#general-modding
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it needs more stounezzz
My beloved.
https://twitter.com/GameDevKS/status/1545756768042631171 I iz back making gaem
Here's a small preview/update on Retrowave '84, my upcoming #RetroFPS game, showing improved lighting and combat!
#screenshotsaturday #madewithunreal #ue4 #gamedev #indiegame #Retrowave #lowpoly #FPS #indiedev #retrowave84 #neon #comingsoon
Thanks ๐
I fucking love the art style
Thanks man, spent hours tweaking it to get it just like that
Ever try to get in a groove with development but family members keep needing you to run errands?
Everytime I try to sit down and work
Almost every day
Yeah same
and multiple times a day
my solution is just to get up early af, then no ones awake to disturb progress lol
NO WAY
This has to be one of my favourite scenes from Yugioh the Abridged Series. The original goes for about 5 seconds, but i decided to make a full one.
I don't own anything. Yu-Gi-Oh belongs to some Japanese guy and the Abridged Series belongs to LittleKuriboh.
Take a shit in the living room
Become ungovernable
Display dominance
Until I saw weapon and monster I for some reason thought this was a level for Anger Foot game.
Maybe due to cartoonish look.
Yeah it looks kinda cartoonish
It's supposed to be an old prison which player's supposed to escape in the beginning of the game. I placed monster just because I wanted to look at him at PSX post-processing
and yeah it's very far from final๐
fantastic
I love when a simple head bob for the camera doesn't work because the tutorial you're following is for Godot 3.3 and not 3.4.4
I like technology ๐
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In this Godot tutorial I'...
it's only three lines of code ffs why is it not WORKING
Technology ๐
great
I remember why I just stop doing this
until three months later, when I wanna go back and try again
Thatโs the experience of making games
Everything just breaks, and then it breaks you.
๐
just added camera shake for my game too lol
It's simple in Unreal
for camera shake I use the EzCameraShake package in unity
are you using the generic camera shake class
I just make my own script for camera shake
better than whatever the fuck Unity asset store has because fuck paying for something you can script easily
plus more control
NaniteCameraShake or somethin'
good job
I also have a camera shake shader for Godot
it's p good, but I usually use it an tandem with the shake script
it's free
Certified godot gaming
might can this idea before I finish it
https://twitter.com/HellishMess/status/1545322239922675713?s=20&t=qTwQp8LbcJDxUp-kGWG_DQ Did a Twitter thread tutorial thing on the basis of the fake lighting stuff in my projects. Will probably do like a more complete write up later down the line but for now here's a thing.
No, basically it's transparent geometry with a material on them.
UE4 shaders be ballin
Oh, a'ight ๐
It could conceivably be used to make sector based lighting? Probably not the best solution for that though.
Also got this idea for future-stylised arena but clearly I just don't know what to do
Maybe I KNOW what to do, maybe not...
So in other words, you could describe it as "light decals"
Pretty much yea.
Aren't those just decals with Emissive Color?
I generally refer to them as light volumes though since as far as UE is concerned they technically aren't decals.
but hey, I see your fake geometry is more advanced
what do you all think of these signs just to remind the player what direction they're supposed to be going in the dusk levels
it is a racing game
pretty good
i would recommend darkening it a bit
make it more dusk like
might not be able to see it though
also i gave duskdude's kart actual textures instead of it just using the default material
there wasn't any thought put into it, i just slapped random materials onto it until it looked good enough
a little small to see imo
exhaust pipes look best imo
meatbox made it
top job
WOW
idk if it does but there's the wheel prop texture you could use for the wheels
what a ๐
it is absolutely great
how about this
oooh that does look good
or should i make it thicker
would need to see it form distance
this is up close
like from a moving cart pov
what about this
yeah that looks fine
great
ok cool
Maybe put a spotlight at the bottom of the sign for emphasis
ahh that's good
do we really have that little faith in the player to need so many
textures good though
it's not player faith lol
Im talkiin from my tiny ass laptop monitor
good point
you have to plan for the dumbest player
low tier setup nomination
eh it's a guide but it's also decor because i have no other things to put there other than trees and maybe rocks
but remember you can always change things after an initial release
well yeah
if the players seem smart enough you can get rid of it
if they are dumb make it bigger

make it a checkbox toggle in accessibility options
it is a heavily edited kraig
should probably adjust the boots a bit more
but it's decoration
have you guys been using the sdk or just ripping the files
all the files are in the sdk
yeah thats what i thought
this is why i need the pc version of dusk
(like amid evil/gloomwood) we've been cracking those open like piggybanks
yuuup
havent touched ultrakill yet i see
yeah i forgot about that
well
ooh nice nice
there isn't like a git repo/dedicated chat/dropbox/Unity Teams thing between the team so I only really know the stuff that plaz shows me
V1's model was released officially for use in fan stuff (mainly SFM)
oh YEAH
and most of the other models are somewhere if i remember correctly
I forgot about the V1 release
i remember seeing a swordmachine model download somewhere
You can just rip those from the game
I had to convert the model to fbx by installing a blender plugin
AssetRipper will do the job
and will decompile the game into a (mostly) usable Unity project to boot
AssetRipper is currently the state-of-the-art when it comes to ripping Unity stuff
AssetStudio is the ripper i've used most of the time
it just takes forever to find what you want
unless you already know the name
ah
never forget the most useful method of ripping
DM-ing the developer and going "hey can we have [ASSET]" and the developer in question going "lmao say no more"
I can vouch for both AssetRipper and AssetStudio, I've contributed to both and can confirm they work properly
perfect
Alright gamers, today should I do trees, clouds or cliffs?
