#general-modding
1 messages · Page 8 of 1
opens my framework project after a month of not opening it and completely forgor what I was doing with it
past me: I got u, me
Added 4 team support today. You can now have games with no teams, 1 team with a shared goal, and 2, 3, or 4 opposing teams.
Different teams can also have different properties like how many players can be on the team, how much health each team member starts with, what abilities they have, etc.
So for example, you could make a game where one player is on team 1 with 10,000 HP, 1 life, and snowballs that insta kill, but slow move speed, versus team 2 with 15 players with 3 lives, fast speed, and regular damage snowballs
well thats a good start, now to polish up some of the jank lol
Ye olde robot game from 2014
what engine is that
Lifetime licenses for what?
Blow up shit with your mind!
Ha ha!
what if I get a vertical slice finished by june and try showing it off at realms deep ha ha h a
I'll send ye a stealth invite lmao
real talk tho, can always put in a good word for ye if youve got something cool to show off 👍 @merry lotus
special credits to MagdielM for the rewritten casings code, fantastic weather system, and HUD rework
this mod uses MUtil: https://forum.zdoom.org/viewtopic.php?t=77102
Yooooooo, rain?
new weather system specially coded by the other person working on this project with me, i included a link to the zscript library that powers many of this project's features :)
it handles snow and rain
epic
What is this? Daikatana 2?
I think they explained it in the dev commentary playthrough but I don't remember
Realtime
simply have a dark lightmap and a bright lightmap and have the flashlight be a mask
Simply program your own custom raytracing system
demo downloads (just noticed reply now 😅 )
Yo, does anybody here know how to mod minecraft with cursed forge?
Thats ballin
i don't know how motorcycles actually work so that texture is just a vent texture i found on opengameart
Very nice.
Know enough to cover the engine and protect it from dirt and water!
Threw this together in an hour, thought it would be a neat idea to have a shmup where your ship orbits around a pivot instead of the regular 2D movement
You can rotate the ship clockwise and counter clockwise, move inwards and outwards, swing a melee, and shoot bullets.
No enimies or anything yet, might make this a mini-game in Snowdown or just make it its own thing
cat
just a dynamic spotlight
damned realtime lights
After like 2 years of putting off learning blender, threw these models together, rigged them, and made a simple reload animation
Its kinda like a UMP, evo scorpion, and a famas all had a baby
and then someone put the worst ironsights imaginable on it
https://twitter.com/GameDevKS/status/1621082681378504706 steamworks is fun
Right so having a mare of technical issues on the back end of steam...so as a solution, I'm just gonna do what I did last time and upload updated build to https://t.co/OZr9qJu9lz for time being!
I'll post below once it's live on itch!
anyone here good with it? trying to update the demo and everything possible is going wrong
update - we all good 😅
Anyone here use FMOD in a Unity project? What are some really good pros of using it compared to just using audioclips?
i made this shotgun model but i don't know how to texture it
i made it with a reference image where the shotgun was black but i don't just want a black shotgun
Grey?
wood grain
eh i'll try it but that feels too generic
Make it normal looking, but cover it in rust, moss, and cracks
So, i've joined a gamejajm.
Uploaded the stuff on itchio, the jam approval should be done by the end of the day, but it is playable now.
which one looks better
The top one
Is the upper one supposed to be wood?
yeah
maybe this is just my inner gun nerd, but the receiver maybe being a light grey, whilst the grip and pump remain wood
but thats just me lol
look great though
ok
i don't know anything about guns other than they shoot
what's a receiver
Have the grip be wood and the receiver be gray
I was about to say the same thing
Yeah, it's supposed to house inner mechanisms
It's... not a good idea to make it wooden
yeah i like this a lot better
ok
sorry im being awkward lol
i love it so much
i can't wait until akdov finishes the arm models and i can start animating it
now put duke nukem hands on it
i was originally gonna have it be like the unfortunate spacemen shotgun reload because that's really satisfying
but duke nukem shotgun reload on the other hand
Ga-chunk
Make it like the hunt showdown shotgun
Where a flap on the top folds open and a shell ejects from that
the front of the gun looks like this
Will the player ever see those faces in first-person
How will the player get the shotgun? Pick it up from the ground? Then they'll see it!
Unless you stick it in a barrel or something
And a worldmodel
That too could work
Stick it in a robe guys head, have the player pull it out doom 2016 chainsaw style
If the shotgun is stuck in a corpse, it would probably have a bayonet on the end or somthing then
oh
maybe you kill an enemy with a shotgun and you get the shotgun from him
Is the shotgun the first weapon you get?
No thats the axe iirc
so you'll see the barrel still when the enemy is pointing it at you!
Better fix that UV
What if you run over a guy with a shotgun, then pick it up from under your tire
could also just wack a choke on the shotgun and have a solid black interior 🤔
nvm just seen the rest of front
yea kaur is right, probs still tweak the uv
What kind?
so you know how dusk has that text that pops up whenever you enter a trigger
something like that
Going for the same style?
yeah
Then maybe use the same font, but with a different color and/or gradiant
Looks great, I'd just make the text a lit brighter so it stands out from the background a bit more
dusk uses Celtic Garamond the 2nd for interact text, iirc
yea
a wooden shotgun would kinda blow up.
