun
that maybe could like
i wanted to do the mocap for them bc of that :<
chase you down on all fours or sum
the mocap???
i dont think the rigs are built for that
you originally wanted to use rokoko didn't you
i tested it b4 and it was quite wacky
severely so
but we could use videos as a reference for animations tbh
asbestos
turns out
the rig's knees
specifically for the left leg
were rotated ever so slightly
and they also had no bends
i fixed that I might be able to make IK work now :O
I broke it somehow and now Default Blend Time is at 0.2 but it blends really fast and I dont know how to fix it 💀
glitchy stair stepping system, but its getting there!
Its not extremely long either! :D
thats what she said
✨

https://hotcocoastudios.discowd.com/qlizvGLOVf.mp4
working on a very basic dynamic sound system
hey i wanted to ask did you manage to make it smoother
cause rn im having the same issue haha
I use move_and_slide() as the main way of calculating motion in my game, so if you instead use move_and_collide(), there may be a large difference in how it will work for you
But basically, I just used lerp()
I lerped the global position from the old position to the new position
i did try lerping but the way my thing goes is this way let me show you the code
the code I wrote is horribly easy and probably inefficient but works for me
ill send it here, its not much lines
oh alr
this is basically my going down function
and i call it after move_and_slide
and this is my going up im using seperation on a collision node 3d
interesting
the way I did it didn't use any raycasts or shapecasts at all
it works a bit janky on trying to go on corners but its decent
oh mind if i see it
same lol
sure
if its better then this i hope i can make it work
explain away
basically, when you impact on a wall, the players position is cached and it sends the player upwards by a fixed value, then moves them forward slightly using move_and_collide(). If the player can move, and doesnt get interrupted by a wall, then its a step and the player steps up, else the player's original position is restored
nope, since the original position is cached, its only testing for steps of a height lower than the set value
if the player comes into contact with an actual wall
the player would collide and their position would be restored
now i def wanna see it
for going down, if the player's y velocity is above 3, it caches the player position and snaps the player downwards a tad bit, if the player comes into contact with the floor then bam, else their position is restored
and give it a try
func handle_stair_step() -> void:
if velocity.y <= -3 or justjumped or !input_dir: return
if STATE == "FALLING":
var prev_pos: Vector3 = global_position
var collision = move_and_collide(Vector3(0.0, -MAXSTEPHEIGHT * 2.0, 0.0), false, 0.001, true)
if !collision:
global_position = prev_pos
return
velocity.y = -1
var new_pos: Vector3 = global_position
global_position = lerp(prev_pos, new_pos, clamp(0.3 + SPEED / 8, 0.3, 0.98))
SPEED = clamp(SPEED, 0.0, 6.0)
return
if is_on_wall() and is_on_floor():
var prev_pos: Vector3 = global_position
global_position.y += 0.5
var collision = move_and_collide(calculate_direction(input_dir) * 0.15, false, 0.001, true)
if collision:
global_position = prev_pos
return
snap_to_floor()
move_and_slide()
var new_pos: Vector3 = global_position
global_position.y = lerp(prev_pos.y, new_pos.y, clamp(0.45 + SPEED / 18, 0.2, 0.98))
return
I lerp by SPEED so that its a bit smoother, but you dont need to do all that
you can change the lerp to a fixed value and do away with the state
if STATE == "FALLING" can be replaced with if !is_on_floor()
it all depends on what game youre making tbh
but this is the general idea
mine is mostly a ps1 style fps game with some modern elements here and there just to tell a story
this isnt the absolute best way to make this by the way
ooh neat
handle_stair_step() is just always called in _physics_process(), or where ever the player loop is
for me, i have all the logic in _physics_process()
a lot of identifier errors haha
lol, it just needs some tweaking to fit your game
but the basic idea is the same
I should send a video of how it looks now, as the older video of the stairstepping didnt have the smoothening
id love to see it too
oh thats just a variable that becomes true if the player jumps, and false if the player is on the ground
ah ok
Idk if this helps, but form what I've heard that most games handle it by checking for a position in front, then checking if the wall in front is below a certain height (the max step height) and if it is, they offset the y value by a step value (Some people lerp the camera between old and new position to smooth the step out a little) and the to make sure people stay on the step they move them like a tiny tiny amount forwards
https://hotcocoastudios.discowd.com/pErSa9QJYp.mp4
its not perfect by any means, and the smoothening does have some work still left to be put into it, but it works for now and thats what matters
input_dir is vector3.ZEro right
I mean this looks pretty good
yeah its nice
works with the headbob as well
