#general-modding
1 messages · Page 6 of 1
I understand that her right foot is resting on its heel but it kinda looks awkward with that angle
It points directly at the viewer
it's a tad hard to get the perspective to not look jank when the knees are together, so the natural foot position would flow better if it rolled a bit towards the viewer.
this is the ref I made, you can see what I'm talking about
discord really doesn't like me sending both legs, does it?
but this is the angle of the leg
that style of wall paint is only used in like offices and schools and hallways and stuff, not in actual living spaces
If it's Eastern Europe it's not living space 
need some extra ugly looking wallpaper instead
as shown in your own reference images!
For some reason HL2 uses these textures, even though IRL houses usually have flower motifs. Though I can try to add my dear comm block walls as custom textures
Hell yeah, flowers!
Sounds fucking awesome
pad chords instantly reminded me of this
https://www.youtube.com/watch?v=-o03pT_foYE
Doomed - by Rimco. An ambient remix of E1M8 'Sign of Evil', from planetromero.com
I do not own the rights to this song or the original source material.
I actually know what samples they used for that pad
it's from a Free sample pack that's been floating around on the internet for ages
Interesting
well 90% of the time it's free, some people like to add their own samples to the pack and put a price on the entire thing, which is p scummy
The pack I got was from a friend who is a WAY more advanced sound designer both irl and digitally let me ask real quick
because I think the one he game me was one that had some of his samples for me to fuck around with as well
"I got it from a site in like 2008..."
That's what my friend irl on my phone just said
God
however I can DM you the sample pack if you want because he just said he's fine if you (me) wants to lend the samples to other composers that are interested
and are fine with other composers using his one off samples
Sure
how i’m doing atm
Just ignore it. If a user complains about bugs, they're just not appreciating the artistic integrity enough
it just works, as they say
Not even 10000 errors? this is fine
idea: a challenge where you have to make a game and if you get so much as one error you have to restart the whole thing from scratch
Well, you just use tools that have no error reporting
Do you really need more excuses to never finish a game?
yes
it unfortunately did not
i got it all fixed up though, now im just struggling through adding these files to a soundfront
Unity Dev - Nuzlocke Challenge
lmao
Based on the nb games?
no
just your own creations that fit a certain theme
the theme could be new blood themed
idk
ohh just hosted by nb
just an idea
Bnu game
challange could be something like only 64*64 res
or exclusively using objective C
Dave Oshry creates a 3d model and your game has to include it in some main gameplay component
3 models, one week, glhf
pushing source engine to the extreme
Used my Sourcify tool to port Megascans assets into Source.
Basically porting PBR materials into Source-ready mats
holy hell that’s source?
baking down the textures into usable and good looking textures for Source
yes hehehe
I've learned a thing or two on how to bend the engine to my will
this is stock csgo branch
that looks like bo3 engine or hell an unreal engine
absolutely absurd, you’re a wizard
yeah I've been aiming for BO3 quality in Source for a while
my last project got close
i think you surpassed it already
i did manage to take a look at those, absolutely insane
thanks mate
this desert scene I threw together (porting the scans and all) in about half a day. In comparison, Cascade took 15 months and I wasn't utilizing scans that much lol
I was skeptical to using scans and licensed assets, but now I've got my tool, it makes it way faster to port licensed content
Handy tool
Obviously not everything can be scanned, but for stuff like these nature assets- it's super handy
As a test these assets are just using megascans, but theoretically it could work for really any PBR asset
It can get into Source Engine fast and I'm aiming for the tool eventually to require 0 hand tweaking.
Some tests with assets I made by hand in Substance Designer
I'm trying my best to mimic PBR shading in Source and it's getting kinda close
Some really swanky results. :p
got DAM
Ping on because this is really nice
I know some really smart people were wrestling with source's rendering to enable proper PBR support
it's not really pbr tbh. it's just making the stock shader less shite and making the porting process simple and determinisitc
ty tho
Right now I have two template VMTs- one that uses three texture maps, and one that uses two
With both of them you can port pretty much any PBR asset to something that vaguely resembles pbr, but it's just a lot of clever fakery
damn i can’t get over this
Lol haha ty
the quality is amazing for source, I can appreciate that
However (for me) Realism in games has worn off, so I don't know what else to really say other than GG on completely outdoing Valve at their own engine
i haven’t played alyx yet so i can’t say if it looks better than source 2 but DAMN
ok so
This is incredible
But source two I swear can recreate a NYC street down to the molecule, lighting and all
great work as always celery
Valve would have no problem 'outdoing' this, but they have to worry about enough people actually having the hardware to run it
Eye See You
Eye am scared :)
eye like this
I mean I get 250+ fps in this scene lol
My map that’s currently in the actual game as DLC gets around 200 for me
So honestly it’s not really any perf loss
I’m fact, perhaps using large, but high res assets, may be better. It’s less drawcalls in the scene.
And with good culling for a proper level you can get away with using tons of high res geo and textures
Even though Valve ripped out LODing in CSGO in 2012 when the game released, clever usage of culling and combining meshes together could result in pretty competitive levels of FPS.
That is to say, people have their expectations too low for Source
It’s capable of so much more
Wait, CSGO doesn't have LOD's?