A literal 'boomstick' if you will
I mean, the receiver isn't a pressure baring component.
Having some polymer or metal explode in your face is still a little bit more bearable than wood in case of something like bad munition i'd assume
Okay maybe wooden firearm receivers aren't really a thing.
aren't there those russian prototype rifles with at least partially wooden receivers
maybe you could theoretically with black powder loads?
I mean, the receiver of most firearms doesn't bare pressure from my understanding anyway?
Heat would probably be an issue though.
ah yeah, hmmm
wouldnt surprise me if there was a forgotten weapons coverage of such contraption tbh
It's usually an adobe program filling up my C drive with cache for some reason
HD cucumber
A banana maybe
A floppy watermelon
I'm adding "subclasses" to teams in the game rule files so that you can have different members of the same team with different stats and roles, for further game customization. The number of teams is also going to be only limited to the max player count
I'm just wondering about the game itself. Is it some sort of mini-game collection like Jabroni Brawl?
It's a snowball fight themed fps, with the normal game modes like deathmatch, elimination, etc. but I also want to make every aspect of it as customizable as possible
my game now canonically takes place in cape cod just so I can have an excuse to make a beach level
Maybe it would be more fitting to put it in Providence Rhode Island, with the whole cultist theme and all, cuz Lovecraft
also because I live in cape cod
I should have mentioned that too
Ah, ok, that's cool
Watermelon.
Maine moment
Ttr finally has cacti
Ladies and gentlemen, we have sledding.
:D
He doesn't crouch down yet, because Idk what a crouching snowman looks like
if you're going for that retro look I'd recommend switching the snow shader to specular and setting the specular color to black and the smoothness to 0
Alright, I'll try that out
lay flat on its back
we sliding in this mf
Don't have a death state yet, but he's shaping up pretty nicely.
i love bosses like these
where their attacks are so intense that it gives off the feeling that they actually wanna kill you
unlike a lot of games where the bosses are like any other obstacles
got inspired by junga to work on a dynamic boss bar system
you just attach the HealthBar script to any object that has a script that mirrors the Target script and you get a healthbar for that entity
also i added the dialogue text system i started working on yesterday
Late reply but im here to defend fl studio, my mans NEVER lags this pc.
well... unless your that type of user
"It starts with one thing
I don't know why!"
yeah that popped up on my playlist when making it so yeah
that's usually how I make most placeholder text
I will say, the newest update is worth going through the hassle of getting that password reset lol. By far.
Trying to make Menus in unity
YOOOO
gives me bioshock vibes
bioshock but the city was built by microbs inside the toilet tank
first level progress
stupid low quality video
i'm using the unity recorder btw not obs
also the shotgun still uses the tommy gun's code so that's why it was firing like that
actually lemme try obs and see if that works better
nvm it's really laggy
Since it's #screenshotsaturday today, here's a game that I've been working on for a couple months!
#gamedev #madewithunity
https://youtu.be/pHtSboOUU5w
💖 0 🔁 0
made the cultist projectiles harder to dodge by making them follow the player but only a little
you avoid them by making them move into walls
what do you guys think of this feature
Keep it but only on boss/bigger enemies cause with a lot more than 1 enemy and more enemy types with their own attacks, tracking for tbat long is gonna stack up and by hard to manage
Not a fan, should be capped by like an angle of 45 degrees or something, not follow you around 360
1-2 enemies doing this is fine, but when there is 10 what happens then?
good point
i'll cap it to 45 degrees
and maybe even keep it on higher difficulties
maybe have them lead shots instead
Love it.
Idea: red balls that bounce off terrain (number of times is based on difficulty setting?)
Hey lads, need your help please. I have no idea what icon to make for the Master Sound thing.
a pair of headphones maybe?
oh wait i've read that wrong.
Sure thing :)
You don't have to do that
Alright
social security number
Full name: Jacobson Waffelmacker
Address: 308 Negra Arroyo lane, Albuquerque, New Mexico
Credits card info: 999999999 expired november 2023
social security number: One
Ok thats enough for now. Thank you Mr. Waffelmacker
We said we had something big for you last time, and its been quite a while since we've shown you some gameplay...
So here it is!
Also, we've got a Discord! B-Hop on in! Invite is in the replies!
@NewBlood @DUSKdev #screenshotsaturday #madewithunity #NewBloodKart
we fucking did it
im gonna cry man
mid
mid
Come on, man, don't act like it's not cool
More Menu stuff
Excellent sound effect choice
I got to start working on getting some sounds at some point, my game is a silent void rn, lol.
Made a hotfix, melee monsters now makes 75% less damage!