also what is STATE supposed to be as a var
input_dir is a variable outside of _physics_process that is set to the player's input direction inside of _physics_process
oh
so its actually a Vector2
you might not need state
you can replace if STATE == "FALLING" to just if not is_on_floor()
ty :D
ty
how much did you set your maxstep height if i can ask
Its just set to 0.2
I shouldve included that, my bad
oh sorry completely forgot all that
give me a sec
no problem
you are a saint and im glad i found something that could probably work
since i have been on about it for two days
##// Calculates the direction for velocity using a Vector2 with a local position
func calculate_direction(dir:Vector2 = Vector2(0.0, -1.0)) -> Vector3:
return (transform.basis * Vector3(dir.x, 0, dir.y)).normalized()
This is just that one string of math that is in every first person character controller,
and snap_to_floor() is very basic as well
func snap_to_floor() -> void:
print("snap_to_floor() called")
velocity.x = 0
velocity.z = 0
velocity.y = -0.5
for i in 1000:
if is_on_floor(): break
move_and_slide()
velocity.y = 0
return
sometimes I forget these functions aren't built into godot just because of how often I use them
lol
oof
thats how i tweaked it
i changed inputdir directly to verctor2.zero
and made speed to my current_speed
that wouldn't work, since we're depending on a variable rather than a type
ohhh
Vector2.ZERO by itself isnt a variable, its just a property
its kinda like saying
if true:
maybe remove that vector2.zero part alltogether
so i just make a var input_dir = vector2.zero
nah I think it might be able to be removed and not mess the code up
lets see
so i removed it lets see how it runs
ok front movement works side to side and back one dont and its not smooth at all
change the lerp values from the clamp to just
0.6 or 0.5
or maybe tweak a bit of the values
like that
you know i think your code might be a bit more buggy for me
cause while testing it out
at some point it stopped working
so i might go back to the one i had
and see if i cn figure out a way to lerp it
thanks either way
i might see if i can use your code to do the lerping
no problem
i just cant figure for the life of me how to do it
I have to go so I may not be able to help much more with the code since I wouldnt be near the computer with the code o n it
its fine thanks either way
what if you use my code as a base and my explaination as a reference, then maybe code something similar
maybe that would help
no problem, I hope you manage to get it working
stair stepping is truly a pain in the behind
i might use some parts of it such as reading the old and new pos
and then lerping them but ill have to see how it goes
and im glad that im not the only one suffering with this
gl and hope you can make yours better
lord have mercy on what @tepid rapids went through to get their stair stepping system
what happened
their game requires a different movement system that move_and_slide() can't provide, meaning she had to go the extra mile with programming movement related things
they've got a cool game, #1186438445434929172, you should check it out
oh it looks awesome
mine will be more fully 3d so hopefully it goes well
i wanted to get stairs and ladders done so that i can start making basic maps and figure the other things out along the way
so kidna good news
i think i found a solution
thats nothing to do with the player character but the camera
found this code
which makes the camera smoother if you set the tager to a parent of the camera
and i think it makes it a lot more smoother
just put this in the camera and give it a target
i just hope it isnt my imagination
OMG I PERFECTED IT WITH MY CODE
if you want i can explain it to you and see if it works for you as well
i get no stuttering when walking and dont get stuck on stairs
hell yeah! Nice!
I think I know the general idea of how it works, thanks for the offer tho!
im focusing more on sound design and animation right now, so the step smoothening isnt top priority
so my code works fine the way it is it seemed as if my landing animation was casing some issues so i removed it and it works now . also the camera works great it feels smooth and realistic
so yeah gl with that
now i can move on atleast
POG
ehehehei yeah i found out actually how this might be circumvented but it feels so fuckin weird to do things in retrospect
lmao
guys I got a DAW!!
because it's like a for slide in get last slide collision so a thing
but yah might be doable
GONE are the days of MINDLESSLY copying and pasting notes
yooo
now I can use ✨PATTERNS✨
daws are useful
hell yeah
i love this
im using LMMS by the way, incase any1 wants to know
the level takes place in a huge ass warehouse though
shouldn't it always echo?
it should
but that might be a bit distracting for players imo
just get good lmao
I accidentally severely messed up my game
spent the past 3 hours debugging with no resolution, ended up having to open a github issue
if anyone can take a read and shed some light that would be very much appreciated
Another reason to avoid epic games
😭
fixed it 👍
What was the solution?
