#general-modding
1 messages · Page 3 of 1
but I don't want to finish my item system right now because it's painful UI work more than anything
barely related but check out these textures I made in stable diffusion
If I were to prioritize and stick to a priority chart, I’d not have gone this far in my game dev life
Ohhhh nice
Thats actually sick
How tf do you get Stable Diffusion
It's uhh, complicated
Isn’t it in private beta
it may be but I kind of grabbed it somehow
I did it while very high I don't remember the details but I have a thing I run and it generates images on my gpu
But yeah for me personally I hate prioritizing what I need to do in game dev as I tend to get burnt out working on one part of the game for eons only to have to work on another part for eons after instead of distributing my workload into different “if I don’t wanna work on [x], then I still have [y] to finish and work on as well!”
I see pain everyone, but still noice 🤔
I'm kinda out of those. I did everything I wanted to do
Now I just have the messy details to wrap up for a prototype, not even a game
Prototypes are actually most of the time better for things like this
I’ve seen devs upload coder art levels of prototypes and they are bangers
Well the thing is I'm insane and not very smart so I wrote my prototype as if I was making a full game
Like, I spent a month on the weapon system, a month on the inventory, two months on enemy attacks..
If I had an artist for this I could probably ship it
My games are all prototypes, despite the graphics quality being subpar (imo) But I care less about appealing graphics and more about just finishing the gameplay and it being fun even if it’s half baked graphics are bad
All I have is programmer brain. I can only code my way out of problems
Ah
I’m pissed off btw that godot 3.X to 4.0 project converter still is basically Garbo
I think we talked about this before, I think it's a necessary evil
Despite how close supposedly godot 4.0 is to release
That having a broken ass project converter is a necessary thing?
Either way if I’m goin to relearn GDScript for Godot 4, might as well start my game dev shit from scratch
Just that the switch to Godot 4 is unintuitive. Compilers / interpreters are a huge pain in the ass and to translate between code isn't exactly trivial
Yeah
trying to put these two vertices together so that they match is there any way how
If u really need to, you select both then press m
It should give u options
For me snapping them together then merging by distance works fine
Select both verts, hit M, select which one you want, repeat, make sure you delete the inside of the face as that won’t auto delete when merging.
Oh yea that too
Btw by looking at what you're doing
Are you trying to force attach a front part of a gun to the middle through merging vertices?
Cuz it'd be easier to not make them separate in the first place imo
Well depending on the workflow it’d be like that
the other option is creating a new face through vertices
though that comes out a bit janky
wait the join
huh?
could join the two parts then use the m key
From looking at the blend files, very likely so
Which i don't really see why you'd do it in the end?
Like when the thing is fully done and put together why not have it a singular mesh
Because to some people it’s harder to get individual elements of the mesh
Fnaf modelers love to just use a bunch of mesh’s for things like Endos rather than make the Endo all one thing
thank god I broke out of that habit early on
Fnaf models are just renders
so it doesn't necessarily matter how scuffed the geometry is so long as the modeling software still exports a pretty picture
unless you mean the new one in which, yeah shits scuffed and 90% of the fuckin endo mesh shouldn't even exist
I personally solved this with Trello cards
Trello saves all
with the added benefit of - hey I've been away for a week, what the fuck do I do no- oh hey there it is
I feel like Trello might not scale too well for bigger teams?
I mostly used Jira in professional settings
The classic problem with Trello cards is that you then have to "plan things"
Instead of jumping between things as necessary
True
how do you mean?
