#general-modding

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hazy sky
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it is MOH menu

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the screen is the text that shows what's selected

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i just didn't implement anything yet

spare scarab
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@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

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I'll be following all progress on ur project with close attention for sure

hazy sky
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man

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you have no business making me feel this way

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thank you, it really means a lot

hazy sky
azure flume
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wait you can write functions in animationplayer!?

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This changes everything

hazy sky
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of course you can

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I've been using it extensively

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my guns call the firing method during the animation

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so I get to decide when the bullet gets fired

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it's really cool

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right here it's making the random light flickers and the beam rotation

azure flume
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I never actually used the add track button, only used the key buttons to add tracks

hazy sky
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this was like the very start when i realized i could add just about anything

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i think you can even trigger other animation players as well

azure flume
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Well if you can call functions, there really is no limits to what you can do.

hazy sky
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i mean without functions

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just full on animation player to animation player

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combine that with the state machines and even less stuff to write

azure flume
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well I found the red line it won't cross lmao

hazy sky
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why would you

azure flume
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You can't stop me

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I call it $AnimationMasturbation

crimson tapir
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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%

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And it;s not even implemented on the client yet, just the server right now

hazy sky
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what if i made the game into an arg halfway down the road

wraith beacon
hazy sky
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stylistically bold

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nah tho i just see this a lot on old footages

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imagine if i accidentally left this in the game

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and people datamining the game would be like bro what the

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how deep does it go

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and then find nothing

hazy sky
hazy sky
pastel wharf
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But don't you think having certain buttons turn into two word buttons would be weird?

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It makes sense for multi-player

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But patch-notes is probably more confusing

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Someone could see notes and think it's like an author's note

hazy sky
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because it's gonna be both

pastel wharf
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Beeg brain

hazy sky
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that's actually an option i might completely rework

hazy sky
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ignore the impatient book, just in the testing phase where i control the options with the num keys

deft jacinth
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That shit cool

pastel wharf
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Indeed

hazy sky
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what about now

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still needs some chunky sounds

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and some more stuff to fill in the space a little bit

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but i'd say it's on the right path

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with the index system i can finally delete all this shit here

hazy sky
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i love that transition to the map

pastel wharf
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Would turning off the lighting when quit is the highlighted option be possible?

hazy sky
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now to think of it, that sounds hella cool

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luckily i have all my lights in one node

hazy sky
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can't wait to add my favorite streamer biNCeNT sauce into the game so he can schรผt

merry lotus
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replace the game with devil may cry 2 and ask him to play it

hazy sky
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binty pls

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plae babbu gaem

untold niche
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biny

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Why you plae shut gaem

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Why not babby gam

hazy sky
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funny to think that guy basically made vinny bigger

crimson tapir
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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

hazy sky
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babbu game arrive

broken crane
pastel wharf
hazy sky
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reminds me of the jontron video where he's like

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small mario

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yeah so small you can't fucking see him

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i'm gonna make the radio give a tuning sound when highlighted but i don't know where my buds are

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don't wanna wake anyone up so it'll have to wait

merry lotus
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i should have added this earlier

hazy sky
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man you triggered some flight in me with that

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it's not easy to do that so it's gonna be cool if it already does that

pastel wharf
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Love it

untold niche
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heh, I'm something of a game designer myself ๐Ÿ˜Ž

keen bear
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and there are several ways to store that even more efficiently, but thats for free with zero work

hazy sky
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guys

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do you think i should make the c96 Mauser

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or the luger

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the c96 is a good choice for cool ass animations

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Zhe luger is the literal definition of ww2

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the*

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nvm it kinda makes sense

untold niche
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bofth

hazy sky
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I don't want too many pistols either

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I already have the Beretta 1936, I plan on a welrod and either of the two German pistols

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well I plan collectibles actually

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maybe I'll make both but make one as a trophy

untold niche
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True

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I don't like it either when you've got 9 different pistols and they're all functionally the same

hazy sky
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from a world building standpoint it'd make sense

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you're not supposed to have them all

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just one at a time

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each chapter will mix and match the weapons according to the theme

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the trophy collectibles are gonna be made to unlock certain stuff in game

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like cheats and stuff

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one that I'm particularly interested in is the slot system I'm trying to make

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and a cheat to override it

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like you decide what weapon will go where

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effectively swapping your weapons in the chapters

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just to give a little replay value

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or like extra fire rate, super bouncy bullets and stuff that made the 90's games fun to 100%

untold niche
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Yeah

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You could say I'm the ideas guy

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Not to brag or anything, hehe heh_heh

merry lotus
azure flume
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wouldn't you have to mirror wasd too once you go past 90degrees?

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or just w and s*

untold niche
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wasd is always relative to the camera

azure flume
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Not in my game beegpog

untold niche
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in 6dof it should be

azure flume
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well obviously

merry lotus
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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

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same thing with a and d but multiply with the camera's right axis instead of forward

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so no matter what we always move relative to the camera even when upside down

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hopefully that made sense

crimson tapir
# keen bear this is not necessary, youll notice that that image uses a 15 color palette (one...