YO
SHARE
i wanna know how this saga ended even though i don't ever expect to be affected
its the dumbest shit
it started with me deleting epic games
I fixed that first part by reinstalling epic games and installing VulkanSDK to reset registry keys
i recall that and then reinstalling the SDK
the outline shader issue?
but then you had something with the tokenizer
I accidentally deleted half of it in the chaos of epic games
i literally just needed to repaste the code
😭
😂 well at least it didn't require godot engine fixes i guess so it isn't the worst
so, you're back up and running i hope?
hell yeah
woohoo!!
what im doing right now is revamping the UI
then ill move onto pondering
and after pondering ill start making levels again
great stuff 🔥
yeah i gotta set up more UI proper, but with the command system in place parsing GD script I almost can't imagine this will be hard at aLL
good luck with ya work today!
ty
https://hotcocoastudios.discowd.com/NnNGkIiOwq.mp4
menu revamp so far
Its got a lot of bugs
the options menu does need an entire rewrite but I really dont want to do that right now
forgot we had a twitter account
I posted this
YOU CAN CHOOSE AN UPSCALER??
i thought you were tied to fsr 2.2 only
nope!
In godot's project settings you can change it, which means you can also change it with code and hence in-game
really nice
gib the pass
not project S related but rate this render I made
idk just some feedback
kinda training myself for the larger environments that are seen in project S
how the FL*P wait nvm i asked this question before
add some fog in the distance
Looks good, the sand might need a kuttke nire texture tho
tutorial wip
hey guys look at this WIP dynamic sound system
very cool 👍
make sure to turn on your sound 🎶
#godotengine #godot #indiegame #indiedev
recycling old media lol
wdym
what is when twitter is active
I dont use twitter on the daily man
this is probably the only like 3 times ive ever used twitter
its just more active at those times in any area on average
That is far
true
its only that far because I cant find a source-like skybox system for godot
so my skybox has to actually be gigantic
I mean that is fine if it's still just a cube right?
wdym
It can be really large, if it's just a cube since that's still only 12 triangles
true
but for more complex backgrounds
having a source-like projection skybox may work better tbh
Why not render the skybox in a different viewport and just have your environment link to that viewport?
Having the mesh be gigantic and your far plane set to an absurd value just seems... absurd
ohhh yeah that makes sense ngl
it may add an extra overhead though, not sure
I promise it'll make things way easier for you
last time I used a separate viewport it did impact frames quite a bit
the issue is overlaying the forgeround to the backdrp
There should be minimal overhead depending on how you arrange it. Environment resources have a sky mode that should let you link up a viewport or canvas layer iirc
May have to sacrifice some post processing stuff, dunno, but the viewport method would save a lot of headache and could also lead to more performance if you reconfigure your far plane afterwards
It's just spit balling though. If what you're doing works and causes you minimal issues then theres no need to change it
honestly it might be kinda cool to boundary break and just see that the entire environment is fully modeled and full scale
debating whether to send a screenshot of the environment that caused me to set it to that absurd value
aaaaaaaaaaaaaaah
imma send it
Fuck man that looks really good
ty :D
I gotta start being active on twitter
how do you get godot to look so good??????