I have a trello, but it’s not much use when my work environment is like liquid
Scatter brain strikes hard
0 thoughts brain empty
write trello list
forget to check
TRUE
do a whole bunch of stuff
come back weeks later
the back half of the list was done first
forget again
I have ADHD and everything I do is a whim, it's a miracle I've focused enough energy into making something almost playable
I wrote up a Google sheet for my game, opened it once, said “my plan for this gameplay is too different from my OG concept” and then forget it exists add infinity
Holding myself to it though, I'm gonna get items done tonight
I think I just figured out how to do them
After that it's just keys, locked doors, and some enemies and I can build a prototype game to try
I wanna get my weapon system cleaned out because I hate hard coding weapon states for acquiring weapons
I really strongly recommend a super OO system
My current one isn't perfect but it's super versatile
I wish I could just “boink” a value and you’d have it in your arsenal
You can do that but it requires a ton of legwork
Rather than having to constantly have a reference to the object in the map for when you get it
Like I want to just add the items into a dictionary with a value and if the value is false you don’t have the item, otherwise you have it and can equip it
But then I need to always have the weapon loaded when the player doesn’t have it UHHHG
I solved that problem by splitting weapons into two types
SerializedWeapon and Weapon
Only one can exist at a time and any weapon can be serialized and visa versa
SerializedWeapons are just instantiated code objects that store the data within
When you need a weapon, use some parity value on the serialized weapon to instantiate a prefab
And then copy the values over
Also how do you handle dynamic weapon types, like are the projectiles spawned by the gun or the player, and what happens if a weapon has an alt fire while others don’t
The gun handles the projectiles
Also dynamic weapon types are handled by making weapons SUPER object oriented
I wish I could describe it well, I need to type it out to explain
Well the input is handled by the player, so if let’s say you have Left click is a sword, and right click is a Gun, how would you handle the input for each of them if you switched out the weapons with one gun
So I have a weapon class that always has an OnFire and OnAltFire
When you press those, it sets _firing/_altfiring to true
Then in update, I poll those values every frame and if theyre true I perform Attack or AltAttack
Specific weapons override Attack and AltAttack to make the behavior change
But all weapons are of type Weapon so all weapons by default can handle left and right click
Hmmm
It's even more complicated than that in actuality
I know
I might, might have a zip with all the code
I could also bug my SO to zip and send it
I’m just thinking of how I’d replicate that with GD script
I'm at work rn
most exciting function i've written
func explode():
$Head.explode()
$Torso.explode()
$Bottom.explode()```
"Bottom.explode()"
Missing $Cum.explode()
head asplode
it'd be nice if it bloody worked
the code explode
code implode
added a few more sfx, and exploding- you actually die now
exploding takes place at 0:25
pop
Gun spin 10/10
when you haven't got an artist to do real animations you make do
enemies exploding coming soon
stupid godot question. but when the player is moving between scenes, any bullets the player have shot also transfer to the next scene. is there any function i can do so that when the scene is changed itll queue free the bullets
theres a couple ways I can think, all quite shit however
one would be keeping a handle on all the bullets and then writing a scene change wrapper which frees the bullets before changing the scene
oh that could work
why do you spawn the bullets as a child to the player? spawn them to the world that you unload
get_parent().add_child(bullet)
Or..... add
func _ready() -> void:
self.add_to_group("bullet")
func die():
queue_free()
To the bullet script and call
get_tree().call_group("bullet", "die")
when switching maps
you could have a bool in the scene script and then when it's true it'd queue free the projectiles.
ez
Im still confused why the bullets are child of the player though
checking the bool every frame from 100000 bullets? doesnt sound very performant
no?
If Bool = true
Call all bullets to Queue free
one bool
queue frees all bullets
and how do you call all bullets? groups 😄
all my hud code is done on frame rather than on event which I assume causes some slowdowns
no, you can call them through it's base script
Sick punchies
Cry of Fear but actually good?
yoooo
You didn't like cof?
I loved it, I just got used to say "X game but good"
I got brainwashed by this damn server
Lol
o
man makes the worst ak model possible, asked to leave #general-modding
certainly not the worst
ive seen some ak models in my time trust me
laughs
proven right
now heres the worse
More like proven right ☠️
your emplying that theres worse than this one
No i wasnt
I was talking about this one
went out of hand so had to create a new one
didnt see that one
there's also a bunch of z-fighting faces all over the place
where
wait does this happen when there are two objects colliding with eachother
Yeah blender is kinda the best I heard
My roommate was a 3D student
His other suggestion was zbrush
it might be best in terms of having 251215251125 features (that ill never need), but the user experience is horrible
It's a problem all modelling tools have in my experience
i mean it's when you have 2 faces that are overlaying each other
and blender isnt sure which of them to render so it starts showing weird shit
it's common and not just for blender
blender should just figure out that those two faces are now the same face
and apply some verts and edges to connect them properly
I mean, Blender has merging tools, also that idea sounds horrible to work with.
