#general-modding

1 messages · Page 2 of 1

granite kite
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Vriska has so much sass and I am all for it. If this channel ever needed a dedicated Mod, you got my vote.

muted stirrup
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GuessTheReference.png

tardy harbor
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The greatest handgun ever made

arctic radish
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If you're going to not fully texture something in the map, you might as well put in a message for the future

indigo shard
arctic radish
#

setting up a scene for a thing

indigo shard
unique trellis
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godot engine??

long leaf
unique trellis
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sweet, im studying it rn

indigo shard
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godot gang beegpog

rotund garden
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cruelty squad engine lets goooooooooo

fickle zinc
long leaf
fickle zinc
# long leaf no

say do you know any game devs who be interested in somewith c++ expereince

long leaf
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not off the top of my head anyway

fickle zinc
long leaf
fickle zinc
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ok

long leaf
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I thought that was the question being asked

wraith beacon
cobalt hemlock
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Cute little fella

pure jackal
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🗿

arctic radish
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Ik a bit of pure C

jagged compass
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Im gonna assume i can't just post clips and vids here directly or embed stuff

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for now at least

tranquil oracle
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C++ is overrated don't @ me

edgy bay
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i like c++ :(

jagged compass
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bue does c++ like you back?

edgy bay
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no it hates everyone

tranquil oracle
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I don't like C++ but I begrudgingly accept that it's a necessary evil sometimes

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That language is full of stupid shit though

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You might think you could change

auto a = A();
auto b = B();
auto c = C();
auto d = D();
M(a, b, c, d);

to

M(A(), B(), C(), D());

but nope. That invokes undefined behaviour because the compiler is allowed to reorder those calls (and it WILL)

#

So if the order matters, that change will break the code because C++ never draws the line on optimizations where it should

edgy bay
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average c++ L

woeful hazel
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fuck C++ (I’ve never used it)

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I only use C#

edgy bay
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C# just microsoft java tbh

woeful hazel
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I prefer C# to Java

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Not too fond of it

rotund garden
jagged compass
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i like it :)

spare scarab
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that looks very cool

tranquil oracle
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Once upon a time that may have been one of the motivations behind its creation, but it's actually a very different language

#

It has value types, pointers, runtime generics, etc, all fundamental features that aren't present in Java and allow you to write better code

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Basically C# just has surface-level similarities to Java when it comes to syntax, and... that's about it

tranquil oracle
arctic radish
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I had a coding class for pure C

spare scarab
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awesome

arctic radish
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Never again will I use such primal coding
Because fuck the usual lack of debug errors/vague error codes

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legit the teacher had us always open C documentation on our school computers just for that reason

tranquil oracle
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C and C++ are extremely powerful but it's also super easy to shoot yourself in the foot with them

arctic radish
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Agreed

tranquil oracle
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I've been writing C/C++ for like, over 10 years now, and there are still stupid things that can trip me up at times

arctic radish
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I'm both glad I got through the class though
However
The amount of time it took for that entire class to get done, I could've watched like 5 YT tutorials over the principles of C and optimizations for it

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so that's a thing

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I've only used C for if I need to toy with the idea of making my own engine, which usually never ends well so I drop it and when I pick it back up I'm like "this is seriously how I coded? Where's the comments?"

tranquil oracle
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lmao

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meanwhile my comments:

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this is in gloomwood

arctic radish
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KEK Ohhhhhh god Serialization
There's not one game engine that makes it easy and I hate that fact

Legit my comments use to be nonexistent
now my comments are:

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Which btw
I still haven't ported my code to 3.5 due to shader issues

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this is p the most cursed shit I had to do in Godot in a loooong time
Basically godot pulled a "no u" on my ass when I tried to connect a signal from another node to the player, and the code spans like 63 lines of just dumb shit just for it to not crash and burn when emitting the signal from that node.

spare scarab
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g-godot g.. gang?

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woooo

arctic radish
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I hate dealing with basis and rotations
esp for IK shit

grave geyser
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For SMod / Nvidia Flex Enjoyers

long leaf
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C is relatively simple but very easy to screw up
c++ is quite complex but very easy to screw up in new, more nuanced ways

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yeah my code is pretty cursed and pretty undocumented. for somebody with a shitty memory its not ideal

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everything just triggers signals in the player

empty haven
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I'm still wondering why C++ has so much functions that do the same thing :v

long leaf
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thats c++ for ya

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have you seen linus torvalds' rant on c++?

fickle zinc
humble dagger
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I'm jumping ship from unity to Godot as soon as my prototype is done

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Also, C# and C are great languages but C++ is an infinite nightmare

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Something something 600 mb compiler for C, 8 Gb compiler for C++

fickle zinc
humble dagger
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I would have honestly preferred they just worked in C instead of C++ for source but it's just too popular and ingrained

tranquil oracle
merry lotus
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unity hub now has a splash screen

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why

cunning wing
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idk looks like a normal loading screen

merry lotus
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but it's so unnecessary

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the animation looks cool

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but i just don't get it

cunning wing
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i'd rather have that than the blank window

merry lotus
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eh I guess

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I don't really have a problem with it

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it just seems unnecessary

pure jackal
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Plastic must die

merry lotus
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we've had less problems with plastic now that we actually know what we're doing

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so we might not have to switch to git

pure jackal
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It still must die

wraith beacon
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Also higher res tree stump textures.

arctic radish
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pepeWhy barely got to work on the tutorial map for my game today

woeful hazel
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I want to kill them all

woeful hazel
fickle zinc
pure jackal
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Just

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Screenshot it

fickle zinc
arctic radish
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Imo it’s a little too curved

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And smooth

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But the shape is right

spare scarab
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Really dont need to abuse the subdivision modifier that much

arctic radish
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^

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Also don’t edgesplit

merry lotus
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reminded of back when i was starting gamedev and i didn't know shade smooth existed so i just subdivided models until they looked smooth cursed

arctic radish
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Use the marking edges as sharp, and normal editing for if you want a sharp edge

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I think we were all there at one point Plaz

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Except for me I had trouble with that AND I didn’t know how object origins worked

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So something in blender might look right, but when exported the origins would be like under the floor so the object would be displaced

eternal schooner
fickle zinc
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tried to get someone to review this in the croteam discord its a modification of the EntitiesMP/PlayerWeapons.es
for serious sam . i modified a new weapon into the game that acts similar to dual tommyguns i want to see if it works

eternal schooner
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published new bonebreaker video and youtube still processes it

eternal schooner
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FINALLYYYYYY

long leaf
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lookin good

eternal schooner
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goddamn guys thank you a lot!
I FORGOT TO ADD TORCHES

long leaf
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ok I got off my arse and implemented some shiny things.