The maps are largely made up of static meshes, and modern GPUs eat polygons for breakfast
So there's not really enough non-static content in the maps to need LODs for the most part
I mean there's more uses for LODs than just reducing polycount
Sure, they just don't really apply to CSGO maps as much
You could probably get some performance boosts if there was a LOD system anyway, but CSGO already runs really well and just throwing static geometry at the GPU is really cheap on anything remotely recent
It's just more of a surprise considering the game shipped on 360 and PS3
On those platforms there may be LODs, wouldn't surprise me
Some very important stuff for the map
There should be a Combine squadron breaking down the door the moment the song ends and you run into the dark
Yeah I can go really hipoly and it’ll work fine
There’s also a weird point sometimes where you also want to split the scene into many objects so things can be culled better, but you have to weigh that with draw calls.
They had stronger fades on objects. In CSGO you can set what min specs are for specific models, so they could use that to have less rendered. It’s a shitty way to do it because it means pretty much any way you play the game, there are compromises to either visuals or performance.
But it’s fun to make the visuals pretty in Source. I like making it do what it wasn’t intended to do lol
Source is surprisingly capable when you get clever with a lot of things. I found that just being highly organized and systematic, as well as taking the time to invest in custom tools for your own needs, are massive helps. Trial and error is what it took for me, but I want to end up documenting all my thought processes, pipelines, and workflows for Source. I really want to lower the barrier of entry for high quality art in CSGO.
Yeah hopefully the tool can be used beyond Source. It basically bakes PBR into non-PBR. Like a diffuse, normal, and spec mask (it also generates some Source specific things and also a PBR version of the image processing). That means it could be used in a lot of retro style games if people still wanted to work in Substance for those.
I imagine it could be cool to port photoscans into textures for HL1, Dusk, Quake, or any other game with a chunkier style
Eh the metalness gets baked into the diffuse via slider and for Source it gets used as a mask for phong albedo tint as well.
It’s not super complex
But I mean you can always just use the PBR metalness however you want
My tool also allows you to bake some masking into the metalness as well.
no, I'm well aware.
just that Valve really didn't care to "upgrade" the graphics of their games, more so the gameplay. (they mostly fix Bugs in gameplay, less so visual things)
either way realism ain't my thing, gets boring if there's no stylization to it
like how HL:A mesh's exotic Xen or Rigid Combine tech into the real world setting graphics and made it work well rather than "adhering" to laws of realism in lighting and models for the sake of realism
CSGO's visual style has shifted a lot actually.
And has kinda lead to a weird disconnect between the launch assets and the new ones.
Some of the later CS GO models do look kinda cartoony
I'm mainly thinking about this one
Left CS:GO, right fortnite csgo crossover
I did it! I figured out why I wasn't getting a job in the games industry for so many years!
It was something so so small that so many people wanting to break in are doing. Once I fixed it, I immediately got a job last year.
Maybe you're doing it too?🧵
222
Turns out we have the same problem
Except I don't want a job in the industry 
I'd rather work in a factory than a game studio
yeah but he’s kinda 😳
does anyone know how to do vbos and vaos in c# using glfw
i was following some guy's tutorial but i tried to use a perspective matrix for my projection matrix instead of orthographic and i couldn't see anything
and i think it might have something to do with the vertices
since he was making a 2d game
and i wanna make a 3d game
actually i think i know what's causing it

BETHESDA??
no
sorry it was a bad joke
No, it was a good one
who is
depends if you mean bethesda game studios or bethesda publishing
yeah i was about to clarify
bethesdas early stuff is p good
but very few things they have their hands in turn out good anymore
always good to get something working, best of luck
I'd actually recommend learning with DirectX instead of OpenGL or Vulkan
OpenGL's actually a really bad idea because it's full of issues
DirectX has by far the best learning resources and documentation, and the knowledge is transferrable to other APIs once you understand it
trying to figure out how to do key callbacks
and lambda expressions
I am definitely doing this wrong

i don't know what i'm doing wrong
ahhh okay sorry sorry
then i am of no use, i’m pretty worthless when it comes to c# haha
good luck though!
ty :)
https://twitter.com/GameDevKS/status/1591402890161229826 had to delete and repost this as twitter for some reason in 2022 still has a no edit button lol
As someone who only uses UE4 blueprints, coding anything seems like a dark art lol
as someone who doesnt use ue4 blueprints, how do you handle that stuff!
it looks so alien haha
looks good though!
i mean i handle it, but my scripting is...messy to say the least 😅
could only imagine how much worse id be if i had to use programming language
blueprints are like 70% of the way to regular coding, i just cant get over how it actually starts to look like spaghetti code after a while lol
yeah so i put the function in the update method and now it works fine

well at least it works now
ideally it shouldnt if its all organised, but mine always ends up looking as such lol
if it works it works
basically my mentality haha
i made this :)
there's more in the thread btw
oh my god it looks so good
thank u 🙏
not bad, Def a vibe
I have the castle as my phone bg :)
that’s sick!
i need a new desktop wallpaper
my options are kinda limited cause i have an ultrawide
i’m rocking the dusk as above png from goodies rn cause i have the so below mousepad
We forgot a screenshot
here's my personal favorite screenshot put through an image resize ai
so you can use it for phone / desktop background etc
yeah i think I'm gonna switch to directx
the only weird part of DX is how the normal maps are formatted weirdly as a texture (color wise), whereas OGL and Vulkan shares the same normal map texture style
vulkan is still so experimental i don’t bother with it
this is it, my little SSD has finally written it's last byte
You stored a many Godot projects, 3D mdoels, art, and my past on you.
rip little SSD 2019 - 2022
yeah but I'm not gonna mess with normal maps
I just wanna make a game engine that emulates the style of 90's fps games like half life and quake
you still have to deal with normals, tho
Oh iirc thats the Y axis
It's just an inveted green channel.
