#general-modding
1 messages ยท Page 7 of 1
what language
c#
I would've done C++, but god forbid the garbage collection aspect of it is giving me a headache
This gives me cool old flash games vibes
Wanted to share this for no reason.
๐

the hell is a fresnel
the hell is a dot product
what happened to "recompile after finished playing"
They removed it and then brought it back a few versions later after mass backlash
Because removing it is fucking stupid lol
I swear Unity doesn't even use their own product
Basically a number that tell you how much are you looking at one direction.
Still idk wth is a fresnel effect
Multiply two vectors together and sum the components of the resulting vector, that's a dot product
As for fresnel, think of like, rim lighting on a sphere
I got like 80% into a huge project I was working on and then burnt out so now I'm making a backrooms game instead
https://cdn.discordapp.com/attachments/988470124078067712/1052446275481645086/day_two_progress.mp4
Does this embed btw, I can't see on mobile
what thought process provoked removing it
just a unity dev said "hey guys let's infuriate our entire community"
well I mean my original goal was a 2D engine, but now I'm fiddling with more than that
you really think there was a thought process?
lmao
here you go, enjoy
Yes, every Monday morning standup
currently learning C++
because C# binaries are really hard to find that aren't gimped to all hell
Without opengl or any graphic libraries right ?
Nooby question, but how do you create the window ? Also do you directly control the pixel ?
Now that I'm really looking at this, maybe having the player characters be made out of snow on a snow themed landscape might be detrimental to player visibility
What do you mean by this?
Windows Forms
what I mean is things like Silk.net
how about people wearing differently colored coats then
Oh you meant libraries
What's gimped about Silk.NET?
I use TerraFX.Interop.Windows myself
Added shielded enemies which can only be hit from behind
found that there's a LOT and I mean A L O T of documentation issues with Silk.net (aka there's essentially no docs for it for how they implemented a lot of the graphics APIs)
However I did try TerraFX, seems nicer in that regard
So Silk.net is p much just "Fuck around and find out"
The graphics APIs should map pretty closely to the real native APIs, just with some C# conveniences on top
So any documentation for the original APIs should apply
fucking hell why is Vulkan so tedious to code just to make a simple triangle?
I swear if Vulkan wasn't such a "You want to utilize basic functions of the API? Code it yourself. All 2000+ lines of code."
I would actually prefer it over Open GL or DX
das bulkan for ya
That's probably the best idea. Maybe a halo type system where you can customize different parts like the hat or boots and unlock more colors by earning in game achievements
Well, computer shat it's pants and died after an involuntary windows update, time to pull out the forbidden toaster to rescue my project.
Thanks, Windows
Yeah, maybe the pretentious neckbeards on /g/ have a point
its never that they don't have a point it's more that they're an arse about it
Time to install Gentoo
You know what, if Windows really has screwed itself beyond repair, I'll give linux a shot. I play most games on my laptop anyways
I tried Linux on my old laptop and spent an evening trying to get the proper network drivers to install.
Didn't end up figuring it out.
Spoiler alert: ||They don't have a point.||
Tl;dr Godot's animation player literally broke file importing
so I'm taking the time to upgrade my game into a 3D scene
https://twitter.com/GameDevKS/status/1603854397448065038 idk why i didnt add this sooner...
Neonpunk 1911
Now with laser sighting
Lazer scope
Sights and aiming is overrated
retrowave 84 my beloved
Anyone here use VS Code with Unity?
You have to pay if you're using VS for commercial products though, right?
i don't think so
I'm trying to figure out what the licensing limitations are for game development. I didn't really care all that much, but my other team member's a real stickler for the legal stuff.
Gotta figure out if we can use it to develop our game since we're technically an organization.
it's 100% fine
The community edition is all you guys really need
hell, the organization I'm helping model for is using the community edition due to the good ol thing of "why pay when there's a fully official Free version that has everything out of the box?"
Thanks
Damn, the auto fill prediction in VS 2022 is insane, it's practically writing itself now
at some points the auto fill gives you exactly what you want and at other points it gives you the worst code ever written
words to live by
True, but when it's good, it's good
i love when i try to write in a variable and it shoves in some random long line of code that nobody has used in 17 years against my will
Skybox my beloved.
hey i made a haha quirky twine rpg
i pulled an all nighter to make the inventory system
Another day, another humbling reminder that I cannot draw
Some source stuff I guess
Typical post-soviet central heating
Doosk's fusilado is now playable against bots =P
A little bit more of polishing required though.
Hey Computer beep boop coding people, i have yet another question.
Is it better to have one script for the playable character or have separate scripts for things like fighting, movement, all that jazz.
different script for each line of code
different script for each letter
see, now you're getting the hang of it
Separate scripts should never control one object, there's a fuck ton of reasons why not to do that
okay mouse
i am clearly qualified
(i forgot to do the midterm)
Wait, isn't that the recommended practice for Unity scripting?
