my first thread
Since a lot of people are posting about what their games used to look like, I thought that I might as well contribute by posting the history of New Blood Kart🧵
1 messages · Page 4 of 1
my first thread
Since a lot of people are posting about what their games used to look like, I thought that I might as well contribute by posting the history of New Blood Kart🧵
going over the history of new blood kart
currently having a problem is there a way to move the thing to the side
Move what
nvm
alternitive version
Multi-enemy combat
it's fine aside from a couple iffy spots that could screw you over later
https://twitter.com/GameDevKS/status/1572996959413366784 went back and made some improvements to earlier levels, such as proper staircase in the mall area
wip ingame (placeholder sounds and some little bits of code to fix)
That map old ass gmod map I'm still working on 
Spoopy
Very eerie
Got bored and wanted to make some muzzle flashes.
Smoke looks kinda ass right now.
Block to Reload
Oh my God how did you do the hands? Is it actually 2d or 3d
The game as of now looks amazing doe
the hands are 2d sprites, they're usually made by taking an existing sprite from a boomer shooter and smoothing, recoloring, and drawing over them
for example, the hand sprite grabbing the revolver is originally from powerslave
Ooh, thats pretty cool, but how do you manage to overlay the new sprite on each frame or is there a plugin/add on for it?
the weapons are prerendered models, and what i do is render a handful of them and resize them to fit with the 2d hand sprites
i animate them all in aseprite, the layers are handled there and i export the frames as individual images
more stuff
though I do wonder about the orange lights
whether to leave them be or not
Yeah, the orange lights look really good, it adds a feeling to the scene, but it could be darker.
It might look better when its darker, or it might look worse.
who knows.
But other than that, this is awesome.
Yeah, thought the same thing that orange might be a little darker
I think the arch could be improved a bit by adding straight walls underneath and changing the height of the arch
You also might benefit a bit from making the hallways more constricted to bring some tension and unease
Just make sure to add depth to the wall to make it visually appealing
Straight walls underneath the arch? I don't get it. Wdym
Uhhhh, like, hang on
^
||
this basically?
Yis
Yeah exactly
Also I really do think making that orange hallway more constricted is what you're looking for
Don't be afraid to play with space, add extra random brushes to make the hallway more narrow / widen suddenly just to add depth.
I think spaceous environments create a sense of loneliness, abandonment while narrow spaces create make you tense and nervous
back to work on Corner Light because coding weapons for Maxsine burnt me out
that is one BEEFY sounding revolver
beefolver
How much of this is playable thus far?
~35%
Nice
Currently still making the tutorial area better™️
as well as making more animations for the player because there's a lot I still need to do animation wise due to there basically being only 2 types of attacks (running, and idle) rn which isn't going to cut it for later
I really gotta get back on my grind for my prototype
I've sort of decided that I should do some level of art
Which unfortunately adds at least a month to dev time
I was hoping to be done with something in October

getting on with some new sounds
freakin' sweet
https://twitter.com/merlino_games/status/1571205845819559936
i saw too many memes for stable diffusion that i forgot that it could actually be really useful for texture
That's pretty neat. I want to check it out. Though I already have a lot og naturalistic textures. I wonder how good it is at creating more complex designs.
Finished my GBjam entry lol
Its a simple concept but its good for the GJ
Nice job mate!
Thanks lol
Inspiration and motivation strikes me at the most inopportune time. I have a sudden urge to work on level design, but I gotta go grocery shopping and mow the lawn first
quick question would drawing an outline like this be a good idea for modeling
The tool is there to literally just help you plan your stuff
Asking whether this should help you or not is like asking if using object mode will help you model the object
in terms of planning
If you want to draw a plan inside blender thwn uae it if you think you dont need such stuff then dont use it
excellent
weight paint issue?
big sad
he sits on the top of the seat
he put the kart on auto accelerate and is too afraid to touch the pedals
Whoa I didn't realize the Champion looked like that
Always thought his armor was dark
Also is New Blood Kart now an officially sanctioned New Blood product, or is it still a fan game?
still fan game
Also plazmin forgot to apply alpha clip to the champs hair smh
😔
Is it really necessary to draw the whole ass forest as opposed to making a tiled treetop texture?
Depends on the artstyle I guess
I could, however perspective and variation is preventing that
Plus it allows me to control more of the shading both in engine and physically
also it'd look weird around the edges where the trees would overlap objects
is this a quirky earthbound inspired rpg
weight painting is hard pls understand U.U
is john faith going to be in nbk?
think Majora's mask meets Furi meets top down RPG
even if it was I don't think they're even that overused yet
afaik, yes.