  1. better, cooler intro animation, now with sound!
  2. an actual walking animation, albeit a kinda minimalist one.
  3. weapon pickups, working amazingly! they even hook into the hud and print dialouge.
earnest lily
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wasn't this being done in unreal

eternal schooner
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it's unreal yeah

eternal schooner
arctic radish
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I legit have the power of somehow finding methods of stopping memory leaks

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and these methods no one can explain, not even the Godot devs

unique trellis
tranquil oracle
# arctic radish

Does Godot use a GC? I would assume that adding the element to the array causes it to become rooted, so it won't be collected until the array itself is also collected

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Pretty common technique for keeping GC-able objects alive, particularly when you're dealing with buggy/broken APIs like some in Unity (or one of my favorite examples: Steamworks.NET)

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Well, not necessarily storing in an array, just keeping a reference to the value somewhere that gives it the appropriate lifetime

arctic radish
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I'm not entirely sure if it is for GC, Because I tried to store the same thing in a Dictionary, but it caused a leak, so just having it referenced and rooted doesn't seen to work other than just with arrays
Which is really really weird

tranquil oracle
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That does seem strange

earnest lily
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I assume this is GDScript, right ?

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and not C#

arctic radish
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yeah

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but it seems to be the case for C# godot as well

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given my friend just tested it with the current 4.0 branch which ahs a bit more extended C# features and it seems like it still happens

tranquil oracle
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Currently all signs in my head are pointing to this

arctic radish
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Yeah

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Which always leads to the question of why just the array

tranquil oracle
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Arrays are super common so they're generally the obvious thing to optimize first

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So if this IS the case, it's probably just a matter of arrays getting more development love

arctic radish
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It's weird that even the Godot documentation doesn't run into this issue or state this issue though
At least from my many years of binge reading the documentation for Godot

tranquil oracle
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Presumably because it's not intended behaviour

arctic radish
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But yet it's been around for like who knows how long and is still currently in engine, hmmmm

tranquil oracle
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Sounds like every Unity bug

arctic radish
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true

fickle zinc
spare scarab
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u posted the same thing as before except it's smooth shaded this time

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im not even sure how this happens tbh

arctic radish
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Looks like either flipped normals or massive Ngons

fickle zinc
humble herald
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reading through some of the programming shenanigans you guys have posted

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Holy shit am I glad I'm not studying to be a games dev

spare scarab
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really dont gotta lean into those that much man

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the end result especially with such a poly count just looks a little odd

rotund garden
spare scarab
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and if you do want to smooth shade and subdivide, there's more thought that needs to go into this stuff

humble herald
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with modelling something you should be careful about subdivisions

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It may give you more detail and less "thing made of squares" look but it may screw up your model almost irrevocably

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your transforms will be a lot more annoying, your face work will be tougher to deal with and your UV mapping is going to be pretty annoying too

spare scarab
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yea just... really gotta know exactly when to subdiv and why

humble herald
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yeah I made the mistake of trying to do really high def tubing that way on my first real model

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that thing is now unfit to texture

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new stuff is much better now that I don't do that

long leaf
fickle zinc
fickle zinc
pure jackal
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Pictures pls

arctic radish
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I'm not

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And I wouldn't

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Like most x.0 release it's going to have a lot more bugs than previous ones, less documentation for Godot Script 2 (fuck it btw), and keep in mind you're going to basically need a whole new codebase for your projects

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there was supposed to be a 3.x to 4.0 project converter, but I've used it
barely works

subtle kelp
humble dagger
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It's basically an extremely lightweight C++ wrapper

spare scarab
#

oh LORD

spare scarab
# fickle zinc

please man try making a model without using the subdiv modifier

wraith beacon
pure jackal
#

Vr chat shotgun

pure jackal
# fickle zinc

So the easy way to get the effect you're trying to do is to just go into edit mode, select what edges want smoothened, click MESH>NORMALS>SHADING>SMOOTH

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You don't need to have this many subdivisions

arctic radish
tranquil oracle
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GDScript is Pythonic therefore it's bad

arctic radish
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Obligatory no one can embed C# in their game engines correctly moment
picardia

tranquil oracle
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It's not even hard, I don't know how people so consistently fuck it up PepeHands

spare scarab
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if u want smth done right

long leaf
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I like gdscript

arctic radish
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I just wanna texture transparency, blender
Why do you gotta fuck up now?

spare scarab
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you asked for transparency

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you got transparency

humble dagger
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I don't want to write like

cout << std::who_cares::dumbass(value) every time i need to do something

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At a certain point typed pythonic stuff is just nice to write in imo.

humble dagger
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I will clarify one thing which might make me take it all back, I haven't had the chance to write any GDScript yet, just read it over the shoulder on friends projects. It would be extremely funny if I went to lengths like this to defend it and ended up hating it.

arctic radish
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See, Godot 4.0 ISN'T GDScript

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It's GDScript 2

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And they changed a lot of syntax for basic coding with it

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when it really really wasn't needed, because under the hood it's just C++ with a python like coat of paint (actually in all honesty it really isn't Python like at all, it's mostly the white spacing that's like python, everything else seems more like a robust, simpler C#)

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So them changing the surface level syntax (like changing "onready" to "@ onready" becauseeeeee... Apparently it's a "Inconsistency between GDS2 script layout and GDS one" (whatever that means))

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long story short they're making it take longer to code things in a supposedly simple syntax style

humble dagger
arctic radish
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Well no

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no that's not what I'm saying

humble dagger
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And I definitely wouldn't say that C++ is faster to code in, having to define everything three times is a huge pain

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It's annoying that they changed the syntax but I'd rather a consistent language IMHO, inconsistent stuff is confusing and annoying (shoutouts to unity lmao)

arctic radish
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Under the hood of GDS is C++, but the custom language (GDS/GDS2) is being changed between 3.X and 4.0

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which fucking sucks for long time users

humble dagger
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I mean is it fundamental changes? Or just syntax changes

arctic radish
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for newer users, sure they can start up a new project and use it, but for someone with a pre-existing project that WANTS a LOT of the more robust 3D features (like in engine skeleton editing and animation) can't

Fundamental, and syntax change is the major reason for it being fundamental

humble dagger
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I can understand that frustration, but I want to ask what you think the alternative is

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Interpreters / compilers aren't exactly cakewalks

arctic radish
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I've always said this, even before Godot 4.0 was a thing,
"If they change how easy it is to translate one line from C# over to GD script, and make it harder for it to be a "Simple" coding language, I'm ditching Godot and pursue trying and learning more C#/C++/C for my own game engine."