Unity, maybe
Godot 100% not
So for Godot, it's recommended to have one large script?
if the script controls one object, yes
now if the controller had multiple "steps"/ separate nodes that makes up the controller individually that doesn't interact with each other through direct code, then it's fine
show the moving bean
holy shid.........
you effectively have 90% of stray
now wait until i make it turn
to the directions its going
and then watch me make it fight with an axe
then watch me do blood splatters
i even have a texture of it somewhere
We need a dedicated Game dev shit post bot
that just says these things
ping me when you win goty
i will then run up on stage and nominate some random political figure that i gave a random title to for the award
(it will break because jeff cannot afford quality awards)
make the camera follow the player instead of being a child of it
What if i dont want it to be able to rotate
then just write a script that sets the position to the players position + an offset
Anyone here try Cascadeur in a project yet?
Nope, in fact first time ive heard of it ๐
That pistol's looking punchy
Yeah I just saw a video on Cascadeur and it looks pretty neat for some animation work
it be a crime to have anything but just that for a massive revolver lol
Animation (specially 3d) is like a dark art to me, tho it is something i wish i had the patience to learn
large marko
Mechs with unusual/animal proportions my beloved
Big man.
Are you attempting to make procedural leg animations?
Ye
I mean I technically already did
just trying to tweak the actual motion and stuff
I'd let the legs bend more and take longer steps
ya see, unlike 3D where I could actually physically code the lifting and step overshoot with the velocity in mind, I can't really do that here
because if you want to get technical, the leg has a target "Goal" (for most procedural animations)
However the difference is that in 3D, that target can be anywhere in a 3d world space, and the stepping would account for that by physically lifting the leg on the Y axis and adjusting the X/Z position to reach the goal without interfering with the Y position.
However in 2D, you can't really track the "goal" position without accommodating for only 2 axis.
An example: If you were to say "okay if the left leg is [x] distance away from the body/goal" and you wanted to track to a new goal that's "ahead" or > the goal in a particular direction. You can't just lift the leg on the Y axis, because if the "Goal" position is above the leg on the Y axis, all that'd happen is the leg would lift, and then immediately stop, making it look like it just slid into place due to the leg physically reaching it's goal on the Y axis before stepping down.
now, if it were a 2.5D or 2D sidescroller game, that's usually fine, because you're only tracking on 1 axis (usually the X)
I actually thought this was 3D, so you got me there
Afternoon
Yes
Why is the sign in english and since when do the soviets care about safety
It's not soviet, it's post-soviet ๐ค
The serenity of an autumn evening will soon be broken by the deafening sounds of a furious kart race. For now, we can calmly enjoy the view.
#screenshotsaturday #NewBloodKart @NewBlood @DUSKdev
vriska from megalovania
Vriska from the ever popular hit Webcomic Home
ily famous Dusk modder and nbk mapper Undyne
A working door
gotta love doors
beautiful
that tween was a nightmare to write
yo,can someone help me mod ultrakill? this is my first time lmao
i've had some thoughts of problems etc
Medium Health Pickup
Fucking bullshit shitfuck
Why the fuck does this roof create so many fucking visleafs
Question
Is the player ever going to see the roof
It's pretty much the tallest building, so no. I didn't want to cover it with skybox at first, but at this point I think I better add the boxy roof as a 3D skybox
Isn't null texture from some plugin for the GoldSource editor?
I thought an equivalent for source exists
Doesn't seem to be the case. Search results show various discussions about Zoner's Half-Life Tools plugin for GoldSource. Nothing else
nodraw ?
I got super confused about the question, but here it is: there is a nodraw texture in HL2 (the yellow texture on the roof), which doesn't render in game. Apparently there was no direct equivalent for HL1, with the exception of Null texture from plugins. Anyway, nodraw/null still create visleafs which is why I had to use skybox to block the roof
Null should work I think
More stuff
YEAAAAAAAAA
very goode
yes it's Emea
if it was called any of the other ones listed, the smol bean hanging on the A wouldn't be there
emed
Scripting UI has the same energy as waiting in line at the DMV
ui my hatred beloved
I definitely remember the yellow one from HL2, but the other two look goofy as fuck. Can't believe they actually exist

this actually looks freaky as hell
https://osta.img-bcg.eu/item/13/0872/51740872.jpg ya'll need one of these
Too luxurious for post-soviet
It needs to be wide and made of cast iron
its literally soviet design
Haha, soviet = rough and cheap (no)
decently put together, cheaply maintained
That stuff was built to last
gonna post my game progress in a second
okay, so I revamped the sprites to fit the style I was going for more and added better enemy movement, sorry for deleting this earlier, I just worded everything wrong several times and I got it right this time
my brain isn't working right now
Anyone here know off the top of their head if AssetBundles are supposed to strictly be used with the version of unity they were created in?