I sent out a formal invite. Even had an RSVP number on it.
sick
Got rushed out the door before I was able to refine this
bro you forgot to turn of the modifiers for both of the barrels
why didnt u do that before sending and why even put them on if u aint applying them
Vriska be writing the Modeling For Dummies book rn.
im a modeling dummy meself
I'm criticizing no more than Vriska
no your personalities are no different than day and night
Also I'm not criticizing that its unfinished I'm just upset that you're continuing to ignore basic fundamentals about modeling that are going to bite you in the ass later down the line
granted that is a problem though those are mainly the different ways how edges and vertices and relations to texture work differenate the shape may look right though the normals may not , yes they have alot edge cuts so what , not every normal on small polyginal mesh thats only like 3 polygons needs to be checked . even most of these are fun first attempts that might not work the first time yet you dont know and thats the fun part
to put it into perspective W I P
there aint a single thing in here that makes any sense my man
You post your models here and look for feedback. The feedback is always the same. Your hearts in the right place and you got the shape but your methodology for making the shape isn't going to hold up to scrutiny regardless if its finished or not.
We give you the feedback on how to keep the shape and have valid geometry that works, doesn't just look nice, and you continue to ignore us saying that you're still learning
If you give us edge soup that looks like a gun, we're going to tell you, thats a gun, but its edge soup
sometimes its better off that way
also as a side note
picking up random terms like normals and using them all the time doesnt make you sound any more correct
nothing about the things you post has anything to do with normals, at all
Normals are which way the face renders. Its not how the face is made up
look not every model is gonna look right ok
it's not about how they look mango
They look fine
it's about how you make them
It's the makeup that's the problem
that is why the ak is basically the only that is considered usble the other projects are something else
But even the AK has a bunch of problems
im not trying to dogshit on your models, plz understand
the problem here is that the way you're making them will develop a lot of bad habits that will prevent you from growing and improving your models
you'll effectively have to almost re-learn your workflow at some point
if you want to make better things
We get it, its a hobby now, but if you at one point in the future decide to try and make a career out of it, and you show companies your models, every industry is going to laugh you out of the interview because no matter how good you get at making them look good, not following fundamental modeling techniques are going to stick out like a red flag covered in blood on mars
They're gonna load the model into Blender, notice an obsurdly high polycount, and the second they hit tab and see the edgework, they're gonna shred your resume
Business asides, if you branch out to texture your models and try and do renders with them, they're gonna look fucked up and take a long ass time to render
high poly count sure
and is this the model you'd submit?
its for a mod
This is an ngon
know that
This face will be deleted automatically by the engine of whatever game you try to mod it into
tbh some will just auto-triangulate it on export/import but still
Would you like me to show you how that AK can be improved to maintain its shape but lower the polycount and chances of render mishap
sorry waht
oh right for got to mention that i went back to modifiy it a few days ago
imma have a breakdown reading your sentences one day man
taking a look at the .blend it was already split off for some reason
Pass me the blend please
what a convoluted way to share your work man
its called not rushing your work and taking time
theres a reason why it wasnt uploaded
an edge a day
vriska rn
i have fixed your NGON by selecting the two loose verts, then selecting the corner, and merging at last
this took
3 seconds
but sure take your ti
why
Alright memester I have a legitimate question for you
did you adjust any verts after doing your edge cuts
because a lot of these verts that are supposedly in a straight line are slightly offset in different ways from the rest
what file is this if this the shotgun then that was basically already failed from the start
this is the one vriska posted above
Wtf am i looking at
Whats the point to post it then if its not even finished?
Same with most arts as well?
The answer is, of course, feedback.
Wooo no longer a mook
Yeah obv but ig you cant do it with memester because he will make a meme of how you criticised his model
Besides
I have 12 GB left in my SSD with my game 
brhh
I think I have plenty of space considering I even have like 40gb or so for a vm linux
Download more ram
I can’t save my game files to my other 4TB SSD because the SSD has a really slow write speed that borderline crashes my PC when loading or opening any sub folder in it 
How did you even do that memester
Ah its a modifier
Why the modifier?
Anyway
Thing I made yesterday
Please ricochet the coin 
poop ak idk
Its never better having such a bad geometry placing, its unneeded and unnecessarily bloats the system or the texturing process, this is like saying that making something not entirely good is "better"
This is fucking spectacular
This, right here, is why I push greybox phase so hard in level design.
Da dev tex....
I find many amateur devs make a easy mistake during gamedev (usually around the level design phase).
Greyboxing doesn't necessarily mean everything has to be grey. It means everything is left (mostly) untextured, because final places aren't set in stone, so to speak, yet.
The amateur developer thinks it's faster and easier to get a level finished completely instead of getting the whole game blocked out. The reason why amateur devs do this (typically) is cause they're used to working alone and doing things without anyone depending on them; or depending on others.
The reason professional devs don't do it is because they have other team members. People who need them to get a basic model out, so they can get code systems in place; or graphic designers waiting for a layout so they can get ideas on what textures to make.
I designed a model for a Minecraft mod that a friend is making. It’s a comically-large sub machine gun
does it shoot rockets
No it shoots bullets
Nice
Probably it shoots meat
Why is the raw meat garnished with spices
I dunno, on some there is even salad or what that thing is
and then there's shit like this
like who puts the WHOLE chunk of meat into the grinder it wont even fit...