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and honestly, 4.0 will most likely be my breaking point depending on the unknowns of how much syntax changed for simple things like translation, movement, getting and setting, etc.

humble dagger
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Idk I think it's not inherently bad that its simple, just different

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And it not mapping 1-1 to C# is fine and somewhat understandable. It's just a new language to pick up

arctic radish
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Well, the issue is when you have over half your projects on hold to see if 3.X to 4.0 project exporter works as well as I'd hope

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Because the codebase changed so much

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plus it's going to take more time relearning how things are done in GDS2 vs GDS

humble dagger
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Yeah but that's also true of like, writing your own engine

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Or picking up any other engine

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There's definitely a satisfaction to having your own thing to mess with and knowing how it works but I'd argue the time it would take to manually convert all of your projects to the new GDScript is like half the time it would take to get a functional, performant 3D engine up and running

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That's not a dig btw I'm just trying to be honest. Writing 3D stuff is HARD

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Even getting polygons to show on screen right is hard enough, getting something with 3D graphics is a pain. I've dipped my toes in all of it and lemmie tell you, I'm good using an engine lmao

arctic radish
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I've been through OpenGL, I'm well aware it's the equivalent of lighting your hair on fire, sure it will burn, and then a moment later cover yourself with liquid nitrogen, no way you're dealing with it KekShake

fickle zinc
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litterly looks at one file then decides to just nit pick while ignoring the others theres a reason i blocked that guy

arctic radish
#

it's actually kinda odd how out of all the "Game dev" or "Official game engine" servers I've been in
I've actually gotten the most help here just by looking around this channel
And I've been in a L O T of game dev servers

humble dagger
#

Boomer shooters attract a specific type of nerd

humble dagger
arctic radish
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I better see some breadboards and some logic gates irl or I'ma riot/jk

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But sure!

humble dagger
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I can't find any demo besides the older version, let me look harder

long leaf
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i'm happy i'm going to be porting my game to gds2 mainly because I can give the codebase a good cleanup then whilst rewriting it

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well less happy more ok with

humble dagger
arctic radish
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Linux based?

humble dagger
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Hence the QEMU

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Oh no like literally custom

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Like, handwritten asm bootstrap

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Not my own code, part of a class project but still

arctic radish
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I remember I tried to make my own Sound driver

humble dagger
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I'm going to be porting my unity game to GDScript2 and give it an incredible spit shine / polish

arctic radish
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PAIN I got a Saw Wave, Pulse, and then a high pitched ring that crashed EVERYTHING

humble dagger
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My project wasn't working for weeks. I got all of my driver done in the last two weeks of classes

arctic radish
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It's kinda shitty that I don't have coding classes in College, only Electrical Engineering and Circuitry

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Legit I don't like either of them

long leaf
arctic radish
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what are 90% of those errors

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or is there only like 2 errors and the rest are warnings?

humble dagger
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It was because I was using an unsigned pointer for the graphics memory rather than a uint8_t, and it lead to the garbage memory in between the pixels being interpreted as data

humble dagger
arctic radish
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I don't know what CE means, but I can guess Collage Senior being CS
Unless you mean Circuit Engineering and Circuit Science

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My brain is dying

humble dagger
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Computer Engineering and Computer Science

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Lol

arctic radish
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because I reopened my first C# game Engine and I'm crying and dying
Young me didn't know how to use Arrays and Dictionaries at all so it's just a long 23 ish list of ints and bytes that I was feeding into values elsewhere and the only time I did use an array was to store ONE VALUE
which ISN'T USED

long leaf
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I was able to get it down to 2 errors and 14 warnings

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most are x return value isn't used

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btw it ran fine even with the 50 errors but the clean up does help with debugging

arctic radish
# long leaf most are x return value isn't used

yeah godot's weird, you gotta put the line that's "unused" into a Var or return an existing var (like if you had Velocity a Vector3, and you're putting that value into a "move_and_slide()" function , you'd say Velocity = move_and_slide(Velocity, Vector3.UP).)

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idk why it does that, but it doesn't harm anything other than filling up your debugger

spare scarab
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it's not nitpicking when i just screenshot the model itself and everyone can see what's wrong with it immediately

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not gonna improve much if you're just ignoring what ppl say about your work

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it's ok to be a beginner

eternal schooner
fickle zinc
cunning wing
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just post pictures

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its not that hard

pure jackal
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No

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Him posting blends allows us to diagnose the problem directly

spare scarab
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i'll check that one a little later

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one of those is ginna be a fuckin virus

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and i'll pay for my insolence

untold niche
#

memester is going to get their revenge for nit picking while ignoring the others

pure jackal
#

Watch one be a giant dick or something ripped from vr chat thats like 12.8 Quadrillion tris

spare scarab
#

noooo dude...

cunning wing
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where is the trigger

spare scarab
#

this one is mostly fine but you're still abusing the living hell out of the subdiv modifier

pure jackal
#

Just use multiple blocks maaan

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Snap the verts together and merge them

spare scarab
#

havent you posted both of these in the same exact way before

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i remember seeing these

pure jackal
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Probably without the extra shapes

spare scarab
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like, i think the way you're going about this is purely by visuals

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sure, they look fine on the outside as long as you dont view the actual mesh

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if you intend to work with your models or let someone else work with your models - the mesh itself needs to be much cleaner than that

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just plain texturing some of this stuff will already be a pain

long leaf
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not that I model but

pure jackal
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You get a shit ton of extra polygons thay you don't need

jagged loom
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yeah and it will smooth out some harder edges if you apply it to the entire model which may not be what you want

spare scarab
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^ pretty much exactly that

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it's nice when you know when to use it (usually at earlier stages) and for renders when you're not using your model but just making a pretty picture

desert shard
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Trying a small car combat game

untold niche
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I like the idea of standing on and shooting from the top of a car lmao

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Reminds me of doing that in gta sa

sudden imp
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Driving mr.bean style

jagged loom
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attempt at anime 1: alright lookin

long leaf
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adding (s)hitsounds beegpog

cunning wing
#

he's gonna brown

grand wolf
jagged loom
#

kinda

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its a 4 barrel gun, i modeled the back after the aa12