With Assetstudio I found very funny things about that cursed game I always meme about
like how half of the textures have the UV on them
Like it was exported as a PNG and put into photoshop to be used for the model and they just didn't remove the UV from the image before saving the image file
cliffs
CLOUDS.
HATSU CLOUDS.
Clouds sounds good
ive been outvoted
make a duck
clouds seem fun
or a bunny
make a cat
a pissing mechanic
hatsu hasn't made the petition mechanic tho
One of the thing's i'm trying to do right now in new blood kart is since i'm too lazy to actually code my own AI i'm trying to set up MLAgents
But every time i try to install it i get a shitload of errors
Also Visual Studio doesn't recognize it
and i thought im supposed to do everything myself lol
lmao
if u do it then i'll do too
Well clouds it is I guess.
(im just looking for excuses to cut corners)
I wish Unity would focus on making the engine suck less instead of dumb ML shit
what's ML?
machine learning
ah
Whats that zombie?
You want MORE ML shit?
Tempted to just, make the clouds the horizon trees, but with a cloud texture.
no make them funny hatsu geometry
fuck it i'm just gonna try installing it again
and if it fails again i'm just gonna put off working on the kart ai for the next month or 2
nice
just set up waypoints on each track and get the agents to follow them in sequence
if they get knocked off track then they should attempt to move back onto it automatically
That's what I did before, but it didn't work out
Actually you know what i'm just gonna try it again
whadabout the menu
oh right
meanwhile me, struggling with godot
eh i'll finish it later
godots fun
rofl
just putting this out there-
from what I've talked about it with the programmers on "otherprojectTM" unity menu functionality is far less headspltting compared to AI
Is this...
Is it...
Walter White Mini bull terrier?
Gzdoom is a pain in the ass
CLOUDS
Different project.
Also they're ๐ฟ right now because I was tired of them being a cube.
Will replace their model eventually.
might mix this better later, might not, who knows it works for now
Making the big tree slightly less debug texturey, still temp art but uhhhhhhhhhhhhhh.
tree 
๐ชต
Doesn't blender have a tree addon
Not really the style I'm going for though so uhhhhhh.
It looks like before this tree was chopped, it was the tallest tree in the forest, seen from miles away, helping travelers find their way. Or it was just a regular tree standing on a really high hill.
goody aaaah endless-arena
gotta add two portals which teleport to other small areas and... call it a day?
and yes thats hell
looks like a burger not gonna lie
Worked on bits of my free time to add low level support to add optional music data (BPM/beats/etc) to audio files, so interactive music, beat-sync sfx, etc. can be possible.
Here is a demo of an interactive music player that may ship or not with Godot.
369

managed to get movement, screen shake AAAAAAND fucking the visuals up
once I wake up, it'll be time to make levels and more stuffs 
...what is thisss
I made a thing
Oh, things are getting serious now
EXACTLY YOOO
analogue horror
this better not be dunes
Well they are?
Damn I really wanna add Sandworm as a special boss for this arena
gotta be honest i thought it was inside a ribcage
So I've encountered a weird "bug" I guess
When I test the online for my game I run one instance of the server app under the localhost IP, and 2 clients, 1 in the editor and 1 in a build
The one in the build works perfectly fine, smoothly moving and strafe jumping around exactly as you would expect
But the one in the editor gets really choppy and laggy whenever another player joins, and I have no idea why
Like, doesn't matter who joins first or anything, for some reason the editor run one just does not get along with the build, and I've never had something like this happen before where the build and the editor behave differently
I mean, I guess if only one has to work, I'd rather it be the build, but still ๐คทโโ๏ธ
Today on """""tech art"""" with Hatsu, render target decals.
