#general-modding
1 messages Β· Page 1 of 1 (latest)
oooh
I need to relax more so I'm making a RNG horror game
also wip music
minor change to the synth choir later in the track to not be out of key
andddd good enough for now
i dont think there are many thoughts running through that guys head tbh
'ery cool!
Doing some house keeping.
I started working on some basic character controls in UE4 blueprints and I still find thr jumble of wires to become extremrly messy. Though I guess I can get used to it over time.
It just feels slower for me compared to letting VS autocomplete most of my worfs haha
did some progress, forgot to upload it, haven't worked on it for a week because now I have to do actually hard stuff like introducing a framework for levels and stuff
added:
better ability hud info, another ability to test the ability framework behind the scenes
more "variable constants"
also very basic enemy ai, that it just shoots at you when you're within 300 units
Oooooh
redoin' first level so it actually looks like a gladiator prison
yes, gladiator prison
I've been working on a map converter for Source engine maps
Decided to expand the list of supported games, so I decided to support as many formats as possible
Managed to convert displacements as plain brushes
It's a little painful to look at, but I want to be able to convert the geo of all formats as accurately as possible
me waiting for new ultrakill layer
my sewer area in game
there is ionizing radiation in the piss
Just finished my save-load-inventory system
It auto creates up to 10 backup saves, and pulls from the most recent one whenever there's a failure to load. It stores the entire world state, including all object / enemy / player states
There's also a ton of work done behind the scenes in the inventory to make this work, which saved a ton of memory and also fixed a memory leak. It also enables me to finally start tweaking the built-in modifiable stats on all my guns
very happy with it. Each day I crawl slightly closer to a game
Game (Corner Light), OST, and all assets by: Me (CassyDaBean)
Game engine used: Godot (3.4.3)
slaps
I think so
i made the rigidbody force 150, i recently made it 175
Gentlemen, I have been SMITED with inspiration
A multiplayer arena shooter, themed around a snowball fight
With a bunch of snow themed weapons and pickups, like sweaters for armor, a snow shovel for a melee, a garden hose for a laser beam, a throwable ice-cicle for a rail gun, etc
garden hose seems more fit for a summer game for me
i like the idea
hot cocoa for healing
WATCH MORE TF2 ACTION! https://www.youtube.com/watch?v=OYXiYcX3sQ8
Team Fortress 2 re-imagined as a snowball fight!
Follow us on twitter! http://twitter.com/CorridorDigital
...Or Facebook! http://fb.com/CorridorDigital
While everyone was freaking out over the polar vortex, we we're out shootin' a video.
Download the music for free! https://so...
yeah that
i always wanted to make a boomer shooter set in 1980 poland
My thought process with the hose is that the water freezes as it comes out, and that's why it does damage
eh fair enough
This madman showcased over 40+ Half-Life: Alyx mods in a 2 hour video.
For anyone intereted in VR or Half-Life:
Mod links will be added later!
Timestamps:
00:00:00 Final Frontier
00:01:37 Star Wars Tattoin Test Map
00:02:51 Aperture VR
00:6:05 Porto Portugal
00:6:52 MineBreak Ch 2
00:8:36 Customizable NPC Arena
00:10:25 Blops17 Emergent
00:11:46 Mini Golf
00:13:43 Bolomorskaya Station
00:20:32 Jedi Alyx Lightsaber Training
00:21:09 GoldenEye
00:...
moar neon
thank god someone else here uses hammer
@rigid tangle
You say it like Hammer is dead π
a lil sneak peek at a thing for Corner Light
it should be
π¦
Looks sick
What did you tell it to make that it looks awesome
When you realise that your life is just a simulation made by some random dude in #general-modding on NB discord server
Looks like "1000 tonnes of batteries burning in Kremlin"
Jerma
Patrick Bateman
nah that's not what I meant by it lol
just hard to find people who are using it recently
UV's are bullshit
damn right
I'm working on a program that will import and export to map formats used by Quake-based engines, so I kinda have no choice but to use Hammer at the moment π
Hammer is classic and oddly approachable
Tbh I find editors like Hammer and Radiant more approachable than modern engines
banished for your forbidden knowledge
The skrunkly
had a game idea:
Dice Shooter. You have a dice, which you can roll periodically that decides what weapon you get.
Weapons range from:
-a revolver that can stagger enemies
-a shotgun that freezes enemies
-a rapid firing gun that shoots sharp knives
-a powerful rocket launcher
-grenade launcher that shoots molotovs
and more.
No weapon is weak, all of them can clear enemies.
Dicey gungeons
gungeons and gragons
A Dicey Gunfigjt
Die Katana 
you could call it: Gunpowder Gamble
New foes in rrtcw
Models of priest and cyber dog were extracted from xbox version. Shepherd was downloaded from unity asset store.
Codewise they are custom enemies, yeah. With unique attacks,attributes and stuff.