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but i added some rails to the top. initially they were meant to look kinda like a spas 12 with the stock folded but i made it different

cunning wing
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the rails remind of or the pancor jackhammer

grand wolf
eternal schooner
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new bonebreaker level pls rate

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dat is not what I had in mind really

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I also really should start programming Endless mode

spare scarab
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reminds me of dusk endless

eternal schooner
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Well yeah that's a reference to Dusk, kinda 😄

arctic radish
eternal schooner
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poggers

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Who's that?

desert shard
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A peaceful sunday drive

eternal schooner
#

gta 2d 3d

arctic radish
merry lotus
untold niche
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So I'm out of the loop, is nb kart officially published by New Blood yet? Cause it sure as hell should be lmao

pure jackal
#

No

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Not yet

merry lotus
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maybe

untold niche
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I remember when this project was jusr a crappy little prototype

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Feels motivating seeing projects that develop so much

merry lotus
eternal schooner
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i love it

fickle zinc
pure jackal
fickle zinc
spare scarab
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looks fine on the outside, but at a closer inspection the mesh itself reveals a bunch of problematic parts

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and you're still heavily relying on subdiv which WILL bite you in the ass once you start using those models

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you can achieve what subdivision modifier does manually while also having a lot of control and keeping the mesh clean

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stuff like this will get in the way a lot

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or this

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look up the bevel tool, it'll smooth out some edges without needing to resort to the subdiv modifier all the time

fickle zinc
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tried the bevel tool once it didnt work

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out so well

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ctrl b is a big issue

pure jackal
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Get used to it

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It'll click eventually

merry lotus
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what about the bevel modifier

spare scarab
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And usually better than just subdiving the whole model

fickle zinc
pure jackal
#

please

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for the love of god

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watch a tutorial

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the shapes are good but the geometry is problematic

spare scarab
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^

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Just having the general outlook of the gun is not enough

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At all

pure jackal
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What good is looking at it if it can't be used

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Like that will be nightmarish to render in blender let alone in a game engine

spare scarab
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You can even texture it without a major pain in the ass

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Cant*

spare scarab
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also can i just say

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man what the fuck is going on in your workflow

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like... why

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what's with all the random parts everywhere and why have like 6 versions of the same gun at the same time

fickle zinc
spare scarab
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Now lets see the mesh

untold niche
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mesh inspection day

pure jackal
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Hiding the mesh does not solve the problem

valid path
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and a blood script

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???

tranquil oracle
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lol

merry lotus
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you need to be at least 13 years old to use discord

tranquil oracle
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The script is only for paid members of the server

valid path
#

;-;

arctic radish
#

Why have blood when you can just shit out oil and sparks

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Particle effects

merry lotus
arctic radish
#

So wait
is Unfortunate Specimen not a part of NB anymore? if so why is it still linked in #info ?

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Idk where to really ask that very question

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so I put it here

woeful hazel
fathom wren
#

this channel is my home now

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hellow fellow modders :myman:

pure jackal
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No

fickle zinc
long leaf
#

send pictures not the blender file

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gotta do everything myself

fickle zinc
spare scarab
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Aight lets see

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well, like

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it's cleaner but

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ok here's the thing right

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when you apply a modifier, it's not actually USED yet you see

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you need to hit this little thing and then it will actually take effect

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if you just import this into somewhere else it wont show any changes

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and here's what will happen if i actually apply all the subdivs you made

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see the problem now

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these top parts are also z-fighting the hell out of each other

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sure you can make a shape of a model but you really, really need to learn the general 3d modelling principles and the specifics of it for gamedev if that's what you're trying to do

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because the steps you're taking will be a bad habit if you dont stop repeating the same mistakes

fickle zinc
#

well aware of that though a bit hesitent about using a boolean

spare scarab
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there is no need to boolean anything in that model rn

#

it can be made without using any modifiers at all if you're going for a basic looking thing

#

god can you at least unblock me if you're going to be opening my messages anyway thank you

#

i suggest you start out by doing some low-poly random objects, and not just guns
just general purpose things that have tons and tons of tutorials

#

guns are pretty specific and while you'll find good stuff on them, it's better to learn general concepts from the whole spectre of items

#

while doing practice is good, you're practising in the wrong direction rn

#

like yea you're improving the way you do things, but the way you do things is not really usable in any way

#

as an example - it's like making plates from cotton
sure you can get good at making them, but they're completely unusable and not really how you should be doing it

#

try not just modelling the gun - try to learn to texture it as well, and then maybe watch a tutorial on simple animation while you're at it just so you understand how your model will interact with those things even if you dont want to animate or whatever

fickle zinc
#

one main problem thier arnt any low poly sawed off shotguns and the ones that do exist are really not that pratical

spare scarab
#

well then dont look up how to make specifically low poly sawed off shotguns, look up how various other things are made and then use that knowledge to make your sawed off

#

because in the end you'll be using the same concepts, the same tools, and the same principles

#

the shape is different, the way you make it is roughly the same

#

while learning how to make a house or a small animal or a shovel or whatever - you'll learn how to make your meshes cleaner, what to avoid, what good tools to use while making a model etc etc etc

#

and those will apply anywhere, not just to those specific objects

desert shard
#

Live for the chase

fickle zinc
spare scarab
#

aight lets see

#

ok there you go, the subdiv modifier is gone which is nice to see

#

but the mesh itself will still be problematic when trying to texture it

#

you can make the entire model as a single object, there's no need to separate them like this

#

trying to make the parts separately and then mushing them together is both harder and maybe cause problems later if you don't do it right

arctic radish
#

Mirror 👏 Modifier 👏
Is your friend

spare scarab
#

and yea, for symmetrical things there's basically no reason not to use the mirror modifier

#

untill you need to start detailing things that arent symmetrical

#

for a double barrel shotgun specifically i can see making the barrels separately from the rest of the model, sure

#

but the base part has no reason to consist out of several blocks like this

arctic radish
#

yeah, in that case what I usually do is texture the base object, apply mirror, add extra loose details, fit the extra detail UVs somewhere on the base texture, if not, then make a unique texture

#

Because normally, I'd apply (if it's a character) the mirror modifier after rigging and weight painting (saves the headache of weight painting both sides, and allows me to start modifying and removing aspects where needed and it shouldn't fuck up the weights that much)

spare scarab
#

a little too early for the man to start thinking about weights and texturing lol, but this is all great advice

arctic radish
cunning wing
#

pretty sure its a joke

merry lotus
#

I actually kinda like the second image

long leaf
#

what happened to the spikey head

arctic radish
eternal schooner
#

Second image looks good

spare scarab
#

ery nice

#

i love how it deforms cartoon-like

jagged loom
#

yeah i did that using shape keys

#

the barrels also have spin smears

wraith beacon
#

Treebranch stuff I guess?

