#general-modding
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the screen is the text that shows what's selected
i just didn't implement anything yet
@hazy sky hey man i been lurking here for a while but i just wanna say this shit you're doing looks fucking phenomenal, you got sone serious skill and determination there
I'll be following all progress on ur project with close attention for sure
tiny details that nobody ever will notice but they're there
of course you can
I've been using it extensively
my guns call the firing method during the animation
so I get to decide when the bullet gets fired
it's really cool
right here it's making the random light flickers and the beam rotation
I never actually used the add track button, only used the key buttons to add tracks
this was like the very start when i realized i could add just about anything
i think you can even trigger other animation players as well
Well if you can call functions, there really is no limits to what you can do.
i mean without functions
just full on animation player to animation player
combine that with the state machines and even less stuff to write
well I found the red line it won't cross lmao
why would you
The object pooling is incredible, The client and Server running at the same time on the same mid range PC only puts the CPU usage up to about 9%
And it;s not even implemented on the client yet, just the server right now
what if i made the game into an arg halfway down the road
Based constantly changing font.
stylistically bold
nah tho i just see this a lot on old footages
imagine if i accidentally left this in the game
and people datamining the game would be like bro what the
how deep does it go
and then find nothing
getting there
I love this menu it looks so cool
But don't you think having certain buttons turn into two word buttons would be weird?
It makes sense for multi-player
But patch-notes is probably more confusing
Someone could see notes and think it's like an author's note
because it's gonna be both
that's actually an option i might completely rework
ignore the impatient book, just in the testing phase where i control the options with the num keys
That shit cool
Indeed
what about now
still needs some chunky sounds
and some more stuff to fill in the space a little bit
but i'd say it's on the right path
with the index system i can finally delete all this shit here
Omfg I love this
Would turning off the lighting when quit is the highlighted option be possible?
can't wait to add my favorite streamer biNCeNT sauce into the game so he can schรผt
replace the game with devil may cry 2 and ask him to play it
funny to think that guy basically made vinny bigger
So an Idea I've had for profile pictures is to do something similar to Mario kart DS and have player make a 32x32 pixel emblem where each pixel is represented by a byte and have that be sent over the network. That way each profile pic can be sent as about a half kilobyte array of numbers and take up a very small amount of space when being stored, and disguise it as a fun quirky lil feature
babbu game arrive
reminds me of the jontron video where he's like
small mario
yeah so small you can't fucking see him
i'm gonna make the radio give a tuning sound when highlighted but i don't know where my buds are
don't wanna wake anyone up so it'll have to wait
man you triggered some flight in me with that
it's not easy to do that so it's gonna be cool if it already does that
That's gonna make panic scenes even more terrifying
Love it
heh, I'm something of a game designer myself ๐
this is not necessary, youll notice that that image uses a 15 color palette (one color is probably blank for 16 entries) so you can store images two pixels per single byte as palette indices to half the size
and there are several ways to store that even more efficiently, but thats for free with zero work
guys
do you think i should make the c96 Mauser
or the luger
the c96 is a good choice for cool ass animations
Zhe luger is the literal definition of ww2
the*
nvm it kinda makes sense
bofth
I don't want too many pistols either
I already have the Beretta 1936, I plan on a welrod and either of the two German pistols
well I plan collectibles actually
maybe I'll make both but make one as a trophy
True
I don't like it either when you've got 9 different pistols and they're all functionally the same
from a world building standpoint it'd make sense
you're not supposed to have them all
just one at a time
each chapter will mix and match the weapons according to the theme
the trophy collectibles are gonna be made to unlock certain stuff in game
like cheats and stuff
one that I'm particularly interested in is the slot system I'm trying to make
and a cheat to override it
like you decide what weapon will go where
effectively swapping your weapons in the chapters
just to give a little replay value
or like extra fire rate, super bouncy bullets and stuff that made the 90's games fun to 100%
you
well all I really had to do was change how the camera works
wasd is always relative to the camera
Not in my game 
in 6dof it should be
well obviously
ok let me try to explain this
holding W and S set the y movement variable (w=1,s=-1,both=0)
when moving we just set our desired move direction to the forward vector of the camera multiplied by that y movement variable
same thing with a and d but multiply with the camera's right axis instead of forward
so no matter what we always move relative to the camera even when upside down
hopefully that made sense
Good idea to do two in one byte, and that would be more efficient, but I already have a color system that's used for the player's model color where there's a preset array of 64 colors that are accessed via their index in said array, so that I can just send over a single byte to reference a certain color instead of a full hex value, and it insures all player colors align with the games art style. I was thinking of just using that same system for the emblems so the players can have the same 64 colors to draw with as they can to customize their character. But that is a smart idea, and I might do that instead to save even more space
nO
okay maybe
I thought it was relative to player rotation
I meant in 6Dof ok
oh
Yeah it does make sense, can't really use this approach for land movement tho which is what I tried to do here
I assume your game is only in water?