The general rule of thumb is same version and up. It can potentially work on an older version, not always.
Gotcha, I just sort of assumed it would work since the only thing in the bundle is a single texture, but fair enough.
If that's all it is, it could still be worth trying
Im having issues loading it, and I'm thinking the version difference is probably the reason
Maybe, what is the texture
It's just a texture of a hat but it was more of a test for loading stuff
Inserting random real life photos once again
This granite shit might even be a decent texture, if I edit it of course
it would look great in the cybergrind
Yooo what's you're idea for thise game it seems really cool
Legend of Zelda GBC game + LoZ:MM + ??? = the game I'm making
Ok so it's a top down exploration game with puzzles snd light combat
That's pretty cool
I wanna actually make functional games in python that aren't too difficult to close out
How do I do this
And jeez I need to figure out how to texture scale this
I'm also planning on making a few arduboy games
For fun
Is it gonna have music
Or silent
To add atmosphere
Or have music but it's more alienating then meant to sound good
yes it is, I haven't made any tracks yet (kinda)
So it's going to be silent for a while
Hey you don't want the music to not fit the game or vise versa
I like how the wiki article has a passage about fucking Hammer units
Wiki article on "List of unusual units of measurement"
I've started building that rog project I talked about in the programming channel and realized how unspecified my idea was
Damn, a shelf also comes in blue, red and yellow. But I also remember only the blue one in the actual game ๐ค
https://www.youtube.com/watch?v=3iQbENSB-L4 Kaze the chad in understanding optimization
And you know what? This isn't even all. I haven't even mentioned the batched shadows, the optimized billboard math, the more efficient render system structure, the new particle system that allows these explosions to render in "one drawcall", etc..........
Main Channel: https://www.youtube.com/user/KazeBG0
๐ฅฐ Patreon: https://www.patreon.com/Kazes...
What a sick looking level
fr fr
it goes hard
Dammint, I think I'll need to make a model for an actual construction crane, using brushes and a dock crane is just goofy
It's fun smashing buildings with a construction crane, but I'm starting to think that crane shouldn't exist, not as a usable thing at least
steal the crane from half life
Area music
I missclicked a pattern from 35 to 44 seconds in
there should've been a bassline
sounds great, what music program did you use?
Damn...now i really want to post a track from Retrowave i just spent an hour composing but i dont wanna reveal it early lmao
Pretty decent regardless, what type of game this for?
i made this cool skybox image but i can't figure out how to display it properly
Emea
this
oh nice ๐
should i have the player's arm holding the weapon
because the 3d model is ugly but without it it feels bland
Skele
Having the game make you FEEL like you're John Skeleton is going to make the game 75% better
FL (late response)
I use FL too, neat!!!
Dungeon tiles 
i made this sort of mage person and i'm proud of how it turned out
Add spindling tentacles to it
where
aight
if that's the enemy design
well adding tentacles looks cool but it fucks with the animations
maybe I can do it with another enemy
Photoshop had this feature where you could draw images directly on a sphere and see how it would look in 3D, but they got rid of it in recent updates
more tiles
figuring out how to do good weapon bob using sine and cosine waves
it's not going very well
if anyone knows the values to get weapons to bob in a U shape using only cos and sine that would be very much appreciated
figured out exactly what i wanted
Now add Fortnite builds
Is there such a thing as Amid Evil modding?
I found the mod page for amid evil...
It's empty ):
Apparently you can't mod the engine Amid Evil is coded on.
Very sad.
unreal engine my hatred
true
Is mike gonna sit on top of it?
aw come onnn
I don't make the rules man
this sucks.
i can imagine already
one that you might find better than it just being a normal kart you drive-by
If there is anyone playing Maximum action I wanna say that me, optionalspace and Duek released our endless map!
https://steamcommunity.com/sharedfiles/filedetails/?id=2911949098
clearly the bullet bill replacement
we could modify it to turn it into a kart
but yeah the intent for it is something else
you can still get the free demo on gog
this is what i have of the skeleton fps so far
i want the weapons to feel as satisfying and chunky as dusk and chop goblins
in chop goblins even the melee attack is satisfying as fuck
the dagger was quick and snappy , axes usually have a more thorough swing to them
also something annoying i noticed is that i messed up the animator or just the model in general and the cultist is in this pose in the editor
in the game it's fine
but in the editor it bugs me that it's not in a t pose
why the actual fuck does this have a rect transform
skelebot the game
the most terrifying enemy
the box
that's a button prototype
Mfw I try to troubleshoot a coroutine, using different debug logs to check...
...and it turns out I just forgot to start it.
tfw you call a coroutine like any other function instead of using startcoroutine and you slowly go insane
https://youtu.be/sI5V9qnzyzk just dropping some OST...