Probably it's just some guy photoshopped random things into a meat processor to put on boxes and commercials and didn't care
Ai generated meat grinder
Isn't a rocket just a comically large bullet?
No a rocket has an active propulsion system continously pushing it forward
Combat testing in larger areas
who took the time to do this to every coin
been at this post processing for two days, think its looking less 'flat' now...
It looks very retro now
looks alot like shadow warrior 2
Did miss something or has a joke went over my head? 😅
holy shit ive just realised how pixelated/blurred that image turned out, nice one discord
Discord doesn't compress images you upload (or rather, it only does it for preview images) so if the full image is blurry it'd be because of whatever software took the screenshot or saved it
Yeah I've just checked and full size image isnt as bad
might retake that shot tho regardless
Noticed it does that for embedded tweets as well, (as in preview image blured, actual images fine)
People just don't like Shadow Warrior 2 very much
https://twitter.com/StarLycanshark/status/1401767623382212609
support ad-free shitposting, get voice files: patreon.com/GetGianni
song used: DNF - Grabbag
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siiiick
Looks awesome, but maybe you could add some flesh where the eyes are?
that would look cooler i guess
not sure how I should implement it with the way my project is set up because I use a material modifier that makes objects wobble like in PSX games
and it could look janky if I have too much doing on in one place
in UE4 yes
What about unity?
the original effect comes from the fact that older games have a larger "grid" aka less floating point ints
as far as I understand
so when vertices snap to the grid its more visible as the grid itself is larger
and also, cant wait to see more of your project
I see
c:
cybercar
tre
haven't posted in here in a while, got a test map going with some props, some code changes to the weapons, and the first enemy
finished a sheet for a friendly npc, wild sheep, but they're not finalized
what engine is this
gzdoom
hell yeah
Map looks sick
modder cat
Sonething malicous is brewing
Something Wicked comes thine way
In Unity there's a few shaders that give the vertex wobble effect among other things to give it a psx look
I’ve gone down the rabbit hole yet again with making a custom framework/engine from the ground up in Windows Forms
So far it’s going WAYYYY smoother than the 3rd time I tried doing this from 2021
when the im
Testing Unity's Damped Transform component for the tail
so I got Sprite layering to work (z-depth or indexing or whatever you wanna call it)
This is what the rendering code looks like now
this is what it looked like in 2021
I feel happy knowing I actually learned and improved how I think about coding in modular ways
what are you making
my own framework for a smol personal project that I've been trying to make since 2020, but couldn't due to lack'o knowledge in coding in C#.
But now I'm more advanced I think I'm ready to tackle it.
Newtonsoft for Json support that I'll probably never utilize 
other than that, it's all raw C# in a Windows Forms
hell yeah
Modern .NET has built-in JSON support through System.Text.Json
Hope you're using .NET Core and not .NET Framework
Nothing new should be written in the latter
I've added some more shit to the orange room
I'm using the ladder due to tiredness from making the project file at 3 AM soooo
actually scratch that I am using Core
Goddammit lmao
And i still cant understand if its a new one or the same one as before
Cool model, when are you going to put it in a game and animate it and add sound and muzzle flash and bullets coming out of it?
And a 4k texture on it
megatextures from RAGE 1
Why'd you delete that comment about John Carmack?
Did you decide that you are indeed John Carmack tier?
litterly no one here is on his level
why should it be not there?
Rogue verts, thats why
As we've said before
And as the blender discord probably will tell you
I see they gave you some of the advice we already did since this edgework is much better overall
So good job on following through with their instructions
It's literally just that single spot now that should pose a problem
I think dim lights create a good atmosphere
Compare you made it just poorly lit
It feels a different type of spooky 
good god
ok
this is a stoner dude
a stoner lmg
according the to the person who made it
and its turns out it actually a real varation of it
alright
Who knew that turning a stoner mag upside down would turn it into a bren
they mentioned adding cuts in the required cell and then scale it up and position it correctly do they mean something like this
I feel like it would probably be better to ask them not us
You neglected to tell us that you still have that one face a split object from the model
You gave both us and them conflicting information and as a result they have given you the wrong advice because you asked a question that only made sense with the perception that the face you had split, was not split, and had extra vertices weilded to it
Splitting a face off from the model to prevent it from technically being an ngon doesn't fix your problem
Post the blend here

why do you have it this way
why did you neglect to mention and show that you made the god damn hand guard extrude
WHY IS THIS TOP PART STILL SPLIT

THATS NOT A MOVING PART
There is no reason for it to be a separate object from the rest of the mesh!
thought it was seperate from the gun
HAVE YOU SEEN HOW AN AK MOVES MAN
not as a moving part though maybe should have joined it
do you think thats the ejection port? Do you think that bullets move up and then fly straight out?