Actually I probably will downsize the color array, 64 colors might be a bit overkill, there's probably never going to be any situation where there are more than 16 players in a non-team game where their colors will be uniform anyways
It is theoretically possible to have 64 players in a game if the server host messes with the rule set files, but that's their problem ig
yeah
Welp, made 6dof camera work in land movement, good job me.
How
What Plazmin said, except took out the y component of the movement vector, normalized it and converted it back to vector3
so looking up or down would not make me walk forward slower
So you can rotate your camera any way you want but you still move parallel to the floor right?
I mean it's cool though
If you can intergrate the gameplay well that's quite a bit of originality
There's a reason nobody does this outside space sims and underwater games
What if it's like mario galaxy
Maybe highly scripted car chase sequences where you hang backwards from a truck or something, but that wouldn't require much movement
dusk backflips totally sell the game, right
leaked footage of Aequor https://www.youtube.com/watch?v=tMlHDnbEIDA
In an old mill in a remote corner of Italy, sits the Bathysphere Project at Explorandia: a submarine simulator that explores an actual, small pond. It might be the best homemade project I've ever seen. โ More: https://www.explorandia.it/page/bathysphere
Edited by Julian Domanski
I'm at https://tomscott.com
on Twitter at https://twitter.com/tom...
getting proper sounds for wooden stuff is next to impossible
this came out bad
the closing sound is really cool i like that
Only thing I could complain about is co op only changing the amount of film rolls
Which makes it very unnoticeable
But like that's a nitpick
Hm
Come to think of it, doesn't the arch in the background feel a tad bit too short?
Doesn't feel like the average person could walk there without their head touching the arch
every menu selection changes the film rolls randomly
yeah i was just about thinking this a few hours ago ๐
i fix c:
Now the br*tish flag is more visible though๐คข
dw bro i'm on it
it's just a placeholder
also here's a better view of the reels
Based dev?
they change on each menu index
sadly i planned an entire chapter in england
but no worries i made the luftwaffe invade them
on a more serious note i wanted to put some lockers there with a bench and stuff
and maybe the britsh flag who knows????????? ๐
i still need a place to put a permanent flag to that's visible
so it can change according to the campaign you're at
i'm gonna pour SOUL into this menu mate
Based game dev mentality
easter egg where you can turn the room into a dance floor
that's not a bad idea
vampire the masquerade bloodlines reference
secret werewolf ending
hips don't lie
imagine being so ugly that your mere presence can violate the masquerade
man now to think of it
i spent like a week on the menu alone
from this
to this
i still feel like i need to break up the floor more
i increased the UV size so the boards are bigger but it's still really bland
unshaded almost
that's so fucking cool though
i can see why it reminds you
MAN
i realized
i can just use decals to fake shadows
since the lights are toggled instantly, i can just also toggle the decal along with it
so it looks like actual spot shadows
because right now the spot lights are hogging some nasty frames
note: no dynamic shadows except the projector blinking was caught on this film
looks funky, but if i didn't tell you, you'd think these are actual shadows
how do you make decals like shadows? are they just a black decal with a lot of opacity off?
also I still can't believe how good this looks lol congrats for the hard work
i use blob shadows
i just pre draw them
like these
you can fine tune the decals on how much they fade, you can tilt them and stuff
for fixed camera angles, animating works
a bit more care and you could pull off convincing animated shadows
it's really cool
you can draw more specific shadows as well
easily gave me 45+ish frames on the menu alone
shadows quickly hog down resources especially if dynamic
this is the next best thing since i can't bake toggling spot lights with shadows
plus godot's screen space ambient occlusion sucks as well so..