Enjoy! Wishlist the game here: https://store.steampowered.com/app/2120300/Retrowave_84/
HAHAHAHAA YEAAAAA
this is the most annoying track to finish off due to my external SSD not wanting to load my samples for this project
"what is a compelling way to teach players that swinging your sword at NPCs will indeed kill them...."
"I KNOW!"
Proceeds to code the worst fucking mechanic known to top down adventure games
Visual Studio: More than just the (tool)tip
Getting some more work done on this gamejam
It looks good๐
It was too good to be true...
Is memester back
try pressing it harder
i'd say no considering the lack of stockless AKs
Sad
Not really a mod but would love some thoughts on this. Does the weapon feel nice and "hefty"?
https://youtu.be/2HvMMliMOMY
he will soon
hmmm
This was supposed to be my LD submission, unfortunately I didn't get to submit it
Anyway, it's done lol
More poggers
what should this guy's projectiles look like
Heโs playing dodgeball
"what type of game are you going to make?" ~ my brain
"Procedural Colony Sim" ~me
"what would be the end goal?" ~ my brain
"find 5 batteries in literal sphere universes to power your own universe!" ~me
"3D or 2D?" ~ my brain
"3D-
" ~me, not realizing how much work just creating a procedural sphere universe that can have procedural level terrain is
Remember how you wanted to give him tentacles coming out of his face?
Well make a tentacle projectile
like a glowing, moving biomass
silly question
let's say that you're making a game in Unity, and inside of that there's a secret minigame that you can open from the original one
can something like that be programmed in unity?
like it opens a whole ass different project
is something like that possible?
also, something like that is possible if that other game is done in a completely different engine?
Like it opens a minigame done on UE4 or Godot, for example
easily
Glittermitten Grove is probably the most famous example of that being done in unity
not just a secret minigame, a completely full standalone game hidden in it
i know godot can open exe files
The second question is a bit more problematic, it would have to either launch a separate .exe or emulate an operating system capable of running said .exe?
dunno, im sure there are better ways to do it i guess
well if your trying to run a game inside a game using exes that sounds complicated and probably not even possible
if its just a simple minigame, just port it over
but using unity to open an exe file made in godot or unreal should be easy
unless unity doesn't support launching things
Well it wouldnt be smooth and youd notice the second exe popping up
launch things to your heart's content
assuming by exe you literally mean a windows pe file, this'll only work on... windows
you'll want to provide separate binaries for different platforms if you want to support more than just windows
or use a language such as java or c# (or any other lang that uses an external virtual machine) to run some compiled cross-os binary
im making an fps controller, here's a demo and some proof
how the fuck do you model a car
Make a square
why model the inside? just put a texture of the insides on the window
it's a convertible
ezpz ๐ฅ ๐ฅ
perfect
mmmmy es wheel
ok after a ton of work this might end up being one of the best 3d models i've ever made
Lol I just cheat and dont bother with wheel arches most the time
though that depends on the style you going for
Speaking of Cars, i just modeled one earlier
I'm going for a 60-70's style convertible
I know those are more chunky but smooth car releases dopamine
i am strugglin with seamless textures
incomprehensible arcane knowledge of texturing
I just end up using this online seamless texture generator
Make a seamless texture from photo online. Optionally you can choose the way to create a seamless texture, level of brightness transitions and to crop don't needed edges for best results.
Now for the big reveal, pleased to announce that @rivervitae will be voicing #Retrowave84's protagonist, Agent Delta, dropping one liners as you blast away enemies! Check it out here... (Sound=On!)
#Gamedev #BoomerShooter #RetroFPS #Retrowave #MadeWithUnreal #IndieGame #IndieDev
tfw dint save a monster 3d model i made that turned out pretty good
it was low poly and the textures were mapped like shit anyways so i wouldnt have been happy with it either way
so its fate
what does a dashboard look like again
best i can do
honestly you could probs texture the details on
would probably suit the style you going for too
yeah that's what I'm gonna do
Some more gameplay. I spent too long today working on revamping the enemy spawn system to be more flexible
superdeath no way
Nice job
do you have any un-edited footage?
I have some from a couple of months back
superdie looks pretty cool so far, nice job
car model is pretty much finished just need to
texture it (lightning flashes followed by screaming)
just need to what plaz. oh, texture it
TSLA(-4000%๐ป) presents:
Cyber-NotTruck
Yep, there's a glitch and I can't seem to fix it. I'm using areaportal_window that would block the view from a distance like this, but the far left window is a bitch
It blurs out completely and I suspect that it has something to do with the visleaf edge right in this very spot
With Hammer++, are you able to just use resources from other Source games like hl2 and l4d?
Hammer++ adds more functionality (sprinkle tool, sky preview, lighting preview etc) and QoL features, but it doesn't add more game content like textures or models on its own. Of course, you can port shit from other games or create custom stuff the old-fashioned way.