#

IDK, will prolly need to retexture them.

earnest lily
#

branch

wraith beacon
#

Branch textures.

arctic radish
#

Also by me adding this lean it has broken the laws of coding and now I can rotate the camera on the X axis 360 degrees

#

when it should be clamped to 89/-89 degrees

#

So uhhhhh

#

oops

fickle zinc
spare scarab
#

I will check those in like 20 mins

#

🙏

spare scarab
#

it's good to see that you're doing things in a better way, but you still use a lot of parts that could be a single object

#

and the mesh in general isnt the best, but it's definelty a big step in the right direction

#

at least the first file

#

it's more of the same old stuff in the second one however

#

the huge uzi-looking thing is basic, but seems usable

#

can't say that about the rest of the stuff in that file though

fickle zinc
#

called it too many edges for the ak

spare scarab
#

not exactly the problem

#

it's stuff like this

#

you're making these parts quite separately which is fine sometimes but it may just get in the way later

#

and sometimes results in these... gaps in meshes since you have to mush them together just right after making them separately

merry lotus
#

video doesn't start for 5 seconds for some reason

spare scarab
#

i'd play a small horror thingy like that

#

seems neat

untold niche
#

I like this

#

Jank adds to the athmosphere

muted stirrup
desert shard
unique trellis
#

Does anyone know how to get the prefab of the player using bepinex

echo haven
#

What exactly people are modding here 🤔

merry lotus
#

me and probably a lot of other people don't even consider this the modding channel

#

from my perspective it's the gamedev channel

indigo shard
#

yeah

rotund garden
fickle zinc
#

concept art for people

fickle zinc
#

this is a concept for a dusk level set in a sink hole its more or so a intererpation or an idea of what it would look like enemy placements are going to be later as of now its still needs some work

humble dagger
#

Does anyone know where the scenes are stored in a compiled unity game?

tranquil oracle
#

They're the levelXX files in the data folder

arctic radish
#

How is Gloomwood like <30 MB in size

#

Wtf black arcane magic is this

#

Oh wait no that’s just the Exe’s size

#

Wild

#

Because on steam it says it’s file size total is <30 MB

tranquil oracle
#

The game's like 300-400mb

indigo shard
#

still pretty small all things considered

pure jackal
#

the power of reusing textures and assets!

indigo shard
sharp swan
#

Insurrectionist baseball

humble dagger
tranquil oracle
#

We could've included them but they don't have their lighting baked rn

humble dagger
#

btw I see what you mean about having enemies respawn

#

I was thinking about modding in a quick "blood moon == bonfire saving" difficulty thing but that would mean I'd need to precache all the enemies at the beginning of a level, figure out how to spawn them, spawn them when the save mechanic is used etc etc

pure jackal
#

Bloodmoons gonna have limited saves, so thats evil

arctic radish
#

I wanna included bloodBourne bosses in gloomwood

#

Idk how I’ll do it but I’ll do it damnit

arctic radish
#

I have settled on a shader script for making the “time shattering” effect for when the player uses time as a weapon in my game

#

It gave me sooooo much hell to get looking at least a quarter of what I was going for

#

Will post the effect after college classes are done

humble dagger
arctic radish
#

Wait…

#

monkaS I think my pc was going to auto update before I left for college

#

I don’t know if I saved the newest revision of the script or not

cloud bloom
#

Can someone explain to me how to get a unity assetbundle into a BepinEx plugin? I cannot figure it out

#

Or at least send some helpful documentation i could read (ping if reply pls)

tranquil oracle
cloud bloom
tranquil oracle
#

You can store the asset bundle as an embedded resource in the .dll and then use the LoadFromStream/LoadFromMemory APIs

cloud bloom
#

Okay that makes sense, how do you embed the resource?

#

Thats more so what i am having trouble understanding

tranquil oracle
#

In your .csproj

cloud bloom
#

And it takes an assetbundle file right?

tranquil oracle
#

You will get a stream representing the bundle embedded in your DLL

cloud bloom
#

Thank you for those pages 🙏

tranquil oracle
#

Which you can pass to AssetBundle.LoadFromStream

subtle kernel
#

How do you download ultrakill mods

#

Pls help me

arctic radish
fickle zinc
spare scarab
#

My best friend has returned

#

yea so what's up with this part

#

or this one

#

have you been watching more stuff? it looks better than your previous works

#

still not really usable imo

#

this one is fine, basic but i see no big issues with it

#

good on you 👍

arctic radish
#

I mean it’s lower poly, and I can def imagine it’ll be easy to lower the poly count with that base mesh even more with collapsing verts together

#

It’s p good so far

spare scarab
#

definetly a big improvement over what it was before

fickle zinc
#

some one already did this

#

how they did it is not sure

arctic radish
#

I’m in a struggle

spare scarab
#

Wassup

fickle zinc
spare scarab
#

nah man dont do this

fickle zinc
#

thats not the one

spare scarab
#

what this one?

#

legit unsure how that even happens

#

but that's really not ideal imo

fickle zinc
spare scarab
#

uhhhh really not how that should be

arctic radish
spare scarab
#

ehhhh i dont think that's what they went for lol

#

but no guessing

pure jackal
spare scarab
#

ur guess is as good as mine really

#

uncircumcised gun

low thicket
#

last few days' work

spare scarab
#

Good shit

eternal schooner
#

Goddamn it!