Boolean merging
You can also just ctrl+J and then delete some faces and then press F to make a new edge or face
There are a lot of better ways to go about doing what you're doing
It’s honestly way more streamlined than what most people think because tutorials usually don’t cover hotkeys or workflows for more advanced shit
I legit learned more from speed modeling videos than tutorials
Quickly Removing verts that are overlapping can be done by just merging by distance, though there's still gonna be some cleanup needed
mergeing isnt always a good idea
sometime the barrels are there own different objects
it safer to do that then merging
For Overlap I tend to just merge the selected verts and it’s good
Then select all the faces of the barrel, merge them by distance, and then hit P to split it from the rest
if you where to merge then you would have to deal with this
And then merge and cleanup thenrest
Deal with what?
Lol
The top of the barrel is merging to the stock in that image where he merges all the verts
Then select the barrels and press P
Again if the barrels are connected individually, hover your mouse over each, hit L, and it'll select the whole barrel, do the same with the second, merge THOSE and then hit P
L and P are going to be your friend for things that need to be next to verts but not connected
Also, lets say you just want to select the back half of the barrel.
Go to edge selection, hold alt and then click an edge it should select the whole loop, go to edge>mark seam, and now if you switch back to face selection and press L, it'll select everything that isn't split off from the seam
Keep in mind if you have seams that if you’re wanting to select the whole object, go into vert select mode, otherwise the selection would fill to the edge of the seam and stop
also this is really minor but
u sure you need to screenshot your whole window every time you want to send smth
like, area selection is a thing
like win+shift+s or just the snipping tool which are both default
one day you might send smth you dont want in your browser tabs or whatever lol
He has twice
Certified prt scr moment
You'd see 1 normal, 1 big, and 1 small
i dont even have one i just guess what my inputs do ! !
Someone give me cursed terraria mods
Minecraft
Damn thats very cursed
My crap
My boy you are named ultrakill sex mod
Nothing in terraria will be cursed enough for you
Fair enough
What about the outputs that result in the actions of other people?
Do you imagine that too?
Idk
i just have a pair of headphones that is turned up to max and it reads out ones and zeroes which i convert from binary to pixel colors and imagine the whole image
Erm you know discord actually has text to speech ? ?
it doesnt spell out profile pics unlike my binary pixel reader
and that information is NECESSARY
So do you piece together the moving pixels of Chris pratt mario
yup
Its not for ultrakill but i found it
obnoxious bloom? done
It might be possible :DDD When Im on my puter I will send the reference pic
Thank you :D I'm still kinda new so some things arent made very well, I did try to make it low poly tho
I've ran into an issue with Maxsine that I can't get a coherent answer for anywhere, so instead of burning out the project with trying to figure out how to fix said issue I'm going to make a burner project.
Also going to make the burner project the most annoying thing ever to code because the perspective is like this for the tiles
and this is how the character's perspective is going to be like
How will I code the movement to handle this?
I don't know
what it looks like below the character in red
Dark red = will be covered up by other tiles
Bright red = what'll be shown to the player
???
Literally every new piece of inforimation about this makes me more confused lmao
Is it like, isometric but with the camera parallel to the floor?
yes
and the camera is not angled 45 degrees it's a little more than 45
so normal Isometric math won't apply here
That's fucked man, lmao
Yes
yes it very much is 
And keep in mind it's a Katana Zero kinda game I'll be going for it
just to add to the pile of "FUCK"
Is the angle (so the dark red to light red ratio) 2/3? Guess it'd be 60° in that case
well that's the issue
It's a bit more than 60 as well, more like 2.5/3
or maybe less hold on
because the total width of the tiles themselves are 32
32 x 16

and there's a 4 pixel offset from the center of the tiles
the the movement code for the player needs to compliment the perspective itself + I need to figure out how I'd handle distance from the camera down hallways or open spaces from far away
because if everything was the same scale it'd look jank
jesus
this is what I'm hoping for it too look like in game
how long does it usually take to UV map the Env?