Apparently I just had use the transparent window as a ''foreground bmodel'' for areaportal_window, problem solved
You draw the sides
and then the top view
the seats themselves
and then the dashboard
WOOD PANEL THAT BITCH 
honestly this ^ (though only on the interior of course)
It may be simple, but I feel pretty proud to have made this grid query system without looking through any tutorials
The beginnings of actual round logic
Sweet!
what game engine is this
Godot
sick
but yeah
allow me to show you
the actual texture used
you will have a laugh
its just that
it looks distorted
yes
thats how you gt
this effect
the camera has its own perspective, which it will warp textures to, correct?
so, one could, say, make a forced perspective texture of a gun
and have it so that it looks like a 3D object when used near the camera
the effect is really funny
now, one could hypothetically
add normal maps to this
Idk if godot devs/contribs ever incorporated the normal maps to sprite 3Dโs
Because they exist for 2D but not 3D atm
As well I remember there was a git issue open at one point that requested it, idk what happened to it tho
i found a temporary workaround
you could probably use quads
that is my workaround
wheel
W-w-wheel...
wish me luck
i have a fun looking goofy ahh texture-only gun, hopefully the joy of it drives me to make more of this
The mixed perspective effect is definitely very neat, I don't know if I've ever seen something similar befpre
i tried baking ambient occlusion on the car but what the fuck is this
and now i'm trying to actually hand paint the texture and i'm scared of blender now
plazmin would you like to see what the gun was like, 6 hour ago
nevermind it looks like that because i forgot to remove the duplicate of the seat when using the mirror modifier
hard to explain
i hate uv mapping
especially when you want the computer to do it for you and it creates this fucking mess
this will forever be dog gun
imagine doing uv mapping
its called dog.png in my files
Put the 3d view in side view with the xyz things up top.
Select every face on that side that you see.
Hit U and then click '"project from view
but then how am i gonna do details on the front without it making it look stretched
there is a way to view stretch like visually
then you can manually rescale those bits
until they're at optimal levels
but yeah project from view should do
i have no idea what i'm doing
"i have no idea what i'm doing" pretty sure those are the most commonly used words in game development
Simple, donโt add doors 
this gives me anxiety
Why did you UV unwrap it like this?
Who put a gun to your head to do this??
"use project from view" they said
"it'll be fine" they said
and then use the stretch view
Hyperventilating Cassy sounds
dont be mean
no, that's just the thing
you gotta UV unwrap the car properly
(although arguably the way I did it isn't the best either, but ehhhhHH)
yeah
but how do you do that
select edges
press U
mark as seam
and then once done select the Wole mesh and press U and then unwrap
uh
i am losing my mind
then again idk if i marked the seams correctly
well the uvs look good from a viewport standpoint so
nevermind
i give up for today
simple.
Don't have the texture be a perfect cube
Too bad I can't favorite a comment. I've been skirting around this issue of properly UV unwrapping things in Blender by using texture atlases
you used lightmap pack didn't you.
wip cultist projectile
I'd try making the projectile brighter and more opaque at the center if I were you
player now has health
Added another script which can find good cover spots for navmesh agents. Overall, it's a pretty flexible system
https://store.steampowered.com/news/app/2120300/view/6033168248060842384 was gonna announce this tommorow but ehhh steam might as well know ๐
YEAAAAA
removed smooth shading from the cultists because imo they look better flat shaded
me messing around with my terraria mod
That cool
yeah
that
I asked akdov to redo the skeleton arm because the one I made is really crappy
because I'm not good at rigging
Design Flaw my ass
I gotta do something, because right now almost the whole map is rendered simultaneously
you could split it into chunks
have buildings not rendered when inside /obscured from view
That's... kinda the result I have even after areaportal windowing the insides of the most of the buildings 
do you know what's taking up most of the poly counts?
I don't know, but either way it seems that I have to make some open areas close off
Because the issue happens when I stand outside
dusk sickles in minecraft
https://youtu.be/qTAY2_r-62w
how can I get mods for Ultrakill?
give us ricochet spiritual successor
Some animation testing
why are YOU here
tml user jumpscare
Hi
Does anyone know where to find the Sickles model in the Dusk game files?
Hi
#dusk-modding knows
Hi
Decided to replace the construction site for performance reasons, an actual building would be easier to optimize than an open area. Plus, the city kinda needs a hospital
Though I gotta think about Caduceus sign ๐ค
He's been lurking for a while
MY OLD BRO......
Reading through the asdf file was peak entertainment
Hey bro have you got any new models to show off?