Part of the reload magazine gamejam (not sure if I shared this before)
https://alphaent2.itch.io/werefrenzy-the-ritual
what the hell
all i want is for the light to cast shadows through the grates
i've seen it in dusk and chop goblins and i kinda wanna recreate it
To simulate the snowman bending his knees when sledding, he turns into this lil guy
Collider height changes from 2.1 to 1.6
Sound design test, I want to get a better jump sound but i need to dig through some things
and a look at my toon shader
does anyone have any ideas on how to make the cultists harder
because in their current state they're really easy to kill and avoid
make them faster?
Are they meant to be fodder enemies? If so, then that's probably fine enough. You can make them more difficult by adding elite enemies to deal eith simultanrously
yeah ok
shotgun polish
it's all procedural animation
no proper animation until the arms are done
working on the first level and when making a cube this appeared
i can't select or delete it and it doesn't go away
nvm it disappeared after i restarted unity
The color out of space
Dragonz lair gbc
i redid the wallrunning code
old code felt really janky
oh yeah and this is kind of a first level sneak peek
but this time you stick to the wall instead of being able to fall off by moving the opposite direction
also jumping off of walls feels better
"hey this is a pretty cool room oh cool a revolv- OH SHIT SHIT SHIT SHI"
- what i hope to be the reaction of people who play this for the first time
Wallrunning, my beloved
More fun lowpoly stuff, still needs trigger, mag, and charging handle modelled, then time to rig
What if there was a Quake E1M1 or doom E1M3 type thing where the lights went out in the room as soon as you pick up the gun
Sometimes I wonder why I make some of my plot points in my games like this
it's baked lighting so that would be hard to do
It's conceptually quite simple, Quake has baked lighting and does it
but Unity makes it difficult to actually bake the data you would need to do it
I know because I implemented it in Gloomwood 
Haven't posted in a while. Some progress on the commblock
it's funny how Unity struggles in that area when it's p much been optimized and more user accessible to all hell in other game engines that have it (Source, Godot, UE4, etc)
I remember trying to tweak Unity's baked maps to get a good dynamic range out of colors per shadows with it, and I noped outa that shit so fast 
Yeah it's painfully non-trivial with the interface Unity provides
Really unfortunate because it'd be so much easier with only a few small tweaks
Just want to go on a tangent and say that the Ultimate FPS asset by Opsive is so...extremely convoluted
Any premade system for this sort of thing tends to be that way
I'm just gonna do it the simple way by having 2 rooms with different lighting and swap them

Wrapped in blanket
Anyone know a good way to have a character controller's rotation be the same as a slope it's standing on? I want to have the sledding form rotate on the x and z axis with the slope. I already have it set up to get the groundNormal bellow it.
I never messed around with the character controller, but I guess it'd probably involve rotating it by the groundnormal vector?
Also the distinction between the global and local rotation is probably gonna be important
i redid the axe model + texture
(before + after)
i like the metallic look on the new one
I have this but it doesn't do anything
Tried it with local rotation as well, it won't budge
how are you getting the ground normal? a raycast?
Try having a debug.log on the values of the vectors. It might be a thing where one of them is in radians when it should be in degrees
Actually, on the server it is rotating the player, but then immediately snapping them back to the upright position
So something somewhere is also messing with the rotation
Ye
are you updating the controller in the update function
On the client it's in update, and on the server it's in fixed update
Just like the rest of the movement code
try changing it to fixed update on the client side
Wait, no, it's called from fixed in both
or (a more simple solution) disable the controller before rotating it and then enable it after rotation
that's how it works for translation but I'm not sure about rotation
haven't experimented with that
It needs to update its rotation several times a second while going up hills or down slopes, I can't disable and re-enable the character controller that rapidly without causing problems with other movement
oh
well idk then
I'm using my own physics calculations for acceleration, friction, etc.
Ok, now it's working exactly like it's supposed to on the server, it's just the client that's not rotating for some reason
i know that i shouldn't be adding detail because i'm just greyboxing the map
but greyboxing is boring i wanna add some detail
https://cdn.discordapp.com/attachments/627229467294695425/1072676330002452490/2023-02-07_16-31-39.mp4 i almost have dynamic music
Love that HUD, looks like a control panel you'd see somewhere in Evangelion
thats the inspiration for it
Displacement-pilled
Massive Displacement W
Make a water tank so people can drink this pill
Source my beloved
Man, that thing does not obey the laws of physics at all

I got fed up with trying to work with UFPS's systems. Here's me working on a kicking mechanic with some leaning.
I misread it at first and thought there was a 'no gameplay' option 
also 'OwO mode'?... 
Yes
It was a request from a sibling to include a "owo" text option
where everyone speaks like "OwO hewo"'n shit
this is really unrelated but I can't share videos, is it to prevent spams and is there a way for me to do it? I want to share my prototype stealing ultrakill's coin mechanic
I just realized I'd need to duplicate the entire dialogue folder, and manually edit every single dialogue and text in game to match that...

Wouldn't it be simpler to just have it automatically turn 'r's and 'l's into 'w's?
Unnecessarily cring feature creep.