experimenting ALOT
most of the post processing I use are found on godotshaders.com
which helps me out greatly, but everything else is handcrafted by me and the other team members
omg that far distance
bro i use 300 😭
yeah, I'll show you some stuff tomorrow
creative mapping can completely fix that; i would highly advise it
one approach i use at times is a shader material with depth pushed way out and then the maps just inside that cube or i apply that texture to the top of the inside of the 'room'
granted mine is MAD low but a few K is probably all ya really need
i dont know how to make textures like that 😅
I really would just like a source-type implementationin godot
garlic bread 😎
I dont think I realistically could finish decorating and prototyping a level within a normal timeframe at this current moment
so I might just send a video of gameplay later in a prototype level instead to get some public feedback
If you'd ever have to deal with Source's 3D skybox, you'd probably understand why i kinda hate it lol
But still would be interested to see what you'd do with it
i honestly just dont want to need to zoom out a crazy amount just to see the changes I made on a large collection of meshes
this is so big its almost at godot's limit for sizes
the biggest mesh's size is at something around either 500,000 or 5,000,000
now that I think about it, I probably shouldve used a HDRI for this one
working on a dynamic level loading system
just gotta finish that and all the tools needed for making levels would be complete :D
its based off of this system but modified to work with a triggerbox area rather than distance from the centre
dynamic loading has a pesky bug that isnt fixing itself for some reason 😔
It's definitely going to greatly optimize your game especially if you have interiors... Damn, it makes me remember of "Interior World" of GTA San Andreas, basically that has interiors floating infinitely far in the skies, they have something like that system that would unload the main world if you enter the interior one (still a bunch of triggers). If you also make it change the world environment's settings, you can even make interiors stand-out in visual terms with no issue
I'd love to know details, maybe that's something i had to deal with before (no guarantees btw)
I honestly don't even know the proper cause myself
I may release that code open source
do it all !!! :))))
Sure thing i'd take a look, if you want, i can post LocationChunk code here in case if that'd be helpful for you
nether do you need dynamic loading though?
i was coding that
ur supposed to be doing control menu
microoptimizations don't do anything
and rigid body items 😭
It isnt micro
I plan to have detailed levels
so it would need to load and unload chnks
no, some objects still do processing
so with the way I did it
the processing is nothing
It removes them / adds them into the scene tree
rigid bodies, npcs, shaders, lots of stuff
more laggy than the objects themselves looks like
Physics is still an issue btw
how many items have physics nether
Static collisions
none because u didnt make the rigid body items yet 😔
o yeah that makes sense
what if you just hide them and disable process and collisions
Wouldn't that turn into chunk system?
thats basically what removing from the scene tree does
I took all the advantages/disadvantages intoa ccount already
removing from scene tree is more clunky
I tested it before as well, and it is worth it for large levels
can you measure which is faster
godot recommends to do chunking this way according to the documentation
the documentation is very crappy at the moment
It would naturally be the method im describing now but fancy
I still have things left to do in regards to it
you need to reinstantiate everything
very slow unless you preload everything (very not nice)
no...?
this is a matter of just using remove_child() and add_child()?
theres no queue_free() or instantiate() being used in this system
where are they saved
check out the code
assets/tools/nodes/map/triggerbox/sectionloader.gd
I'm outside lmao
extends Area3D
class_name SectionLoader
@export var to_load: Node
@export var to_unload: Node
var load_parent: Node
var unload_parent: Node
var load_path: NodePath
var unload_path: NodePath
func _ready():
if to_load: load_parent = to_load.get_parent(); load_path = to_load.get_path()
if to_unload: unload_parent = to_unload.get_parent(); unload_path = to_unload.get_path()
func _process(delta: float) -> void:
if has_overlapping_bodies():
if to_load:
if to_load.is_inside_tree(): load_parent.remove_child(to_load)
if to_unload:
if !to_unload.is_inside_tree(): unload_parent.add_child(to_unload)
return
if to_load:
if !to_load.is_inside_tree(): load_parent.add_child(to_load)
if to_unload:
if to_unload.is_inside_tree(): unload_parent.remove_child(to_unload)
im honestly not sure of a good method of doing this to be honest
I think this is the best I can do at this current time
if theres a better method, please tell me
i need to get more technical knowledge of godot
this method appears to be worth it for large levels
as sections can be loaded/unloaded
theyre still in memory but theyre not being processed
smaller levels this wouldnt be worth it
The fun thing is that you don't
Once you've instantiated your node, you can add it to scene tree, it's 2 different operations. _ready is going to run only once if you add this node to your scene tree for very first time. You can also not add it at all. Or you can remove it from scene tree to save processing time on everything with just writing a little bunch of code. It is worth it and i highly recommend TNP to pay more attention on making it work as it is not that hard to get it working and it can be very beneficial for the potential future scale of the game
TL;DR; There is no need to instance it as it is already instanced
^ much better than I wouldve explained it 💀
wait you guys know how to load chunks
i dont think our system would work for your world generation to be honest
ur one looks absolutely gigantic and looks like it takes 4gb of ram
but ye we kinda know how to "load" chunks
for some ungodly reason
the loader system I designed just
deletes half of the map?
for no apparent reason?