Normal maps become a lot less GuH once you realize each channel is a grayscale axis
KEX engine?
Most tools have easy ways of flipping the green channel anyway.
tru
I could use a pre existing engine but
I don't really wanna
I've tried to do this for the past year
I started with LWJGL, then tried c++, then tried plain old c, and now I'm trying c#
farthest I've ever gotten was with lwjgl
were you able to copy the files over or did you lose everything?
I had movement and loading levels down but it was collision that caused me to delete the project
I hate collision
if this has any indication

the last thing that I got to save from it was like 13% of my spriting folder that I had since 2019
no folders of recent shit were saved
so that's a myth that the drives stop working but everything is still readable?
rip
I tried to replug it in and it lived for a solid 45 seconds
o7
starting an engine from scratch is some commitment, godspeed brother
you said you don’t want to use a preexisting engine but there’s always fte
if you ever give up, lol
We got network synchronized physics objects as well as client prediction / server reconciliation.
I just made them snowmen for now because I don't want to animate legs
I'm still not sure what exactly I'm going to do for the player models in the final build
I like the idea of snowmen having a snowball fight
I've considered making them penguins, but I think their hit boxes would be too short unless I wanted akwardly tall penguins
what art style are you going for
I haven't fully decided yet, i'm not very good at the artsy side of game design
Mabye an early 2000s look similar to the Dreamcast/Gamecube era?
Idk, cross that bridge when I get to it, I guess
I'm trying to add a VHS noise effect on top of my camera. I'm currently using a video that outputs to a Render Texture that I add to a RawImage on a canvas. Anyone know if there a way to set different blend modes like Multiply or Screen for this?
https://cdn.discordapp.com/attachments/1026160561207128144/1039339901809856552/2022-11-08_00-10-32.mp4 oh yeah forgot to post this
ignore the duran duran in the back
why would i ignore it
mainly due to the fact its not going to be in the final game sadly
you better add that soundtrack to the finished game
With the death of my SSD now blender just crash's whenever I open textures of any kind...
I will destroy everything
this is why you use hdds for externals
nice!
New treasure chests!
What game are you modding?
#general-modding is for both modding and game dev progress
so that video is his own game
can you send this out as a tech demo
that’s so satisfying i would open those chests for hours on end
Lootboxes 
they aren’t loot boxes they are wonderful
👀 ...
No
Yes.
Here's my thing i'm doing for open fortress
haha well we are currently in the process of creating a new public demo, so I'll be sure to add a treasure room
leezerd tail
Bean in motion
uhhh im trying to open unity, but it just says "cant open project, check the logs", how do i fix it?
none of the tutorials on youtube helped :(
i tried creating projects multiple times, but it just keeps giving me this error
try reinstalling unity
i also tried downloading random unity versions, from 2020 to 2022
tmw you cut down and optimize your Verlet simulation code from ~40 lines to 10 lines
this was the old code (the first top 24 lines at least)
Ok, you cut the line count down, but did it help performance?
And if it did, was the 0.00000000001% gain worth the 60 hours you spent on it?
well given how every time the tail switched directions / the tail's points got close together it'd cause a giant lag spike (and in general there was a lot of frame drops)
and with that code cleanup it got rid of all of those issues
I'd say yes
That's nice 👌🏻
I am actually seething rn
so I'm trying to integrate some tail collision with the Verlet physics
and It's actually annoying af
At what point would it be easier to animate the tail by hand
never
Also figured it out, I got it almost right the first time I tried, just had to get rid of the gravity when it is colliding
I spent 2 hours trying like 5 different ways I could handle it, and then it hit me like a truck
yeah that’s programming in a nutshell
i spent 2 entire days trying to get something to compile properly and it refused to
i had the data file capitalized but then the call for the file wasn’t
added wind
fart powered jetpacks
Bean powered double jumping
godot code similar to python?
that cool :o
apparently i'm a fucking idiot
just came across a comment I made earlier this week
don't even remember making it
lol
One of those moments where you look at a word too long and it no longer looks like a real word maybe
The downward spiral
nope
code wise, no def not
White space wise?
yeah
everything else Python doesn't really have
gdscript is performant enough to make games. python isnt
similar syntax, thats about it
i remember learning python
the tutorial showed "look you can make a wolfenstein 3d clone in a 640x480 window that runs at 45fps!"
pure python isn't performant, never has been
i gave up with python
like i understand high level languages not being super ultrafast
but python?
thats unexcusably slow like
what the fuck man
hey at least you comment your code!
to be fair if you're doing anything computationally intensive without using a c based library (eg numpy) or cython or something else youre doing it wrong
Preddy
I rarely comment my code actually, just doing it for once in the case I stop working on this for 3+ months and come back not understanding what the fuck I was doing, which is frequently the case
Everytime I come back to a project I dropped it literally looks like I just copy-pasted it from the internet/ someone else wrote it
LMAO
yeah i force myself to comment my code at least once a week so i keep a general understanding of wtf is happening
Doing a little texturing and environmental work today, not quite there yet, but getting closer
Also, for ammo you now smack snow piles on the ground with your shovel, thought that would make a bit more sense than a spinning ammo pickup in this context
https://twitter.com/GameDevKS/status/1593662553548361729 on the off chance this site goes down the shitter, may as well drop this trailer now
Boom! I figured no time like the present to drop a brand new trailer for #Retrowave84 with a demo release month! Big thanks to @GetGianni for providing voice work on this! Enjoy!