Yeah, stop polishing the menu and work on the enemy AI already, I know you are intentionally avoiding it!
I've started adding a sound system to the client build so that the game isn't in a silent void anymore
Just using minecraft sounds as placeholders right now though
maybe
still can't believe how effective these fake shadows are
i mean i'm so close to finishing it up
would be a shame to let go
i REALLY wanna do the enemy animations and AI
i just don't want to spread myself thin and get unmotivated
gotta do the options menu and the trophies with all the crates containing stuff that you gotta collect
like the Mauser C96, a japanese rising sun flag, a katana, a Mas 36, Kar98 etc
they're all gonna have little wooden boxed with some fancy lining in them where the gun lies
or if it's an object, it'll be on a table or so
gonna be really cool
and with the chapter index set up, i can also hook the radio to it so it can play each flag's corresponding tunes
what if
hear me out
this was the entire game
๐
Main menu simulator the game
mans really chickening out at enemy AI after all hes done
๐
it would be peak
but yeah srsly you're focusing too much on the menu
you're time would be better spent working on core parts
like AI
ye
problem is, it's still not functional
i'll add the options tab at least before moving on
i already procured a few textures to use of a few military grade radios and stuff
the decal system for sure was worth it
Should probably frame cap the main menu to 30/60 anyway tho
Nothing worse than starting a game and it will run at 5000fps in the menu
Better yet
Make it so your player can decide settings before menu is launched
God I love ultrakill for doing that with the sound
Not sure if it's ergonomic to do it with other settings
i have it locked to 60 by default
i just had nasty slowdowns due to the shadows
and i was curious just how much it affected the scene after i got rid of them
with shadows it was like 100-120 fps
this looks just as good or better and easily almost in 200's
i really need to do some animations for the enemies
300 individual animations lets goool
the worst part will be the set up
gonna actually have to research this because i see there are stuff in godot to make things easier like filtering bones
like if i can just get away with animating the top half in a lot of cases, it's all good
this is mostly for the combat part anyways
i'll try to make the idle animations unique so the characters feel alive and not waiting to get murdered on the side of the road
man i really wish i shelled out the extra for the vive pucks...
but setting up my index is also a chore
but there is a really good software that allows you to basically mocap in VR
i don't know
project files are 1.75 gigabytes but that's including unity editor stuff
anyway
i did it
yeah the multiple other games I made didn't count
this time it's for real
First game release when though? that's more important than anything
Exactly
I dunno
With the server and client running at the same time (as well as a few other apps a common user maybe have open in the background like discord and wallpaper engine) we are sitting at 7-10 % CPU usage
Also, here's funny idea I thought of, if a player goes AFK for over 60 seconds, 'Zzz' particles start coming emitting, it marks the player as visible through walls, announces to everyone that " insert player name has decided to take a nap", and lets his own team kill him too. Then once dead he gets kicked into spectator mode
okay so hear me out
rokoko isn't half bad for video based motion capture
i'm actually okay with the results so i'll definitely start doing those soon
anyone who knows their shit with animations, how viable is retargeting? like is the animation still editable? and how does retargeting behave in game engines? do you export two rigs?
also i actually have a spare kinect lying around
but i heard that also has it's own drawbacks especially since it's a model 1
I should try processing mocap sometime.
speen
spain
pain
yeah so the character animations completely fucked me over because rigging is a bitch
this is exactly what i was afraid of
like youtube guy does everything he does and it works for him first try and then i have to check three addtional tutorials to correct the first one, and even then it fucks up anyways
This has been my blender experience in general 
Always be on the lookout for Enemy Snipers - kill 'em before they nail you!
#Retrowave #Gaming #IndieGame #FPS
animation and rigging complex shapes in blender has always been my kryptonite
i don't have much experience with it sadly, or at least not as much as everything else inside blender
for sure i'll try later, search a proper base mesh or create my own and try and animate it
rigging is always a pain tbh
I do have a Blender rigging course videos on my pc, I'll send it to you once I'm back at home lol
I used rigify but the rig is too complex for rokoko to comprehend so blender just gives up
would be really cool if I had a mocap suit tho, would be doing commissions for devs that need some animations for sure
Is there no AI thing that can just mocap from regular video?