Environment pieces are modular and for walls and such I often just do projection UVs.
Hot
Also I'm going to need to repaint all of the regular rock textures to be higher res 💀
like Wave Function Collapse style of level modular?
They're just meshes, that're placed around the place on grid, no fancy systems or anything.
ah
Please Godot Gods for the love of fuck improve Gridmaps if you're improving the 3D side of things in Godot 4
Does, Godot not easily let you put things on grid?
it does but it's really fucking jank
there's a node explicitly for placing mesh's on a grid, but it's very finnicky to get looking right + it breaks collision if you have a mesh that has it by for some reason increasing the actual area where the collision collides with
I have to manually go into the Meshlib, and just trial and error the collision so that there's no overlap if there's 2 floor or walls next to each other collision wise
so yes, it's borderline garbo
just a failed version
dont think the world is ready for that answer
continue what
Hey, some consider killing ppl a hobby
lemme see the model hold on
every time i load up a file of urs man
i keep asking myself what am i supposed to look for
that stock has enough polygons for a skyrim mountain
granted was attempted to fix however just thought it would be a not so good use of time and was better off working on the one that actually works
this is the one currently being worked on
was based on this
Can you kill me cause I wanna die after seeing this shit magn
god dude
when u move to another project, like a new gun
why not just
make a new file
OR delete the rest of ur shite
like do u really need all that below
only the sith deal in so many loop cuts eh
u could make a healthy breakfast outta those 

Brb opening premier
Why did you use that and not the reference image you just sent
just stated its wip
he means literally use this
Tried something character action game-ey
siiick
If I'm making a glock I don't use the reference image of a 1911 and then look back and forth to another glock image to make the corrections
we
we just told you
show me the geometry in edit view
stop hiding it
hiding it doesn't make the problem go away
its still wip
kindly pass me the wip blend, please
Thank you for this
What is the what is this blend file
Its been 5 minutes
And the file hasnt loaded
because he has a bunch of other stuff just sitting there, not related to the current thing he's trying to make
Jesus Christ whats up with those circles
I'm going to guess that they are for reference/scaling in terms of making curved edges
Memester when he finds out that he can actually go to the file menu and create a new file
he knows that
this isn't every single thing he's ever done in the same blend
its just a bunch of different shit
Oh
I dont get why still
Lik
Whenever you open blender
you have to choose to open a specific file nonetheless
ask him
in fact some of it is literally a month old
@fickle zinc Hey May I ask why dont you watch a video or two abt making objects in blender?
he has
jesus you people are still asking
why are they not connecyed
smth's wrong i can feel it
how many ref images do you need wth
And why the fuck he doesnt use the squared floor thingy idk how to explain
the grid?
Yeah
wait where IS the grid
litterly stated this is wip they arent connect due to the fact that one still trying to get the shape right
This has got to be a troll
words
Maybe form the entire body with one object and then proceed to model it instead of making two separate ones?
ok hey i gotta ask, fr
what's with all the random double/triple/quad spacing
like you do that a lot
keyboard brokey?
cuz that could be a problem while using blender
you mean this?
i mean literally the pressing space several times while typing
This is the SAME SHAPE as what you have
and it follows the tri/quad formula, and will render and export with 0 issues
this is your tri count.
this is how many polys it'll be when you export it.
THIS IS HOW MUCH YOU ORIGINALLY HAD
FOR THE LOVE OF GOOOOD
DAMNNNNN
JUST OPTIMIZE YO SHIT
FO THE LOVE OF GOOOOOOOOOOOOD
Woah from where you can see the tris count?
i know i had fuckups but i never actually checked the tris count of my shit lol
it's giving me a little wake up call i thought it was fine
well mostly
i know the mesh is messy in places
Yeah same, I got a big problem with the hunting rifle but i somehow ducttape fixed it low
u need to enable that in prefrences - interface - stats or smth
I dont havb it
at the very least everything line here has a function and isn't just splitting what is essentially the same face
Ooh
Its on by default in 2.8 and below iirc
at least, I never had to go turn it on'
PIN THIS
nono its accurate
Is this a lot?