#IndieGame #Gamedev #IndieDev #BoomerShooter #UE4 #RetroFPS #Retrowave #Neon #LowPoly #ComingSoon
This makes my eyes bleed
perfect
Gonna need to doublestack sunglasses to play this
Gonna add a ZX spectrum filter mode next lol
Real talk im probs gonna tone down the bloom a just a little*
lol, wouldnt even be too hard to do either, could essentially just tie it to the post processing
Yeah, someday I hope to write my own engine, but not right now, I'm already having to wrap my head around networking and online multiplayer, so I'd rather not make it even harder
Looks fuckin awesome
playing with a phone
actual stuff
awesome i love it
wall yump and wall climbing
I've tried making the industrial building look somewhat fancier
Thanks
Adding a few 45° angles and more texture variety makes a huge difference
Cassy
I request that you stop
You're giving the rest of us major imposter syndrome
And by the rest of us I mean me

amogus

Amogus
At this point I'm kinda tired of @meager valve putting
on my posts
thats a lot of light coming out of that window
Yeah, I kinda got overboard
if it can’t cause permanent eye damage what’s the point
The nearby apartment had strong lights for a few days like that 
yeah see this guys got the right idea
There was some type of filming going on so
Lots of vans were parked at the same time near
Me: Idk man, making a button that you can jump on and have it activate things only when the button is down should be easy? 
Me, now putting my idea into practice: How do I detect if the player is on the part they need to be standing on? while allowing the player to NOT activate the button by just walking past it? 
Don't you love it when you need to make a reference to the ground you're standing on just to say "yeah I'm standing on floor and/or button"
Went back to my old beat-em-up and tweaked it a little lol
Is this the chainsaw one
Got in some UV mapping practice to make these wall textures
I don't think the middle one turned out as good as the other 2
Player/Main Camera/HUD Camera/HUD/StyleCanvas/Panel (1)/Panel/Text stores the displayed style bonuses array
I finished that already actually lol
This is something else
clamp number to array length
index out of bounds
If you have an array with 6 elements the highest index would be 5, because it starts counting at 0. If you clamp it to be <= 6 and try to get index 6, it would be out of bounds. Try clamping it to length - 1.
It ended up being the array not being populated before being accessed. Just thought it was funny thing to happen after I deliberately clamped the number so it wouldn't.
Ah, ok lol
Thanks anyways though :>
Np, glad you got it sorted
The train slope works, but it's kinda janky
I'm a dumbass for not checking extra option for the train
Add a "turn" point right before the first turn thats at the same angle as the rest of the track
Since its drifting coming out of the tunnel
I figured. The train used to start tilting right at the train station, I made and extra path track entity to get rid of this shit, but it seems like I need to move it a bit further
Have it a single hammer unit before the first turn
I have concerns about the train. The slope does look goofy in terms of the extreme angles and adding additional wagons would be a pain in the ass
However, I definitely need a train to make the map feel somewhat more alive 
Death
i looooove this look
Thanks m8
have not posted about this project in here in a while
got a job recently, haven't been able to work on it as much but i had some time today
the veins
The water physics seem very funky
Me likey
Good job, lad 👍

Food
More updates
took a bite
Owie
BASED PHOTOSOURCE TEX
I like you.

Procedural textures are overrated
Photo textures are based
I think at least one person would use this coding language
Memester is pro at it
DO NOT SPEAK THAT NAME
Making a fan game of Battlefront III, as of right now, dedicated to the original trilogy. Cantina is a hub. God mode is on, hence the shortened length of the battle.
I sent these images to every other discord server I'm part of while also adding a corresponding text on a piece of paper
Welcome to the cumzone
heir to the cum throne
https://cdn.discordapp.com/attachments/627229467294695425/1045836769666531438/2022-11-25_15-00-49.mp4 alright got a basic first person character controller
First person swimming next!
nah
i still gotta do jumping, dashing
i don't know how to setup a proper state machine so ill just uuh
use switch cases or something
I found this video of my first unity project ever
what the hell is with the video quality
2014
That sounds like the type of music that would be playing int the background of a 2013 minecraft building montage
I joined a Game jam!