I refuse to believe that
god same, I'd love to have one of those mocap suits
it'd be so hilarious
there is, I don't know how good it is tho
Well beats buying a 5k mocap suit
it exists and apparently its so simple even stuff like Roblox studio uses it
rokoko studio, it's not bad
beat having no reference at all and just creating animations from the ground up
just the sheer amount of keyframes it exports for you man
like it's not bad, but it can only do so much. this is also dependent on your footage as well
My strawberry jam sandwich is ruined ๐ข
Does anyone know how to simulate gravity with the raycast step projectile method? I've been trying to do this for way too long now with no success.
what do you mean?
raycast step projectile method like checking the raycast position each frame?
steamed jam
Yeah that
Seems like the type of thing that should be really easy, but everything I've tried has made it do some wacky shit like going straight then dive bombing, going up in a giant loop, etc
hmmmmmm..........
didn't fiddle with that
but i'd make a variable that counts the steps
and with each step you apply more force downwards
so every frame you'd apply some motion downwards and you could just do step*0.2 so it sort of adds up over time
I've got a "liveTicks" variable that counts the ticks since the projectile was activated, and divide that by the tick rate to get the number of seconds the projectile has been live, but I've been messing with that for like an hour and it never forms a natural arc
It's so frustrating because this problem on the surface seems like it should be so simple to solve
i still think you could so something like that
also
what about shooting an actual physical object?
doesn't have to collide, just for position data
you'd set the Y value to the same as the physically affected bullet
not sure how viable that would be
also what about you only start deducting the height of the bullet after a certain amount of steps?
I mean even bullets travel straight until they start losing velocity and slowly dropping
Holy shit, I figured it out
The reason why it would go straight then suddenly drop was because I was setting the time variable 't' to liveTicks (a Uint) divided by moveStepDivisor (an int)
So it wouldn't be a float like it was supposed to and t would go:
t = 0
t = 0
t = 0
t = 1
I set up t to be assigned the actual floating point value it's supposed to have and now it works perfectly
why does my flashlight fuck up after a scene reload or changing scenes tho
i hate i hate i hate i hate i hate i hate i hate i hate i hate i hate i hate i hate
but it's kinda starting to look like something
topology-wise it's similar to medal of honor's npc's
but i couldn't get a good reference since the models are so all over the place
that oughta do it
lemme rig it with mixamo
he's in guys, he's got this
i thought it would rig worse bruh
turns out i did a pretty good job separating stuff up
bro is a saints IV character
is there a way to download just the rig and not the animation?
i'm lazy to rig it myself
moving
shmoovin
oh shi
The fog is coming
no
The fog is here
no fog jokes
the fog is INSIDE YOU
fog you
WHY HE DIE
gotta work out that point blank shots
You've put him in a constant state of dying
WHY HE DIE
SPEN
for why
enter the real of die
Man I fucking loved vinecraft
you need a melee attack that lets you do a souppLEXXX
This is gonna be, I feel it in my ass man
animating a complete character is different from animating a weapon
Yeah trve
I found a shortcut in 0-2
wrong chat
Whoops Srry
i wonder
how do you do field of view on an enemy
doubt i'd just attach a camera on him
stick a cone shaped area3d to his face
yea
I have a video for that
In this miniseries (2 episodes) we create a system to detect which targets are in our unit's field of view. This is useful for stealth games and the like.
Source code + starting file:
https://github.com/SebLague/Field-of-View
Support the creation of more tutorials:
https://www.patreon.com/SebastianLague
https://www.paypal.me/SebastianLague
it's for unity
Yeah I think I did something similar
but you can probably translate it over to godot
First spherecheck, then calculate angle then raycast right?
So you can know if anything is in range, in the field of view and obstructed by an object respectively?
i wonder if using shapecasts are cool or not
Yeah seems the most logical way to do this
are shapecasts the godot equivalent of raycasts
what
So you can have like a cone shaped cast?
only shape a ray can have is a straight line lol
is it like a spherecast but instead of a sphere it's a mesh
actually i can't have a cone cast shape so it's out of the question
huh
Sure you can, take a cylinder and pinch it on one end
Just godot things
how
you can do that inside godot?
