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115 messages · Page 1 of 1 (latest)

onyx copper
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Helmet looks fire

latent hound
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oh sweet heres the thread

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i love your visual style so far

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retro but not the overplayed style (of which I am guilty as hell)

rigid scroll
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looking good

safe yacht
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You have a better gunplay then starfield already

wind cedar
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looks good!!

storm valve
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nicceee I love ricochets! im ading them aswell to my game

latent hound
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the music though 🔥

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good hcoice lol

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also, the firing animations are so good

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that pistol has weight

inland yew
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Looking good, like the style

inland yew
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On my own projcet I used a shader for the clipping

inland yew
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Nice, looking good 👍

rigid scroll
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nice, whered you get the face textures from?

storm valve
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nice! looks like fallout combat armour

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made a new vault for my game

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lmao most of my game will be out in the open gdskull

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cheers man

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oh dude you dont even know how much of a hard time I had with an animation

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and how the engine got the interpilation mode wrong

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oh hell yah

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garbajj is goat

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also I dont get why modern retro games dont use metallic maps, I just added one to the vault

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its a secret military base that was hidden in a national park

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with "park rangers" making sure no one gets there

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once the military was mobilized after bombs dropped they didnt let civilians go to the park or vault

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the civilians took up arms and destroyed the small military contingent and took over

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then it all came crashing down when some mutants and deadly gas came to the area

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sorry for waffling abit

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also im kind of trying to do sort of a old fallout style but in 3d

storm valve
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yes

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they did a great job

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the only problem is that they used the same format as the 2d game so when its up close as an fps it becomes very pixelated

storm valve
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nice

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I have footstep sounds a working reload n stuff

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also a cool gun sound

storm valve
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really buggy rn but stilll

glacial wren
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@fading coral You able to reccomend any resources you looked at to get your FP animations in engine and hooked up properly (as in like idle anim when your idle, reload anim when you reload stuff like that)

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Like did you make those anims in Godot? or were they imported from another software. I seen some tutorials that show how to set up fp anims with arms but they only show anims made within Godot, i'd want to import my own from another software. Any other tutorials I find seem to only have guns with no arms

glacial wren
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Ahh right ok ill try checking out Chaff_Games stuff. My only game knowledge stuff comes from dissecting the Halo engine and seeing how its done and making my own stuff there. I'd like to make my own thing and transfer some the skills I learned doing that to Godot just bit tricky atm trying to figure it all out

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So when you say you dont have bones in your arms, the video where you hold a pistol are the arms just static there?

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Hoping to try replicate bit of the workflow from Halo to godot, seems like its roughly similar. Like you make animations in whatever software, get it in engine then you do the extra stuff like particles from the engine, same as halo

fading coral
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Sci-fi Themed FPS Project

storm valve
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So your making halo lite in a way?

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id love to see an indie re create halo

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instead of making doom clones all the time

glacial wren
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I wanna make a halo lite lol

storm valve
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do it then whats stopping you?

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like a halo 1 clones shouldnt be too hard to make right?

glacial wren
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or like just hook them up to my fp controller

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considering offering some people like lil bit of money to just give me a simple project scene that only has a FPS controller with 1 set of animations, like just idle, reload and fire. Just so I can see how its done and I can add on to it

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Or if anyone knows of any publicly available FPS projects that have First person arm animations with a gun that'd be a great help, im not asking for like a whole game project I just want the FPS controller with a sample set of animations to see how its all hooked up

storm valve
glacial wren
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idk if soliciting project files is illegal here mb if it is

storm valve
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my b

somber hare
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Sorry if you’ve answered this, just saw this, are you using the same sway / movement across all the guns?

storm valve
storm valve
storm valve
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left one is from stalker not myn

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yep

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made it today

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thx man

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I struggled so much at first because it was my second time ever making a character from scratch

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but in the end worked well

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whats your process for texturing characters normally?

storm valve
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damn

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yeah that method really never caught on with me

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so I use substance painter instead

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lmao I sorta ripped off fallout and star wars cad bane

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fr

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this is what it looks like before turning it retro

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so maximum would fit a game in halo 3's era

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because im no expert at substance and I dont have zbrush to sculpt really good details

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but it gets the job done for low poly/retro

somber hare
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Love that model, what’s the basic process?

latent hound
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export a projectile variable that's just a packedscene

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simple approach

inland yew
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export is def your friend

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my weapons have all export variables

inland yew
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oh dude

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that export string

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go for anim_tree

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use an animation_tree (blend) then you can name them all whatever you need and re-use

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you can also just straight up use the texture then create it via code (for your decal)

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don't know if that can help you

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that would be in code

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with a timer

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you got a state machine ?

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    var sound_ins = AudioStreamPlayer.new()
    sound_ins.finished.connect(sound_ins.queue_free)
    if weapon_ranged_automatic:
        sound_ins.pitch_scale = get_random_f_amount(1, weapon_gunshot_pitch)
    else:
        sound_ins.pitch_scale = get_random_f_amount(1, 1.2)
    sound_ins.bus = "SFX"
    sound_ins.autoplay = true
    sound_ins.stream = sound
    sounds.add_child(sound_ins)```
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That's my create_sound function

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(discord really breaks code eh)

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one for music, one for SFX

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    near_handle = BoneAttachment3D.new()
    far_handle = BoneAttachment3D.new()
    skeleton.add_child(near_handle)
    skeleton.add_child(far_handle)
    near_handle.bone_name = "near_handle"
    far_handle.bone_name = "far_handle"
    weapon_ranged_left_ik = SkeletonIK3D.new()
    weapon_ranged_right_ik = SkeletonIK3D.new()
    skeleton.add_child(weapon_ranged_left_ik)
    skeleton.add_child(weapon_ranged_right_ik)
    weapon_ranged_left_ik.root_bone = "mixamorig_LeftArm"
    weapon_ranged_left_ik.tip_bone = "mixamorig_LeftHand"
    weapon_ranged_left_ik.target_node = far_handle.get_path()
    weapon_ranged_left_ik.start()
    weapon_ranged_right_ik.root_bone = "mixamoRightArm"
    weapon_ranged_right_ik.tip_bone = "mixamorig_RightHand"
    weapon_ranged_right_ik.target_node = near_handle.get_path()
    weapon_ranged_right_ik.start()```
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basically, I have made it so adding a new weapon takes way less time

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don't need to create a bunch of nodes

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if you get hands, you can add constraints, for example, in my project, my hands are fixed to 2 handle, those 2 handles are then fixed to the weapon itself

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yeah, I like Stalker lol

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Stalker Anomaly, if you haven't had the chance to try it

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one thing I might try is to have all the animations except the reload be procedural

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with tweens

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cuz currently, every weapon has every animation done manually in blender

somber hare
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damn as someone who struggles with the simpliest organic modeling, this is nice

storm valve
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made a soldattt

fading coral
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New Proj Inc B)