Winter N64 styled Game Jam
Thinking about making a "Hitman x Who Dun It" styled game
maybe in a Noir styled one
i should join that
idk if you can or not it started yesterday
also apparently discord isn't allowing me to send any images
like it's just not giving me the prompt to send an image
guh
Vrootvroot
that looks sick, nice job
says "no violence" on the jam page
there goes my ideas for a christmas themed first person shooter
Wait whaaaat
wait did I join the wrong jam
also it says on the jam page that it's a N64 styled jam but the link to the unity shader is a psx styled shader
i'm confused
not even in the email that the host sent out said anything about this
I smell "quality control"
i'm joining a different jam
well you don't have to join a game jam for that
tru
but I know if I don't have a time limit I'll eventually scrap it or slow production of it after like a week of work
good point
"Noooo don't put ultra violence in your games, we want this to be fun for the whole family!!" 🤓 🤓 🤓
"Sir please stop hitting me in the ribs with a sledgehammer!" 🤓
chrimsass
We dropped some new engines in the karts and Duskdude is very pleased with the results.
#NewBloodKart @NewBlood @DUSKdev #screenshotsaturday
oh boy! a stereo sound system! this would go perfectly with my giant gaping wall-hole!
what a nice house
hopefully manmade horrors beyond my comprehension don't come through the chimney
(manmade horrors beyond his comprehension are going to come through the chimney)
I was in the process of blocking out my first level of the game, and then I got teleported into a fucking cinema with my family to watch a 3 hour musical.
Also nice man made horror

Making something for mini jam
Basically it's a bossfight, but you have to aim the boss's attacks at other enemies
Thank god for Godot's ability to export scenes as gltf so I can work on them in blender
anims have a quake 1 vibe to it
must be framerate + lack of interpolation
it reminds me a lot of DRIVER 2's out of car navigation
Driv3r GBA animations
Shaders (gone very wrong)
final rendition
okay I lied this is, the previous one doesn't like looking the same when I relaunched the project, so now things are falling in place
there are sounds coming from the chimney
and i don't think they're human
im sure it will be fine, nothing bad happens during christmas right?
Light the fire to drive it back
The sack coming down the chimney isn't full of presents, it's full of you and it wants more
satiate ITS hunger.. dont let IT in, IT watches you, IT knows what you did
title card
Thats actually pretty interesting, im gonna follow what happens there good luck on the project
Made this for mini jam.
It's a bossfight, but you have to aim the boss's attacks at other enemies
Gratz on finishing it
Quick question, how do you get rid of interpolation on an animation in Blender?
go to the Dopesheet editor in blender > select all the points you don't want interpolation with > press "t" > Select your interpolation type (constant is the one I used for the player animation)
Bruh, where does Hammer even get these extra visleafs?
I mean, I did make a bunch of cuts
Bruh
I'm confused because, well, it's flat as a plank on the outside
but it spawns a bunch of visleafs anyway
Switch to JACK bruh
This looks painful
thinking about whether to have a intergalactic horror as the monster in my Christmas horror game or just a random mysterious dude
or even better, monster that looks like santa
I think I'm going to take a short break from snowdown to develop another game. This game will only have local split screen multiplayer (all though you can still play it online with parsec or something) and be much smaller in scale, I think this will be a good way to get some practice in for 3D modeling and animating, so when I come back to snowdown I'll be more competent in those areas. I'll probably release it on steam for like $0.99 and whatever money I make to help fund snowdown as well.
thanks!!
silly little game for a school project, also it's my first game!!! I made it with python because I want to learn that language a bit ( Pygame library and Sublime Text editor used )
the enemies are janky as hell right now, I gotta work on that
What about instead of a santa monster (which is kinda overplayed), it's a gelatinous, demonic blob that resembles Frosty the Snowman? And the more people he eats, the larger he gets
Reverse snake 👁️
Look at him go 🙂
YOU GOT ME
LOOKIN UP HIGH
YOU GOT ME
SEARCHIN DOWN LOW
Every "world" brush you create creates a visleaf in the shape of that brush until you tell it otherwise.
If that building is strictly for detail purposes, turn it into a func_detail.
Otherwise if you'd like to include it in VIS (maybe for the purpose of optimizing stuff out of sight), then make all the "details" a facade. Essentially just a func_detail layer on the outside of the building containing all the complex shit while your normal "rectangle" building resides underneath.
Basically any brush that isn't used for sealing the map can be turned into a func_detail these days generally
unless you have a lot of models that need to be loaded/unloaded via brushes blocking sight lines (and I mean a LOT of models), you can safely make most stuff func_detail in modern Source games
Will the prophecy come true?
Gun time
I do have the animations for shooting and code for the gun to shoot, but sadly I need to tweak a few gameplay things so that it looks correct
because rn the bullets appear too late after the animation
some more progress
I don't like it
Currently doing research for making my own rasterizer and shader compute
Because OpenGL and DirectX are both annoying to use, where one is stupidly outdated and the other one seems to be for lower level coding (c++)
here's a little system i'm working on
basically whenever the player is in a dark area, they start building up fear
if the player has too much fear, they have a panic attack for a couple seconds
anybody got any ideas on how to improve this system or if i should even keep it in
I would actually recommend DirectX, it's by far the easiest/most well-documented graphics API currently available
OpenGL is just a trainwreck and I wouldn't ever recommend it for anything new, it has serious fundamental design flaws
I wouldn't really recommend making your own rasterizer unless it's just for like, learning purposes, because otherwise it's just an insane amount of work and you'll never be able to match the performance of hardware-supported APIs like DX and Vulkan
godot 4 uses vulkan
C# if possible
For C# you'll need a binding library
because afaik it's C++ exclusive without- yeah
https://github.com/terrafx/terrafx.interop.windows should cover DirectX
Interop bindings for Windows. Contribute to terrafx/terrafx.interop.windows development by creating an account on GitHub.
