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115 messages · Page 1 of 1 (latest)
oh sweet heres the thread
i love your visual style so far
retro but not the overplayed style (of which I am guilty as hell)
looking good
You have a better gunplay then starfield already
looks good!!
nicceee I love ricochets! im ading them aswell to my game
the music though 🔥
good hcoice lol
also, the firing animations are so good
that pistol has weight
Looking good, like the style
On my own projcet I used a shader for the clipping
Nice, looking good 👍
nice, whered you get the face textures from?
nice! looks like fallout combat armour
made a new vault for my game
lmao most of my game will be out in the open 
cheers man
oh dude you dont even know how much of a hard time I had with an animation
and how the engine got the interpilation mode wrong
oh hell yah
garbajj is goat
also I dont get why modern retro games dont use metallic maps, I just added one to the vault
its a secret military base that was hidden in a national park
with "park rangers" making sure no one gets there
once the military was mobilized after bombs dropped they didnt let civilians go to the park or vault
the civilians took up arms and destroyed the small military contingent and took over
then it all came crashing down when some mutants and deadly gas came to the area
sorry for waffling abit
also im kind of trying to do sort of a old fallout style but in 3d
yes
they did a great job
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
really buggy rn but stilll
@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)
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
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
So when you say you dont have bones in your arms, the video where you hold a pistol are the arms just static there?
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
Sci-fi Themed FPS Project
So your making halo lite in a way?
id love to see an indie re create halo
instead of making doom clones all the time
I wanna make a halo lite lol
hell yea
do it then whats stopping you?
like a halo 1 clones shouldnt be too hard to make right?
trying to figure out how to import first person animations lol
or like just hook them up to my fp controller
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
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
fair
soz im not sure of any in godot
props
u got an FPS project that u could just separate a project file to only have ur FPS controller and like 3 animations you'd consider selling? 👀
idk if soliciting project files is illegal here mb if it is
check dms
my b
Sorry if you’ve answered this, just saw this, are you using the same sway / movement across all the guns?
left one is from stalker not myn
yep
made it today
thx man
I struggled so much at first because it was my second time ever making a character from scratch
but in the end worked well
whats your process for texturing characters normally?
damn
yeah that method really never caught on with me
so I use substance painter instead
lmao I sorta ripped off fallout and star wars cad bane
fr
this is what it looks like before turning it retro
so maximum would fit a game in halo 3's era
because im no expert at substance and I dont have zbrush to sculpt really good details
but it gets the job done for low poly/retro
Love that model, what’s the basic process?
oh dude
that export string
go for anim_tree
use an animation_tree (blend) then you can name them all whatever you need and re-use
you can also just straight up use the texture then create it via code (for your decal)
don't know if that can help you
that would be in code
with a timer
you got a state machine ?
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)```
That's my create_sound function
(discord really breaks code eh)
one for music, one for SFX
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()```
basically, I have made it so adding a new weapon takes way less time
don't need to create a bunch of nodes
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
yeah, I like Stalker lol
Stalker Anomaly, if you haven't had the chance to try it
one thing I might try is to have all the animations except the reload be procedural
with tweens
cuz currently, every weapon has every animation done manually in blender
damn as someone who struggles with the simpliest organic modeling, this is nice
made a soldattt
New Proj Inc B)