Still needs workโข
Was tired of trying to implement preskinned local position so I'm just doing this now.
Lol, at first I thought a bunch of eyes were appearing on the teapot
this looks good
Forgotten Farm..
well, it's veeeery work in progress, gotta add one big house with other misc stuff like trees
and it should be fine
I despise using nav mesh's and Astar but I was left with no choice
NO WAY
THEY ARE WALKING NOW
Any one can recommend modded maps for dusk?
moments before a revelation
Check #dusk-modding and dusk.mod.io
Try thee map jams
Play maps made exclusively by Vriska
this house looks... so bad
Try adding wooden pillars at the corners, windows and making the roof prism shaped
average 5mil LA house
bro ๐
"How's your music file system structured?" ~ Salvati before the fact
"oh no" ~Salvati after the fact
bruuuh idk
It seems to be acceptable base for the house but these non-solid walls are just killing me
They need to be solid but hell how do I make 'em??? Solidify modifier just screws everything up
i just needed to give negative number for it lmfao
kill me
Maybe add the colliders in unity? Like either have it generate a mesh collider, make another object that is the same general shape, but with no details, call it the "geometry collider" or something, put it in the same place and make it invisible, or worst case scenario, add a bunch of box colliders parented under 1 empty object
Be sure to turn backface culling on because when extruding faces it sometimes messes with the normals, so having backface culling on is good to figure out what face is facing the wrong way
Yeah, flipped normals are one pain in the ass, thank you! It worked fine in this case actually๐
It's Unreal Engine 4 game
Oh, then idk
powg
Also blob shadows I guess because the blob shadows I was using before were uhhhhhhh ๐คข
TTR blob worked okay but it had some problems.
Got tired of having everything use the same icon so uhhhhhh.
Still uhhhhhhh, rough. But not as rough.
Okay I got it to a place I'm happy with I think.

I ported Skullface to SFM
https://steamcommunity.com/sharedfiles/filedetails/?id=2834974443
It's gooood!
When the shadows are blobs
awesome unreal lighting
But these damn lights
The house itself... issss acceptable for now actually
I guess it's time to finally place stuff here!
shroom
just a bunch of shitty placeholders lol
looks cool tho
https://twitter.com/GameDevKS/status/1547584901146234881?cxt=HHwWgsCiyZSRkPoqAAAA still a work in progress, but hows this?
hell yeah
placeholder menu that I'll p improve more as time goes on
or until I'm ready to die making actual save files with previews of where you're at in-game. H.
oh shit
After I get done with making another tileset I can work on the first area's boss & work on actual combat for the game
Fuck yes
eyyy it look good!
Forgotten Farm house progress by the way
dinner ended in a hurry
And there's still no second floor... gotta place bed and tv or somethin'
Some early footage of the Main menu and Handgun Highway. The track and code is WIP so be aware that things are going to change for the better, fast.
vroom vroom
SHUT UP NYARLATHOTEP
I GOT A KART TO RIDE
daaaaaym this is impressive stuff!
get your ass on that bed and prepare for the night of your life ๐
new gameplay teaser for a thing I started and first posted about here like 2 years ago now
Looks great
โค๏ธ
New sprawl content 
okay made it a little less boring (just a smol bit)
Great to see you guys again, game looks great.
Thank you! Glad youโre digging it
Okay after a bit of code lookup on the Documentation for I/O in godot
it wasn't that hard as I previously expected to make the live preview of the area in game on the main menu
MAJOR! IM ALT TABBING A SOURCE GAME!
nowwww how do I limit the arena zone
Anyone here tried UE5?
It's far from production ready TBH
I still wonder if I make a game on UE5, will the game be heavier compared to UE4
I'll stick to UE4 still, just to make sure
I think you can get UE5 to run the same as UE4?
But there's a lot of stuff you'd need to turn off.
One of the big ones being TSR.
oh okay, there are videos that tells you how to move a UE4 project to UE5, so I'll try that in some months when I have a more worthwhile project 
I womder if Leon did the same just to try and test stuffs out, since he's the main UE dev on NB, next to Simmo
don't forget both are meant to scale to phones.