yeah but we'll need to see the geometry linework to see what can be adjusted
also "a lot" changes depending on if you're going for something low poly, or realistic
thats the blend1 file
I had a big fuck up here but idk if it makes the file really bad to export and texture or no
that's kind of a lot
last thing?
he means the 1
.blend1 should be .blend
yeah there's a lot of stuff here that doesn't need to be here but at the very least I can see that its in service of making the shape
and not just loop loop loop loop
I havent tried deleting the lines on the handle alongside the vertex dots yet but imma try later tonight prob
Thickk
My first blender model is a bit inapropriate for this server so to say
it's even animated :)
damn
based
this isn't the dreaded but it replaced the dreaded before it itself was replaced
nice
Daaamn
awesome except for the barrels
The gun looks pretty good
actually neat
w
where's the trigger
the player would never see it
Those are pretty good for first blends
so its not modeled
Ive got a low poly jet too
Woulda been this or something and it'd have been flipped over for the reload
holy fuckin shiet
jayjay the jet
that's really good
this was godawful lmao
Eh I mean its still good but those rods are goofy ahh
Were you doiung everything with cylinders :DDD
yes.
and i didnt know u could recuse the vert count on them when spawning
so it was all 32
Amazing
this is when i actually started to watch tutorials
Here is a detailed model Ive tried
shieet nice
Omg it looks so cute
Ive never tried doing animals but soon I gotta learn
wha
da flak cannon which i actually ported to quake as well, shame i lost all the tex for it
thank god i kept all these
I think this is supposed to be a deer
it does look like a deer
I'm not sure anymore
Goddamn thats a really good model
oh no send help

never mind
AHHHH IM DYING all good :)
ive also gotten a very familiar gun
it's pogging
The tris count isnt pogging that much tho...
I have to remove a lot of unnecessary lines and stuff
i still hope i get to use my pipe crossbow on god fr
YOOOOOOOOOOOOOOOO
that looks SICK
dude this old concept looks like dogshit compared to that
Holy shit this is epic
thx
also this thing lol
faith gun
i should just go wild and start making makeshift guns
no reference
NOT IRL
IN BLENDER
no longer gonna say anything anymore
The Lord is my shepherd; I shall not want. He maketh me to lie down in green pastures: He leadeth me beside the still waters. He restoreth my soul: He leadeth me in the paths of righteousness for His name's sake.
What am I supposed to look at
ignoring the issue does not make the issue go away friend
That shit look like half life 2 beta
I animated a model of that years ago l0l
Found it
Raising the Bar: Redux V3.1 Update.
Soundcloud: https://soundcloud.com/raisingthebarredux
ModDB: https://www.moddb.com/mods/half-life-2-raising-the-bar-redux
I already do it irl
Very fun
Ayo
i should do this irl
you should
defy several laws
with the power of asphalt and PVC
made a small fps game engine with collision
new blood kart is still my top priority but this is just a fun side project
No law against manufacturing your own firearms 😁
also I'm saving this
obviously the collision is fucked mainly because i haven't worked with collision before
and i have no idea how to add a radius to the player so that the camera doesn't clip through the geometry
clipping plane
clipping plane is used
it's just the algorithim i'm using checks to see if the player is inside the cube, and if it is then it sets the position to the last recorded position
it's hard to explain but the clipping plane doesn't really do anything
and even if i set the value small enough it wouldn't look good
HARK, the sequel to HROT?
However, nothing in the GCA prohibits individuals from making guns for their own personal use. A non-licensed person may make a firearm, provided it's not for sale and the maker is not otherwise prohibited from possessing firearms.
if youre a felon or not allowed to own guns then yeah its illegal lol
but that goes without saying
I suppose its illegal if you live in a fun-police state
couple things i added including a mage model i ripped from dusk because i can't make anything original
also I still haven't fixed the problem with the camera radius because I have no idea how to do it
You can check that but with every vertex of a sphere that surrounds the player, loop through every vertex of that sphere and if one of them is inside the cube just set the players position to the last recorded position and break out from the loop
all these frames made in less than 2 hours
going to try a new game idea
something completely different and possibly less flashy
What is it
let me see if it works first
https://imgur.com/g1zF0yS so true bestie
Every game needs shovel
An enemy I'm working on
Looks cool!
looks epic is that a robot
Yup, a little excavation bot
...
how many years of beta?