that part was unmerged literally ever since you've been posting that model lol
and we kept saying "why is this stuff separate"
When you're making a 3d model you need to give us more than the flat side view man
fine you want a version thats different then here , dont expect it to live up to standards
the "standard" is not to make the same mistake 7 times
Here is how you can adjust your AK to remove the currently existing ngons
With these adjustments, your AK is now geometrically valid and prime to texture without any risk of UV or rendering issues
to get the knife to stick to vertices, press the K key, and hold CTRL
best practice is to split NGONS into tris but for the sake of simplicity, and the fact that the model is already as low poly as it is, quads will be fine.
Please man
for the love of god
Stop ignoring what we're telling you
ignoring the problem does not make it go away
Making the same mistake on the same model over the course of 2 weeks and not implementing changes and adjustments recommended day 1, will only lead to said instructions being repeated the next time you ask for feedback
and if you don't know how to adjust something
ask how
don't just go "I don't know how to do that so I won't"
beta 2 of godot 4 is out

ok, trenchbroomloader breaks it apparently

That's a bummer
I mean the tbl devs would probably fix it pretty quickly but still
made me look
Quake goes Brutalist in a new map pack that's all about concrete - https://t.co/vKSMNMhVac
492
A little update about #NewBloodKart.
Not gonna have a Screenshot Saturday post, as the team is taking a much needed break to rejuvenate. Between hospitals, school and a hurricane, it has been rough.
Be back next week though with something BIG.
@NewBlood @ThePlaz42
new blood kart update
Yump
yes I even included a "pre-run" animation
Didn't realize the team had grown! Thought it was just you working on it
need more of the after-run animation where she slides, legs first and generates a huge dust cloud
Watch out he will call you an assholr
Watch out he will either completely ignore your statement or he will try to defend his lack of any basic blender skills and say that he does it for "fun"
You need to be more concrete with your ideas
🤓
REAL
Check out this fresh new gameplay Clip from Retrowave '84, showing off a range of weapons for blasting enemies to pieces! 💥
#Retrowave84 #Neon #RetroFPS #UE4 #BoomerShooter #MadeWithUnreal #LowPoly #IndieGame #Gamedev #Comingsoon
drawer :)
wip concept art for one of the important areas in my game
Fuck yeah
driving drunk: the consequences
guys
for some reason
someone knows how to create a font with Krita?
at the moment i only did this
you need padding
padding?
there's a help button, it goes in depth about everything that there needs to be to make a font
spent almost 96% of my day yesterday trying to get text to render
Checks code today
Stares at the render code for a solid 4 minutes... Then realizes I didn't actually put in the Render layer for the UI in a line of code that actually makes it render.
Is the texture hand drawn or photosourced?
Some parts are photo sourced but I went through painting some aspects
Ayyyy
👀
Oh damn 3d 2d?
Now leave editor mode, press A and then enter editor mode again so that you show all the verticles
looks like something for the gameplay settings menu
Maybe if you have spme kind of chasing scenes or anything of that sort then maybe instant transitions are better because the smooth effect is a bit distracting
I prefer instant because the other one makes my eyes hurt
yeah i'll change it to instant because this is supposed to be a horror game
and there will be chase scenes

Ofc Kaur had a cool idea of just making it accessible through settings
a horror game?
I might try your game im interested 👁️

How about smooth but instead of one room dissapearing and the other appearing immediatly they both have a transparency fade in and out respectively
if that's feasible
that was my first idea
but i don't know how to fade out meshes
i could use transparent shaders but that would mess up the ordering of objects
You could just have a black plane over the camera opacity in and then opacity out
Plz man just cuz you heard a term oncw doesn't mean u need to parrot it all the time
asdf has a lot of pictures of one gun
and apparently verticies (iddk i dont use blender)
i mean it was basically a joke
If you are to create such font then just drop it all togetyer because its already existing and its VCR OSD Mono
i already found one
the author only asks for credits, so thats it xd
but thanks anyway for the help
uwu
No problem :D
Evergreen
bro you really think i would go back on a failed project seriously

Im gonna fucking die one day because of u man. You will kill me
Are ya winning dad
enjoying some Kino
Press E to throw the bottle at child
Press E to throw child
Duas noites com eduardo
Cinco Noches con Alberto
freddy five night ?
Daym danial
low poly mg34
that's a dick
What was the reference
Why tf didn't you just use an mg34
You don't need a low poly reference to make a low poly model
The creative process is to simplify the shape yourself
YOU'RE TEARING ME APART MEMESTER
was just warming up for the actual model
to then later make a simplified version of the previous model
this is just part 1
part 2 will come later
makeshift piece of trash, works on magic prolly
hark!
Make the barrel a hexagon
No no he is clearly making it low poly!! (11
Trying to remodel HECU soldier entirely
Goddamn its so annoying to turn triangles into quads
worlds worse mg42 atleast the saw is usuable
Thats a long dick
Bruh look at the damn barrel
Like the end of it
Which one is the mg42? idk guns
S+X this part
Alright that shit is boxy as hell
Lets withhold judgement until we see the polywork
Went back to my old chainsawman fangame
I sure do hope that the mag and yhe front handle arent separate objects
that's pretty cool, but i'm surprised you didn't use a voxel editor
i feel like that would've been easier
crunchy quality
no longer have nitro so footage uploads will be lower quality for now
penguin
Love the machine gun
thank you, went out of my way to choose an obscure gun
Anyone doing Blocktober?