Forgotten Farm done... ? dusk 2?????
the one who screams... again lol
gotta finally focus on AI from now on
AI is always the problem....
exactly
just steal someone else code who knows what they are doing haha
for me
I love making AI
Pathfinding is annoying, but the actual advanced in depth AI is fun because it usually presents a unique coding challenge
imagine being smart enough to write working code...
who says it has to work 

Unreal Engine uses AI Behaviour trees
Quite a complex thing, but I heard it's also veeeery advanced
For me I just wanna make enemies aggressive and give separate roles to them in combat
Then I should do two concept levels for the campaign, complete other Wave Mode arenas... Jesus
Also gotta find composer, publisher
Polish everything
Sound design

work..
k

Good luck man it's extremely hard to get anyone into your project without first giving them a bunch of money
There's no free rides
exactly...
But isn't that how publishers work? Like, givin' ya a budget to develop the game?
i must try real damn bad to get one
I don't plan on finding a publisher
If I was, I'd make a totally different game that would appeal to "industry standards" in all directions
I think it's a matter of taste
I don't think that without publisher I'll make anything, it's basically a loooong shot
Besides there's no real good publisher that doesn't have a good budget price for a start or a good reputation in their game catalogue
and as well as I'm just one gal
not like I have 2 or more in a team working with me at all times
Game dev is a hobby, not a job, If it were a job, then I'd think more people would jump on board with just trying to be a game dev
Like that's something I think most people don't understand sometimes. You NEED another source of income while making games or else money would be p thin pickings until release, unless you're like me, living in your parents house and just got outa highschool a year ago
But even if you fully release a game, it's usually going to cost more for ads or promotion for your game than it is to just see if the game gets noticed naturally.
I don't have time to polish the sprite, so have the base animation instead
Damn they do be punching
that's a a punchy robot thing god damn
k there's a playlist of almost all things done atm
https://www.youtube.com/playlist?list=PLIE7hqwr4goD2h6KLdjEAsDan0YO3GPKq
didn't show enemies because they don't have ai y e t
Yeah this 100%. I'm only able to push so hard on game dev in my free time because I already have enough money to live. Hell, even getting a publisher wouldn't mean I'd quit my job necessarily, I'd likely just reduce my hours. Game dev does not pay well lol
For every indie dev who makes it there's 100 who don't. We shouldn't get into this hobby expecting to be the ones who make it, but rather because we enjoy it
To create is to give back
If at least one person finds and plays your game, and likes it, thats a success.
Financial failure though, not gonna look good on your taxes
I want to say I do all of this moralizing and still hope that someday someone publishes me and I make it big lol
This "making it big" talk is making me think of my own gamedev anxiety. As mostly an outside observer it's pretty hard to gauge how much of a game's success is due to how good the game itself is and how much is just random circumstances.
Like I have this game idea that's pretty important to me that I really wanna do at some point, and I will fight tooth and nail to hone my skills to make that game as good as possible
Well yeah, it's 10% skill, 30% marketing and 60% luck
But it fucks with me to think that it not being appreciated could be down to dumb luck
Yeah
Way I see things even if we don't "make it big" what's really important is that we made something genuine and we fought as hard as we could for it
Goes for most things in life too
Don't even go that far. Just do it because it's fun
If you're fighting yourself to make a game then you're not doing it for fun, you're making it out of some misguided sense of duty
You're right
legit I got into a heated discussion over Game design from 2 people who are making a voxel based MMO, and those 2 people have a Team of seemingly 4 people Those 2, an artist, and an outside coder
However
They were trying to say "if you have the option to roll, it MUST be faster or equal to running speed or useful for mobility in some way or else it's a redundant feature "
And I told them my reasons (Which is the roll is to slow down the momentum of the player and to precisely control the character to take cover)
And they kept on saying "make the roll faster or else it's redundant and should be removed from your game"
As well as "you need to learn about Game design before you can break the rules of Game design"
Despite the fact I've been in game dev since I was 16, no amount of GDQ game dev talk and tutorials will EVER Substitute for experimentation and just making what you want to make.
Game design is subjective, like art, you don't NEED to know the rules before you break them, break the rules first, and define what you like about breaking said rules.
And DO NOT limit yourself to what you already know as a reason for not doing something.
Yeah honestly fuck the rules
Yeah, using your brain and gut feeling are the most useful tools in these scenarios
What game do you want to make, if you don't mind me asking?