the TerraFX interop libraries are nice because they're basically 1:1 mappings to the C++ APIs, so tutorials for C++ etc can easily still apply to C#
I'm assuming by C# you have a modern C# application, i.e., .NET 6/7/etc
and not ancient like what you get in Unity
ofc We went over how badly implemented Unity's Mono support is already
in godot 4? godot 4 is in beta and its the default, still in development but i wouldnt call it experimentalr
Bless u zomby
here's some C++ code from the DirectX docs:
here's how that looks in C# with TerraFX:
I left out the #if DEBUG but that one's obviously also easy to port over
If you want something more C#-like and less "raw", there's https://github.com/dotnet/Silk.NET
Why is it whenever I start a project my brain goes "yeah I can finish this"
and then when I start it, work on it for 3 days, there's always something that catches my attention and makes me drop everything I'm making in that moment to work on that new idea?
I've been called incompetent by other devs, but idk if that's incompetency or just me physically loosing interest in the projects I just start to make
because I Do want to finish my projects but It just gets lost in the moment whenever something else peaks my interest more
ehh its just a skill you gotta develop. just gotta keep at something
if you have a lot of great ideas you should write them down for later and work on the thing you absolutely want to the most
or maybe 2 if you get burn out easily but probably no more
for me I just like chasing new ideas
because when I have an idea, it's only fresh in my head for so long before something newer takes its place
ayo hold up thats sick
the first part sounds out of tune with the rest of the song
The end of the track fucked up because I had a trial FX plugin enabled on the piano that muted the whole FX track 
Also the beginning is indeed out of tune
I'll make it work
hey guys here's the nbk loading screen
everything is still subject to change yada yada
ah yes steer by using the wheel
it's a placeholder but it's funny
its a funny placeholder then
It stays.
Steer by rotating your keyboard.
steer by rotating your mouse
steer to steer the kart
"This game is best played by using the controls."
Steer by turning your life around
Tip: Move Forward by holding the Move Forward key.
Average comm block
Try to play this game challenge (impossible)
Yeah, I figured I need to make things more packed, plus this apartment needs a flight of stairs anyway
earlier VS what I've made today
anybody here knows if you can give an APK file inside a steam game? like what David does in the "Goodies" stuffs, but instead giving an extra mini game for android phones
no that's not true gulp no that's not true gulp
someone's coming up the stairs
whos coming upstairs
I am.
Hatsu the mould man
got a good anisotropy shader
this is way better than my previous "literally generate a ring" method
I added text chat
Oh same scambot?
guys please i only need 4 people to give their info 😢
Lol
Same scam message as well,
Let me tell ya if all these money deprived people who organize these bot networks actually used their skills for something more than scamming, they'd actually be rolling in a constant flow of money. MANY people are looking for people to try and find loopholes in systems and apps and they'll pay ya good.
my cousin is contract payed to do exactly what I just described and the total amount of money is > my parent's current job which is sad now that I say it out loud
More Sauce stuff
after like 2 months of not touching this C# solution I'm committing to it
Vriska shut up about the frog
tried making a balcony for the comm block
Were any of them actually windowed back in the comm days? I thought all those are modern additions
It seems so. Either way, I wasn't aiming at Soviet times specifically
SOURCE!?!?!?
Hello, can somebody help me with something brutal doom related?
the user @low thicket does DOOM stuff, maybe he will be interested
i've never done anything brutal doom related
so i'm not really much help in that department
Damn, at least I tried
Actually, its more of a gzdoom thing, so basically I want to play doom 1 but instead it loads up doom 2 and won't let me choose doom 1, it just automatically boots up doom 2

unity?
i remember rigging for vrchat, it made 0 fuckin sense and i wanted to commit illegal acts
it's mixamo
i don't like rigging human models so i get mixamo to do it for me
also they have a bunch of animations
too bad you can only apply one to the model
Antagonist hour
🎅 KRINGLE IS COMING 🎅
AWH Lawd he come'n
hold shift while booting gzdoom
~~alternatively, set up and use zdl it's way better for loading mods https://github.com/lcferrum/qzdl/releases/tag/3-1.1~~
hold on wtf is happening in the gif
here i guess we'll keep it transparent
making some changes to kerg recently, so one of the weapons is being swapped with a different one
should function the same in practice but with a new appearance and new sounds
I fucking hate how unity urp has a limit on how many lights can cast on an object
and why is the maximum 8
8 is the maximum due to how the shaders work fundamentally
I think they were adding a deferred renderer at some point which should support more
Deferred rendering my beloved and wretched simultaneously.
