#SLAMFIRE: 3D Movement FPS / Immersive Sim
3525 messages · Page 4 of 4 (latest)
Thank you! I agree entirely, it's a joy to place myself in the same time period as some of these other awesome games
Here's some of the updated item sprites I've been working on
They're the five items listed in that market menu and I think I've peaked as a pixel artist with that wire spool
Gave the UI some love
Oh yeah and I've been busy figuring out how wto handle 3D animations better because it was so bad previously and now it is not as bad 👍
I wonder how did you handle them previously? I remember using Unity and i've used "animation trees" for everything and only at Godot i realized that was a mistake
i dont want to talk about each it each weapon had its own ik rig and pair of arms in the viewmodel scene
only the player ever spawned these and only one existed but like man
lol unneeded, i just got off my lazy shit and figured out how to animate diff bone poses
Glad to know you got it fixed! Sounds like one hell of a workflow to work with
god it's such a pain in godot won't lie, i need a better way or i know my future weapon modders will flay me alive
all 1 of them or w/e
this is a really good idea i wish more games did, glad to see the cruelty squad idea catching on
at least thats what i associate with it these days
that's how slamfire began :)
from the beginning i figured it'd be cruelty squad quale 3 hybrid like
very cool
btw, i figured out a different solution for the laser that is kind of more retro in implementation
since we were talking about that a while back
i have an animated UV texture thats applied to a cylinder and the cylinder takes the distance_to from the origin of the cylinder (which is a pivot right at the 'start' of the cylinder turned on its side' to the 'hit point'
and theres a smaller cylinder inside that one
and then a cone with the same animated shader applied, but a node that uses a different alpha image
its kind of an older way of doing effects that doesnt use GPUparticles like i was originally thinking about
but it looks good, so who cares
like so, but that central cylinder's scale is directly affected by the distance between the origin and the hit marker
the 'wave' never changes in size as a separate mesh
if u wanna see the video of it in action i posted it in my dev chat
i think the speed lines upon reaching a certain velocity are a really cool idea
damn, every time i look in here i see something cool i have to keep myself from being like 'damn i should do that'
the weapon system re-do is allllmost done
now, there's only one skeleton and it re-poses / weapons contain just model data basically now
this got rid of some hitching when changing weapons and overall it's now a lot easier to work with
I think this may be the first time ive watched a video here with headphones on, loving that ambient track
that's hajimari's work :O
from a few months ago
every now and again i throw on one of those tracks, she nailed the feeling so well
im wondering if at some point I missed a project revamp, because there isnt gunshot sound effects
definitely nailed it
it fits perfectly with the theme of the game and setting
nah i was just listening to the song while recording and working last night
do not have ingame sfx yet, though it's trivial to add, i just doin't have sounds worth adding yet
ahhh okay
realizing i may not have ever posted the full track here yet actually, i think it was just some of the rock/metal stuff
here's some fucking heat she's made
you'll have a lotta this in addition to some classic boomer shooter metal
awesome stuff
I'm still contemplating how to get someone that can specialize in something like Alexander Brandon/Michien van der Bos style industrial
That's awesome that you found someone who can match your vibe
I do feel very lucky to have her and it's not just because she is also a partner but like actually explaining what I was hoping to get sounding like and she comes back next day with exactly. what i had in mind and so much better
That's super valuable yes
both her and my mapper understand the idea and theming very well
it's What makes it so much fun to work on with both of them
Sometimes I wonder if I'm giving myself brainworms by putting Brandon's music and various tracker bangers as test level placeholder music and if it'll ruin my expectations
Well, hope I find someone as cool as yours
I hope you can find a good match
and no, don't worry, I literally had the dusk soundtrack on repeat in the early days of Slamfire development
when I first started making the project I thought in the future maybe it'd be really something crazy if I could get him to do music one day for a game
although since then, I genuinely do feel between the two other people I'm working with they can absolutely produce similar level quality stuff
they won't say it themselves but I really do think that
Thanks for that
I had the exact same thought LMAO
"maybe I should DM Alexander Brandon and pray"
I mean hey you never know
I emailed Ken Silverman about a technical question regarding build engine and he answered an hour fucking later on a Sunday night
How's it goin?