Id say animation was the hardest part
Priest looks like a follower of Omnissiah
.md3 and .mdc for maps objects and weapon models
.mds for character models
.mdc is basically compressed .md3 and its not really needed anymore.(it was implemented to fit the game on 1 CD)
I assume .mds is a skeletal format
yeah, exactly
interesting
So, today I updated Ultimate Doom Builder and when I opened GS3 I noticed that the program mapped an entire secret area by itself. I'm sure of it cause I haven't touched the map tools since a few days, has this happened to anyone else? #goldensouls #NieRAutomata
New HL:A mod is out!
https://steamcommunity.com/sharedfiles/filedetails/?id=2841548241
Didn't realize Dusk used the regular Unity Character Controller. Feels so much more fluid than what I could get with it
Itβs a very VERY modified one, but the basics like friction and motion caps are what it feels like itβs using
I wonder how he got the character controller to flip axes
what kinda song are you making to max out your cpu like that
A banger
It's not even a minute long
4 fucking synths
idk whatever this is
How the fu
What kind of punjabi spyware makes FL max out your CPU on an i7 with 4 synths
no clue
either the best synths imaginable or the most poorly optimized synths imaginable
Dropkick YEET combo
putting an arp on a synth and not setting the synth to mono apparently
Damn
Still on that net code grind, but here's some ice themed weapon concepts I came up with
how much ram?
16
Yeah, if it's some multi voice synth, putting an arp on it with low buffer settings is gonna tank that cpu lol
Unless your asio drivers are setup correctly*
Also, whatever effects you have on it is really going to affect cpu usage as well.
BOP
old message im replying to but yeah, ive learned the basics of hammer in about 3 to 4 days
edited the climax of the track a smol bit
and I think this is the final take
AMONG US??
Attempt at making first level
Looks kinda cool idk
gotta rework some mechanics, hud after it's done
Also I got this second Super Shotgun attempt but honestly I don't know how to feel about it
Much better than this thingo but it still lacks something
ambient occlusion
wut
real
https://twitter.com/GameDevKS/status/1553340406481444865 new gif with movement π
Here's some fresh in-development gameplay from the downtown city level of #Retrowave84, check it out!π₯
#Gamedev #IndieGame #UE4 #screenshotsaturday #RetroFPS #LowPoly #Retrowave #IndieDev #MadeWithUnreal #Action #Neon #ComingSoon
Great as always
me when I'm the only one working on shit
for me its more like
- Get new idea
- Get new idea
- repeat ad infinitum and never actually start anything
wood
Wood?
That's why I find the occasional gamejam helpful to get an idea out and done in a single release
May not be pretty, but at least it's a proof of concept
looks a bit claustrophobic, is this a Boomer Shooter?
i only made one game that i've released so take my advice with a grain of salt
but i'd recommend using placeholder art and ironing out the gameplay loop
idk how far you're into development though
π
poke you wiht ποΈ in eye
what
you posted eyes emote, and i decided that i can poke it with pen π€―
ok
Yep, sort of
Fair enough, actually I'm always thinking about adding all features and game mechanics I want but really I just want to make sorta first level, the one that will teach some basics and then do something else
I mean, I know what I'm going to add laterπ
poke you wiht ποΈ in eye
tonight
i feel like making 3D metroid Dread styled Rougelite game
but I can't work on it because I need to finish Corner Light

What do I need to do to use ultrakill and dusk mods
Do I need a mod manager?
Or do I just extract the files and throw them in
it's different for both and it's better to ask in their respective channels
depends on the mod too
hmmmm, still the url doesn't work
anyway, the project is still going on
the combat system has evolved to incomprehensible juggernaut and I'm proud of it

I am going to kill
Blender is refusing to bake my Diffuse map, it bakes the helmet's blue and for some reason the part that's inside the mesh for the hands ( where the hands meets the lower arm)
it's because the mat's had their metallicness set
I'm livid
dusk hd pack 
Imagine a week-long gamejam where the different NB devs try to remake each other's games in their own styles
That's nice actually!
Boy oh boy, I love when Visual Studio suddenly has missing namespace references even though they were literally just working fine a few days ago
And none of the guides online seem to work for this particular issue
LMAO extremely based
Very based
rather speedy
After a brief tangent where I spent 4 days trying to wrangle another character controller to properly wallrun, I've just gone back and updated my old controller and tweaked some deflect code (along with a handful of other things)
DELTA-T update #at least 5
-Implemented a basic menu screen, finally
-some more abilities
I've fixed the collision issues in this vid, made weapons correctly collide with bullets which was a pain, and implemented a very basic levels system by just rigging an Area2D to load the next level, lol. maybe a loading screen would be good...
adding some muzzle flash
this is so sick, i love this, where can i follow this project for more info and crap?
Thanks, one of my other team members usually posts updates to Twitter
https://twitter.com/greenislegames
nyoom
mild speed increase
nyoommmmmm
eyyo, intro cutscene check
Thank youuu man!
Are you making a zombie game ?
hes actually holding a shotgun you have to pickup but naaaah i didn't code it yet
i love the little quirky skeleton
Boomer shooter B)
und
you beat the living hell outta him and get to play
lets go
Heck, I'll play it. The environment look's pretty nice. And that skeleton better have a name
We just like to shoot stuff
we do indeed
Question for all you modelers out there
how would you go about modeling a 2.5D platforming game environment?
would you:
-Make it all out of CSG shapes (or ProBuilder
)
-Model the environment based off the player's scale outside of the game engine
-Model the environment in engine, then export the scene and import the scene into blender for further refinement
-do fucking nothing and die
as someone with no modeling experience
in engine first might be best?
that way you can get a feel of the scale first
Level design in general is good in engine y know iteration and all
Godot allows you to export the entire Scene as a gltf and import it into blender
including camera settings in engine will be exported and kept in blender
based godot strikes again
wdym by 2.5D environment? Is it for the game with the acid rain or another project?