True
Pictures and videos can be posted if you gain a mook rank
type more messages -> get a mook
thanks 😄
given how my siblings are my only true QA testers, because if they can't play it or understand shit, then I'm just going by ear/myself
fuck it, I'm just going to keep it disabled upon release, no actual code for it
actually I got a better idea
"fear not"
make it so if you turn it on it says "fuck you" or something
It contacts the feds.
make it so that you cant undisable this
honestly now that I think about it, I feel like having a no text mode could allow for some sorta speedrun system to be in place...
but that's for another time
Tilemaps are fun to make (depending on how far you're wanting to take them)
I'd just say look at retro games and see how they set them up graphically, and then replicate it is the best way to improve your skillset with tiles
appreciated! thanks
like these are how I made the tiles for Emea, I just looked at GBA Rpg tiles and then understood how the tiling works + depth of the walls
it a water dungeon (quite literally)
Currently doing some weather tweaks...
#IndieDev #Gamedev #Retrowave84 #RetroFPS #Rain #Retrowave #Neon #IndieGame #ComingSoon
impossible not ever
lmao
room lighting swapout
yeah it's literally just 2 rooms with different lighting that get swapped out
Hey if it works, it works
Some Uzi reload animations
Holy shit
Madman actually did ti
Respect, this is what human craftiness is all about
Is this how Ultrakill did their intro? With two separate rooms?
i forgot ultrakill has like vertex lighting which lets it have fast dynamic lights
no, take your terraria modding, pack up and leave
Wait, how does that work?
it lights based on vertexes
its an old technique
its not as smooth as regular lighting but its faster
lighting is calculated per vertex instead of per pixel
You can also bake that room individually and swap out the lightmaps
- Make a separate scene containing only that room
- Bake the lightmaps
- Make a copy of the lightmap textures,
Renderer.lightmapIndexandRenderer.lightmapScaleOffset - Bake the second set of lightmaps
- Repeat step 3
Then in the main level, you can put that room in there and have a component that adds the new lightmap to the LightmapSettings.lightmaps array, and assigns the index and scaleOffset values (but add the original length of the lightmaps array to the index first)
preview
Brawl Aboard
The new cinematic cam looks great
So I've got the sliding working like it's supposed to, but now the problem is what to do with the camera
when you slide up or down hill and your player rotates forward or backward, the camera rotates too, which is really disorientating. So I need to make the camera's X and Z rotation independent of the player
I can't just rotate the model, because then the hitbox would not line up with the player propperly
you could interpolate the camera to make it "ease" to the rotation instead of having it snap?
I did that, and it's still really disorientating
Ok, I got it to kind of work by rotating the hitbox on the server, but not the client which causes some very slight jittering when you're standing on weird angular geometry, so that shouldn't be a problem on any well made maps, but now it's screwing up the look script, and making the camera rotation slightly off, for some reason
room of bungy
Amazing, very nice.
Bnuy room
I genuinely did not know you could mod this game beyond retexturing.
what game
needs epic spinning muisic
that's more like it
wait does this count as non-nb modding
whatever
https://twitter.com/GameDevKS/status/1624381148410392578 changed my mind making a bowling sim now 
Hey fellas 🙂 New here. Anybody have a minute to educate me on setting up a trenchbroom profile for mapping?
Mapping for which game?
Dusk
how even
gib script error results in memory leak
permanent loop that eternally calls Gib()
i will retry with sendmessage instead of broadcastmessage
ah i got 1 of those before, everything just freezed up haha
yeah lol
fixed it
Its finally here. After about a week or two of work, Technocide 1.2 has been made.
CHANGES-
Improved gore system!
Improved weapon's handler!
Faster overall
More optimized code
Working menu
#shorts
FBI! OPEN UP!
Let me introduce you one mod that I've made...
https://www.youtube.com/watch?v=OwwZc1Id4fU
They fire now
They fire now?!
-_- They fire now.
Waiting for someone to mod the V1 model over samus or something
Actually what character would V1 go over best? First thoughts are samus or zss
Some Enemies in Retrowave '84 require a bit more firepower to bring down - like this Heavy Unit right here!
#BoomerShooter #RetroFPS #Indiedev #Gamedev
#IndieGame #Retrowave84 #Retrowave #Comingsoon
holy balls a game-dev chat
no matter how i do it i can't get this stupid brick texture to look right
needs more contrast
What if you add a trim around the door frame
indeed, its our safe space 
yeah id say what hyrdra suggested
the door frame would hide it well, and also kinda not make the inner wall mis-alignment noticable
3D modelling ☠️
gonna take a break from working on Blood Drive for a while so i can work on Aequor, a game that i started making back in 2022 but gave up on for no particular reason
it's like iron lung meets subnautica
but here's the question: how should i make the movement
the original was basically a flying first person controller but i wanna make something a little more original
6 degrees of freedom like Descent?