testing out crouch sliding ideas
you know i just realized today
all those years i spent toying around with pimp my gun
pull out that old brain
Big punch time. I'm kinda wondering though if maybe I should go back to the drawing board on the melee weapons and combine the two somehow
floppy sword
Big floppa
My dirty mind would use this weapon only
it's not motion blur
or maybe its intended to just be really floppy
It is floppy
All hostiles will get fucked

it wasn't my intention but like
it kinda has a neat effect if it isn't super strong
like it fakes motion blur in a weird way
squash and stretch is odd in continuous 3d
If i will get my hands on possibility to change configs of the weapons
I'd make this one absurdly powerful in first place
this is actually really similar to what i tried to do in QV's opening animation
scaling the model weirdly and moving things about to make fake smear frames
very cool 👍
you can
there are many cheats built in, the console will allow yet more, and the game "variables" are saved in a resource file you can just edit too
personally i like playing retro FPS games on soul crushing difficulties but i've also had a lifetime of playing them, that isn't the eintended experience for everyone
i'd like people to have an enjoyable time playing the game and want to play more and improve after seeing what sort of fun things people can do, and how the game teaches them to do it
if that means having buttons for cheats in the accessibility menu then ya thats fine
buncha buttons, "enemies ignore me", "i can shoot forever", "nobody can hurt me anymore" etc
Thank you so much
Developer menu in my case
At least it was fun renaming machine gun to "big dong" and just making absurdly huge recoil that flipped the camera and launched the model to cosmos
shotgun jumpscare
okay, with this one i go back into the AI grinding dungeon see y'all later
so begins the AI
making a very short level to test how they'll work in actual gameplay
Fixed some lighting issues this morning, now to make ethe game stuff work like ammo proper and fixing some values for mass, etc
and also, gonna take a look at some footstep sounds today and start getting some sound effects made
Which software are you using to make the levels prototyping ?
Ok
Personnaly i use trenchbroom
both are equally compatible
trench brooms use case might be a little more aligned to Godot as its developed as a generic map editor
One downside to NRC is that it is very Quake 3 focused
Not that it can't handle other games
however it's not nearly as intended for generic projects and you really have to work with the program and have a bit of an understanding of it to make it work. func_godotb eased that a little bit though
It operates on dot map files just like trench broom
Alright
so while I could write a custom implementation That would be something away later for the future to tailor it specifically to my game and for now I heavily use f_g
The only thing that radiant offers over trench broom is patches, which are currently not supported outside of a specific few games like Quake 3
I'm working on rudimentary support for gd
If it's less convenient to use for a level designer newbie like me, i'm probably gonna keep using Trenchbroom
Thanks for the explanations !
yeah, it's a little more powerful at the cost of a lot less clear. i use it primarily as the people i have mapping support from have an extensive history of using it, so it's a no-brainer for me to use that as much as i can
if you're familiar with quake mapping workflows though it's not that much different, i just started from 0
Well, i know how to create, resize and rotate blocks
That all 😅
Yeah i really need to learn how to correctly use Trenchbroom
most of the stuff is just workflow speed increase - quickly manipulating brushes effectively
the important stuff is really knowing how to clip and skip appropriately
how to use occlusion
Ok
those two tings are something that are the same as the end result is what matters in godot
reload animations are my passion
also yeah the guns actually have ammo that works, crazy or w/e. integrated into the save game system now as well
i'll pose the hand with a shell in it later though this is too funny
Another boomer shooter essential
ANd lmfao the trail of enemies following me flashing by 😂
was discussing some things w/ a few different people and decided to scrap some of the fonts in favor of much more readable text
also you can save and load properly now through binary files
Thank you again for telling me about vulnerability
Nice font
Haha it's Roboto Mono
I've used this as a terminal font on my computer for.... a long time now lol
Roboto is a really good font
I've been using several different fonts in that vein lately
Raleway is good too
pet da kitty c:
how the FL*[ does one learn PARTICLES
💥
YESSS GUNJUMPING
rocket jumping was already a thing as was kicking but i also wanted to do something with this too
there's yet more to come too
drugs
the ol health injector
Good old heroin injector
more on save/load to prepare for enemies, projectiles, keys, etc, that are spawned in or freed over the course of the level
small test project
Here's the idea
need to cleaen up the dict formatting though lol
I now understand how your system works and i love it
Btw i can kinda notice that set/get thingy i suggested you!