Oh damn hes redesigned 👁️
Why not make two of them separate enemy
The sprite animations look amazing
Explain to me why do you make a low poly uzi while also adding high poly cylinders
And you post it just now?
The classic grunt from the opening of Home Improvement.
if you see this, follow @aggressivelyizzy on instagram and comment some mean shit
Wow, 50,000 views, thank you so much. (27/1/14)
Why in the FUCK you have so many damn objects in one blender???
this is being done on a lap top
This is not an excuse to do a proper gile save, one object is a few megabytes
The further objects you put into a singular file the bigger the file gets
Basic logic
That's literally an argument FOR not cluttering the shit outta your file
Laptops are strong yeah but you cant just clutter the file incase the laptop starts overheating and cant process it
Yeah exactly
If you put more things in one object it gets really hard for the application to process
Do you remember that one blend file where you had billion fucking obkects inside? I couldnt open it blender completely freezed
And my computer had never done such thing
I mean it has to process so much shit at that point your computer will grab a gun and kill itself
Yeah pretty much
Is it something from FN family?
it's an fnc, which are a rare sight in games
HEAT enjoyers
you'll see the swedish ak5 more often, which is a variant of the fnc but it doesn't scratch the same itch for me
yessirrrrrrrr
started over made a park bench
Normal maps + specular on 2D sprites
I never realized godot could do specular maps for sprites until I looked at the docs for godot 3.5
goddaym
cant change the proportional editing on a laptop as scroll down isnt a thing
is there like a shortcut
nvm found it , its the fn key
nice
Update:
Godot can NOT support specular maps for most 2D sprite types
Apparently it's an "SpriteFrame" resource type exclusive
So you can't apply it to generic Sprite 2Ds and Tilemaps 
I learn this out the hard way
passive npcs
the sheep are only aggressive when provoked
debated whether to convert their AI to zscript to further work on their implementation, give them some behaviors they only do conditionally
it's not necessary at the moment but in the future i might do so
The penguin's screech is truly terrifying
Btw, is this gonna be a horror mod?
not really, there are some horror elements but it's not intended to be a horror mod
the gameplay structure is intended to be a hybrid of half-life styled shooters and metroidvanias, with some inspiration from the first zelda game
so the player will be able to obtain movement upgrades and new weapons by exploring the environment, able to tackle most of the game's objectives in any order they choose
a key inspiration is the mod 'cold as hell', its gameplay structure is similar to what i'd like to do https://youtu.be/jmBFwbndoVg
This episode we journey to the frozen reaches of Greenland where a 50's era research base is in dire need of demon cleansing, welcome to Cold As Hell.
Find me elsewhere on the net:
Twitch ► https://www.twitch.tv/mr_icarus/
Twitter ► https://twitter.com/ICARUSLIV3S
Facebook ► https://www.facebook.com/icarusliv3s
Patreon ► ht...
That modular environment pack looks great. Does UE4 come with a way to generate LODs or would you have to bring the assets into Blender to do that?
UE4 has automatic LOD generation.
just memeing around in blender
What a wondrous day for ngons
A beautiful day for you to once again ignore every crucial rule we tell you
ngons kinda underrated
I've finaly released a trailer for a doom mod that me and my team are making, check it out
https://youtu.be/QzM8pyxv1Hw
If you're working in a non-PBR engine, this may be of use. Once setup, it can be dragged+dropped to the top of your Substance Painter stack (or in your Substance Designer graph) to roughly convert PBR maps into non-PBR maps (minus shadows; use "Baked Light Environment" for Painter and "RT Shadows" node in Designer). There is also a custom export for Painter that works well in conjunction with the filter. Less useful for most people here are the examples of use/implementation for Source Engine (CSGO branch).
Basically it should allow you to work in a PBR engine-agnostic workflow, and then just using this filter should get you 90% of the way to a decent non-PBR diffuse, plus some other stuff. Most things are adjustable through sliders.
@spare scarab
WHAT THE FUCK IS THAT
Why is it so big
WHY DO YOU STILL HAVE A BUNCH OF BITS FLOATING AROUND FOR NO REASON
STILL
Please memester explain me how exactly this drum mag works
Motherfucker you are ignoring everything we're telling you
This is the definition of insanity
Trying the same thing and expecting different feedback
Please for God's sake here is a reference from MY MODEL on how to design a simple drum mag
No no let him spiral down further
Its clear that there is no such thing as end of his blender model nightmare fuels
currently
going to become a qa tester a company that requires c++ knowedge
He already got ran out of this discord once
The only thing I regret was that I wasnt here to witness him trying to get in new blood's team
Same
Or more of his monstrosities
I was starting college and was off discord the days of
Making progress
Im kind of a noob when it comes to marking seams so probably some seams are unneeded thus Im accepting feedback
You know those bear mats in the movies?