Yeah its fuckin amazing
The guy has his email and twitter leaked too
Kino 

Holy shit wha happened to the handle?
i would love to ask the man himself but I doubt he'd respond if I @ him
based hammer user 
Wtf no way Ive never seen this pic from him before
@marble dust
Today I've started on a system where Server hosts are able to create, publish, and share "rule sets" which are text files that contain all the information about how a game is run like Default Player Health, Gravity Strength, Number of Rounds, Respawn Time, and basically any other game rule, modifier, or player property, then uses that to control how a game runs. If you like a rule set on a certain server, you can request the rule set and get it sent to you so you can use it on your own server.
are all these values handled server-side or do you trust the client to abide by these rules?
All server side, some values it will have to send to the clients, but all movement, respawning, etc. is handled by the server. If the player tries hacking and changing the values on their side it will jus make the game unplayable and glitchy for them
Like if you try to increase your speed or jump height on the client side you just get rubber banded around as the server keeps pulling you back to where you're supposed to be and it makes the game basically unplayable for the cheater
hey am trying to use the custom arms mod it aint working any way to fix it
Took a lot of fanangeling, but it works, we have a dynamic game rule menu
can't believe new blood didn't hire this man instantly ๐
Such a loss of potential... He would have made dusk thousands times better
He applied
Super giga early preview of a thing Iโm working on, just wanna stress that nothing here is actually modeled yet (just greyboxed in unreal with textures slapped on) and the textures are not made specifically for where theyโre placed
Mostly just testing out perspective, lighting and how my textures hold up in practise
Noice
Bit late of a reply now but that ever gonna be picked up again?
maybe after the zombie fps
Honestly if i wasnt the wiser honestly looks very unreal-ish lighting wise
then again ive never used unity, but yeah looks like a cool concept
Hi
Hi
Tried to do some shit with areaportals and hint/skip. At least now it's much difficult to catch that error message
I wanted to cubemap the areaportal
looks too goofy
You are entering the Eastern European dimension:
Example of a Snowdown game rule file
First is the name of the rule set, then the author, then each rule goes as follows:
Index
ID
Title
Description
Data Type
Current Value
Min Value
Max Value
i realized that the old cultist logo didn't make any sense so i changed it to an eyeball
for the cultist i wanna have it be like dusk where when they see you they shout random voice lines
anybody got any ideas
What do they worship, or what are their goals? It would make most sense to be something related to that
so basically the story of the cultists is that they escaped the dystopian city that runs on blood (that the second third of the game takes place in) and their goal is just to take down the city despite the fact that it's like a couple hundred people versus a fucking living city
and they believe that there's some kind of god out there that'll help them in their plight
haven't decided on the name of the god yet
might choose some character from lovecraft
How is the player character related to them? Is he a defender of the living city, or like a defector of the cult or something?
the player was almost killed in a car crash while trying to escape from the city and then (spoilers for the story)
||he gets greeted by a mysterious man (just his silhouette) who doesn't move like a normal person, the man puts out his hand (like he wants to help you get up) but when you grab his hand, you start turning into a zombie
the only way to regain your humanity is to collect blood to fuel your car, and after getting enough blood, you'll regain your humanity, which is why the player wants to gain control of the city's blood stream||
so in short yeah they don't have any relation
||Well then maybe his conflict with the cultists could stem from them believing the deal he struck with the silhouette is blasphemous in some way, and what he's doing somehow angers their God, so they would say something like "blasphemer", "blood thief", "abomination"||
added crouching
harder than i thought it would be
just like in dusk if you hold keys while crouching you get a little boost
If you wanted any help writing I could help :)
https://twitter.com/GameDevKS/status/1616803836055916545 had to delete and repost due to spelling/word errors ๐
For this weeks #screenshotsaturday, here's just a small taste of the abilities, combat engagements, weapons and more that will be present in #Retrowave84's public demo at the end of this month!
#BoomerShooter #Retrowave #FPS #MadeWithUnreal #Gamedev #IndieGame #Retro #ComingSoon
Does this deflect seem a bit...op?
nah its balanced
It's a feature, keep it
Looks balanced enough
i updated a lot of the textures to make them look more retro
i think it looks better in game
The look sweet
Looking Good ๐
What's the gameplay looking like?
We're planning something big for the next Screenshot Saturday, but for now, have a peak at our [legally distinct] "New Blood Kart Item Granting Geodecahedronsโข๏ธ" @NewBlood
#NewBloodKart #screenshotsaturday #madewithunity
amid evil style movement with some dusk influence
main gameplay loop is just kill enough enemies in a level until your "quota" is met and then go back to your car to refuel it and go back to the next level
Is the car run on souls?
no it runs on blood
I see I see
it's based off of the sledge music video
All music and merchandise available here: https://dancewiththedead.bandcamp.com
Music by Dance with the Dead
Produced by Dance with the Dead
Mixed by Dance with the Dead
Engineered by Dance with the Dead
Director: Djay Brawner
Executive Producer: Felicity Jayn Heath & Djay Brawner
Production Company: Tuff Contender
Head of Production: Max Rose...