Basically a mix between a boomer shooter and another genre entirely that I don't wanna spoil yet
afaik there's not really another game that's combined these genres like that so I'm hoping it'll be atleast somewhat interesting
Well I want to know what the other genre is lol
We're in new blood of course it's an fps
Wouldn't even be an fps actually
neo boomer shooters have been mixed with tons of random genres so i am doubtful
I'm not going to be able to steal your idea or whatever, your vision is yours too keep
mostly involving parkour
more top down shooter with boomer shooter specifics
oh?
Hotline Miami?
@ [TOP DOWN SHOOTER]
my thoughts exactly
Yeah somewhat similar, enter the gungeon or Serious Sam bogus detour is probably the closest to what I have in mind
Nice
In terms of game feel anyway
What differentiates it from other top down games?
Story and the way it's presented mostly
Don't wanna say too much until I have something to show though
I don't mind taking in hypotheticals, I have nothing to show for my hypothetical opus either lol
If the project seems good to you it can still be bad to others
But yeah, if you are the only one who knows about then yeah it's win-win situation
What does this mean
The problems you don't see in your project might be visible to other people
I point out details that people could add when looking at their environments
and then when I make my environments I forget about those exact details
Yeah
It do be like that
General problem with any feedback
Arm chairs are very comfortable
just spent a whole day pulling all my ability code into another class because I know full well it'll need to be done at some point and nows better than ever but refactoring for a full day makes me want to not be alive currently
If anyone needs help with code I'm happy to assist
it's done fwiw

just need to rig up the new signals
once it's done i'll give all you people a show (though it's all backend and not much front)
I'm still stuck in development hell where I don't want to implement any of the systems I need to implement
this was me a few days ago but I knuckled down and I implemented it
to be fair it wasn't hard but just tedious
I have to write a dynamic UI thing that works for any item in my game, and also a leveling UI thing, and also I need to implement saving and loading, and it's just like

That too. The main problem is that if you have a couple of people who can criticise you, the pool is too small to be reliable. When there is a lot of feedback you need a lot of time to sort it out
And then I need to start writing my AI lmao
Another big problem is hugboxing
Which is the opposite of the criticism pool
Everyone looks at your project and goes "Oh it's so fun there's no flaws!"
It's so so hard to give good, useful criticism that isn't cruel
I wanted to bring this up again because I've been thinking about it. To me it's a bit like working out, where the satisfaction and feeling of power from overcoming something is fun in of itself. but it fucked up as in you "miss the forest for the trees" as they say
At the same time, I do feel like putting in the hard work that can sometimes be tedious is necessary to do great things
Idk guys, if I spend a lot of my time and effort on game, I want it to be successful. And it's not just about the muneh (don't get me wrong i would love to make something from it) but about making... a difference, I suppose? Make a game that people will actually talk about, play it, discuss it and shit
Which actually means a success...
I don't want to put my time to waste, ya know
Hard work must pay off... If it's hard, of course
for me, I've been building up my game dev and art skills to get to this point in my life
While I would love for people to play it, I'm well aware It WILL be swept under the rug, I can guarantee it.
But instead of that deterring me from giving it my all, I'd rather go all in and put it out there so that I know what I'm capable of. Think of it like self satisfaction of knowing "I made this and I'm satisfied with what I've made here" instead of "I made it, I want people to play it to know it's worth something".
It's all about goals of game developer, sure thing
But you need resources to achieve these goals too
I make my own resources
If you're capable of doing so, sure!