that sounds incredibly slow
hmm, seems you can't, i have no idea why I remember that being possible
Guess you'll have to make one quick in blender
actually dunno if you even can
You can make a mesh that way, guess not a collisionshape
You can make a mesh, then create a collisionshape based on that mesh, save that as a resource and throw it on your collisionshape
like so
Yeah that seems like it'd skip the middle man
so you'd jsut need a mesh cast and a raycast to simulate enemy field of view
for some reason the bullet shot by the enemy doesn't move at all
What have you got to make it move?
ah, ok
lol
the bullets don't hurt for some reason tho
What have you got to make them collide
So you're sure they actually detect the collision
they wouldn't hit me otherwise
it uses the same collision as my own bullets
just duplicated it and changed so it ignores the enemies and hurts the players
ok, so does it attempt to get a player script from the thing it hit then just decrease health by whatever ammount, or how's it supposed to be doing that?
it detects the collision and obj.health -= damage
is that a godot thing?
what happens with the bullet on collision?
deletes itself before applying said damage?
or part of your script
are there perhaps multiple different things the bullet can collide with?
like the players weapon for example
so he's aiming the wrong way now?
for now just the player cylinder collider
yea
i was using swift cast_1.look_at(target.global_position, Vector3.ZERO)
but ZERO generated an error every milisecond
numbers were rising fast i was just blinking
_physics_process(): The up vector can't be zero, look_at() failed.
i think he means it
why on earth are you using look_at with a raycast
juan
honse
are you rotating the bullet midflight?
no, only initially
but now i fucked up the script so bad the dude won't even notice me
okay that is fixed
i hate ctrl-Z'ing in this engine
it's a total gamble sometimes
like it undo's the completely wrong thing
Anyway, you should probably try vector3.UP as the UP vector
i'm writing something in the script and i'm like whoops, accidentally deleted half the script, better undo and then i see it's undoing outside
doesn't like it
just goes all over the place
can i see your bullet scene?
it's not the bullet chief
that's supposed to be looking at me
like this
this is with Vector3 Zero
but it doesn't like it
well i have no clue wtf ur doing without seeing how any of this is made
here's how i spawn my bullets in:
bullet.look_at_from_position(global_position, target.global_position, Vector3.UP)
this still isn't the bullet
it's the dude
func _physics_process(delta):
if target != null:
cast_1.look_at(target.global_position, Vector3.ZERO)
if cast_1.is_colliding() and cast_1.get_collider().is_in_group("Players"):
see_target = true```
like that
it works like this, but throws a couple thousand errors
Why aren't you using cast_to?
cast_1.cast_to(target.global_position)
cast_1.force_raycast_update()
is all you need
because i hate you ๐
nah tho
i can't use that on a 3D raycast can i?
that's a 2D only stuff i think
oh right
cast_1.set_target_position(target.global_position - position)
there
none of this look_at nonsense
something has to be fucked with the rig itself
deleted the look_at entirely
i mean on the cast
i'm actually gonna have to figure out how to make it so only the upper body follows the player
and not the whole body
but anyway i really need to do the animations
having the enemy actually helped me find a bug with the MG nest
I set up the sledding system to use spherecasts instead of raycasts to get the normal of the floor. FINALLY the sledding now works on slopes steeper than 45 degrees and properly handles going off ramps. It feels SO GOOD to fnally have the sledding work the way it was intened to.
Also holy shit, sphere casts have to be the single most finicky feature unity has, like god damn, pleas just work.
Christmas come early!
Indeed it has
Because now I never have to mess with complicated physics that I have to write the logic for myself, now that the sledding and projectiles work
At leass untill I decide to add vehicles or some nonsense
SSX4
man
if i have more than one enemy then only the first one dies
the rest are stuck
actually no
the first one dies and despawns and the other takes over it's place
You have the strangest issues
seriously
the way i did is by having a base class_name called Enemy and just extending that to them in hopes that this would not happen
turns out, this does happen
the oddity in this all is that nothing else gets affected like this
maybe only the MG nests where only the first one works
the second, you can mount but then the first one will move and fire
oh
and they kill themselves for some reason
lemme fix that
it works perfectly fine when he's alone
It really is incredible how well you've captured the style and feel of the PSX MoH games
the enemy animations come from mixamo as of now for placeholders
but yea i tried my best with everything else
can't wait to finally iron out most of the kinks and have a demo ready for the summer
I feel like this entire issue could have been ignored by using components instead of inheritance
i kinda fixed it somehow
Do tell
i have no idea mate
but i think it was the animations that caused it
after fucking with reimporting and shit, it was fixed so i wholly think the animations got played on one instance
Nonsensical shit breaking everything 
in any way, i'm rerigging the thing with better IK so i can animate easier by hand
This is a certified game dev moment
this whole journey is a certified game dev moment
God saw you having too much fun and went "Nuh uh"
May you overpower your obstacles with sheer randomness ๐
i still don't understand the way animations work in blender
like i do an animation
push down and i can't touch it anymore
oh shit can't touch this
new rig wassup
He's jamming so hard his legs are contorting
Truly relatable
I mean I'd do that too if devil trigger started playing
I could hear them dancing to the music when I saw the gif so I had to do this.