lmao
but i've never played it how does the movement feel
Play dusk and enable 6dof water controls in the options
ok so 6dof is like flying a spaceship, you have unlocked control of all 3 axes
you can directly control up and down and forward and back, yaw, roll, pitch - everything
that's what you'd be going for
yes
Which is why it takes time to acclimate to
Once players have it down though it is an incredibly engaging way to move around your play space
Which means better horror factor also
recommend a full tutorial level unless you want the player to feel like they're manipulating something clumsy as fuck
alright i'll take your word for it
play some space engineers sometime ya nerd (jk)
Plazmin has canonically never played Dead Space 2 
i saw vinny play it but stopped watching after the eye needle scene
i just don't like seeing things (especially sharp things) going into people's eyeballs
completely understandable
@hazy sorrel
Damn, Plazmin doesn't like games developed by Neversoft.
lol
am I insane for coding most of my custom game framework with only NP++?
oh notepad++? No you're not, but goddamn how do you get by without intellisense
(not that it's required but it makes life so much easier)
Is it faux pas to post a zip to an unfinished game prototype I was working on?
I feel like people were scamming with that for a while
But I'm not sure how else to share it
you'd love Prey :)
since aequor is inspired by iron lung I wanna make some iron lung style tunes
bad news is idk how to make music
yeah but it has ambience like this
Iron Lung OST
"Voices in the Deep"
Music by David Szymanski
#IronLung #duskdev #OST
I kinda wanna make ambience similar to this
Does anyone here know of any WIP psone style tactical fps?
Because if I can't scratch that itch, dammit, I'll have to do it myself
stealing the coin mechanic from the hit game ultrakill
Even that was kinda from Errom Black in MKX. A lot of his ranged moves invole deflecting off of a coin he tosses
nice, I'm sure most things are originated somewhere but I don't know most of their origins so I just credit the ones I take from haha
wip
Great start
how tf do you model a squid
yes
Either do their tentacles relaxed or you do that
yeah but here's the thing
I modeled a 2d version of the squid
how do I translate that into 3d
I don't know why
modeling other stuff is a piece of cake why can't I model a fucking squid
Uhh so like, model a tree with roots then like, just use the roots. Ez
Ah BBCode/RichText?
finished (no texturing)
GORE GORE GORE GORE GORE
Looks nice
RED
mask yay or nay
Maybe not
I could see it as a big clunky 90's style hud overlay like cruelty squad
But that depends on the mood of the game
Make the mask translucent
its supposed to be more like the visor from unfortunate spacmen
add some blur to the mask, to make it more "realistic"
your eyes are not focused on the mask, so you'd see them blurry
pinos mrime
What do you guys use for your sound library? Or do you record your own sfx from scratch?
I usually record my own things
Man, I gotta figure out a way to get some decent gun sounds
how does this look
Personally I'd tone it down but it may work if the water is less clear
Is it screenspace pixel distortion or vertex?
it distorts the uvs using a noise map
Oh cool
Or hell maybe slow down the speed without changing the intensity
oh god oh fuck oh god oh fuck oh god oh fuck oh god oh fuck oh god oh fuck oh god oh fuck
OH FUCK
context: i finished the squid model
Looks sick!
He's squidding up the place
me trying to figure out wtf I'm doing to get a cool 90's ascetic for a project I've been coding behind the scenes
Well you're halfway there
why does blender look like that


I know a lot of people use Bryce3D for those old school renders, might be worth checking out if you haven't already
wip animation of the submarine that you're tasked to investigate falling into the abyss below
gonna add particle effects to give it more oomph
Don't giant squids not really attack humans
like there's only one report of it directly killing someone and it's a questionable report
like they just bust up boats and then leave because the boat is a threat to it since its big
uh
well idk what I'm gonna do with it if it isn't a threat
#bnnuy-and-the-jits has decided it's staying a threat
the squid should be the players sidekick and best friend
I already feel so uncomfortable just looking at this
99% of humanity doesn't know about this, so it's fine
giant squids are terrifying, and I will use them as symbologies for angels or some corny ah shit some day
Why not have it be friend
And then halfway through have it be wrecked by the actual threat
I feel like the goggles overlay feels too high res and polygonal compared to the rest of the texturework.
P(e)n(i)s Mrime
The Kraken itself
Test of 2D face rigging in Unreal.
that's because it's actually a 3d model
because squids are fucking terrifying
Doors are overrated, teleporting through walls is where it's all at now!
#ScreenshotSaturday #Indiedev #Gamedev #Retro #BoomerShooter #retrowave #MadeWithUnreal #IndieGame #Retrowave84 #ComingSoon #FPS
IRON LUNG 2????
how should I go about the squid ai
how do I make it avoid obstacles
I wanna make it dynamic where after an event occurs you have to avoid the squid while it swims through the tunnels
Despite his horrible cliff accident, Champ managed to win the race! John looks to not be so lucky, though.