Depends what kind of resources
I mean anyone can make any type of resource
Again, refer to what I said a while ago about "Don't let yourself be satisfied with only what you know"
I've basically started learning how to draw purely for future gamedev purposes
If an old dog can learn new tricks
Anyone can, you just have to find out which kind of learning method you like
I mean other type, financial
But at the same time it also ends up making it harder to enjoy the things that I draw
Because in a way it's just a means to an end

I'm more of a "I don't need this skill waits 3 minutes Fuck how do I do this? looks up the documentation" kinda learner
Marketing, hiring people for whatever you need help with. I need composer, but I don't have shit. I need to advertise the thing I put my soul into, but I don't have money. Hell, I want to make a whole campaign for my game, make it old-school like Doom, Quake or whatever else, its my dream since childhood, and I didn't even finished school at this point๐
I use to think this about my Pixel art,
It wasn't until I combined 3D modeling into my workflow that I started enjoying making pixel art, otherwise I would've already canned Corner Light 
i'm more of a "I don't need tutorials, I can make my own system" 10 minutes later "the fuck is a quaternion"
Mood
Full 3 episode, at least 32 maps like Doom 2 had, with different worlds and dimensions, enemies. I want to make it as epic as these games were (which isn't happening because no game will be as great as Doom/quak but ya get me)
idk what kind of music you want for your game but I would look into learning how to make music if I were you
^
It's not easy but you do start to understand it once you know the basics of music theory
Gotta start somewhere
there's plenty of free DAW's
And if all else fails put random notes in the same scale until it sounds cool 
I need to own at least guitar OR FL Studio, and still, even if I will learn something, I still won't be able to do music as good as actual composers, whose work is basically a music, +there are plenty of other activities I must spend my time on
It's so frustrating and yet so fun ๐
based
If you like Tracker style DAW's
Famitracker, Deflmask are my faves
as for actual 'in depth' (idk how to describe them) DAW's
FLStudio, Cubebass, Ableton, and hell even LMMS if you're wanting to go free
Yeah
Tons of free plugins for all sorts of instruments online
FL has a built in Guitar VST (FL Slayer)
Actually most DAW's have good guitar VST's/Samples
๐ฟ ๐ฟ ๐ฟ
Internet discussions can actually lead to something! Jesus guys, I didn't know that
Thank you
Gonna try it as soon as I can
And I still would stick to a publisher๐
I don't think Publishers give direct help (From my knowledge) maybe QA teams, but in terms of composition and stuff like that I don't think that's what a publisher is for
I just think it's more reliable than self publishing
I mean I understand from a legal paperwork side, yes
But from what I've seen it isn't something to fall back on
and you gotta know the publishers as well
like if someone just comes up to you after looking at your game and tries to pick it up for publishing
You better have done some research about them before hand, like checking the basics of What is their homesite? orrr like Who's on the publishing team? What's their track record for releases?
The list can go on
But you catch my drift.
Of course you do
Ya gotta know their story and think twice before saying something
Yeah I used to think getting published was code for "someone will fix my problems for me"
But I'm really starting to think it's more "someone will pay me to fix my own problems"
honestly, sometimes I feel like it's better to do something when I decide to not care to much
But not sure how it converts to game design
you ever just
yeah
my submission for the GMTK Game Jam
so far it sucks
funky spider
the GIANT enemy SPIDER
What I have after the first day
looking pretty neat
yoo pog
next to add:
dialouge box, levels, basic enemy ai
Stompey Dicey
Ok, so here's the situation
I want to add a way for the server host to ban players from a server for cheating, shilling in chat, etc.
So just make a struct that stores the IP, screen name they were using, reason for the ban, and for how long, add it to a "banned_players" list, then when a player attempts to join iterate through the list to make sure they're not banned
Easy enough
But the problem is cheaters can use a VPN to spoof their IP and evade the ban.
That would make the whole system basically useless.
finally i'm implementing the theme for the game jam
whenever you enter this dice thing it gives you a random powerup (in this case, a speed boost)
also if you don't pick up a powerup for an extended period of time the game will give you one automatically because i like unfair gameplay
The scrungly
yeahhhhh good luck with that. I know that some were looking into HWID as a solution, but that can also be spoofed
I'm not sure how games of old (pre drm) handled bans tbh
rockets
Pew pew
Tanks + Dashing
looks more like a teleport
Yup
it does actually teleport you
but i call it a dash because i don't know what else to call it
fair๐
title + promo art
Updated an old Game Jam game with some new rigged arms and attacks
Second Day Progress
Less than 24 hours left
Visually already looks better than any of my previous gamejams haha
SFX + Music (Music by Hinkik)
missiles because yes
looks sick
game's pretty much done, just need to add a couple more powerups and design the itch.io page
Finished my GMTK jam entry
dicing
you're definitely gonna win the jam
just submit NB cart plaz
!!!!
Haha that's a cool idea
Lol. There's going to be like thousands of games so I highly doubt I'd get a good rank in the end.
Technically speaking, humanity has led up to the point in time where I would release a top down shooter about robot spiders.
That's funny.