Godoters
damn yall fast
Cute
YOOOOOOOOOOOO
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Trying to make the camera more usable.
Really liking the aesthetic of this game!
i kinda got player collision working but for some reason the player gets stuck to the wall until the player jumps out of it
and i have no idea why
ok i kinda fixed it but the player can get stuck on ledges and also there's flickering when you run into a wall
nothing

he just chilling
simple doom style enemy ai
he doesn't attack (yet) but rn he just changes his direction to a random dir every 2 seconds
in doom they change their direction when they hit a wall but this was easier
also doesn't have collision yet
gun
i don't know how to do local rotations so it only rotates on the y axis for now
you can't shoot yet
but you can poke
also i haven't made it so that it draws above everything else yet
actually you know what i could just use 2d sprites for the guns
that would solve both issues
Local rotation is just the rotation of the parent + any local rotation that you want to give it
yeah but when I set the rotation of the gun to the camera's rotation exact rotation (except for the z axis) some weird shit happens
ty :)
Are you using any libraries?
lwjgl
when you shove a bit too many animations into one animation player
I went for a search and it seems a lot of fun for people who want to play with code and just experiment, I might try sometime
ne byð me nanes godes wan. And he me geset on swyðe good feohland, and fedde me be wætera staðum, and min mod gehwyrfde of unrotnesse on gefean. He me gelædde ofer þa wegas rihtwisnesse for his naman.
Anyone know what might cause Unity to not allow me to edit the values of an animation at all?
Mark the animation and press X
When I tried that just now, It lets me edit the animation when the object the animator is on is not selected but as soon as I select the object whatever values I changed do effectively nothing on the object
I was joking...
.-.
I dont know what x does in unity but in blender once you mark an object and press x it gives you option to delete the marked segment
ah okay
Maybe try to see tutorials on youtube
Never had the issue before and I cant find anything relating to it anywhere lol
Can you try to edit it frame by frame or ajything like that, thats the furthest i can think of ive never installed unity so its just a wild guess
Nope, the animation file is just acting like it's locked completely despite it looking perfectly normal, no idea what would cause that
I think it might be read only
I didn't know animations could be read only
Maybe you should try and enable some kind of option which disables the read only
Or idk
You can try to create a copy of your read only and edit the copied one
I tried to and it didn't work, but I think I might know what I need to do to change it now.
though its getting close
I still have to make:
Roll frames (side to side, Forwards & backwards)
Walk (facing back and towards the camera/viewer)
Parry (all directions)
Death (
)
So this list is only going to get bigger 
Why da hell its having gatling barrel but a lever action trigger
My brother in conception of reality, this breaks any possible physical or even theoretical law
Do youbhave the blend file
f i c t i o n
Its not about fiction my dude this completely erases the whole cobcept of how a lever action works like
Yeah I get that but it just feels way too weird for me
lmao

here it is
\
So i'll try to explain what's been going on there
Nobody expects something to be high quality from a beginner, that's just how it is
It's ok to be one, and you've genuinely been making good progress with your work
But you've really been kind of doing extremely similar mistakes that prevent your models from being properly used anywhere, which is sort of the goal, right?
And we've been pointing those out
You focus too much on the look of the things you're making while severely cluttering your workspace and not really being careful of the actual mesh you're making
There is no HIGH level expectation, but there's kind of a minimum requirement for a working, usable mesh
tl;dr - it's not about how the models you post look from the outside, it's about their actual usability in a project if you ever want to use it
and even if you're not planning to use them, doing basic things like texturing may be a little difficult with such a mesh for a beginner
not planning to use them
alright, but are you planning to put a texture on them?
if you're going to be making plain white guns that won't be used anywhere - sure, no problem then
Please just use snipping tool/win-shift-s
what the FUCK
Shoutout to my glitched educational copy of Maya that will never expire
Because the instructor added a 0
based
blender is alright until you get to animation editing
like what the fuck is that animation editor shit
you have animation curves, NLA tracks, Timeline, and those are the only ones that I personally used because you really don't need much more than that
Upgraded the model i've made before
now the heart looks a tad bit more like an actual heart
heart shapes are hell to model
so I'd say you did a good job!