#

It looks awesome dude

fickle zinc
#

wait arnt those reload animations from modern warfare

pure jackal
#

man see's a gun that vaguely looks like it'd be from cod

#

IT MUST BE COD

cunning wing
#

literal 2d images
must be animations from one of the most visually impressive 3d games

normal scaffold
#

good job

low thicket
#

thanks guys <3 glad you like them, i've been working on them while i've been sick

low thicket
cunning wing
#

yeah they are very cool

neon berry
#

gloomwood mods when?

wraith beacon
#

Attempt at actually making a tree.

cloud bloom
#

Is there a way to access a game's prefab to instantiate it?

tranquil oracle
#

That depends on how the game is set up

#

Usually you can steal a reference from an existing "prefab manager" or something similar if the game has one

#

Sometimes prefabs are stored in the resources folder so you can just Resources.Load them

#

If it's only referenced by say, a scene, it might be a bit complicated

cloud bloom
#

I'll check it out, thanks.

cloud bloom
#

Is it possible to load an asset from the sharedassets files of a game into a mod?

wraith beacon
fickle zinc
spare scarab
#

that's basically the same exact model as you've sent before dood

#

i dunno if this is a good idea really

#

the geometry i mean

#

not the general shape

fickle zinc
#

its fine had it tested by painting it

spare scarab
#

wh

fickle zinc
#

though the top part has a small problem

spare scarab
#

wdym by "painting" it

fickle zinc
#

checking to see if by going into shading

#

though could change the handel

#

as that could be an problem

spare scarab
#

clicking into shading and looking at the material preview tells you exactly nothing

raw haven
muted stirrup
fickle zinc
# raw haven have you seen the animations in modern warfare 2022??????

correction one of the weapons aka the revolver is reloaded similar to one of the cod games , its seems to be reloaded off hand similar to one of bo games as treyarch cant always seem to get revolvers right , the shotgun looks similar to modern warfare though its not really certain, the rifle reload looks like its from dl1 , not saying he copied the animations, just saying that he seems to have taken some insperation from them

earnest lily
#

sorry but

#

not quite

#

😛

#

reloaded is clearly not reloaded with the off-hand a-la CoD

spare scarab
#

they really dont look like em

earnest lily
#

and that type of shotgun reload is a fairly common approach as it shows both the ammo being loaded and the weapon in its full glory

fast vault
#

Do you think in 10 years, we'll see a resurgence of military fps games when they become considered "retro"?

earnest lily
#

I will be very afraid

fickle zinc
earnest lily
spare scarab
#

word jumble

fickle zinc
#

righte here

spare scarab
#

the fuck is that supposed to tell me

fickle zinc
#

just skip to 12 second mark

spare scarab
#

dude

earnest lily
#

I'm not gonna get into this too deep but

its seems to be reloaded off hand similar to one of bo games as treyarch cant always seem to get revolvers right
it ain't doe
and CoD has multiple reload tiers, one in Bo in which the speed loader is used instead of going round by round

#

do you know what "off hand" means ?

spare scarab
#
  1. they dont look similar
  2. that's... how you reload a revolver without getting it in the way of the view
#

tf2's revolvers do this exact same thing

fickle zinc
spare scarab
#

so what's your point

raw haven
wraith beacon
spare scarab
#

a 3

arctic radish
#

uh oh I'm back at it again making more gun designs than needed for my game

pure jackal
#

YOOOO

#

DRILL LASER?

arctic radish
#

Even better, an on demand EMP nuke!

#

Yes it fucks up everything including your ears upon use (oops)

#

I need to figure out a good way to texture it
because the original concept art of it had the colors really vibrant, with the main rods and battery compartment being solid purple (with glow), and everything else a saturated orange and lime

but now I'm not sure

fickle zinc
spare scarab
#

Now show the mesh

fickle zinc
spare scarab
#

Omw home to enjoy the newest model from my best friend

arctic radish
#

hOOOh boy I need some critical advice

So tl;dr In my game's first layer there's a giant citadel in the center of the map, right? well I'm not satisfied with how it looks anywhere in the map.
The whole gimmick of the layer is that there's a L A R G E hanging up side down city in the sky that all is attached to that singular citadel
The hanging city is viewable anywhere on the surface of the map (and so should the citadel).

My first instinct was "use layered images for the hanging City + Have some LoD models for the Citadel itself!"
But the more I try this method the harder it is to get it looking like it's anything but a low textured cylinder in the center of the map with an even lower textured dome for the hanging city itself.

#

I also tried to see if I could swing using chunks for the hanging city, but the performance loss even with it being just flat, one sided planes is too drastic

#

Here's the general mood board, I've written up some concepts of still shots as well but they're not what I'm currently going for atm

spare scarab
#

im no expert and im not sure i fully understand the context, but would a 3d projection of a skybox work in your case

arctic radish
#

I could but I'm not entirely sure that would be the best case, because Skyboxes are fickle to work with when talking about perspective

#

well Godot skyboxes are weird because they don't draw render passes (or rather they seemingly draw in a separate world space from the actual 3D space)

#

because things like fog, depth, and culling aren't rendered with/alongside it, it's stacked

Where HDRI/Skyboxes are first to render, then everything else renders after that (or sometimes with things like fog, fog just simply don't render when looking at the skybox/HDRI and will only render when on top of a solid mesh for whatever reason)

spare scarab
#

so you'd basically be seeing a sharp cut off from the fog into the skybox on the mesh horizon?

arctic radish
#

yes

spare scarab
#

shiet

arctic radish
#

I don't understand why

#

my only guess is that the post processing is inside the mesh renderer passes instead of the actual env passes

#

This is what I wanted concept wise

#

PoV: you have completed the tutorial

#

okay maybe this would be a better view because Grey on grey isn't exactly the clearest

fickle zinc
spare scarab
#

it's not awful but it definetly has problems

#

the mesh is a little messy on the sides and the front is visibly separate from the reciever

#

this just looks weird

#

the top

arctic radish
#

wew this was fun to texture

merry lotus
#

how the hell do you make custom textures

#

I have no idea

arctic radish
#

In blender

#

well
with the color quantization added in post with Paint.net

pure jackal
#

Cassy is talented af

#

Even though cass isn't using point filtering which is superior

arctic radish
#

wa

pure jackal
#

Closest filter is what its called in blender

arctic radish
#

I am using that

#

Or else it looks like

pure jackal
#

?

#

It looks blurry
Actually my bad that might just be the screenshot

arctic radish
#

this is with Smart filter enabled

pure jackal
#

Mostly here

arctic radish
#

oh no that's just the colors being weird

#

I condensed the colors down to 44 instead of my usual 32 because the loss of details was too great (mostly that faint pattern on the gold handles)

#

this is what that area looks like with closet filter on

fast vault
#

Crisp and delicious looking

pure jackal
#

ahhh

#

limited pallete

#

very good Cass

cloud bloom
#

Very nice work

low thicket
# fickle zinc https://www.youtube.com/watch?v=Qq-PDMuCc1w

i chose to move the revolver reloading offscreen because animating all 6 bullets would take a lot of extra work, both for animation and programming, that's why the cod developers do it there as well

i can see what you mean though, and i'll say this: there's only so many ways to animate a person reloading weapons, and in particular black ops and the project these animations are for are both set in the mid-late 20th century, when reloading techniques weren't so tacticool

#

i just kinda figured "well how would i reload them?"