Another project
2.5D usually is a loose term
more like 3D sidescroller
like Metroid Dread
where the scene is 3D, but the camera is usually at a fixed distance away from the scene
if its like dread you could try making a simple version of the area first, then doing background later
but the issue is the areas is like
procedural
like the layout of the map is the same, but the environment itself is different
so I'm struggling to figure out the easiest vector for modeling them
do i need a role to paste stuff in here
ye i think
Modular meshes probably.
the one who screams goes uncanny
222222!!!!!!!
Prefer the bottom one
just wait until saturday π
I actually think the bloom works really well to make the lava look hotter
Also remember, episode 2 was designed to be played with bloom 
All can be played with bloom 
fyi this is pinned in the dusk channel
I like the slightly cartoony look
If e2 sucks why does e2m1s ost fucking slap the hardest
TRASH CAN REVERBERATION
Anyone know what settings to properly match a 60 FOV camera in Blender to a 60 FOV camera in Unity? The animations aren't framed the same between Blender to Unity
Unity idk, but Godot frames it up with how Blender's FoV is built (just have to turn on "sensor fit" to "Vertical" in blender's camera because it's weird)
Yeah I tried that and it looks a little better, but still quite a bit off
Unity "units" are a bit fucked when moving from blender
Like 1 unity unit is 0.5 blender unit
You'll need to mess with it until you get close enough
Doing stuff with the efpse engine.
https://vxtwitter.com/AlphaEnt_2/status/1555359753798385664?t=21qmoKS8s5jmdKoLJlcSrQ&s=19
Geometrical hitman: Postjam update (work in progress)
Tweaked all textures, added some texture variety, added extra animations to all weapons and 4 monsters, increased player speed from 152 to 160, added music to cutscenes, added ceiling textures and other minor fixes.
That looks neat! What's the Efpse Engine?
An engine that resembles wolfenstein 3d (aka raycasting), but much nore powerful script wise.
Efpse stands for "easy fps editor"
Oh, cool. So you wrote your own engine here?
I would absolutely love to get my hands on this engine. Is it released or?
going through and deleting old projects and came across this one from 2020
might finish it one day
TUSK
Think this coming on decent
looks goodt
Neon
shiny
https://youtu.be/TAbJyMGyAok also just released some new footage, any feedback helps π
Short Work-in-Progress Clip from my upcoming game - Retrowave '84
Demo coming end of this year (2022),
Full release on Steam by end of 2023...
#RetroFPS #boomershooter #comingsoon #indiegame #indiedev
g low
"Are you prepared for what's next?"
This is the third and final dusk track in New Blood Kart. And to all of you OG DUSK fans out there, yes, you can toggle the post processing effects for that authentic DUSK experience.
#screenshotsaturday #gamedev @NewBlood @DUSKdev
π 1 π 0
looks sick man
it's funny how on twitter I use proper grammar and shit and here I just type like I have a concussion
thx :)
Concoction
same, twitter needs a fucking edit button tho
the amount of time i post shit just to have the a gramma error i didnt notice π
gramma radiation
what
21st century humor
im just making a shitpost game for practice
why did I laugh at that
Loud = funny
based

wrong channel
Gmod vibes
A bit of a progress update with my prototype
There's a lot of behind-the-scenes stuff that's been improved, like WorldObjects, which have a way safer API for storing information across saves. Dashing is also done a bit unorthodox so I had to do a bunch of math to get it to not clip through walls / project along surfaces
I'm aware that it's not very pretty, but it's very functional. Doing my best to make this as robust as physically possible
Pretty can come later. Nice!
Updated some deflection logic to only deflect to the nearest enemy that's in your field of view
holyyyy shit
Looks good! behind the scenes stuff isnt as shiny but its always worth it from what i've found
my brain is tired
I need a simple thing to work on
maybe a game where it's a 2D puzzle platformer
where you go through a procedurally generated dungeon, and throughout the rooms you can see a whole bunch of dangerous shit under you, upside down
and when you initially reach the end of the dungeon you fight a boss and then the world flips and you gotta escape the dungeon upside down, and all those dangerous rooms that you saw initially through your first run through, you're now having to solve those.
sounds like a rougelite
More stuff, I've shown saving stuff off before but it makes more sense with some text
Interesting thing, the way this works it just produces a stream of bytes that I can send wherever I want, so if at any point I determine I want some kind of multiplayer, I can send the byte stream between PCs to encode the world state. I'm like 90% sure XMLSerializer is safe and has no RCE exploits, but even if it did I'm almost definitely not doing multiplayer for a prototype lol
Very nice. Save systems trip me out, and I'm not too good with the more data-oriented side of things
smol thing
Lmk if you'd want any help, I don't mind sharing
added new car model π
Finally made my own Steam page
and published a demo
Hope everyone likes the demo
Some progress
but too much strawberry jam innit?
Congratulations! π
i dunno, i kinda like it
I was being cheeky
i know π
It sure needs some decorative stuff, looks so... blank? Especially this area
Try making the shape of the room itself more interesting instead of it being a hollowed out rectangle
Doesn't even need to affect the area you play in, like having the ceiling be a funny shape
or like having parts of the wall be broken
Sure thing, will do π
LOOGATDATPOT
BOING
very drop kickable character very cool
It worked dude! Looks much better
Thank ye
Also we got some visitors here ;D
Room without blood... tutorial level is being close to be done or wut?
Pyra, the receptionist.