Think of placing your seams like that for a start
Ideally you want
-continuous UVs (so reduce seams where feasible)
-non curved UVs (so e.g. split in the middle of a 180 )
-hidden seams (place them where they wont be easily seen)
Ohhh
Yeah that seems easier to imagine now
memester reference
welcome I guess
Boomsticks.
Ayo blundergat
some changes to combat, particularly weapon sounds and impacts
i reworked recoil as well, so recoil looks and feels different and is much easier to work with under the hood
there are new sounds for shooting surfaces and enemies alike
i built this little arena to fine tune combat in
Really like the shotgun animations.
Quad bluenderbuss!!
pls note that this just an extra out take not actually going to be used, its basically not really an official project
Ughhhhhhhhhhh
Why don't you show an official project then
We're dying to see it
its not on this server its gonna be posted on the blender discord
asdf is going to have an iceberg by the time he gets an official project
Excuses excuses
why do you think the word "other" was on the files name
Because you dont make any sense at all with how you treat your models
You post stuff and the minute someone criticizes it you backtrack and start trying to cover it as if anyone cares if it's "not official" or "an extra take out"
You post we judge
If it's a project you dont care about or some kind of throwaway then why post
dunno it maybe of use you dont know , or i dont know im new to the blender scene and no longer think that i have the skill to keep up with others, the question why do act like i havent learned my lesson, mainly because i do listen to your advice its just that i have a diffcult time understanding it, listen the whole thing involving the job thing was me being stupid and over confident ,
None of what u said applies to my statement mate
I'll try to water it down
You post things, ppl tell you smth is wrong, and then you, every single time, feel the need to somehow explain why the model is like that with sone kind of excuse
No one cares if its a throwaway project or a scrapped thing, we talk about what you post and context doesn't matter
Im not trying to put you down here
im just saying you dont need to start excusing yourself anytime some1 points out mistakes
It makes it seem like you only post things you personally dont care about
oh damn 👁️
This isn't about how good your models are, it's how you seem to treat your own work
If you dont feel like you understand the advice Meatbox or others give you, follow it up by asking further
Its an opportunity to learn directly from someone with experience
And specifically on your work too, which is rare to come by for free like this
i just relized i made the poor choice of not asking ,that ones on me( im not being sarcastic)
Man u edited that message 4 times and it still looks like my cat typed it sorry
Dude the issue is that you post the same models over and over with minor differences but none of those differences are fixes to issues that we pointed out every time since the first time
Had any on of your projects ever considered "official" in the first place?
i dont know maybe i interpet the answers the wrong way
though it was until you posted the video is when i understood the problem so i guess thats kinda of lack of understanding the problem on my behalf
any ways heres some thing
"Interpret the answers the wrong way"
As in you IGNORE them?
i didnt ignore them i just didnt understand where to put knife cuts
I fuckin made a video
You hold ctrl
And select one vert, and then the other corner vert
i just stated litterly until that video i didnt understand what you whre saying
So instead of asking for clarification or looking it up you went "I don't know how to do that" and threw out the advice wholesale
For weeks until I made that video
Decent fullbody
Whats the geometry?
Don't see any ngons
Not sure how well it'll animate but the geometry is valid
What about the sides?
Im pretty sure thats not how it the arm should be
ahh here we go
pls ignore the guns there not based on anything
i also accidently press crtl s so im going to have to go back and delete some loop cuts and the guns
What's a 'ngon'?
shape with more than 4 vertices
wait then that would explain why the texturing looked so off
IF ONLY YOU DIDN'T IGNORE US THE FIRST 20 TIMES WE WARNED YOU
The stuff I've been posting so far is the same map. 2 years of seeing the same map is kinda exhausting, so I've tried to make some new shit as a side project. My attempts at RP-like map
Worked more on the zombie death animations in my chainsawman fangame
Maxsine's MC design is getting an overhaul (kinda)
not as exciting, but here's a few screens showing off the new trees
i moved from actor-based trees to texture-based ones
here i'm using a middle texture in a cross pattern, this saves a bit on performance and looks more natural
thank you
Oh damn theres humans now?
Beautiful!
vxtwitter is only helpful on videos apparently, deleted the 3 photos...
arnt thier cars in dusk
yes
but they're not karts
imo my favorite ones are gloomdoc and john's kart
for duskdude's kart i just redid the uvs and made it so that it only uses one texture
john's kart took the longest
GLOOM KART
this look amazing
Added UI and finished the main combat mechanics for my chainsawman fangame
Its very nice so far, Gl with the project mate
Weeeew
I did a bit of polishing on some of my old tracks for my game
"how obnoxious do you want your ambient music?"