#

and idk, i played bo1 back in the day so i probably got inspiration from there

cloud bloom
#

How do I access an embedded resource thats loaded into memory? I'm trying to load an assetbundle that is an embedded resource in my mod, I cannot figure out how to actually access it using GetManifestResourceStream Or LoadFromMemory I think it might be a path issue?

cloud bloom
#

nvm i figured it out

arctic radish
#

So I now have a coherent timeline of when I started developing and planning my game series:
Garden (2019) > MaxSine/MaxSin (2019) > Collimax (2020) > Corner Light (2021)> Soul Spine (2022 > Dividend (2022)

green fiber
#

i am like very new to doom modding and this one isnt finished but i just wanted to try out what my friend's music sound like combined with it

tidal vector
#

mod

wraith beacon
#

Added some cards to break up the sillouette of the trees a bit.

pure jackal
#

gah dayum

wraith beacon
copper ridge
wraith beacon
arctic radish
#

if anyone asks anytime in the future about how my game's lore is structured (which won't probably happen, but you never know because I got pinged yesterday when I was asleep about my games lore)

just refer to this

fast vault
#

Ah. I understand everything now

arctic radish
#

exactly

#

you understand so I did my job correctly troll

fickle zinc
spare scarab
#

how did you make so many faces on such a simple shape

#

like, this thing quite literally consists of 3 cubes and 2 cylinders

#

it's not a lot comparative to a big model, but this could be done with like

#

half the faces

fickle zinc
#

was gonna do that until

wraith beacon
#

Decided to go down a new tech art rabbit hole of making my skybox slightly nicer, temp textures right now but I've got a seperate cloud plane layer thing now.

earnest lily
#

ballin

spare scarab
#

ballin

fickle zinc
#

then there was this thing only made with sculpting

merry lotus
#

the veins

eternal schooner
#

this is a certified veins classic

spare scarab
#

Daveins...

untold niche
#

inject heroin into them and see what happens

merry lotus
#

my current idea for the veins is that it's like the blob

#

but veins

azure flume
#

Anyone knows how dusk/gloomwood makes sure your weapons do not clip through the walls? Is it just super tiny and close to the camera? Two cameras? Something else entirely?

tranquil oracle
#

Two cameras

merry lotus
#

one only renders the scene and the other only renders the weapons

fickle zinc
#

something is messing with the loop cuts and cant really find where it is its like a random vertice can some one find it

#

wait nvm

spare scarab
#

Before making a loop cut, really consider whether you need one

#

Or you'll end up with a lot more splits than you'd ever need

arctic radish
spare scarab
#

The ball piercer 7000

#

Dope af

arctic radish
#

I am almost ready to showcase what it can do in game, but I've ran into (a lot) an error with the projectile killing outside of the area it's supposed to causing scripted enemies to crash the game because they dead

fickle zinc
#

how do you stop the camera from being stubborn when zooming in

arctic radish
#

Define what you mean by "Being stubborn"?

fickle zinc
#

when you zoom in too much starts to make it more difficult to zoom out and pan

arctic radish
#

oh you just need to move the 3D cursor to where you're wanting to go/ select the part you're wanting to view on

spare scarab
#

You- fuck

arctic radish
#

KekShake Sniped

merry lotus
#

you can also do Shift + ` to enter a first person view

#

right click to return to your original pos and left click to stay in that position

arctic radish
#

I don't tend to use that mode as it's a bit jank

merry lotus
#

I used it a lot when I was making the third dusk map in nbk

#

Progress on #NewBloodKart has been nuked from Orbit due to the launch of Gloomwood. Here's the new boost / camera effects, we've got plenty in the works for later.

#screenshotsaturday @NewBlood

▶ Play video
fickle zinc
spare scarab
pure jackal
#

Its called Kyle is Infamous

fickle zinc
#

any who heres a reference

#

does anyone know how to remove path conncetions

azure flume
#

x?

merry lotus
#

don't let them in don't let them in don't let them in don't let them in don't let them in

untold niche
#

Dude

#

If you're cold they're cold

#

You gonna lock the eldritch veins outside like that? smh

merry lotus
#

well i don't want them burrowing into my wrists, spreading through my body, and controlling me like a puppet

#

so yeah

untold niche
#

What so you want autonomy and agency now? How selfish

#

Let them have you, it's the selfless and morally justifiable thing to do

#

let them in

#

LET THEM IN

#

LET THEM IN

merry lotus
#

they technically are already inside

untold niche
#

Goodohyes

indigo shard
#

ignore the bullet physics malicioushappy

pure jackal
#

Hehea speeeen

indigo shard
#

i could make spinning bullets a gimmick if i was good at programming

#

sadly i am not

#

though i did accidently create a gimmick while making this

#

teleporting to your bullet kekw

azure flume
indigo shard
#

yes

#

lmao

#

working on that

azure flume
indigo shard
#

big john is too powerful

azure flume
#

number 1 priority

indigo shard
#

YAGHAHAHAA

wraith beacon
pure jackal
#

Hatsu in the skyy with shaders

wraith beacon
arctic radish
#

hhhh
I want to render the players arms with a different camera but Godot says no

#

It would make my life A LOT easier if I could just use a different viewport and have it work out

#

but godot seemingly locks up every time I try

fickle zinc
cloud bloom
#

ahhh

#

: )

wooden tusk
#

nice

merry lotus
azure flume
# arctic radish hhhh I want to render the players arms with a different camera but Godot says n...

https://www.youtube.com/watch?v=9i6uxm_ioG0 heres a 2 minute video tutorial for you, just replace the weapon with arms.

How to stop fps viewmodel weapons from clipping when standing close to walls or other objects in Godot. This video also covers using a different FOV for the viewmodel as well.

Buy Me A Coffee: https://ko-fi.com/garbaj

--- Social ---

Discord: https://discord.gg/mpHFmhW
Twitter: https://twitter.com/Garbaj2

--- My Setup ---

GPU - EVGA GTX1060...