Which node have you assigned in there?
im actually stupid
I forgot I had a node set to unload the rest of the map
lol you read fast
i really meant to ask:
how good is the average itch.io player at first person games
i wanna know the kinda skill level of my target audience
(i had discord open and am subscribed to this thread, so it was really just a notification click away)
I reckon its relatively good but still
oh neat
FINALLY DID IT
Dynamic loading is now actually GOOD
one step closer to having a full level toolset
Will send a demonstration video later
I hope i helped a little
!!
it made me realize my utter stupidity whilst coding from seeing your version
I could probably make something better though
1s
extends Area3D
class_name SectionLoader
@export var to_load: Node
@export var to_unload: Node
var load_parent: Node
var unload_parent: Node
var load_path: NodePath
var unload_path: NodePath
func _ready():
if to_load: load_parent = to_load.get_parent(); load_path = to_load.get_path()
if to_unload: unload_parent = to_unload.get_parent(); unload_path = to_unload.get_path()
@export var only_activate_on_enter: bool = false
func _process(delta: float) -> void:
if has_overlapping_bodies():
if to_load:
if to_load.is_inside_tree(): load_parent.remove_child(to_load)
if to_unload:
if !to_unload.is_inside_tree(): unload_parent.add_child(to_unload)
return
if only_activate_on_enter: return
if to_load:
if !to_load.is_inside_tree(): load_parent.add_child(to_load)
if to_unload:
if to_unload.is_inside_tree(): unload_parent.remove_child(to_unload)
this is what I made
Yay!
works seamlessly
will send a video shortly, im making a quick demo level
demo video (player model hidden)
in the video im going in and out of the tunnel
#ff ...and also these devs, thx ✌ 😁
@FrogMesh
@HotCocoaDev
@germancoronelg
@Maik_Is_A_Name
@unde3dog
@heytibo
@_JoeDigital
@jedizombiekiler
@Vesperibus
@ryokuchayurai
#followfriday #gamedev #indiedev #indiegame #IndieGameDev
we got shouted out
ok so
section loading is a bit odd
so ill leave it only to large areas of maps
so smaller maps wont be using it
turns out my pc is absolutely horrendous
@sturdy void exported the GLB map within 5 seconds
for the first warehouse level
thats so crazy
im so good at everything ong
my p[c just almost crashed trying to edit the level in blender
blender just crashed
ffs
lmaooooooo
dont do this to yourself
I probably shouldnt have waited until I finished a level to test if the workflow was even viable
I dont think thisll work
but atleast I have a prototype level to build off of
or something
i dunno
ill try a thingy and see if itll work
so true
😔
i just realised knowing what this is meant to be, what psychopathic engineer or architect would design snd and approve this
its efficient 👍
imagine the conversation for this
as well as the fact that there are multiple of these
Adding content ❌ ... Making tools to add said content ✅
fusion >>>>>>>>>
so true
first level basically complete, now im trying to formulate the background of the level before I go to finalizing the level with props and actually good lighting
this lighting is pretty good as is ngl
i can help with textures
alrighty
ill dm u with textures I need
since you have nothing you need to program right now
besides the control menu
never!
starting to make props
bump to prevent death
no, bump because bump is a fun word
High Labs.inc
lol
WGHAT
WHAAAAAAT
recycling old media
what the FL*P
lmaooo the asterisk
oh sick you get a notification if you participate
I was bored yesterday, so i decided to model how the warehouse will look from the outside
it looks small here
because it is, the model is small
but in-universe (idk if im going to actually use the model), this would be as big as a mountain
mountain for scale
Im thinking this warehouse wouldbe inside of a mountain
overlooking the city below
with like, a beaten up dirt track leading to the city
kinda something like this
(im horrific at sculpting things)
should not be brown
good game design
bread
no ones gonna notic dw
making a source-inspired prop system
https://hotcocoastudios.discowd.com/iwyL9kRGxt.mp4
half life 2?
it's hl3 just don't tell anyone
hl3 using godot 💀
GMod 2 confirmed?!
visibility layer?
i mean
you were talking about how a lot of valve games were just adopted indie or mod projects
sooo
it finally spawned !!