"Yes."
need some raycast code for a lamp?
because I could lend mine to ya
That's probably beyond the scope of the project for now
But hey it's not impossible
Thanks for the offer
I love worcestershire sauce
I wonder if Gloomwood supports Cyrillic symbols as of this moment
i think the project is starting to come together now
i've done some combat tweaks and added a new enemy, the flying ones here, called wyverns
wyverns right now are (kinda) reskins of the cacodemon, but i'm going to revise them further and give them a melee attack and some new projectile graphics
only if this would work and wasnt a quad
potential mod only using single shot weapons 





you could hypothetically load only a single shell/bullet into each weapon (besides the assault rifle)
there are still a few weapons yet to be replaced, and i have considered a single shot weapon before
that antique flintlock with the drill in your other mod was dope af
yeah lol i did some research to put that one in
i thought about putting in a big, single shot rifle, elephant gun type shit
or nerfing it down to a lower caliber but having it hold a few more rounds, like a hunting rifle in a magnum cartridge or an old ww2 bolt action
i eagerly await the day someone makes a weaponset based on Hunt Showdown
banger idea
KF2 axe shotgun
hunt showdown devs working on the romero 77 with the axe grip
hunting the shows?
lever based
Is it winchester minigun?
winfield hunt
drum mag winfiels?
connect bottom verticle with top left verticle (what you try to achieve) by marking them and hitting J, then mark bottom verticle and the one on the photo, press X and then choose dissolve edges
you sure you got it right? the last instruction sounded somewhat complex
give me the blend file and Imma make a video abt it
https://twitter.com/GameDevKS/status/1579525124130476034 i did a thing.......
Ok so I've started using particle effects for blood in UE4 and....think I may have overdone it a tad😅
Never enough blood
ignore the music :D
Ok, we can post this again but with winchester thingy now
is there a mod for act 3 because im not patient
have you ever played ultrakill
thank you
welcome
nvm
what do you mean never mind?
name checks out
nickname says it all
alright so I've got an actual modeling relating question for you guys
How the FUCK do you fight burn out
i just never have a zero percent day
if that makes sense
rather than do loads of work in bulk
but thats not for everyone tbh
As in never really stopping?
as doing a little bit each day, so like a 5 minute task each day for example
right
then when motivation kicks in i tend to do longer shifts
unfortunately have tried that I end up beating myself up for not doing enough so I think that's not gonna work
it prolly doesn't help I tend to work on my own stuff in the middle of massive college projects
I set myself a challenge and just go at it sometimes
Like
Can i make 15 models in a month
Or can i make a custom level for a game in a week
These are always hyper productive, fun, and fruitful sessions for me
well that's something to think about
Thank you for the insight
I won't be able to put it to use anytime soon though this quarter is murder for anything outside of work sleep and a little bit of recreational time
yoooo what song is that
Its from a playlist i found on youtube, dont have exact timestamp nor name but i can send the yt link
bet
Nvm found the song
AUDIO Desi Slava & Igrata - Badi dobro momche, track 4 from album ¨Lyubovta e samo chuvstvo¨ 2004.
"ЛЮБОВТА Е САМО ЧУВСТВО" 2004
4. "Бъди добро момче"
℗© 2004 NewMusic Stars
Desi Slava Official YouTube Channel (DESS)
АБОНИРАЙ СЕ | SUSCRIBE HERE ▻ https://bit.ly/32zrwuF
следвай Деси Слава | follow Desi Slava:
◻ Facebook: http://face...
The vibes are pretty spooky ngl
this gif is lagging my phone
today I learnt that Godot doesn't like it when you leave an empty unassigned resource in a dictionary
it just either Crashes the game or https://cdn.discordapp.com/attachments/727527528939389018/1029481878018859089/unknown.png
flat out doesn't load the scene
quick question how does one access a ruler in blender
the default Blender cube is the default cube size in Godot which is 2 units
idk about how Unity scales
so in general I like to scale everything by units of 2
so lets say you have a door frame in a map
and the player height is less than 4 units (2 cubes in blender stacked)
so the door frame would need to be 4 units tall
For weapons
Generally I prefer to save the arms of the enemy/object/player and then just model the weapon and then append the weapon in the player arm scene and then scale it that way.
my rule of thumb is the player and hostiles should no t be more than 2 blender cubes tall (unless it's intentional for that particular thing)
it saves the hassle of not knowing how big your objects and map size is compared to the player
one blender unit is 0.5 unity units
do a little trolling
Fresh blood for New Blood:
Greetings fellow VR, Alyx or just Half-Life enthusiasts!
Today I finally got around to make the new models for the Dismemberment mod and here is the result!
Now you can not only blow off the heads of the Combine, but also the: Left Leg, Right Leg, Left Arm and... the Right Arm!
The limb will always fall off in the direction it was shot and wi...
This is honestly very useful to know
Still can't quite figure out what this attack should sound like. I've toyed with it sounding like a shotgun, but it doesn't quite sound right.
look at the boi
what exactly is the weapons supposed to be? like is it a sword that basically has a wrist mounted shotgun or is it something other?
It's a magical sword. In this version, the player punches it so hard that it expels out magic shards like a shotgun
So from what I can imagine, faint glass shards breaking and the impact of metal?