Random lil game for testing out Godot 3.5
Is this using that EFPS engine?
Yeah
Been working on a Chainsawman fangame for a few days. Got the basic combat mechanics down for now lol
which colors should I use
I like the bottom one
Whatever the last 3D graphics thing you did undo it
GL errors like that implies you're trying to render something not good
the thing is
I don't know what I did
I just placed down 5 default omni lights, and then ran that scene and it spewed out those
apparently it had something to do with custom shaders in godot 3.5 (According to the Git issue reports)
1 but it worked in Godot 3.4.3
i took a little break from new blood kart today and made this little horror game where you control a boat
it controls a lot like iron lung
also you have a foghorn
Will you be able to turn off those filters?
yeah
looks nice
add fishing
yes
i want to fish up progressively more distressing objects
same
The Lighthouse: The Game
its lighthousin time
say no more https://store.steampowered.com/app/1254370/No_one_lives_under_the_lighthouse_Directors_cut/
One of these days you finally decide to take out the box with old CDs, mostly old games, covered with 10-year old dust. But you can't outstand the desire to look through all of them and prepare yourself for an hour full of nostalgia.While browsing them, one of the PC games you found there attracts your attention. You donβt remember this game bei...
$6.99
1057
just realized this is a gamedev channel aswell
so check out this cool pause menu i made (W.I.P)
theres alot of stuff thats also in the game but im not going to dump everything here
game dev started like 1 month ago so thats why everything looks like garbage
except the gun that im really proud of
That steering wheel is clean af
Yes, i've been exploring a bit of the programming side of the engine. Fun stuff. A bit tricky sometimes.
Currently, i've did skill settings ala quake, a skippeable tutorial, an interactable character and been tweaking some textures that were too simple from the jam.
Plan to release a postjam update before the end of month.
Angelic Aviary v1.0 is out. At over 4000 drawings, it is the largest custom enemy mod ever made for doom. https://www.youtube.com/watch?v=TryOp7eSu40
Angelic Aviary is a mod for GZdoom which pits Doomguy against the angels of heaven. Use your speed, wits and guns to outmaneuver 25 beautiful new foes before they turn all of Earth (And hell) into a frozen snowball. With roughly 4000 custom frames of animation, it is the largest custom enemy mod ever made for doom.
Download on the Zdoom forums:...
https://www.youtube.com/watch?v=R70buXkqg6k
the binding of isaac x wildstar's snarky death voice lines
This mod takes lines from WildStar's Holocrypt (which made snarky responses at you when you respawned) and plays them either when you die, or when you restart the run.
20 sfx can be selected on death + 38 can be selected on restart
who put anime girls in my doom
no idea whether to put this here or #ultrakill-modding but here goes:
For anyone who knows Blender, how do you make a model slightly transparent/translucent? I extracted the model of (Ultrakill spoilers) ||Minos Prime|| and I need it slightly transparent for certain details inside to come through.
You use either a translucency shader or a transparency texture
The transparency is controlled by the alpha channel of the texture
Alright, so here's what I came up with for snowball mechanics
Left mouse is the standard shot which has an arc, an explosive radius (cloud of powder), and small snow chunks fly off in the direction the snowball was going, that do small amounts of damage
Right mouse is a quick shot that has no arc, travels faster, but does less damage, smaller explosion, and no chunks
Shift + left mouse is a left curve ball and shift + right mouse is a right curve ball, which is identical to the normal shot, but curves and does considerably more knockback
Other weapons would be more like powerups that spawn slowly and have a set amount of ammo, that makes the weapon disappear once depleted
#godotsweep
I'm so done with unity. Once I'm finished with this prototype I'm jumping directly into Godot
Why would I want to work in unreal
Godot is just nice
Also something I'm curious about, I have enough time to work on one thing this weekend, should I make
A: A system / UI for earning XP/Souls and spending them to upgrade guns
B: An equippables system where you have rings that apply certain effects to the player (think max health, speed buff, etc)
C: An items system, where you can use stuff like estus / whatever to apply effects
I appreciate anyone's input, this is a vote mostly because I can't decide myself
I'm slowly working on a Y2K aesthetic throwback FPS called CyberAnima, recently just added in Quake-esque movement and a very basic weapon system (albeit in animation/sound only)
https://vxtwitter.com/stixc_charles/status/1557356945174134784
https://vxtwitter.com/stixc_charles/status/1557501247141429250
Nice! Interesting choice to go for proper strafe hopping instead of a more source-y style. Any reason for it in particular?
I mainly want my game to have satisfying movement rather than something that feels clunky, the original player controller was based on Godot code by Garbaj (the normal FPS controller) but modded to be fast, it was fine but not satisfying if you get the picture
Hence the Quake-esque controller
I gathered that, the main question I had was that I noticed it's side hopping as opposed to just A/D hopping
Is that intentional or a side effect?