What was the problem?
if it works it works!
true
That's at least what I try to convince myself when I look at this line: rock.apply_central_impulse(Vector3(0.0, 0.0, -15.0).rotated(Vector3.UP, get_child(0).camera.rotation.y).rotated(Vector3.RIGHT, -get_child(0).camera.rotation.x)))
bajeebis christ
have mercy on the future maintainers 😭
trying to make a dynamic world
so most props would be interactable
also with unique interactions
so if you like, mess with a janitor bot
they stare at you
with a confused emotion
Can I throw the table and chairs?
yes
and the side character of the game will scold you for messing up the neatly packed away chairs
you're one to talk
@spark sparrow is gonna hate us for making ona do this many lines lmfao
i'm chill w it actually
i mean there's a reason i was chosen for the role
😭
im vibin
i only have like, 8 lines or something probably
how did you make that outline shader? is it a post-process or you need to apply it to every model?
btw i love the artstyle pretty cool, too bad m pc would turn to a nuclear bomb if i try running your game
Ah, I didn't actually make it. It's just a shader from godotshaders.com
https://godotshaders.com/shader/high-quality-post-process-outline/
The way it works ( from my understanding ) is that it uses a quad mesh in order to sample the depth texture and normals, then for each pixel, checks the values for adjacent pixels in the textures, and if its a certain threshold then it makes that pixel an outline
ty! My pc is actually a low-end laptop, so im forced to over-optimize things, it may actually end up running pretty well for you
oh no you don't get it, trust me it "low" end
its post process which uses a singular quad mesh, with an insane cull margin.
this is because (for some reason) the depth texture and similar textures are only available for Spatial shaders
ohhh alright 💀
what's you graphics card?
for me, I have
8gb of ram
Intel i5 9300H
Nvidia GTX 1650
the cpu and gpu are decent but the 8gb of ram is sad 😭
low-ish end
yikes
yea unless i feel suicidal i'm not turning on your game, but i 'll probably buy it just for the support
This game abuses VoxelGI (which runs on the GPU) for lighting because lightmaps don't work on my pc too well
I dont think itll run with a good framerate at all for you 😭
our target audience are lower-spec gamers, so ill be really interested if it actually runs
the difference between default settings and lowest settings isnt that bad in this game
the difference between default and maximum is a large leap though
i cant even run max settings decently 😭
ye!
before we release more info on the game we're trying to finish up atleast the first chapter
content addition hell 😔
o great, keep it up i come back every once in a while to check on this project
it's called "smart"
honestly i was expecting the game's name to be an acronym for something
SMART: sexy meatballs are really tall
the game is based around meatballs
we should do this
come up with what the name can stand for
??
that might work but I doubt since the name is just one word
the name is SMART
easy to acronymize
no
dude i sent a suggestion in the groupchat 💀
what's the game about? im not that good with coming up with names but who knows maybe me or someone else come up with a good example
we already have a name down for the game, the game's details in regards to gameplay hasnt been revealed yet
until we have a decent portion of the game down already
interactive world :O
(it won't just be rigid bodies when finished, tho)
#indiedev #indiegame #gamedev #gamedevelopment #GODOT #godotengine
3K views :O
you can do this with ALL of the bodies?
Just a quick check, if you are gonna have a lot of movable objects, are you using godot jolt?
nope, although I really should
I havent seen a performance drop yet so i dont know
Jolt breaks the actual gameplay of the game
i have
esp while moving chairs through thecafeteria
happy easter everyone!
You too!
quack
why these "bread" and "quack" twitter posts though?
breadpog
quack is a mystery
for now
quack
quack
quack
quack
Stop quacking, you are waking up the kittens >:(
soft quack
questioning quack?
quack
relieved quack
quack!!
quack
quack
quack
quack
meow
QUACK CTM!
quack
quack
[Spam comment about Ducks]
quack
Seriously, what will the video game be like and what will it be about?
Project S-812 is a game set in the future, slightly story driven and with lots of jokes
gameplay video would be sent very soon
but for now
quack
a "Quack" for you too! tqm
quack!
we at Hot Cocoa Studios decided that we wanted to put a short and fun lil game out there, and theres no better way to do that than through a gamejam!