Just no dangerous set_indexed/get_indexed lol
another important boomer shooter classic
i Must Make The Usable Things....
anyway, saving and loading largely works now with that system above ^ it was a bit of a Fun few days to implement
but the result is you can save your game at any time and load at any time - something i didn't think i would be able to include and was planning on designing a save system around that
but hey, now we have the good option!
it's just a simpler portal
i just don't have a char model or sprite to use ATM
i want to make surfable props now
anyway door kicking gaming
Same ;v;
ehe thank you guys, it's super exciting
i was expecting the steamworks process to be rougher than it rly was
the roughest part seems to be the pricetag
like, setting one for your game or just applying?
Applying lmao
all things considered $100 isn't terrible but the tax info stuff sure is Fun, and a lot of people goof it up somewhere especially w/ single member LLCs (like I have with my company)
It is surprisingly easy, really
yeah!
i just read it carefully and the small text that says what to do if you're an SMLLC
most people probably struggle to figure out what exactly they are and what to select b/c of that, the options are some legalese, but it's not that weird - esp if you alreaedy do similar googling with coding
At least i can tell people i'm registered as sole proprietor in USA
You Are Now Captured In The Post-Reagan Meta-Prospherity Eco-Financesphere System,
Honestly now i think about all that stuff in gamedev, all that paperwork. It's insane how serious everything is. At least it is not fucking with my mind too much lol
hahaha yeah, the steam application was a 'shit got real' moment indeed
Help me i'm just a foreigner, i assure you i have no property in USA
like oh, i really am doing this huh
Wait once you apply the steam works stuff
I already did the taxes
Is it hard to actually
Apply the game lul
(genuinely debating if I should make fumoshooter or cf my first steam release)
Wait how much is this game gonna be costing btw
no its not hard to do once youre in i dont think
slamfire will probably be $20 or so
1 year of work
Yeah worth it with the polish
Get it released and farm wishlist immediately
I'm waiting until I have some combat footage to put the store page actually up but it should be pretty soon
with the new system
I'm waiting to get back a test 3D model from a friend right now
Ahh
How cancer were the hands to implement
Cuz damn that's a major limitation for me
not at all
i do a mix of IK and animation
i had some Fun in 4.3 upgrade when that changed
but its not hard
doing it good now that is aonther q
Making things work: Trivially Easy
Making things work well: Insanely difficult
True
it works for me because my visual stylization helps me hide some more weaker areas
What's slamming
Good price
I'm scared to go above 10 with Command Quest
But your gameplay looks fun already, so fully polished and with content, 20 is totally worth it
Biggest part is le c o m m u n i t y
hahaha yeah, I feel like it's a pretty fair price for the amount of content that I want to plan out for the game when shipping plus the map making capabilities
My plan is to make a game worth 15$ and make it 2$ so people feel guilty about paying a meager 2$ for a 15$ game
wrapping up some bugs with weapon pickup / changing but i think it's all good now
also makin some new tracer effects
Hell yeah
also, I wrote a shader for the HUD so you can change the colors if it's not readable or whatever else
they're split into three color groups
here is code , feel free to use
uniform float text_gradient_start = 0.0;
uniform float text_gradient_end = 1.0;
uniform vec4 c1 : source_color;
uniform vec4 c2 : source_color;
uniform vec4 oc : source_color;
uniform float r = 0.1;
uniform float h = 0.25;
void fragment() {
vec4 t = texture(TEXTURE, UV);
float a = t.a;
float y = fract(UV.y / h);
if (distance(t.rgb, oc.rgb) < r) {
COLOR = vec4(oc.rgb, a);
} else {
vec4 gc = mix(c1, c2, clamp(mix(text_gradient_start, text_gradient_end, y), 0.0, 1.0));
COLOR = vec4(gc.rgb, gc.a * a);
}
}```
this is made for bitmap fonts
r being a color tolerance for the outline color, h being 1/# rows in the bitmap font
and finally, another thing for today- i added in the usable healthkits , but i need a different model for a health pickup now
enter: the artiforg
very nice 👍
random youtube video go . . . .
The crosshair spinning when using the revolver is a really fun idea
Did you move away from your 2D weapon sprite process in favor of using the actual models?