It's A/D hopping but I suck at B-hopping lol
B-hopping in CyberAnima is pretty similar to how Quake handles it
Albeit I wish I coded it to be easier to pull off to be in line with Xonotic/Quake 2's movement
https://www.youtube.com/watch?v=EM605VAjN6I here's me doing exactly that without pressing w
it's a bit tricky for me but yeah it's doable
Nice. Can't watch it now, at work, but that's very challenging code to write
lel
https://vxtwitter.com/CyberAnima/status/1558148976230207488
last CyberAnima related thing I will do before I head out for driving school for the next 1.5 weeks or so
(in case embeds don't work, it's two screenshots of the game's C1M1 level in a crummy blockout stage, one in-game, and one in TrenchBroom)
thank you β€οΈ
godot chads stay WINNING
was in a bit of a rut with my game
felt kinda pointless
I decided to crack on anyway and I got some more "advanced" enemy ai that boils down to:
if player within 300, move in to 100 and attack
if shot at any point retreat to current dist + 100 and disengage
it still took a bloody hour though
added:
tim allen noise (just to test how audio works of course)
placeholder face with logic
enemy ai that can actually be counted as rough ai
Keep the tim allen grunt pls
That's the thing that lets you use Trenchbroom for level design, right?
yup
Making a small boss rush for lowrezjam
https://youtu.be/C-G3YfQrBq8 new boomstick footage
New weapon, that packs one hell of punch...
Steam page coming soon...
#boomershooter #retrofps #indiedev #comingsoon

i fucking restarted unity and it's doing it again
OH MY FUCKING GOD I RESTARTED MY PC AND IT'S DOING IT AGAIN

So what is this exactly? I use Ue4 so not too sure exactly what causes it
from the looks of it it's just trying to draw the fucking gui
lmao fucking hell
how long does it last?
it's not ending
well...shit
ok i looked it up and apparently it has something to do with plastic scm
yeah i fixed it
fuck plastic
Unity is pure hell
Duskdude's training with some of the new V1 AI bots.
#screenshotsaturday #NewBloodKart #gamedev @NewBlood
showing off the new AI
that is SO fucking cool
Race game AI is complete black magic to me
jduegment
my current state of mind in game dev
I used an AI to make this and Iβm putting it in my game
Looks like wooden blaster
prompt used was βthe most powerful shotgunβ
midjourney bot
aw hell yeah
we got:
- weapon selection icons
- scrolling text box for epij lore details
- pause menu (finally)
tim allen grunt
https://twitter.com/GigachadSupreme/status/1558988746996973569?s=20&t=6faGKWAirAiYlKfowTYODw hey lmao it took all weekend
Here's what I got done over the weekend. It's not pretty, but it's very robust, and I can always make things pretty later. Very happy with how well it works!
#indiedev #FPS #Soulsborne
More progress of my upcoming postjam update.
Currently working on a major postjam update or geometrical hitman, with more animations, improved weapons, ceilings on walls XD and extended music, plus skill selection and tutorials.
Aiming to release the update by the end of the month on the spirit of a gamejam.
(did the whole jam in 3 days, i think it's fitting to release an update the mont...
free bird yeah
zoom
Heretics!
Learn how to make beautiful trees, fluffy grass, and sweeping landscapes with my brand new Unreal Engine for Beginners course: https://bit.ly/3k5xCNH
My other courses: https://courses.stylizedstation.com/
Patreon: https://patreon.com/stylizedstation
Digital Artist's Passive Income Guide Series: https://bit.ly/3oRvpIf
----------------------------...
very cool techniques that honestly are amazing for other uses as well
not just grass
A little boss rush I made during the weekend
β€οΈ
dusk guardian head redesign
wait what if
Server authoritative snowball projectiles (They look choppy because client interpolation hasn't been set up yet)
Aight, we got the interpolation set up
Also, here's what the placeholder player model looks like
awwww the scrunkly π₯°
THE SNOW
well now i just feel bad
im just using this gundam as a test for my shader, but I might be going somewhere
He's uber-charged
https://store.steampowered.com/app/2120300/Retrowave_84/ well steam page is up, was worried it would be a pain but was surprisingly straight forward
Jump. Target. Kill. Repeat. This Retro-inspired Synthwave FPS plays like no other, with a wide range of weapons straight from an 80's sci-fi action flick to dispatch any foe stupid enough to get in your way. Shoot first, questions never...- Hard hitting and varied arsenal to unleash on anything else that moves!- Intense yet satisfying combat thr...
Dec 2023
HELL YEAH
lessss goooooo
FUCK YES
Got any guides you followed on setting up a page? I'm looking to set one up soon as well, thanks
if youve got key art/cover art then its really a matter of reusing the content there just adjusted in say photoshop to fit the dimensions better
you need 5 screenshots minimum, all have to be in game, as for guides there is some documentation but tbh i kinda didnt follow any guides (there are some on YT that are useful iirc)
also, little heads up, their system is a buggy to say the least, theres one bug i encountered when making it public where the button to do just that wouldnt work (though was solved as i found solution on reddit that it was a known bug)
Working on some more updates to the deflect logic
That's what I was gonna say.
bomerang x but on meth
You literally just added the funni parry from ULTRAKILL to this honestly.
And it's cool!
Yup.
Yup! We had initially added a parry early on and then I later learned that Ultrakill also had a parry system. Learned a lot from that game about what makes a satisfying parry
If this game is coming to Steam, I'm wishlisting it.
||also add a charge so then i can do the funni demoknight in another game||
Thanks! Yeah it's still very early on in development, but I'll post updates here as the project continues
Honestly, wish I could help with the game because it looks cool and stuff.
more games need shield trimping as a mechanic
quick question: can i use my current mod manager for modding my witcher 3? (using mo2 currently) or should i use the witcher 3 mod manager?