okay so basically this rig will make it easy it on me
it doesn't look THAT horrible even in these positions so it's cool
nice skinning test
swear i'll leave this animation in
just for the sake of it
cue me listening to devil trigger all day
what have i done to myself
Remember to disable deform bones when you export the model, Rigify rigs have a lot of controller bones that you don't want to export.
that's helpful, thanks
was wondering how that translates to the engine
should i animate at 30 frames?
i mean it gets interpolated anyways right?
I'd also say that Rigify rigs are a bit too excessive for a lot of game applications (especially for low poly assets like these) because of how many bones they have.
Also the bone stretching can cause problems.
Yeah a lot of the time 30 FPS is all you really need for gameplay animation,
i deleted the ones i didn't need
there's like 30 bones
instead of the 70
also does that mean it'll bog down peformance?
i hope not-
everything is so optimized so far
30 bones should be fine but a lot of bones (and a lot of vertices skinned to each bone) can cause performance issues.
so the latter doesn't apply here now right?
better safe than sorry
i like getting things right the first time around instead of having to work 36 times
seems less drastic than the rig you posted
It's often best to keep the amount of bones a single vertex is parented to to a minimum (usually 2 or 3)
You can check the amount of vertex groups a vertex has in edit mode
And in weight paint mode you can limit the total groups per vertex with this.
(The game engine may limit the amount of bones per vertex already, I know Unreal does that but I'm not sure about Godot)
in edit mode?
i don't have the same options here as you do
oh wait
well most are 2, some 4
even 5
should i limit to 3?
3 or 4 should be enough.
May change the way some of your deformations look depending on how you weight painted it also should've probably mentioned you'll want to use that to be deform pose bones rather than all groups so you don't nuke vertex groups you might be using for something else.
Hopefully I haven't dumped too much information on you.
it's gonna be fine
just gotta remember it for later
is there an option for live keyframing?
i don't wanna insert keyframes onto EVERY single bone by the slightest change
disable them as in delete them?
As in disabling them on export.
Just realized I said "disable deform bones" I meant export only the deform bones.
What've you been exporting your models as?
GLTF 2.0 because godot doesn't like FBX
Might be because my Blender is a bit old but this should be here in GLTF export ๐ค
it exports them no matter what
oh
it's under skinning
i mean
it works
but the skeleton looks a bit weird
bro is throwing harry potter signs on the bottom
also i have no idea why the top part of the mesh is all shadowy
man it's already so much fun gunning these bitches down
gonna be a hard game i can already feel it
yea i picked up the ammo in the end that's why it stopped
the ammo pickup is fucked again
not that it worked before
working on the ending chase (where you're literally just running away from this darkness thing that follows you) and i don't know what sound the darkness should make
idk depends on what vibe you want from it
But I will say the more bizarre and unexpected the sound the better
Like one piece of horror sound design that i like is scp096's old sounds from containment breach
https://www.youtube.com/watch?v=7PC-3VGLyP4
Classic Shy Guy!