@Indefatigable @DUSKdev @Airdorf @NewBlood #madewithunity #screenshotsaturday #NewBloodKart
Taking da photos for a friends redesign for the US Marshal in Payday 2 (Hoping this doesn't flood the chat)
wow look guys i made "music"
Ambiance
Today we eatin good
BEANS 
needs more toast imo
Ok now im gonna put this thing as a secret somewhere
With and without my manual edits
awesome i love flesh
dead end
The eyeball scoop man
me when
Whats going through
that's looking pretty fun
polished submarine falling (TURN AUDIO ON)
Fell dun, innit?
i made the mistake of making the map before figuring out what i was actually gonna put in each room
so uh
anyone got any ideas for what i can put in this room that's right before the giant squid scare
You should put some foreshadowing like the remains of another giant squid
oh right i forgot that squid are cannibals
idk how to animate tentacles but i tried my best
nice
nice shades
Dialogue box
Looks pretty good. Are you using any Animation Rigging components? You might be able to use Damped Rotation so that you just have to animated the root bone of each tentacle, and the rest will animate properly
I saw a Unity reel on it where they animated a giant worm using Damped Rotation
I downloaded the animation rigging package just for bone rendering but I'll check out damped rotation
I think it's actually called Damped Transform, but it has toggles for position or rotation dampening
i tried it out and it's really janky
when i rotate it it spazzes out
I like this setup I've got goin on for how to handle individual aspects of characters
Interesting. In any case, this was the video I was referencing
https://m.youtube.com/watch?v=LVSmp0zW8pY
In this episode of the Prototype Series, we've experimented with creating a procedurally animated boss enemy! Let us know what you would like to see being prototyped!
⭐ Project Download https://on.unity.com/37K5j1b
⭐ Training Session https://on.unity.com/37LQfzV
Timestamps:
00:00 - Intro
00:40 - Assets Used
01:07 - Building the player camera
0...
My attempt at making a No More Heroes (1) style shader in unity
i feel the colored lighting looks a bit shit though
Basically my first time truly trying to sound 90's
menus
settings and credits aren't finished yet
and the transition into the game is gonna be better
The push pull motion is something you are going to want to emulate
is there a sandbox mod for dusk
Update, improved the additional lighting
The neco
I had a neco arc model for testing the shaders
Making a small horror game for Nokia jam
waterrrrrr
ah
i tried writing dialogue today
idk if it turned out good or not
i asked in a different channel but.
will ultrakill get official modding support?
nice
I think it does have some modding tools available, but since it's not out of Early Access yet, official modding tools might be after the fact
minimap
while ive only been able to slowly progress on my game, i just found this image from when i was testing shaders
grossly incandescent
anime dopefish is real
Sometimes variety is the spice of life, and with an arsenal this varied death can dealt in many flavours...
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#Retrowave84 #Gamedev #IndieGame #FPSgame #Retro #Neon #RetroFPS #BoomerShooter #Indiedev #ComingSoon
Cover? What's that?
flashlight shadows yay or nay
They look good.
Aw yeah gloomwood
https://twitter.com/GameDevKS/status/1629450050496495618 starting to shape up nicely 👀
Guns. Gibs. Blood. Action. Mayhem. Check out this fresh new gameplay clip of Retrowave '84!
[🔊= ON]
#Screenshotsaturday #BoomerShooter #Gamedev #IndieGame #Indiedev #RetroFPS #Retrowave #Neon
Hey folks! The demo for Doom 64: Aetherbound is out now! Check it out and let me know what you think! https://twitter.com/ReddestRosies/status/1629497613719404546?s=20
oh hell yeah
working on a water shader for the ending of aequor and created this
i spent like 5 seconds on this texture and i think it's the best one i've ever made
Literally SM64 painting wave distortion lookin ass
Finished my Nokia jam entry
learnin.g... moving ....
where do you guys get your mods from? I use r2modman but it only has 23 mods.
that feeling when you're programming a system and it works
it's small but i'm actually storing the resolution data in a .ini file and loading it at the start
the goofy ass weapons of my game
I think the crouching may be a little bit bugged.
yes!
you can shotgun jump
ayo guys where is faith mods??
Why not?
it just can't
Changing files too hard
You don't have the files.
You have a compiled and built version of the files.
why too hard?
Are you going to decompile everything by hand?
Idk how the game was made
i mean i could
He said no
sad deyy for modders
what rotoscope software did They use for Faith?
Paint
prolly cool news to some peeps
I Meant,the software to mix the drawings and the poses.
wwa
inverse kinematics are fun
This started off as a tactical, realistic FPS project...
Have the rest be tacshoot but you can just do that
the specialists moment
I'm planning to do much the same with kicking shit around like that btw
great minds think alike 🫂
that looks fun as hell lol
it'd be really cool to have a way to check where enemies are through walls to really snipe them with kickable props
Is there a way to mod amid evil so the movement isn't so slippery?
I just want to know how they made their rotoscoping animations,I know they used something like photoshop but not the same program i believe.
in faith,i mean.
No
Also idk how you think the movement is slippery
its floaty i dont like it
Skill issue
Thats one of the weirdest takes I’ve ever heard
How?
I find it quite heavy
You stop on a dime and the jumping is very precise
when u press the move button, it accelerates and then decelerates when u unpress it
instead of just stopping and going at full speed
Oh
That’s fair ig
But also I’d hate that
But yeah yer outta luck for modding AE
you hate dusks movement?