Yep
It has a neat viewport pixelization effect on top of it to make it look a bit more like the earlier version, i think
What's the reasoning? Both look really good if I'm honest, curious why the change, though
I can't tell exactly, sorry, but i assume it would make it easier to work with weapons and, potentially, allow for easier mod-making
But i would like to know exact reason too
That's just what i heard for a little, i missed that moment
We need answers! 😆
SLAMFIRE is looking great, tho
I started out by doing 3D models and trying to pixelate them live, but when I was so new, I just couldn't figure it out.
I tried making both - ultimately, the images stemmed from models anyways! - and ended up liking the weird effect I came to develop over a few days by tweaking fov and placement
I tried chopping animations and doing all sortsa things and just ended up liking this look a bunch, to where I got it clean enough to look at normally and not see a ton of obvious glitches in shaders and shit
you can do both, if i'm being honest - the way the weapons are set up the viewmodel scene would just be a sprite3D
there still even is some sprite work in there, too - like the kick and some props and other stuff
i felt the biggest driver though was considering the focus on movement: sprited enemies just don't play nicely with flying around
I see, I really liked the old style, but the new style has a tad more modern touch to it that is equally nice. I love that the particle effects still using sprites. Very crunchy 😎
:D thanks! i'm really happy with how the muzzle flash and smoke turned out
I tried a few times before this and never got the sprite just right, but this one came out pretty good finally
Ah yeah that makes a lot of sense
bah discord is trash. Meant to reply to this
and even in 3D games there's a lot of sprite particles. TF2 rocket launcher trails for example
well maybe those aren't but you get the idea
for sure
Sprites for the win
Especially if you wanna get some advanced lighting effects
Like sun flare
yeah, a goal for a long time has been to mix two and 3D in an appealing way similar to how build engine was capable of mixing sprites and voxel models and still having a consistent style
If I ever return to my Phasmophobia clone (lul) I think I'll be using billboard sprites a lot. It really lends itself to horror themes
I think you're on the right track, personally
yeah it's looking successful
It seems things are going well, especially the last few days or week or so
I met a lot of fellow boomer shooter developers through a YouTuber doing an indie fps showcase last week
and it just kind of went from there really
woah did you get featured
Oh no, I just watched because I am a nerd about Boomer shooters
ah
Ah man that's sick. Meeting like-minded people is always a blast
still cool
I didn't have enough content to feel like I could show off
But the guy who hosted it, ZlimBratSki, was very happy to have people and was constantly asking for people who wanted to show stuff off
paired with a steam sale It did really fucking well, so for the next one I am definitely going to try to have stuff to show
Working on a FPS Metroidvania as an hobby. Shitposts are kept to a minimum. Mastermind: @MrBri11 Music: @taxisalad logo/banner:@seansart2
No NFT
another cool Weird Godot FPS
how difficult is this style of lighting to achieve in godot?
makin a demo level
testing out how enemies work in different room sizes and layouts
this room should be kinda interesting too
heart 👍
I knew you'd see the autorig thing, I got that shit immediately
Probably the most useful plugin for blender I can think of
At least for game dev
ya so ive been working on making Splats and also bullets better
tthey were bullet effects but now they are actual custom node3ds that do ccd
also tunable gravity too
Splat
dude it'll never not be funny i keep getting OWNED by 4.3's skeleton changes
i figured it out but i still wanna share this one LMFAO
you killed one and they all just said "we're watching you"
New anti mannequin ai
ancient model I updated poorly lol
[splortch
yeah, it's been fun
i've been refactoring a bucnha stuff, i am still alive
have another interesting side proejct idea in the works
Also, these bullet effects
are they purely visual or do they also affect enemies if they land on one?
i hope lol
it's not uncommon for boomer shooters to do projectile bullets
anyway BAM
moving platforms ALMOST done......
im excited to how all of these features are going to be used in maps
i imagine one map just has to have only 1 second of ground time while you're in mid air for the rest lol
:D that would be wild hahaha
these are pretty standard in your typical boomer shooter - as far as elevators and moving platforms go - but the super short distance high velocity ones are fun. i'll have proper jump pads though
Cool Map Idea...