Play it now at https://plazmin.itch.io/arachnidroids
Music: Hinkik - Guardian
https://www.youtube.com/watch?v=oRm9t83r6cE
ok back to new blood kart
I spent the whole weekend writing a serialization/save system that's scalable to my whole map 
The problem is I can't show anyone that it works, because it just spits out a file with a bunch of binary info on it, but it works
Really starting to think I can't afford putting off art for much longer
Serialization is chaotic
and annoying when your project has a lot of script flags that needs to be saved
Now to write the loading system
https://itch.io/jam/gmtk-jam-2022/rate/1624731 my team's gmtk entry!
oh that's done too actually

I have a built in load-unload system
Here's an example of how it works, this is a bottom-level class and serialization happens in a hierarchy. SerializedWorld has SerializedWorldObjects and a SerializedPlayer, which has a SerializedInventory, which has SerializedWeapons etc etc
anyone else here use probuilder in unity?
More like ultrakill
that looks really cool
that was supposed to be... my own thing...
DO NOT INSULT THE SOLODEV
^^^^i am completely broken and devastated ๐
That Taskbar
Bro, are you still running windows 7? That's awesome.
Nah, dude, that's cool. Resist the change.
thanks mate ๐
Np, game looks rad too
you got windows 7 too?
On my old PC, but on my main one I "upgraded" to windows 10 years ago
Aaaah, got it
Me me, I like to torture myself
I use probuilder, how could you tell?
What's that? Random errors just started popping up? Oh you rascal
Use realtime csg instead
Make sure to use the GitHub version though
is done
and my ears are tired
time for code and art
whats that?
It's a mapping tool for unity
yeah i think i remember david saying he had issues with probuilder when developing dusk
probuilder functions fine for me but when it comes to uvs and lightmapping

question: do you all use the default 3d template, hdrp, or urp?
default 3d
but what if i want decals or a shader for darker shadows?
post processing can give you darker shadows I think, and there are shaders out there for decals in the standard pipeline
also you can get darker shadows in the lighting settings
i tried messing with the lighting but i couldnt get them dark enough
making a level in blender
Indie MFks are getting to crazy, just saw a cross between rust and Animal Crossing on Steam
Camera quickswaps
looking good
@sleek swift, please do not discuss politics.
It was the last word in the title
anyone wanna explain how this happens multiltiple times?
what happens multiple times
sorry
attempting to translate that into gdscript
when the player gets within a 3unit radius of the object, it should add to the inventory x amount and disapear
it sometimes just does as its supposed to
hmm
but sometimes it gives 100x its supposed to
not sure then if its doing it right sometimes
it could just be a "feature"
but itd be too op in its current state
maybe
this is a unity problem
not a scripting problem
It should work well with gdscript
why not just use on trigger enter
Also that
just destroy the collider afterwards
do either of the gameobjects have a rigidbody?
the item the player interacts with does
try adding one to the player
im using a character controller that would not work well
this check already works elsewhere so
it doesnt work
HOW
is it because there is a physical collider and a trigger?
try having a public layermask object and using that instead of 6
I think I solved it?
i moved it so that in each case it is set to done so it has more priority
nevermind
trying this out
Bush
REVELATIONS
it was spawning two instances of the object
therefore
I CAN FIX IT
so
the script that created the interactables created multiple of them
which created the random increase amounts
so I just added the limit script to the spawn script
Tree canopy wip.
Anyway experimenting with procedurally generating the big tree that you're going to climb.

meirl
Squiggle.
https://www.youtube.com/watch?v=mf7wbYY4PBE
Explosive deaths ๐ finally got em working
how are you handling the AI? are you just telling them to go to the player's location?
Yeah, they got to player's recent location and if they are close enough, they attack
The only problem is that they take some time to play attack animation and it usually makes them stop for a second, so I decided to make them jump while attacking, so they are still kinda moving
bruh I dont have the fucking image perms
You can upload stuff to imgur or smth and share the link
Oh yeah, forgot ๐
https://gyazo.com/3d0b026341c365a1f05a2d5e571b91c7 where do I need to put this
After 2 days of tears, anger, begging, and 3 human sacrifices, we got Plastic SCM working and now I can put models into the NBK project without just passing them to plaz!
Finished animating and programming the cameras
Yoooo
incredibly chunky and I really like the throw
That looks awesome! What the game will be about?
You've heard of game journalists, now get ready for the journalist game
This is an expanded version of a Game Jam game we made last year. You play as a man who finds the world overrun by sentient shoes
And he uses his camera flash to disorient them
https://jungaboon.itch.io/shoemageddon
Here's the original version
Sentient Shoes?
You mean like... shoes?
NO WAY
making a level in unreal engine using bsp geometry thing...
isssss quite a thing
any tips on how can i make this prison actually look like a prison?