No
But I don’t expect dusk movement in amid evil and I wouldn’t expect amid evil movement in dusk
Sure they are both retro fps but they play differently
i dont like floaty movement in fast paced games
👍
😳
game engines are like languages
once you get used to one it's hard to learn the others
that's why I'm sticking with unity for now
until it gets REALLY shitty
I've got to say I really like the new tilemap features
There's a certain thing I've been planning for a while that'll benefit from it
godot is a little stinky but it will work
im using it, its not got a lot of features compared to unity or unreal and they swept a lot of bugfixes to 4.1
but its completely free
Tried Godot for like, 20 minutes, yeah nah yeah nah.
me too
this may be because I'm more used to unity but the 4.0 interface is a sensory overload
I like the way that godot looks but I dont want to learn GDscript
4.0 has C# support
its always had c# support since like 2.0
I do know that you can mod in Python support for Godot 3 through a plug-in, and I wanna learn Python eventually
so that sounds neat
I hope that comes to Godot 4 as well
why python?
people use it for rigging stuffs in Maya, and I think in Blender as well
could be useful
bro python is ass dont bother
Hi people.
Am, I'm just a random individual who is interested on creating an ultrakill mod, despite of his null knowledge about coding.
Can I get some advice on where should I start?
maybe in #ultrakill-modding they can help you more
I see.
I'll be waiting for someone to answer me there then.
I really want to create stuff but I don't know how to start.
This is unknowm territory to me.
Yeah you can script a bunch of stuff in Blender and Maya with python
Can someone help me get russian overkill for classic doom to work?
It's actually just becoming a soccer game
encara messi encara messi encara messi encara messi encara messi
GOLGOLGOLGOLGOLGOL
Yeah, I just decided if I was going to use C# I might as well commit to learning unity instead
And before this (starting game development learning) I was a terraria modder working with C# so its more comfortable for me (even though im still shit at it 😂
There's nothing wrong with python what
Well syntax is a bit wonky, sure
But there's nothing inherently wrong with the language
https://twitter.com/GameDevKS/status/1631990857971769347 managed to capture these at juust the right moments 😅
I think that might be the same soccer ball asset I'm using as the synchronized physics test object
haha I got it from Sketchfab
#shorts #indiegame #dev #devlog
TECHNOCIDE 1.4
figure release date out yourself!
Made a game where you fight a cat
@frank dragon since ur here ill tell you that ive been making a ship in bng
trying to shove it into the game rn
:o: Banned biggranny123#0940 (Case #10651) (user notified with a direct message)
Lmao
https://ks98.itch.io/cry-of-the-mermaid just released a small free game that I've been working on the side... 👀
YOOOOOO
System Shock 2 - Rebalanced Skills and Disciplines https://www.systemshock.org/index.php?topic=11194.0
by RoSoDude https://rosodudemods.wordpress.com/
Experience the legendary survival horror FPS/RPG like never before, with fine-tuned firearms, in-depth weapon customization, devastating psionic powers, expanded character development, new secret...
Modular level design is pretty cool.
That artstyle is sick
does anyone know a good way to draw faces on 3d models
like this
or here's a better question, does anyone know any good ways to texture entire 3d models like this
because up until now I've either used stencils or made the image in another program completely unaware of what the final product was gonna look like
There's a Texture Painting tab in Blender that allows you to draw directly on the faces of the model
yeah I know about that
but like how do I actually draw the face
Oh, hmm unfortunately that's out of my forte
Pretty much all the systems are up and running. Just have to build out a level now and the vertical slice is complete
Draw half a face
Mirror the UV for the other half
Back to main
does anyone know how quake vore projectiles work?
interpreted that wrong for a second
in what context
like in quake itself or a separate engine
well what I would do is (I'm not sure how the vore actually works since I haven't played quake so) every fraction of a second cast a ray to the player and if the ray hits the player without any obstruction, then recalculate the move direction
based on how you can actually kill the vore though I'd make it so that it can only change directions a set number of times
not sure how the ACTUAL algorithm works
actually now that I look back over the question you asked I think i misinterpreted it so I'm just gonna exit the chat quietly
damn that looks cool
Thanks
Smee Blue is no more.
Honestly I'd hazard a guess as they either built a primitive navmesh for levels, and vore projectiles use that and get the player's location. They'll do a bit of area checking to avoid bumping into walls when possible when the player is moving a lot, otherwise they'll take a direct path to the player.
That or they modified old revenant projectile code to be a little smarter in terms of movement
quake doesn't do anything complex like a navmesh
the AI is actually very "dumb", it's just hidden well
I'm pretty sure quake was AI is walk towards player and if you hit a wall or ledge go a random different direction for a little while
Yeah pretty much
i think the vore projectile literally just turns toward the player and always moves forward
none of this fancy raycast or pathfinding shit
id games were VERY simple back then
had to hit 35 on a 486 with no graphics card
i heard it had some sort of delayed tracking or something more advanced than simple homing and thats why it was so nasty
Raycasts are the most basic check
See if the quakec source can help
They had a lot of behaviour there
From personal experience yes it doesn't just go directly towards the player
It does move around obstacles if they're not big enough to completely obstruct and there's some space available for it
Quake and Doom ai is really simple but works well for those game's enemies.