Check the game out: โบ https://www.scpcbgame.com/
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Most of his sounds sounds sounding like weird engines revving is way more unsettling than just having his sounds be crying and screaming imo
some deep ominous sound
like some deep bassy tremble
the guard just casually nuts as he's getting torn to shreds
similar vibes to Adam from hunt down the freeman where he's getting pumped full of .44 and he's like ohhh mitch...
leon
i wanna see a 144p version of vergil falling to the ground
i'm 100% making a DMC3 dr. livesey meme
Song mashup also by me, check it out on SoundCloud:
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kino
question
sorry for the questions tho
when i do the walking animations, should i actually care about the top half of the body?
i saw some videos where the dude basically turned off bones in godot so the walk animation only affected the legs for example
why do you have an animation for holstering the gun if the next gun automatically appears
because i don't know how to make them wait for each other
switching to the animation tree messed a few stuff up
but i decided it was functional, so i left it at that for now until i figure out a solution
Use less frames
Make that 80 frame animation use 40 and see how it looks at that speed
there's actually not really many frames
the problem is, it's not as smooth as it should be
is there a way to define the easing like in godot?
can't you apply those later in engine?
i don't know
it doesn't let me modify anything in engine
i'd happily do that though if i could
Godot moment ๐
Probably a skill issue 
i don't know how to import so i can modify them
it says they are imported assets
and gives me options to make them editable
except they never become editable
like sAvE aNiMaTiOnS aS FiLe
and i save animations as file and they still don't become editable after loading them from file
so i don't really understand it
also it says "enable keep custom tracks" and there's no option for that
or at least it doesn't tell me where it is
Have you tried importing a .blend file directly skipping the blender export stuff?
last time i tried it just threw errors
on par for the usual
lemme check again
but i think it still acts as a GLB file
cool
i think it crashed the editor
plus it's gonna be ass since there's all the unnecessary bones
yeah
has it all
so that's a no
but godot is like instancing or inheriting will allow me to make changes
and then neither gives me the option
why the fuck is it so hard to let me modify 4 keyframes and add 2 custom tracks
what i do is open the file, then copypaste the nodes to a new scene and edit in there
yeah i'm trying the same exact thing
but if i do that, the animation player won't actually make the model deform
oh
it's trying it's fucking best to break me
slowly but surely getting there
made the item drop an export in the entity spawner itself
so i can pick what they drop, if any
funnily i can make it drop an explosion
whoops
what if they spawn themselves over and over
bro
what in the matryoshka fuck is this
actually what about a secret chapter in russia where you fight matryoshka dolls
and each new spawn would be smaller than the last
sort of like the panzerknacker chapter in medal of honor: underground where there are zombies, knight armors and dancing dogs with weapons
Here's the weapon roster I've come up with for Snowdown. I was only able to come up with 6 ice/snow themed weapon ideas that I think are actually good enough to move forward with developing, if anyone has any more ideas I'd like to hear them.
these drawings remind me of shellshock live weapons
what about having a secondary on a weapon that leaves mist in an area that damages or disorients
or just makes you slower because you freeze back
That's kind of what the snow blowers alt fire does, except it's more like an ice flamethrower
Lol
batman and robin is forever gonna be a fever dream
One idea I had was for a War Horn esc weapon that worked similarly to the Tf2 Dragon Fury but with deep horn sounds, but I think that one might be a bit too outlandish and fantastical compared to the others
Kind of like what this guy has
Lmao, I love that image
Brass cover of "Vordt of the Boreal Valley" OST begins playing
These images have convinced me to at least add the War Horn as a rare supper weapon only avaliable on some maps
Like the Redeemer or BFG
and when you pick it up, the giant enemy spider theme song starts playing
the orchestral brass version
Lol maybe
i'm hella pleased with Godot not shitting itself with this many enemies constantly looking at me
gives me hope for bigger maps
but i really need to find some goldmine of a guide on the AI because i have next to 0 idea how to properly implement walking, thinking behaving enemies
why are you judging him
bruh
here i am seeing how much stuff you can do with godot
i'm 100% implementing a creepy chapter as an unlockable after you beat the game
like ARG territory

:)
solace making his own gaster
i always wanted to make a proper arg
not the type where you're like
playing a goofy sidescroller for 3 minutes before going to shit
the type where you're actually invested in the game for HOURS before shit starts happening
abso fucking lutely
so yeah kinda like the something wicked in Ultrakill but an entire chapter of it
in fact there's a game i wanna do at some point that does
also gonna need that joke chapter with the matryoshka dolls
afaik Pathologic kinda does that
what's that
slavejank rpg type thing that I've never played but afaik is kinda tedious as shit
But does some cool stuff near the end
that's just info I got from watching Mandalore's video on it on youtube
So honestly i kinda recommend watching it if you're just interested in the weird 4th wall breaky stuff near the end
Shots not raycasting to the crosshair correctly but free aim is in
not using my method, are ya?