But the problem is that i cant figure out how to texture it properly
all the UV's get overlayed on each other
and how do i do that?
Edit mode > Edge select mode > select edges you'd want to mark as seams > U > Mark edges as seams
then select the parts you'd want to unwrap, press U, UV unwrap

that looks sick
Sorry, completely new to blender
yeh, but i can be better
and i will
But i need to learn some stuff first
and also sometimes ask for help of much more skilled people here.
I need ideas for a tutorial boss
Should I go for:
-overly long, difficult, and multi phase boss
-pushover just to teach the player without actually getting into the difficulty of the game
What has the player done thus far before fighting the boss
like is it the actual tutorial boss or the end of first major area boss
Tutorial boss would be an obstacle where you have to use movement keys and crouch and change mouse direction all at the same time!
go for a medium difficulty probably
It’s basically a “what have you learned so far” in the tutorial + introduces a new major mechanic about the game mid fight
What I was thinking was a multi phase Furi type boss, where it starts slow but then shit gets real real quick
Two phase boss, one without it requiring the mechanic, one with, seems to be the best option for me
my idea was a 4 phase boss
1st phase: "do you know how to dodge/ roll"
2nd phase: "Do you know how to shoot and jump"
3rd phase: [Uh oh new mechanic alert]
4th phase: Everything in tandem with each other
ery nice, what engine are u using
Nobody tried to belittle you in fact two people legitimately tried to help you by pointing out your mistakes in the objects youve made (which as Vriska stated seem to be constantly repeating). Not only that but you also cant seem to understand how a blend file works you cant simply throw every single thing in one file and dont even bother to delete, this doesnt even regard the modelling itself its just showing how you put 0 effort in doing anything at least somewhat proper. Nobody wants you to be pro but please if you are to model such things at least make them good before posting here, its useless otherwise to fill the chat with your blender files.
If you are to make a difficult boss then you have to from now on try to keep up raising the bars with the next boss being even stronger and so on and so on
not necessarily, unless it was a linear curve of progression, yes, but otherwise no
Well I mean idk
E.g in dark soul the bosses get harder and harder as you progress
But depends on what you do
I still feel that the first boss shouldnt be too hard yet good enough to put up a chellenge
this game is more or less going to take after (again) Katana Zero
where the difficulty doesn't progress in a linear curve most of the time
esp with bosses
under halls starts playing
Making something for GBjam
Darksoul
who said anything about rolling having I-frames 
Not darksoul...
boltgun?
ag 43
does any one have an image of an mg 30
Have you asked google images that question?
no they dont have any good ones'
had to go by memory and it turned out as bad as you might expect
there are tons of great images that can be used as ref on that google search
whatchu talkin about
the mg 30
yea?
trying to find a reference img of it
It
For fucks sake
Nobody has a spare mg30 lying around to take better pictures at different angles
Use your imagination to fill in the blanks
nice welrod
it
M104
contemplating just modeling this instead of suffering by doing it by hand
because is it really good unless you do it the roundabout way
where's the sense of pride and accomplishment
Give it the Cruelty Squad treatment and use a 3D modeled title
in a 3D game
(mostly 3D game)
(old cringe Cassy hours)
I've done it before
sure
Win
Shift
S
katana zero artstyle my beloved
did dave hire you yet?
no
this isnt an actual environment in the game btw I just put these trees down for show
I should be tbh
Just gray fog forest
does look great
yea but the floor is concrete lol
😳
You've played CS:GO's maps. Now see how the poor mappers made them. Get Hammer++ here: https://ficool2.github.io/HammerPlusPlus-Website/
0:00 - Hammer++
1:04 - Real-time lighting
3:10 - Fog
3:38 - Skyboxes
4:45 - Rope physics
5:19 - Particles
6:40 - Placing things in your level
7:13 - Sprinkling lots of props
8:00 - Putting props on the ground
8...
fuckkkk
i want that treatment for q3 radiant
I can't see the specifics of the model but I think the shape looks good
I'm not a pro of modelling but yeah flesh it out and get rid of redudant edges and I think it looks alright
does anyone have the coin model?