Nothing beats reducing your foes to paste, check out this latest clip of #Retrowave84!
[Sound🔊 = ON!]
#screenshotsaturday #IndieGame #BoomerShooter #UE4 #Retrowave #RetroFPS #IndieDev #Gamedev #Retro #FPS #Slowmo #BulletTime
(just gonna directly upload it directly to here as twitter tends to compress the shit out of stuff lol)
just add fx before twitter
Nothing beats reducing your foes to paste, check out this latest clip of #Retrowave84!
[Sound🔊 = ON!]
#screenshotsaturday #IndieGame #BoomerShooter #UE4 #Retrowave #RetroFPS #IndieDev #Gamedev #Retro #FPS #Slowmo #BulletTime
holy shit i feel like a dumbass not using this sooner lol
AM BACC!
it's fanfppening
Ohhh boy why do I make semi-overcomplex endoskeletons, but never use them?
(I do use them, but not with a suit)
Revisiting an old project and rewriting a lot of the code. Melee combat feels so much more satisfying in this version. Also, I'm loving scriptable objects
That combat does look pretty satisfying
Scriptable objects are neat, I might be using some in my game. I need to store evil amounts of data on many small tiles and their type (think Terraria)
I've never gotten fnafs obsession with exoskeletons being so complex when irl its like 2 big gearboxes and foam filled tubes with a few motors and if you so much as tap it, it breaks
looks cool
That looks amazing omfg
Updated some combos
looks hell of a sweet
damnn that moddel be lookin' cool n sweet
I've be makin' a side scroll tower defense game, little greenbee is... sorta unsure about it's color
heres an old game i made. its crap but i made it somehow
Cool artstyle, love the crazy looking menu background
just a crappy pong clone
i made them in blender
each frame is a seperate png
which probably wasn't the best idea at all lmao
but the total exe file is less than 100mb
ik controller spider legs that don't work with the movement system i have set up
i feel burnt out
Yo u still making that fps? Haven't seen updates in a bit @merry lotus
just put it to the side to work on aequor
then put aequor on the side to work on this even though aequor was almost done I just ran out of ideas and didn't want to do squid animation
arachnidroids but better
Haha imagine doing that, putting one project on the backburner after another, couldn't be me...

procrastination buddies
lmao
I've got the excuse of college being a pain in my ass tbh
You'll see in 4 years
honestly I've been thinking of giving someone the aequor project files and asking them to finish it for me
well I got the full map model completed
submarine thing is done
that's it
Learning a bit more about implementing Timelines during gameplay
wip sprites for a doom mod
wrench
loud clang
tried making a goblin shark but just made a red dolphin with a pointy nose
that's pretty good
yeah but it doesn't look that scary
he's just gonna swim up the player if you swim too far out
Lighting.
also try smaller eyes
as an animation buff I'd avoid moving it around so much tbh, the pumping is nice but it feels kinda floaty this way
"No Fighting in the War Room"
#Retrowave84 #Retrowave #BoomerShooter #IndieGame #Gamedev #UE4 #FPS #Action
is it fighting if you're outright whooping they ass
im just good lol
🫡
Its ok, but in my opinion it should be a little bit faster
mmm piss juice
Lots of ambient stuff would be cool too
Like the squid Rudi posted
what squid
One sec

Cute little fella
Tension is 90% of the scare imho
A couple of these guys just barely in view would help that tension immensely
Yo what is this?
better shark animation + AUDIO
i'm not sure about it just cutting to black
The cut to black is tasteful imo
It doesn’t scream
It just is
What I like about the scare is that you can see it coming pretty early
But it comes in fast
It gives you time to contemplate what’s happening and gets rid of “loud scary” that a lot of horror games rely on
To really make the player dread the shark you could put stuff that looks like the shark around
And make the player always think about the shark
Better yet
Make environmental sounds make the shark sound
Have like
Idk
A blob fish?
And it makes similar sounds
Maybe even a big fin squid pops up near the player making that sound
Sorry for the ramble lol
Rule 1 of a good horror game: be a dick.
Alien Isolation has some good implementation of the “put enemy sounds in the environment” technique
Some of this hisses of the machines are JUST the Xenomorph
well the thing is the shark is only an obstacle for when you're going out of bounds
how would i do the whole enemy sounds in the environment with the shark
Oh I see
Then I would personally put the sounds of the main enemy in the environment
If you only see the shark out of bounds
It’s not gonna do much
well there's another problem with that
i've been doing a bad gamedev practice
"making shit up as i go"
so there is no main enemy right now
it was gonna be the squid but the whole "squids don't attack humans" thing made me change my mind
Don’t let me change your mind
Let it be squids
You can still have like
A Giant Squid or something while the big fins are ominously in the background
I’m just some guy
You are the dev
My word is not gospel by any means
is gray enough