Its a guess though
would probably say try making it sound like the flak cannon from unreal tournment
Make it sound like this
https://www.youtube.com/watch?v=iEiNkCJHs7Q
No one uploaded it seperatly, so i took it upon my themselves to do so
CLANG **CLANGCLANGCLANGCLANGCLANGCLANGCLANGCLANGCLANGCLANGCLANGCLANGCLANGCLANGCLANGCLANGCLANGCLANGCLANGCLANGCLANGCLANGCLANGCLANGCLANGCLANGCLANGCLANGCLANG****CL...
No joke something like this with a bit less high end, plus some extra sound for the magic would work
Not bad. I'll look into it. I'm not the best with sound design though
you definitely done sound design before
an alt main menu theme for the Halloween game
Headbutt
keep up the good work
progressing 
finished earlier but forgot to post
new player sprites
Really liked how i've made this flesh texture so i'm posting it here
fesh
yes
Is it for a character or is it meant to tile.
Anyone here familiar with writing shaders? If so, is it a difficult thing to pick up?
I've only really worked with node based shader editors rather than directly writing HLSL or GLSL.
or a small amount of glsl
its probably best to just use premade available shaders
or try editing one
At some point I should prolly try actually learning HLSL
What's the difference between hlsl and glsl (if it's easy to explain quickly)
HLSL is the shading language for Direct X, GLSL is the shading language for OpenGL
Eggs and pizza
Oh ok
Its for a tile.
im going insane
reasons?
dont talk to me or my son or my son's son ever again
This is gonna be such a nice iceberg
memster this week:
I remember havin that mod reccomended
The clack of them falling just absolutely delicous to listen
Bread made that mod didn't he
please don't mind this file. its just basically practice from a video tutorial that was mainly for people very new to blender , so if you see any z fighting just know that the video did not go into detail upon that.
Can you connect the cable to a jack output
there's 4 buttons to deal with an "enemy"
There's Attack, Guard, Talk, and Run
See that bottom bar?
Basically how you deal with an enemy will either decrease/increase that "your Location" (which isn't what it's called I just put that there for the funee) bar
And it will either end the battle with a Positive or Negative outcome depending on how you handle the battle
With the bar going Left for positive, and Right for negative
I've already got the system set up for it, just figuring out how to deal with the actual effects of the Positive or Negative outcomes themselves
Haus
cool haus
Actually I have a question
So basically Ive shift+d those objects
And problem is when I move around they do some glitchy stuff
Question is: Is it normal and if it isnt, how can I fix it?
No problem, I post it here asking in general if anyone knows how to fix it
I would ping Meatbox or Vriska but I dont want to disturb them
if you've moved them in edit mode, you need to make sure you know where the Object's origin is
because if it's weight painted then ya it does that
you'd need to Shift+D, Alt+P to clear the parent and Then move the object
(only if the duplicated object is weight painted to a rig/ the object is parented to another object)
Whats weight painting?
for now i'm gonna just keep uploading these loose updates
new enemy, new weather effects
weather effects are a wip and also not my original creation, i am collaborating with a friend and they are handling the weather effects
the enemy in question spawns 2 projectiles, one of which spawns a vine that pops from the ground and damages the player as long as they stand in close proximity
they're distinguished by color
https://youtu.be/qvLozlkzuJk spent 3 days on particle effects in ue4, never really used em before now
Some new gameplay for my upcoming #retrofps showing new particle effects, lighting and more!
Wishlist on Steam: https://store.steampowered.com/app/2120300/Retrowave_84/
#boomershooter #gamedev #indiegame #comingsoon
looks hot
that blood mmmmm
Yeah, I dig Source urbanism. But making a big map is obviously a struggle
Source generally has problems with long loading process, so playtesting big maps is a nightmare
I'm thinking about doing Hammer++ shit because of it
because you can at least see the prebaked lighting in the editor
now, i know this might not be applicable but
since source and quake are similar in many ways how they handle compiling/lighting, could you group up a portion of the map, isolate it from the rest, test the lighting small-scale without needing the compile the whole thing over again, and moving on to the next portion?
@sonic cloud
It is an option
but separating the map and compiling it may be a problem in some cases
when your map is built around teleports or simple corridors, it's easy to compile parts of the map separately
but it's more unwieldy to do with City maps
you will have to make some sort of barriers manually, so there wouldn't be any leaks
If there are any leaks, the lighting will be fucked
@spare scarab
Oh right i forgot how leaks are a big problem at source
i never had to worry too much about them for quake/dusk
They still affected things, but not drastically
leaks also break area portals and some other shit
Made one last execution animation for my fangame lol
Got the main combat mechanics done (in code mostly), now it's time for writing some story based on the outcome of the battle.
(also yes the animations on the enemy sprite is broken. oops.)
#gamedev #Godot
eheheheheheheeheh
bloom turned fully 
I haven't eaten anything today and now that this is done I can finally do it
updated the battle BG + fixed the enemy sprite not animating properly
Well shit that looks awesom rn
holy ambience
this looks so skrunkly