Anyway i pretty much gone the moving platforms done
they are a touch jank when you move downwards too fast but oh well
splat
working on perma blood painting
it's handled not unlike portal 2 in theory, still learning
also, i wrote a subtitle system - not sure if i ever posted that here
and also animations are coming soon to enemies; i've figured out a bit of a better way to at least get some humanoids in and moving around
goofy shot i made while testing out importing and setting up an animation tree
i want to figure out a bit more of how to do blending etc
Pew pew
Movie recoil
also side note that model is sick
got a business meeting 👀 shortly but after that its anim tree time
aww thanks lol
its actually the first humanoid model i ever made, i took it as a base and adapted the crap out of it and connected the limbs
I see slamfire is taking a slightly different artistic style and im all for it
the 3d enemies just work better with movement tbh
Damn
its really good
Lol
before (3 months ago or so)
after
was a fun evening
my blender skills have dramatically improved since then
gone from being a mannequin to a chad military officer
who will ultimately be exploded by a bunny hopping maniac that defies gravity
lol
Yes. lmfaoo
i've had such a silly day of "wait, why does that math work??"
but i'm finally back on track with enemies, manging look and desired movement directions, and also working that into the blend tree
Hi.
Reload cancelling.
I like how this lets you play with the shotgun a lot more fluidly especially with how the alt fire works. You can take a second to prepare a mega shot, then reload and get ready for a biiig entrance or you can just kinda stop, top off a bit and keep going, or oh shit you got surprised in the middle of reloading.... but you left one in the tube just for this moment!
New SMG reload animation also
Okay so I had an idea before I went to sleep...
Is it only restricted to dual wielding the same weapon or can it be two different weapons?
Ah ok
working on AI pathing
no navmesh required :0
i'm using it more as a last resort
Woah! Is that a plugin or smth? I really like that pathwriting interface
I use func_godot to make levels out of .map format
the editor I use, NetRadiant Custom, supports showing the target -> target name lines, which this uses
each path point just "targets" the next
I haven't heard the name NetRadiant in years omg, I knew those green lines and boxes looked familiar
:D but you HAVE heard of it
some LUT testing
Heyo. Today's update is a bit more limited. Yesterday I spent some time figuring out how to write a GDextension module and begin to offload some stuff into C++. With that up and running though, back to full speed ahead today.
here is a small aesthetics experiment I did yesterday as well (image was made for unrelated promotional material background art)
the LUT + screen palette filter dramatically improved the colored lighting
i'm reallllly happy with this, and it seems to be pretty well recieved so far online as well :)
maybe 1/3 of the game will be set in something like this. more, potentially, but at minimum, one of the episodes is set in the city
looks really good!
goofing around with more concept art and animation/polish. i decided to add in some fun, though totally pointless animations if you're not holding a weapon
still working on the drawing, goin to sleep here in a min (5am jumpscare)
think i'll restart that one in the morning, just not satisfied with proportions (as always, lol, but it is getting better)
Hell yeah
Rocket jump
wait
My bad, shotgun jump
wow the hand animations look really good
Hi.
Y'all wanna see something hilarious?
This works.
Lmfao....
I'm cutting out some code in the two classes there but it's not relevant to this hilarious trick
It's more readable tbh
heyo, been busy doing more c++ - realized that i was doing it totally wrong with regards to structuring stuff
so i've been fixing that and in the meantime made another weapon model/concepted it out
my smol gdscript mind cannot comprehend this
been working on some concept art for other enemies and characters also
it's been some time since i drew like this
fun to get back into it :)
Damn, those wrinkles on the clothes look really nicely done
Sorry for the necroposting, it's been a while since I checked this server lol
GASP
i'm alive
I did some concept art and started on a player model
turns out, it helps a lot to actually, plan stuff
woah, this looks cool!
thanks :> i've been a bit quieter lately but i think the light at the end of the tunnel is near
i've been debugging the player movement c++ port, that's about it. it had some oddities with stair stepping
woaaaaaaahhhhhhhhh
I love that concept art
looks almost like a comic book
Will you be updating to 4.3?
i already use it
I think it's a good update I've been using the pre-released versions for a while
have you tried directx and opengl yet?
The eyes of an arena fps protag
Truly lmfao gotta have some crazye
eyes of determination
i had to redo them sadly lost the last texture somehow
still working on it though
pupils are not qujite there
How dafuq do you use Armour Paint?!
what do you mean
I grabbed it, but there's so few docs & tutorials compared to Substance Painter