Mayb one day we'll have like, easily editable shading models in Unreal, or mayb O3DE will actually be like, production ready one day.
my guess is that it's in a newer version tho
If only game engines actually gave users surface AND lower level access Deferred rendering render passes
Because ik that's a huge hol up for me is wanting to access render passes through shaders but the engine says no
⛄
When in doubt, dynamite yourself into pieces
lol true
the dynamite wasn't really made to work with the wad i'm playing with in the clip, the blast radius is a lot higher than the vanilla doom 2 rocket launcher
the final product's levels will be large, so you'll have plenty of room to use the dynamite
heyyy development people, need some audio advice. Imagine there's a finisher move in a game, is it better to have one whole audio file for the whole thing or in separate audio clips?
hmm
I'd say separate audio clips but I'm not that big of an expert
well with separate audio clips you won't have to worry about the sounds syncing properly with the animation
Ight got it
thanks plaz
For now check out one of the sound effects i'll use
quite nice isnt it
I love it
can't wait to see what it is
(Not really modding related but) I've been playing GOW Ragnarok recently and the environment design is just stunningly beautiful
fantastic sound design, sounds appropriately gross and meaty
aive shit my pants
you could have resisted
oh man i'm sure this is going to go well
hopefully he doesn't end up creating a horrible monster despite the fact that intention was to create a fake santa to keep the magic in his daughter's life
Wowie
very cool, however you mispelt " reserved "
this is the 3rd time I've had to say this to people
it's intentional
it's explained later in the game why that character sometimes has fractured speech
Pygame or...?
based Pygame user
I just wanted to learn the language of Python, i'm wondering what language I should write a game in next
C++ or C
of course
pick your poison

GML :)
Good luck with a Subscription based game engine tho
godot is nice
but go learn raylib
M2 carbine
m2 carbine my beloved
being a .30 carbine enjoyer I am watching with great interest
I'm angy
Godot's animation player is fucking broken
and apparently it's a really known issue with it that it just sometimes decides "nope I will not interpolate this property" or "I will corrupt this animation in your filesystem at random"
tweens my beloved
Tweens are inconvenient for animating in engine cutscenes
and they require more code just for mundane things like triggers and stop points
all my cool animations are done via tweens since they're like 2 lines
i'd be buggered if they didn't exist
i like the whole dot effect doohicky
dithering my beloved
x86asm for sure
Some car repair facility I guess (I'm not a car person)
car repair
my dream ever since I started programming was to make a software renderer that emulates the style of late 90's PC games
is there modding for faith?
Does anybody here have experience making terraria mods?
No
Oh hey Sloom
do we know what the game was made in?
Custom framework
If you want to mod it you'd have to reverse engineer it
Hello
bet
Or just
Tmod Loader
Ok have fun decompiling the whole game
See you in 4 years
dec 6 2026, i'll message here when it happens
So no terraria mod makers?
guys there's dedicated sources for modding terraria.
Idk how to make mods dude, thats why I'm asking
do we even know what the game was coded in?
yeah no we don't ok
Pretty sure it was actually game maker.
wait, really? wouldn't there be gamemaker branding on it?
@grand meadow @pure jackal https://www.tmodloader.net/
Dig, Fight, and Build your way through the world of player-created mods on Terraria with tModLoader - this DLC makes modding Terraria a reality!
im not making terraria mods lmao
though thank you for the link
wait is tmloader just for terraria?
im trying to make mods of faith
Cool
thank you for the tip!
Yeah it is Gamemaker
Ok, before I start implementing this, can someone stop me if there's a very obvious flaw in this system I'm not seeing
So my idea for the weapons in snowdown is to have the weapons be more like powerups, because I want the actual snowball fighting to be the main focus. Picking up a weapon lasts for 30 seconds, and when the time runs out, it despawns. Weapons use your regular ammo. If you die with one active, it drops and someone else can pick it up and use it for the remaining time, like the Quad damage in Quake. The weapons are practically straight upgrades to the normal fire modes and spawn in slowly. When you pick up a new (not dropped by someone else weapon) you manually activate it to start using it. If you die with an un-activated weapon, you keep it and it does not drop. If you have an active or un-active weapon held you cannot pick up another one. Some replace your primary (snowball) fire, others replace your secondary (icicle) fire, and others are one time use. A notif appears to all players when a weapon spawns or when someone has picked it up. A little icon appears over the head of a player with a weapon, colored when active, greyed out when un-active.
The flaw is that u dont believe in yourself enough 
just make sure the default snowball has actual kill potential
cause dying repeatedly just cause you didnt get to the actual weapons first is kinda lame
Right now snowballs deal 65 damage (on direct hit, less in explosive radius) and icicles deal 50, players spawn with 100 HP and 25 armor (armor takes 2/3rds of damage )
Weapons working for an arbitrary amount of time sounds strange, why not just have limited ammo?
I'll probably try that, there still are "super ammo" variables in my scripts, because that's what I though to do originally, but I thought if the weapons only lasted for a set amount of time, it would encourage players to go ham with it instead of playing more methodically with the weapons and it would make it more justified to make the weapons extra powerful. Because I want the weapons to be more like powerups than like side-grades to the standard kit, doing things like giving you rapid fire, or turning your icicle into a hit-scan railgun, or your snowball into a big Serious Sam cannon type weapon
Got my chat box system up and running
the quirky earthbound inspired rpg
nothing about this is inspired by Earthbound
As a Unity dev, I feel it is a rite of passage to make a shitty zombie game. It was mainly because my brother told me he wanted to play a zombie shooter that I made
Release date announcement at the game awards?