Having the bullet counter be a part of the weapon itself is such a great feature, I love it when games do that 
Also those graphics look spectacular
Very cool
and quite honestly it's not a hard thing to pull off
I know, but it's always neat when they do it
like you would put a viewport with a text in it and you just change the text to the ammo, it blew my mind when i figured it out
My favorite instance of it is the rescue ranger in Tf2 where the little sine wave on it flattens as its ammo runs low
my forever favorite instance of this is the Aliens pulse rifle
actually this reminds me of the Perfect Dark railgun
Games need more "cool little things" games nowdays don't have enough "cool little things" anymore
that's basically perfect dark
I want MORE games with SILLIER details for LESS playtime and I am NOT kidding
why do you want less playtime
i thought games are meant to take your time and make you have fun
I needed to fill the variable quota for the meme
i'm gonna fill you with lead
so silly yet so fun
Tried rotation as opposed to outright movement, I think it looks better on my weapons at least.
Its iconic for MOH
i'm sure you can lerp the motions for smooth look
Weird mix between that bicycle gun from borderlands, gravity gun from half life, and the dead space plasma cutter
The gun
oh you mean how the gun rotates instead of moving there
well, it's supposed to look the same as you have it here
but it's not centered
like the pivot point is not where i want it to because i haven't really considered to add the feature
plus i'm also sure the vertex shader on the weapons amplify this effect
o
Yeah don't really want to spend a lot of time making the pivot point pitch perfect just to re-adjust when the animators done with his work
honestly yeah why not ๐

the what
but which one
The Blue one
wym blue one
Gary's Mod physgun
Yes
๐
fellas are lassos just garry's mod physguns
fuck america
do you think i should stick to the niches and make the sniper optics behave like real optics?
using viewport renders?
If I could bend america over I would
I'd say go for it
me when my tummy hungy
okay so when i did the pixelated filter
well i'll just remove it
doesn't look correct
you could keep it in just for people who want it
and if someone doesn't want it they can just disable it in settings
thinking about proper downscaling but i'm not sure how viable that would be
directly scaling the window results in everything becoming blurry
forcing the window to stay 1080p still scales everything down
you can't just scale the 3D elements down while leaving the UI pristine
and the pixelation artifacts ruin a few stuff that would never happen on that resolution
it just looks off
I created a barebones little launcher
It can search for updates and give the option to install them
Also shows off my incredible digital art skills
i recorded it with my headphones off because they were dead so i just guessed when the darkness effect would start
I've also been thinking about big things to implement in the future and there are two that I know I want to try to implement:
-True offline play
-Peer to peer, mesh topology, functionality
The idea of peer to peer is if you're playing with a small number of friends and don't want to go through the hassle of setting up a server, you could start a peer to peer match
Peer to peer connections would also make it easier to party up with friends for joining online server matches
it's all fun and games until the darkness growls at you
https://fxtwitter.com/GameDevKS/status/1670773652869054464 found this to be a useful mechanic
Using the teleport gives you brief invulnerability for a split second, being one way to narrowly avoid damage (and to dish it back out to unsuspecting foes)!
#RetroGaming #Retrowave #IndieGameDev #FPS
enemy variation be like
no idea why they hold reefle like that
i could fix it later but i don't care for now
he hold reefle like magic wand
man imagine if i could get this working for the next steam next fest
It works, push it live!
Honestly with how fast you're making progress I wouldn't doubt it
But eh
I'd lower my expectations if I were you
Mostly cuz you never know what unexpected events could strike
what do you mean?
this is where progress is gonna basically stop though for a while with all the stuff i have to implement
Well anything tbh
your computer breaks, family stuff, school work or work or whatever you have in your life
its nice to be optimistic but the last thing you want to do is set an unrealistic standard for yourself
i mean it's not a standard, i just said it'd be nice if i could make a full fledged demo until that
but yeah you're right
Its gonna be ready when its gonna be ready, deadlines are for the final hail mary
like when id was delaying the first quake like twice
and it just said
"when it's ready"
imagine having that liberty
Yeah but they get to do that cuz quake was genre defining
AAA games today be like "yeah it's not ready yet but here you go, now wait and extra half year before it's playable"