βI wonder what the repercussions for using a multi mesh in godot is vs a GPU particleβ¦β
uses Multimesh to place 1K meshes
βStill workingβ¦β
runs the scene and my fucking computer blue screens
βIght seems legitβ
are you looking for someone to help you with devolpment. if so i am a 3d modler my self
Hi, thanks for the interest! We already have a modeler on the team and don't currently have the funds to hire additional artists
NPC modeling hours
not that tall
relax im not intrested in being payed alot just enough to make a small living even then i just need a job
after 1 crash I figured out how to grass (kinda)
Agreed. The only problem is that it might be hard to implement since trimping was originally source spaghetti physics bs
Thing is someone built a full goldsrc character controller in unity
1to1
It can be done if you want it
why though
why not
so tribes?
^ has clearly never played tribes
No walls either and u fall off the map and die
Better yet. No guns
U just made a marble rolling game π
We need more Slidy movement shooters
Testing out some new attacks
the mower of lawns
brutalk
what is it
guns i suppose
some what of an hd verson of the uk shotgun
how
look closer
gotta finish out the bottom half of those
double barreled eoka
He meant United Kingdom shotgun
whats uh
Whats that below the model
just a bunch failed models
"how you feeling today, boss?"
"... yeah?"
So why not delete them
most likely to keep a hold on them incase they want to improve or change them into something else is my best guess
Delta-T has reached milestone 2! π
now this means not that much besides I did a bunch of stuff, but it means I really do need to find an artist 
Not gonna lie, I wanna make a FO4 mod where it just adds the Merchant from RE4 into it.
The normal snowball weapon has 3 different fire modes the player can use
The Heavy/Normal shot (Left Mouse) - flings the snowball straight with a downward arc, creating a small explosion on impact.
The Light/Quick shot (Right Mouse) - flings the snowball straight forward with no downward arc. It's smaller, faster, and much more accurate than t...

look at himmmmmm
me walking outta gym in leg day with huge arm pump
are you being serious
I think he got the wrong door, the leather club's two blocks down
flipped normals, blender viewport isn't so good at showing them anymore, you can quickly select all faces / verts and do CTRL+N to normalize
happens to the best of us π
Reminder
aight lets goo
Still no where near as convenient as it was in 2.7x though.
Wasn't a matcap it was just gouraud lambert IIRC.
You could use matcaps in the viewport but.
honestly I find godot's ability to select which face culling the material has to at least alleviate a lot of the pain with normals
because I can just select "Disable" for culling for that model
or material
yes, I am very well aware of that, as well as the backface culling option which is more convenient and wasn't shown. As Hatsu just mentioned, it was by far much more convenient in 2.7 instead of having to fish possibly busted normals by using one of three options available to the user but tucked away VERY well
true
I'm malding because it just added a bunch more steps / clicks to something that was perfectly serviceable π
However I don't think it's that big of a deal in the end
just Ctrl + N the model once finished, and you're good
that's not always surefire and that's another problem
Another hotkey to the pile.
well if it's not surefire (as with the case if a model has concave parts most of the time) then you can always just turn on one of the options or just switch to a matcap mode in the viewport, and just fix it
because either way blender 2.7X still had these issues where sometimes the normals wouldn't flip properly and you'd have to flip it manually which would still require another Ctrl + N click
Although one thing I'm getting increasingly annoyed at with blender is how Eevee handles transparency

Eevee handles transparency the same way every modern renderer (and old renderer) does,
it's weird how I've used Unity, UE4 (for like 3 days then never opened it again), and Godot
and how all of them has different methods of handling material transparency
Unity uses a B&W image texture, UE4 (I think?) uses a B&transparent image, while godot you just use the alpha on the Albedo (no need for multiple textures for alpha)
and it's like the year is 2022, you'd think there would be a common and GPU efficient way to render transparency without any texture (or for that matter like what Godot does, but godot's weirrrrd where the render pipeline renders over the transparency last so the transparent mat gets drawn over most other transparent mats)
iirc unreal can either use a separate map or any pic's alpha channel if you wish
You can just like, plug the alpha from the albedo into the alpha though π€
Can you in Unity?
But yeah you can just use literally any greyscale float for the alpha in Blender and Unreal.
damn
Godot's nodes are broken (well, more like the UI is, scaling out too far doesn't allow you to connect nodes for some reason
so you gotta keep the zoom at like x50 or x75)
For some reason nodes in game engines are scuffed, minus UE4/5
UE4 nodes are called K2 internally for a reason
π₯Ά
experience, the best teacher
and by god they learned a lot of lessons
π°
I'm honestly unsure how the dev of cruelty squad made 90% of the mats look the way they do without lagging or slowdown
but then again there's barely any shadows anywhere so who knows
Because I thiiiiink they used godot's shader nodes for some of it which is confusing
actually no
you can see if a normal is or isn't flipped without any changes in the settings
In rendered/lookdev mode, yeah no you can't really tell
but in the default viewport you can
a better look
what the heck did yo do to create that did something in sculpting mode go wrong
poly modeling be do that way
jesus dude what is that suppose to be
robo cat guard
once textured it'll make more sense
I love this
A thingy for a thingy in game
g l o w
Lets GOOOOOOOOO PleaseIgnoreTheFloatingGrass
I still need to actually port over a few of the older enemies from the older build of MaxSine
but so far
so good
Overdraw 
Mf got disintegrated
revamp of one of my older enemy models from Maxsine
I'm going to need to revamp this model (aka actually make proper textures for it
)
because the only thing with proper textures is the sawblade flamethrower thingy it's holding
Download link: https://www.moddb.com/mods/quake-4-weapons-rip-volume-5
Let's celebrate quakecon with a manteinance update for Quake 4 weapons rip!