What of Ultrakill?
yeah
I mean you can probably recreate it easily, it just looks like a short cylinder
Guys at #ultrakill-modding might be more helpful though
still the same issues as your other models
now, you specifically said you're going to use this as a dusk mod gun, so it needs to be a least a little optimised
and this has a ton of cuts that don't serve any purpose really
they'll get in the way once you start detailing
like, realistically it doesnt really matter since it's not a high poly gun and probably wont get in the way of performance
but doing stuff like that will be a bad habit
and it's better to learn how to make it better now than later
kinda knew that was going to be of a problem though its alot more fixable
see heres the thing already knew that was a problem
hey there you go, that's much better
you've improved quite a bit
try putting some more detail on that bad boy - some curvy angles and other things
I'm addicted to texturing flesh like this
Someone with a cat pfp named "dabean" goes on to make the most bezerk level flesh detail you've seen in years
I still have to make the legs, segments, and transition frames
I'm going all out with this Tutorial boss for a fucking minigame
hell fuckin yea
If anything that simply makes it more impressive
oh god it's going to look so weird lighting wise in engine with normal maps
but I'll make it work
2d with nornal maps????
cool model 👍
flip normals or not?
Fuckign lober
First time actually doing some kind of image texturing
Dont know if I should cry or not
Honestly I like the jank
Feels like if one of those combine bio ships was in cruelty squad
Oh yeah :DDD
True...
come to think of it its more like this
might need to split it up even more, we'll see
whoa
terrifying creature I love it
eyescream
weallscream
Now make an animation of the fingers tapping in a consecutive way while also having the veins on ther face twitch and move
i gave up on the veins project and i replaced it with this GONE FISHING x Squirrel Stapler thing
new gloomwood/ultrakill (choose your pick) looks sick
Gloomwood/Ultrakill looks sick I mean look at that lighting
Ah yes, comprehensible horrors that may or may not come from my nightmares
it was either that or having centipede legs
one is marginally harder to deal with than the other
A ghost with invisible limbs!
Centipede sounds like a ton of work to get it to keep moving all of the time
hot
I actually thought you were going to pud the body behind the hand and then put the head over it lmao
Some basic combat for my GBjam entry
Looks pretty cool but maybe design one of the hands to be a bit diff from the other and maybe the head should be more on the left :D Nonetheless the model looks amazing
Why
i just slapped this together in 30 seconds lmao, not my project
This too
Ohhh mb then, thought you were the guy who made cuz you hab yellow role too
heres the original
I see
Is it supposed to be like that btw
Me reaching for a sandwich at 3 am
Me trying to pick up my meds off the floor (I'm seeing shit, man!)
Not enough eyeballs?
not sure where to go from here
try now
well given it's chest will open up during one it's attacks
and inside it's chest is a bunch of eyes getting crushed by muscle
there will be enough eyes
was gonna say it would look something like this
how many eyes
Lanky man
enough eyes
There os never enough eyes
me and the boys
should this be a group
i took a closer look at the file
tell ya hwat
try texturing a model of yours
just like, a basic image of metal and wood in places
and tell us how that goes
a lot of these will bite u in the ass once you start detailing
me when i go for my sandwich at 3 am (but detailed)
Fuck I forgor the other phase frames
eh I'll deal with that when I code the first phase
🍆
should this be empty for the handel
Same
Pes plls PEASLSLCan someone image texture my blend ovjects ple aplses 🪤
I'm curious if anyone knows what mod this is, it looks funny as fuck
armour vs the unnmatched power of a lazer
I still have to recode the Nuke aspect
because that laser's the primary, the nuke is the secondary
Indiana Jones moment
Finished the main mechanics for my gbjam entry
That's a pretty clever gameplay mechanic!
Kind of reminds me of the cat launcher from postal brain damaged
Legit the most fun weapon from that game
https://www.moddb.com/mods/the-hotel-lost-contact
The time will come eventually.
music in background: Resident Evil 7 trailer