I seeeeee
Do we have any template mods for model replacements for UK
I made Icons for the server and client applications
Also the GUI for changing game rules is getting too big and hard to navigate, especially because different game rules, like round logic, and player movement parameters, are being split into different files so it can be more modular. So, instead, I'll just include a guide in the server app for how to find the file location and change or import the game rules yourself
based based based
zased
Ominous building
Must be school
@misty sparrow
doom 3 pistol my beloved
Ye, way easier than I thought it would be.
Audio is desynced and some things are a bit broken but it works.
Just wish the doom 3 pistol wasnโt so like
Squeaky I guess?
The sounds were always bad for it
(This does actually effect gameplay because the animations are different lengths from the originals)
Who cares it looks better
better cultist textures
Will the eye on their back turn into a real eye
no
Yo that's rad. Are you planning on reanimating the rest of the arsenal?
Currently working on a shotgun reanimation but I might not do all of the weapons.
:(
made the test scene look better because i felt like it
unintentional feature: wallrunning
gonna make it so that when you jump while wallrunning you jump off of the wall instead of just jumping up
Walljumping is badass
This is looking real sweet
wallrunning now (kinda) works but it's very janky
Look at this man
He's on a roll
A bit of lean would help the effect
Imo
Kind of seems like the character has no momentum in the air?
Makes sense for when you're on the ground but I'd say that probably be a big improvement for wall running
What if when he wall runs he digs the axe into the wall and drags it across the wall , with spark effects coming off the blade
I think thats what he means by the jank
Donโt ghost ping me with a shitty joke pp head
what about for other weapons
well it's hard to work with because i'm using a character controller instead of a rigidbody
Holds it in his other hand temporarily? Maybe?
Make the axe an offhanded weapon like the dagger in chop goblins
I was able to fake momentum movement with the character controller by tracking the movement velocity of the player when grounded and keeping it (while gradually decreasing magnitude) while not grounded. I also reduced the magnitude of movement that the player can apply when not grounded.
I basically just copied Quake 3's movement calculations. It's all open source and free to use.
be careful with that @crimson tapir
gpl license is a curse
its kind of an infectious license meaning you might have to license your own code under gpl
I didn't directly use the script, I just used simmilar methods for calculating acceleration, friction, and stuff.
Technically I didn't even copy that, I copied a guy who copied it
and even that has been pretty drastically altered at this point
alright should be good
Doosk: Time to open the umbrella, I guess XD
Brain damagio
Door stuck
Testing some stuff
Also, a friendly reminder that stork is used as an icon for spawners
DOOR STUCK! DOOR STUCK!
It's quite interesting to find Beta shit in the base game such as snow textures, which were obviously meant for Borealis
along with some other stuff
this seems like it would be an oil texture
oyul
Weather forecast texture
There's even Borealis section for props
almost there ๐
good luck
god i love this game and i just started working on it a couple weeks ago
summary of everything i've done so far
the name "Blood Drive" has been taken but i'm just using it as a temporary title
Maybe the title could be some kind of play on 'road trip'?
"Gas Blood''
''Road Overkill''
Smiles Per Gallon
try to make the blood splash everywhere instead of one direction (sphere for the emission in the particle thing)
I saw this rumble customization screen in a video and was wondering how exactly one would go about getting it?
and add bits and drops to make it more disturbing or smth idk
link
is that in the game or is it a mod the guy in the video made
It's a mod that adds controller rumble
(Fairly sure it's what's referred to as the sex mod)
i'm pretty sure you'll need to extract the game assets and stuff using an extraction tool
you'll also need to download unity
and then add what u want
once you do, import the unity InputSystem package into the project
Thanks for trying to help but this tells me nothing
I'm not a programmer
Just an enthusiast
Alright
better blood particles
I LOVE BLOOD
I LOVE GORE
I LOVE HURTING PEOPLE AND SEEING THE FRAGILITY OF THEIR PHYSICAL VESSELS BREAK DOWN AND RENDER THEIR INSIDES
in Minecraft
When he snores does he go "honk shooo" or does he go "hooonk mimimimimi"
mimimimimi
on an unrelated note: death animations
and cultists no longer contract scoliosis when walking
Hoooonk AAAOOUUAGGH
should the first ranged weapon you get be a pistol or a revolver
Revolver
ok
weapon switching
he goes honk mimimimimimir
BANISH THIS MAN TO #ultrakill-modding
Ballin... In Minecraf?!
Damn, those roads are so reflective
Gigachad reflective road piercing into non-reflective soy roads
Just wow. I ran the cubemap command while staying in mat_wireframe 1 mode. Didn't know that was a thing
And just like that, we have functional, 100% customizable, importable, rule sets. FINALLY!
rave city
set the skybox to night and it'll probably look cool
looks cool indeed
what do you guys think of this magnum model
imo the retro effect is too much
but i wanna know what you guys think
I thought the dithering was the game's artstyle
yeah but on this it kinda feels like it's too much
I don't think it looks too excessive compared to the other textures
i think it works, i like how it looks
I would try seeing what brighter glare on the metal looks like
Outward System Trauma (full game) is making really good progress
so the acronym is ost
ost ost
Is the ditherinf on a separate photoshop layer?