▶ Play video
arctic radish
#

I figured out an easier way
no depth test on the mat of the arms and guns

indigo shard
#

top tier bug fixing right here

long leaf
#

I think I screwed up the collision because if you move the mouse up you can shoot yourself rather easily

indigo shard
#

oh no

arctic radish
#

I'm livid

#

so godot decided to fucking crash at the worst fucking time
and now the project file won't open

#

I do have backups, but they're a few weeks old. Before I coded the Static Discharge and finished up one of the basic enemy AIs

fickle zinc
arctic radish
#

It does

#

it really really does

#

FUCKING

#

the backup was made BEFORE I coded the hand IK system for holding weapons

#

(before I just used an animation for the guns instead of having it dynamically change with IK)

fickle zinc
#

was this made in c#

arctic radish
#

no, GDscript

azure flume
#

why do you need a backup tho? just open the project files in the file explorer?

#

if godot itself doesnt open

#

all the scripts are still there for you

merry lotus
indigo shard
#

ive made a grave mistake

neat lava
#

What is that

merry lotus
#

nbtds leak

indigo shard
#

yeah yeah lets call it that

warm spade
#

hey guys im not trying to be annoying but is this the lumber tycoon 2 script server and if ti is where can i get it?

azure flume
#

Is that a new roblox cheat?

merry lotus
neat lava
#

lol

merry lotus
#

skin modifier my beloved

warped sentinel
#

should i make my terraria mod's meteor items named random shit that look like words from latin
or just call them the generic "meteor bow" "meteor sword" etc

neat lava
earnest lily
#

I like the anims

neat lava
earnest lily
#

and I like how crusty your models look

neat lava
#

yea lol

#

going for a grimey look

sudden imp
#

Is that a double barrel lever action?

earnest lily
#

the vibe is there 🫂

neat lava
#

just double barrel

sudden imp
#

Still cool

neat lava
#

yea

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its like uh

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a russian cosmonaut gun

sudden imp
#

Ahh

neat lava
#

has 3 barrels, third one is for a rifle round

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but i decided not to use it

neat lava
#

heres most of them

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i did all except for the revolver

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friend did that one and i edited it lol

earnest lily
#

vibe check passed

cunning wing
earnest lily
#

careful with the jiggly though 😁

cunning wing
#

TP-82 right?

earnest lily
#

glad to see you got the walk right

#

assuming this is part of the vfx swarm I saw earlier

neat lava
#

yea

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one of the enemies is made out of spiders

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not quite there yet but close

#

was inspired by daddy longlegs clumping together, looks like giant lumps of hair sitting on walls

azure flume
#

I hate this

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Needs more rainbows and sunshine

neat lava
#

ill have my programmer add some

merry lotus
merry lotus
#

break out the raid

cunning wing
#

manimal making a game that pyrocynical would review and people would base their personalities around for a month fr

neat lava
#

But I'm not making it for him. I just like cry of fear

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Lol

cunning wing
#

is it going to be all in le mind

neat lava
#

No

#

Actually I guess answering that is technically a spoiler

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Lol

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How could I forget to post the man himself

spare scarab
#

Based cry of fear enjoyer

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I hope to make a game inspired by it

rotund garden
#

my dude is creating the horror game I wanted to do, but my dumbass brain can't deal with programming lmao

pure jackal
#

reminds me of the model I made for that PT PSP remake thing that never got used

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buppet combo

neat lava
#

Lol

sudden imp
#

😳

rotund garden
#

one day I'll go back to UE4 and keep going with the project

long leaf
#

I kinda want that

pure jackal
#

receiver 2

neat lava
arctic radish
#

it also feels a bit cheesy

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or rage inducing depending on the context

neat lava
#

Eh

#

Maybe

pure jackal
#

suicide depiction in general is something you want to do respectfully
suicide as a mechanic even more so

spare scarab
#

/kill

cunning wing
#

superhot moment

pure jackal
spare scarab
#

Yooo controller

wraith beacon
#

Looks neat.

stuck igloo
#

when feedbacker middle finger mod :)

muted stirrup
sudden imp
#

Will be Hype to see your work there 👌

muted stirrup
unique crag
cloud bloom
#

Anyone have a good solution for serializing/loading the fields of a custom script other than manually adding the component and setting the values individually?

humble dagger
#

Anyone else kinda burn out on dev

#

I'm taking a break from my project just because I can't get any more work done

earnest lily
#

that's the secret

#

the fuse is already burnt

#

🫂

#

I try and break it down into the smallest step possible

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1 inch on your 10km march is better than sitting still

#

who knows, you could get the ball rolling downhill with that little ground

arctic radish
#

My game dev motivation is borderline reaching into the negatives

neat lava
#

What kind of game are u making

arctic radish
#

I want make my game, but god damn it takes ages to code weapons even if I were to make a base projectile.

FPS where you go fast, use fast to shatter time itself and use that shattered time as a projectile or weapon

#

My main issue is just make the weapons not conflict with the player controller

pure jackal
#

The thing that demotivates me the most about my dev is that I don't have the time I want to do jt

neat lava
wraith beacon
neat lava
#

Treelime

unique crag
#

snipera

fickle zinc
spare scarab
#

Although i guess hunting bolt actions dont leave much room to wiggle

spare scarab
fickle zinc
fickle zinc
neat lava
#

Gum

unborn island
#

nice

humble dagger
unborn island
#

I want to learn from blendar

humble dagger
#

but now what's left is like 90% art, 10% just final touches things, adding locked doors, adding keys, adding usable items, etc etc

#

I can taste it I'm that close but I just cannot bring myself to go that extra step lmao

arctic radish
#

Well how many maps do you have, plus playtime, UX, and gameplay loop are all things that would be a good direction to dive into rn at your current stage of development

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If you’re that far in

spare scarab
#

Doing 5 mins of work once a day is better than 0

#

It'll eventually get u there

#

That's how i do translation work

#

Its boring as fuck but taking a miniscule amount of time to sit down and work got me a ton of progress i wouldn't do otherwise

#

As long as it's a habit

#

Like what else would i be doing in those 5-15 mins? Watching youtuve vids?

arctic radish
#

How I usually do it is close the project file for like 3 days, watch some other game devs do their magic, maybe learn a thing or two about how others are doing game dev, and then flipping how others develop and think about game dev on it’s head and fuck around in my project

humble dagger
meager valve
#

If I want to focus on something I usually turn on the music. For some reason it makes me less distracted, or at least it seems