Few undocumented bugfixes, plus improved behaviour of grenades.
Now, they will respect the original timing behaviour instead of exploding at random times, so now you can time your grenades properly ...
sneek peek for what we're showing on saturday π
is that mr gloomwood
Gloom dude
Wood man
WHATS THAT VILE STENCH?
SNOOOOOF
OH. ITS ME
WHOS THERE
SHOW YOURSELF
Style Meter basics
erm may i ask what is that font
fucking terraria looking ass
optimal
default font best font
got damn
Why would you ping me to ensure I see that shit

what the fuck happened to your pc
free font change yt tutorial
comic sans takeover
π€
its not comic sans its Andy
but why
oh no
i thought itd be funny to do for a week
i cant change it back without learning basic
dear god
i wish ye luck
at least its not papyrus
what the fuck did you DO
Why did I decide to make screenspace rain
https://youtu.be/qgF3yBXuA-Q New menu theme π
Main menu theme for my upcoming Retro-FPS game, Wishlist on steam here: https://store.steampowered.com/app/2120300/Retrowave_84/
makes me want to terminate my VLC playlist and listen to it on repeat
eyo it's all black now!
And it's all brown!
i just think you guys should know it
https://tenor.com/view/no-escucho-talking-mad-gif-15632716
stfu im listening to Retrowave '84 Main Menu theme
https://www.metacritic.com/game/pc/retrowave-84 somehow already have a Metacritic page, that was quick lol
must be an automated thing i assume
hype just got too big
Making something shmup-ey for mini-jam
What's this game about by the way?
Climbing a tree.
But really it's an excuse to make pretty visuals.
valid
ayo loading screen check
Ah yes my favorite loading screen
mutilated face screaming bloody murder in the abyss
btw it'd be cool if there's a low probablity that the loading tip says something creepy, menacing, funny or any combination of the above
dat's gatekeeper π
....damn you're right!
spooky spaghetti stuff like "they're watching you right now"
Oh I thought of a good one
"this loading screen isn't real, I am inside your computer"
YO WAKE UP
NEW BLOOD KART TWEET JUST DROPPED
this is crazy good
u working on this solo?
nah he has a whole group with him
we have a small team
if I was working on this solo I would have given up a LONG time ago
lol
making gaem hard
although seeing a bunch of V1s in karts racing around maps is worth the development time
The SEX update
Some standalone shots of the doctor.
Since there's no official concrete design for the gloomdoc, this guy is based on a conglomeration of fan art, the key art, that fan art that new blood bought and made official, and the sketch Trey Powell did
rad
he's so cool
you hiring
Where he penis doe
no cock?
something something wifes canonically large ass
woah that sounds great
this would be a perfect area to for some pyschologicaol level design , i would suggest to keep it empty and then later add the boss on the other side of the door as this area is too small for a player to fight thier way around a boss
its to narrow and and circle strafing isnt really an option
That's the very first level and it has to look like some sort of... medieval castle?
I'll figure this out, eventually! Already have some ideas in mind
ive done sketching for level design
and damn this area needs to be brighter
Nah thanks man π I'm currently preparing for my exams and I don't really work on game that much
what exams would those be
uhhh I don't know how to call them so you understand it but it's called ΠΠΠ in my country
@eternal schooner, please keep all discussions in English.
sorry churbot
a unified state exam
i guess
hmm ask me if you need help devolping the game
Will do, thanks! π
it's time
(also yes I disabled it's AI in this because it'd book it outa there and start attacking right after it's done which wouldn't give me time to record it fully)
wait a minute what the heck happend to my things (david read your stupid emails , "checks his emails often" yeah right , if the man has time to post memes surely that means he has all the time in the world to simply say, no , yet he doesnt anyway)
Hi guys, i dont know if i am not using wrong channel. I want to host dedicated server of friday the 13th : The game. On VPS.
painful
save more often then
Finished my mini jam entry
I had more progress before the power got cut
but I hacked together what could today from what I had previously
ayo difficulty levels check
"i see you"
intense guitar solo
guitar but spooky
anal log
This was supposed to be a Discord exclusive, but it's file size is too beeg
Movement is still a wip, but I'm taking the time to do a funny with the IK system in godot
I love Designing my own TTRPG
I especially love the Baseball bat weapon I put into it, which is specifically inspired by a certain blue arm from ultrakill
Do y'all want me to send the Heavily WIP rules?
@dim cedar repainted the grass texture in 256x256 instead of 128x128
this way it looks like grass finally and not sir you are being haunted on launch
RIP the SYABH aesthetic
Some more deflection testing
Did you make the textures yourself or you've found them somewhere if I May ask?
I think I either made them myself or shrunk down textures from ambientcg.com
I see, thank you :D
is that a bunny
BNUNMNY
hes very cute and fluffy gentleman!
what a nice lad
Snowball
All are invited to sit at his table
FUCK
I can't shill
No embed rights
I'm in Hell
An accursed land
AND FUCK
I FORGOT
I CAN'T EVEN USE MY EMOTES
That's it I'm cryosleeping myself for an eternity
ok
lvl1 crook
lvl100 boss
anyone remember these funny mafia game ads right?
lmao
And no Squiddy, thats not the rabbits anus, thats his snout.