Gunning for GOTY 2023
Does anyone know how I can get viewDir in a vertex function in HLSL? Is it possible? Should I be doing something different entirely?
nvm figured it out
and leaving this here for toda- checks time
Alright I'm leaving this here for the next few hours-
bacc to work
back to the grind
what even is loaf mode
and why is volume a vector3
unless you mean like physical volume and not audio
The Volume's a Vector 3 because:
-X axis controls the global volume
-Y axis controls the Music volume
-Z axis controls the SFX volume
better organization than having 3 different keys for the same result
man i love unityyyyyyy
Unity unites us all in "love" for it
Today I added a color picker to change the color of your snowman's scarf, as well as what will eventually become the spectator cam.
https://vxtwitter.com/AlphaEnt_2/status/1601233514703511559?s=20&t=OCFxPaAgtqVebkjOp_CTcA
Geometrical hitman 2 glimpse: The sewer levels (2nd half of the game) are focused a bit more on the action side, also showcasing few new monsters.
(recorded from phone because my computer drops framerates while recording)
A sequel of a gamejam experiment.
Previous video had low framerate, so i've decided to upload another video, but recorded through a cellphone.
if you ever have to do an official trailer or something, please do it like this
with loud breathing and crunching in the background
optional: dog barking, parents yelling, vacuum
Average East European garages
the urge to put 
You live there, Kordov. Get used to it
those are way too wide, reduce the brick parts by like 5x
Yeah, that's fair
And for some reason they always use white bricks
https://twitter.com/GameDevKS/status/1601574007706648576 just refining some variety into the enemies
Recently I've worked on refining enemy encounters for #Retrowave84! 💥💥💥
#screenshotsaturday #IndieGame #UE4 #Gamedev #BoomerShooter #RetroFPS #IndieDev #Neon #Retrowave #ComingSoon
Not always apparently
I guess it could be regional
All of them are white in estonia, probably have a white brick factory nearby
a solid example
There is even a rare example of 2 story garages nearby!
Help I'm installing VS 2022
And
It's lagging my PC
VS2022 moment
hey who's that in the background
What the dog doing
i got bored a couple of days ago and decided to make my own small game engine in c++ with SDL2
i got all the way up to input and now i'm stuck on it
That reminds me that SDL3 entered development a few weeks ago
i'm just trying to do the thing i used for every other custom game engine
have an array of booleans that are enabled and disabled based on the key that's currently being pressed
but i have no idea what i'm doing
i mean it kinda works
but it crashes like a second after it works
memory leak i guess
so here's the whole handleEvents method
and i'm not used to c++ so this is the keyboard array
i tried using a map but i don't know how those work
Is sym ever larger than 499 or smaller than 0?
A map would be like
std::unordered_map<int, bool>
Requires <unordered_map> to be included
You'd use it the same way you're using the array there, indexing with the [] operator
hmm
i'm not sure how _event.key.keysym.sym even works
i checked it's value by printing it to the console and the values were all over the place
is that for dusk?
no it's for a custom game engine i'm making
ah cool
got it working
instead of a boolean array i'm using this function now
well it
is a boolean array
but now input is as simple as this
Just make sure the array is big enough to fit all possible values of a key
C++ won't do implicit bounds checks so if the index is out of bounds you'll read potentially invalid memory and either crash or get into a broken state
going from c# to c++ is saddening
why doesn't this work
is THIS how it works
i don't know
c++ is bullshit
thanks zombie
new in C++ is a bit different and is for allocating memory
So new Vector2 returns a pointer to a Vector2 in some newly allocated memory
The exception being placement new which allows you to construct something at a location that is already allocated
For example
Vector2 movement;
new(&movement) Vector2(10, 10);
thanks
Since atm you're assigning a reference to a pointer
& is the address-of operator which you can use to convert a reference to an address
this is my first exposure to c++
dunno why i'm even using it i just wanted to try out sdl
oh
still getting errors though
w h a t
fuck this i'm just keeping transform as a separate component
NBK moving from Unity to Plazmin Engine
Something I'm trying for 7DFPS
baseball player loses it
I wanted to make the legs look like they're on the ground and have multiple joints
but this is the result of 4 hours worth of work
and I'm not liking it
idk what the inner working of the code looks like, but with a little bit of tweaking I think it'd look good as floating tendrils
As opposed to legs
I'm wanting the ends of the legs to have joints
but
the code just kinda doesn't know which way is up or down so there's no gravity to it all
or pull rather than gravity
Holt fuck Ultrakill has a modding scene let's goooooooo
My first proper rtcw map. Was kinda fun to make. https://youtu.be/TrL4NXBthRg
Single Player conversion of Enemy Territory map.
Original "Karsiah" map by Henri 'Nenquel' Karhula.
Map is available for download here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2900632046
And here:
https://www.moddb.com/mods/realrtcw-realism-mod/addons/karsiah-raid
Super Ninja Baseball Bat Man!
Hey lads, a question about modeling
So i want to make a cape thing for my model, but because of the backface culling the back part of the cape is invisivle
invisible*
unity has this too but only on some shader settings
la creatura
You can also create a custom shader in Unity and then change which facr you want the material to render on
so I was thinking of canning my game but then I didn't so here's some cool stuff:
bullets are now lightly affected by gravity
better sprites
"1911" now has a shooting animation! it's a bit subtle but it's there
particle effect for shooting, kinda crap though