If the dithering was lowered on the handle it might look better
But the metal itself with the gradient looks good
it's not photoshop
it's something i found on itch.io
you put an image in and then adjust the settings to make it look retro
๐ฅ
๐ฅ
@full notch
huevo
Ei
late reply but
here's the revolver in game
waiting for akdov to finish the new zombie arm before i start doing animations
that's right we're upgrading skeleton man to zombie man
I prefered skeleton
Has more charm, character, funny factor, more memorable etc
I could go on but a misstep, in my opinion
But I am not the one making the game
well it's like half zombie half skeleton
he looks like a zombie but some parts of his flesh are gone revealing the bones
so it's just a zombie lol
nvm
well he's supposed to look like this guy
I see
He's the crypt keeper
Honestly so long as his head is a skull I think he'll have the skeleton charm
Like Skelethor
looks like that 4a games is releaseing the Exodus SDK for those who want to mod in their own exodus engine
been lurking here, but felt like posting this in the right place would maybe kick up some discussion
Gotta finish up this game jam game before the end of the month
Honestly, this makes me want to learn how to use that SDK to build some custom levels. I probably won't have time to do it though.
why do I keep on making it worse
Funny
i think it's just that the colors doesnt match how high poly it is or something, it definitely looks a little off
It's a great name, you should keep it!
but Activision owns it
oh no
Mortal drive?
Red Entrail Road Trip
ngl I like mortal drive
Immortal Coil
How about Dead In Their Tracks?
Chad dwtd enjoyer
"Overkill Underpass: Route 666"
Ultrakill: Infinite Hyperdeath Imperfect Hatred Godfist Suicide
dude he looks like my dad
I'm gonna pretend like I know what these pipes are for
Domm laying pipe in #general-modding
central heating
for the commieblocks
there's a giant oven somewhere boiling water
just found out after making my project a GitHub repository that I can edit code away from home
game changer
literal game changer
now how about testing the code?
pain
Guess what's back?
Outward System Trauma is back!
After a lot of trial and error gutting and refactoring the demo's code I finally have solid progress!
I made my first walking simulator. I'm officially a Unity developer now
unity dev rite of passage
You can try it out here:
https://jungaboon.itch.io/dream-a-little-dream
reminds me of hong kong level of deus ex
i'm playing it and i have no idea what i'm doing
i keep getting teleported to the woods
what's going on
Yeah that's pretty much the whole game. Like I said, it's a walking simulator.
It's designed to be like the LSD Dream Emulator game for the psone
Lol
thats cool
I wanna make a game based off of this now

I had the VERY ORIGINAL idea of splitting my game up into 3 parts so that I can have a different color skybox for each of them
1: blue
2: purple
3: red
def gon add some retrowave 82 easter eggs in the second part because it's a city
Implementing the rule sets, fixin some bugs, optimizing server client communication by cutting down on total data sent back and forth, the usual stuff, but here's an idea I though of. So one thing that annoys me in multiplayer games is when you join a server expecting to just chill, and the server is full of sweats or you want to try hard, but the server is full of friendlies, so an idea I thought of is a "server temperament" selection where it says outright what the server will be like, and it's themed after ski difficulty symbols.
Green for chill (24/7 endless rounds no win condition), blue for casual (just the normal game), black for competitive (sweaty time), and orange for crazy (wacky custom maps or rule sets)
So that way the player always knows what a server will be like before joining
gonna try implementing motorcycles today
but i don't know how to actually implement them
should i make it so that it's a boolean on the player controller or should i have an entirely different character controller for ridable objects
Have a different controller that is part of the object itself, and you just attach the player to it when the player rides the vehicle
Otherwise you'll end up special casing every vehicle in your player controller, which gets unwieldy fast
alright
this is fine
got it working
only problem is that this is a cramped testing area
here we go
ignore the tommy gun
NaNs 
also being able to use the gun and drive at the same time is based
I don't even know what caused them
I just started moving and my position increased exponentially
Just posting some Shotgunnery - oh and the demo's only 2 days away!๐ฅ
#BoomerShooter #Retrowave84 #Indiedev #Indiegame #Screenshotsaturday #Gameplay
should I post something from my game for screenshot saturday
like a little scene just showing off what I have so far
and not the dev scene
The bars worked, but I've tried to make the face appear from the right like Hotline Miami but it didn't worked as I've excepted
Yeah I got sidetracked with making shaders... again... for the 5th time.
https://ks98.itch.io/retrowave-84-new-demo demo is out all!
hi