So, for this month's One Game a Month jam, we're making Quackventure
a puzzle game about a hexagonal duck travelling across dimensions with their only goal being to eat all the bread they can find!
Come check it out at #1227344475458764894
don't worry, we're still hard at work on this game as well, we just wanted to make a different and short lil game
we decided we should make a nice, short & sweet lil game
and so, for this month's one game a month game jam, we're making Quackventure!
a game about a dimension travelling duck who's only goal is to eat bread
#indiedev #indiegame #gamedev #gamedevelopment #GODOT #GodotEngine
so that's the reason behind these quacks
indeed
Then we can continue saying Quack! until we get bored?
quack!
updates about quackventure are in a separate thread
#1227344475458764894
incase anyones wondering
bump to prevent death
defib
defib 💀
bifed
p[eeeeeeeeeeeeeeeeeeeeeeeeel
Path nodes!
path nodes! :O
Bread?
#1227344475458764894
we now have a discord server!
https://discord.gg/qMddztYumZ
Quackventure has officially released! #1234506930735808715
hey a question out of the blue but what do you guys use to organize your ideas for the game? like I've seen people with charts and text, like a blueprint of what they want to do
no
the answer is no
you don't organize?
lmao
i take it that's a yes
correct
still i thought with a game this developed and you guys are a team i thought you had like a plan or something like that
i mean hey if it works for you than all good
nether's been solo for very long
we have a gc and pins but there are so many pins that that has no significance
group chat
oh
ye if you think about it a group chat it kinda like a history tracker
and each of you would be announcing what they've changed
we have a github repo obviously
ye but you might forget to write down some of the changes in a commit
the group chat is deranged though it's all memes
that's fair
i asked because i started working on my dream game and after a long while i realized im going to screw it up with this current knowledge i posses so I started on a smaller project, one that is manageable for one dude and when i watched videos they all say to plan out what to do
reading this again makes realize how stupid i am
i rarely finish games alone; I don't like working by myself at all
my advice is to keep your code neat, modular, and not have one script digging in the guts of another
don't say that! everyone needs time to learn
use enums and name your variables well ;)
coding isn't really the problem for me, i actually enjoy it and modeling, it's the dreaded texturing and the art style that haunts me, if your game looked ass next to none will play it, look at your game for an example the visuals alone are pretty inviting for me and a lot of people here
teamwork makes the dream work
looking at our game, we also have 5 artists
i thought you were only three?
we are a team of 6 members of different skills
any one person in our team usually has multiple skills
so you would have a texture artist that can also compose music
or a 3d modeller that also programs
most of us are artists in some way 💀
BAHAHAHHAHAHAAHA
you can say that about anything though
anything is art if you can explain it well enough
fair lol
bump
im doin a thingy that if proven viable will be huge for this game
that and working on our other game (quackventure) are currently the reasons why updates here has slowed down significantly
but we are still workin on this game
Bump
Bump
dadaskis single handedly keeping project s' thread alive
Bump!
this thread = cute fame 3d in the job board
Job board?!
#1019654979331571712!!
bump
bread
B U M P
dadaskis single handedly keeping this thread alive
why did i read a different meaning here than before 
P M U B
Bump
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Bump
Tumbalacasamami!
Bump
nice
if i can help you in any way to improve the performance on this game, please check on my thoughts here #1142830936736669796 message
not sure if you've done any of this so far. Checked the duck game too, it's really cute 🙂
Oh wow, ty for these tips
I believe this project might need an entire remake and recode to be quite honest, as I unfortunately used it as a learning experience
I did apply some of these on Quackventure
Triplanar textures may a major reason of project S's performance
yeah thats a costy one
b
honestly this is getting to the point where it's spam lmao
btw do you like my nick 
Won't stop until update of this game! Gotta reanimate this thread!
... I mean that's what TheNetherPug did with Purger thread too
Lol i love it
currently were working more on quackventure rather than other projects
on the side, randomly ive started experimenting with a weird little feature which may be able to make project s actually what I envisioned it to be
been a wee long time since i checked this project, how are things going?
Quackventure developed instead, this project is kinda frozen, he is planning to make massive rework after Quackventure
oh man, i hope they get back to it someday, now i have to check this quackventure
you can see our progress at#1227344475458764894
yeah its paused for now as we focus on QV a bit more
Hi remember this game
hi yes
it exists still
6*