See here
real!
πΏ
your game is cool though
Oh what's up dude
Thanks lol
I'll just have to keep "participating" so I can shill
Which absolutely does not equate to me spreading out my messages
Like this
(:
:)
based
wip drone worker enemy for my game
daaamnit I just realized I'm going to have way WAY less time on my hands than previously anticipated due to college starting tomorrow
true!
hands should be about 2/3 tall as the head when vertical, and about 1/2 as wide
model looks nice otherwise
I LOVE CODING I LOVE SCROLLING THREW 5 YEAR OLD GAME CODE FOR ME TO STEAL FOR MY OWN GAME
update on that
the most comprehendable part of the code so far is the fishing stuff
yeet wip mats for the model
I forgor to respond to this yesterday
But I'm well aware that's roughly how most humanoid hands are made dimension wise, and I'm consciously making the decision to make the hands a little smaller because the weapon models wouldn't fit the hands if they were that big (I really don't want to redo the textures for the weapons for this thing just to fix the grips of them)
AYO V3 JUST GOT LEAKED
ok it kinda works?
Day 2 Of Daily Message Until I Can Shill In #general-modding
Burger King Breakfast.
Making enemies is such a time consuming process of testing
Actually working on game design 
are you gonna shill what I think you're gonna shill or are you going to shill the unshilled
Both
It's a chore all the way down
I don't like enemies that just run straight at you but I know why they exist
give our lord and savior Andrew embed perms please
Making non smoke and mirror enemies are a chore
Reminder that most game enemies are just: move to target, if target is in range/ all the requirements are met, do thing, repeat
Yeah, I just have a difficult time of making the enemies interesting and fun to fight
the big problem I have with AI design is the "moving to target" part. Most games require more than Quake's implementation...
Does Quake use a navmesh?
nope
how2coed minceraf mod whit pythen
you need to be at least 13 years old to use discord
I need bullets to be weakly affected by gravity for my current crappy enemy ai to make sense untill I can implement tilemaps and use a pathfinding plugin
How old are you?
Wait let me talk your language
How oald are ouy?
How do they know where to go? I know in Doom, they just have a bunch of raycasts that tell them if there's an obstacle on front
They want to kill u, the player, so bad that they break their programming
Navmeshβs are kinda a curse in disguise for the most part
At least I find it that way
Because for Unity, you need to set things up just right or else it just spews out errors, godot is the same, but it at least gives the error code more details.
Iβve only used A* for if nav meshes arenβt viable, but god damn are the movements usually annoying to change in A*
There really is no good and adaptive solution for enemy navigation
Also Navmeshβs donβt (idk if itβs changed recently or not) really allow for the nav mesh agents to transfer to another navmesh seamlessly (or at all in the case of Godot)
There's a unity github where they have an advanced version of the navmesh system (not sure why it's not implemented in the engine yet) and it seems to work fine with different navmesh areas and offmesh movement
The only way I've been able to solve this is using the navmesh agent as a guide for my enemies
Like, my enemies follow the agent around
They don't. Quake's AI is barely more complicated than Doom's, it's basically just "face target, move towards it, move randomly if we hit a wall"
why would you make that your profile pic lmao
because poor howie
damn thats nice
damn thank you!
I especially like the weapon shaped gauge
thank youuuuu
ye that was a nice touch
should I release a bunch of my unfinished game prototypes?
like in a big free package
Why not?
Well
firstly they're unfinished, a lot of them don't even have the means of a main menu or anything that can switch from scene to scene
which is fine because I can just make one in like 3 minutes tops, but like

well I'm more concerned about how to approach uploading them
Because one hand, I could like... upload a build of like one scene and a blurb of what the game was going to turn into
or on the other hand I could just upload the physical project files and people can see why exactly they were canned instead of building a buildable version
because the ladder option could lead to more confusion for the common person (because you'd need Godot to open them)
however the former option would be more user friendly, but less informative on why it ultimately got canned (like previously stated)
oh yeah btw
also blender PLZ I just want to work on another enemy model
you have unleashed the void
I just want to redo this model
not verts, seems to be a GPU issue
Why is your GPU death appearing on a software recording
eye screenshot
Thats not how it works
what? you mean you cant do that?
because Gpu hiccups, causes Blender to freak out visually, Record it, Profit(?)
heheh moddy mod
I got absolutely no clue how I'm gonna make a cutscene
also i don't think these good fellas gonna make it into da game
ok maybe the left one will he looks kinda menacing
notify of any clipping problems
oh hey you're back
babe wake up new blood kart tweet just dropped
Oh, you think you hot shit cause you in first? Virtue has other ideas in mind for you, Mr. 1st Place.
#screenshotsaturday #gamedev #NewBloodKart @NewBlood @ULTRAKILLGame

are virtues like blue shells?
ye
A proper trailer 
need this for review
Working on updating an old enemy
hand textured this instead of using procedural because I like the look of hand painted textures better than procedural
a little better look because I hate Cycles noise sometimes
Approaching year 10 (ish)
Because I started modeling technically in middle school (I was 9) but I didn't start using Blender until I was 10, which is where I personally would say I started actually modeling
wow that's a long time
Very much so
damn your stuff is sick cass
goddamn that looks awesome!
shit 50 minutes to get in on screenshot saturday
oh yeah also added the date to the main menu so that the thumbnail looks a little less repetitive
it got a welder now