You can add more grates and metal supports. Also things like chains and collars lying around
Add a secret bdsm room as well
Nevermind, Plastic is still broken and is looking for things as if they were on Plaz's drive and not my own install
That's what I was afraid of when they replaced Unity Collab
Collab had its issues but it was never this bad
What level design constraint should I use to make my demo level more interesting
I'm leaning on "entire level must take place within/between 3 towers" but I'm open to suggestions
What kind of game is it?
First person shooter but I feel that's a given here lol. More specifically it's an attempt to make an fps bonfire game
Interesting
Personally I always felt like those worked best in linear levels
Where it plays with the tension of being far away from a fire and the relief of finding a new bonefire or a shortcut to the last one
I mean individual levels can be linear ish
But the areas themselves are arranged in a deeply interconnected manner
It's less non-linear and more linear-ish areas, non linear world, if that makes sense
I'd say metroidvania more like it
I think levels at a minimum need to be designed to be a little bit bidirectional
I meant more that you need to know if you're advancing in the level/game
So it feels tense when you might die and go back to a previous bonefire
And you'll know where to go when you respawn as well
Yeah I think a lot of the more traditional key hunting fps level might go out of the window. It's not going to be a series of fps levels connected seamlessly, it's kind of necessarily its own thing
On another note I downloaded and started fiddling around with Godot
So far it definitely feels less convoluted and janky than Unity
How's the 3D component?
I've only experimented with 2D so far
Friendly reminder (like any major release) there will most likely be bugs in 4.0 that hasn't been touched upon
current progress on gaem level ๐
So if your making a shitpost game, would it be a dick move to download an anime girl model (with credit) and replace the face texture with ||Saul Goodman||?
I thought it would be funny, but at the same time it would seem like an attack on the original modeler
hmmm, honestly not sure
eeeeh
ask the modeler
best plan
^
blue: โ
glow: โ
fucking amazing
plazmin loves his neon
also this looks sick
Eeeh fuck it that gag has been done to death
lmao
I love neo n
neon white
the colors that work best with neon are red, blue, and of course purple
yes
speaking of that here's one I made earlier
YEAAAA
enemy base
R E D
now make sure the player actually is able to know where they are
and where they're supposed to go
add a map
because I can see it could get confusing with a solid color scheme of neon and black
objective atop screen solves that ๐
(cant find a recent screenshot with darker lighting, this one was while ago)
Bloom?
Naw mate this is UE4's natural look
Aye, with a post process for the outline, lighting is off on this image compared to recent, got feedback to darken the whole thing a little, give the neons better contrast without intensity
Good advice ngl
thanks
thing is its a tricky balance when using quite a limited colour pallete, often takes me hours of tweaking to get it just right balance
Far Cry Blood Dragon vibes
Aye taken some vibes from that, always dug the retro '80s' aesthetic
and of course, just having a lever action flip cocking is a must...my biggest worry is the enemy sprites though, they need some additional work
yo that looks delicious
do not eat the neon
https://youtu.be/Bv_tk01HQNE Compared to everything here this isnt much but heres todays progress
The First Of Hopefully Many.
repost from genenal
look at this duuuuuude
Meat
and bounezzzz
Mfers not medium rare, dudes a legendary drop
What .MDL does to a motherfucker
Modelfucker
Gooby
I'm really curious about how the ai is done in Ultrakill. If you destroy the ground beneath them, they just start falling like a regular physics object. How do their pathfinding work?
The what pipeline? Is this a custom pipeline for unity?
yeah
i'll get the github link hold on
https://github.com/pastasfuture/com.hauntedpsx.render-pipelines.psx also known as haunted psx render pipeline
Looking at the source code, looks like it just enables and disables the NavMeshAgent and re-enables and disables the Rigidbody
Huh, that's cool! I gotta learn how to better utilize that. My enemies sometimes just get stuck in place even when their navmesh agent is supposed to reactive
Thanks, I gotta check this out. Been using another psx shader that isn't really supported on versions past 2019 anymore
https://youtu.be/1wtmbvkTM88
small update
projectile is a placeholder atm, i know it sucks
i think im gonna redo shotguns
How do you have the source code
dotPeek
Ah
https://twitter.com/GameDevKS/status/1550196444866412546 not sure if any car enthusiasts here, but bonus points if you can recognise the car that inspired this one
I fixed it
ok
ok
YEAAAAHHH NEON
๐
green guy
looks like a funky enemy
That's some nice enemy design
Good job
if I were you I'd try adding more detail to the texture though
like the style of this, got its own charm
thank youuuuuu