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

hazy sky
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okay maybe

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I thought it was relative to player rotation

untold niche
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I meant in 6Dof ok

hazy sky
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oh

azure flume
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I assume your game is only in water?

crimson tapir
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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

merry lotus
azure flume
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Welp, made 6dof camera work in land movement, good job me.

muted stirrup
azure flume
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What Plazmin said, except took out the y component of the movement vector, normalized it and converted it back to vector3

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so looking up or down would not make me walk forward slower

untold niche
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So you can rotate your camera any way you want but you still move parallel to the floor right?

azure flume
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Yes

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Absolutely useless.

untold niche
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I mean it's cool though

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If you can intergrate the gameplay well that's quite a bit of originality

azure flume
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There's a reason nobody does this outside space sims and underwater games

untold niche
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What if it's like mario galaxy

azure flume
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Maybe highly scripted car chase sequences where you hang backwards from a truck or something, but that wouldn't require much movement

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dusk backflips totally sell the game, right

azure flume
#

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...

โ–ถ Play video
hazy sky
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getting proper sounds for wooden stuff is next to impossible

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this came out bad

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the closing sound is really cool i like that

pastel wharf
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It's cool

hazy sky
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gotta get there someday

pastel wharf
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Only thing I could complain about is co op only changing the amount of film rolls

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Which makes it very unnoticeable

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But like that's a nitpick

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Hm

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Come to think of it, doesn't the arch in the background feel a tad bit too short?

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Doesn't feel like the average person could walk there without their head touching the arch

hazy sky
hazy sky
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i fix c:

untold niche
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Now the br*tish flag is more visible though๐Ÿคข

hazy sky
hazy sky
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it's just a placeholder

untold niche
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...?

hazy sky
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also here's a better view of the reels

untold niche
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Based dev?

hazy sky
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they change on each menu index

hazy sky
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but no worries i made the luftwaffe invade them

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on a more serious note i wanted to put some lockers there with a bench and stuff

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and maybe the britsh flag who knows????????? ๐Ÿ‘€

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i still need a place to put a permanent flag to that's visible

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so it can change according to the campaign you're at

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i'm gonna pour SOUL into this menu mate

untold niche
hazy sky
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i might keep the camera here

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like if idle for too long it pans around and stuff

untold niche
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easter egg where you can turn the room into a dance floor

hazy sky
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that's not a bad idea

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vampire the masquerade bloodlines reference

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secret werewolf ending

hazy sky
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hips don't lie

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imagine being so ugly that your mere presence can violate the masquerade

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man now to think of it

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i spent like a week on the menu alone

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from this

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to this

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i still feel like i need to break up the floor more

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i increased the UV size so the boards are bigger but it's still really bland

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unshaded almost

untold niche
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Reminds me of the main menu for a prototype I never finished

hazy sky
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that's so fucking cool though

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i can see why it reminds you

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MAN

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i realized

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i can just use decals to fake shadows

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since the lights are toggled instantly, i can just also toggle the decal along with it

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so it looks like actual spot shadows

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because right now the spot lights are hogging some nasty frames

hazy sky
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dude

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looks hellleuuguva lot better than the shitty shadows godot has

hazy sky
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dude

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you can even animate them

hazy sky
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note: no dynamic shadows except the projector blinking was caught on this film

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looks funky, but if i didn't tell you, you'd think these are actual shadows

rotund garden
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how do you make decals like shadows? are they just a black decal with a lot of opacity off?

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also I still can't believe how good this looks lol congrats for the hard work

hazy sky
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i use blob shadows

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i just pre draw them

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like these

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you can fine tune the decals on how much they fade, you can tilt them and stuff

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for fixed camera angles, animating works

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a bit more care and you could pull off convincing animated shadows

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it's really cool

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you can draw more specific shadows as well

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easily gave me 45+ish frames on the menu alone

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shadows quickly hog down resources especially if dynamic

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this is the next best thing since i can't bake toggling spot lights with shadows

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plus godot's screen space ambient occlusion sucks as well so..

hazy sky
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the flag idea is really cool man

pure jackal
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stop it
stop making it so cool

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its too cool

azure flume
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Yeah, stop polishing the menu and work on the enemy AI already, I know you are intentionally avoiding it!

crimson tapir
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I've started adding a sound system to the client build so that the game isn't in a silent void anymore

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Just using minecraft sounds as placeholders right now though

hazy sky
hazy sky
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still can't believe how effective these fake shadows are

hazy sky
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would be a shame to let go

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i REALLY wanna do the enemy animations and AI

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i just don't want to spread myself thin and get unmotivated

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gotta do the options menu and the trophies with all the crates containing stuff that you gotta collect

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like the Mauser C96, a japanese rising sun flag, a katana, a Mas 36, Kar98 etc

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they're all gonna have little wooden boxed with some fancy lining in them where the gun lies

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or if it's an object, it'll be on a table or so

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gonna be really cool

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and with the chapter index set up, i can also hook the radio to it so it can play each flag's corresponding tunes

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what if

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hear me out

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this was the entire game

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๐Ÿ’€

azure flume
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Main menu simulator the game

pure jackal
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๐Ÿ˜”

pastel wharf
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but yeah srsly you're focusing too much on the menu

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you're time would be better spent working on core parts

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like AI

pure jackal
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I mean

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you can continue the menu

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just, later

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the menus polished enough rn

pastel wharf
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ye

hazy sky
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i'll add the options tab at least before moving on

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i already procured a few textures to use of a few military grade radios and stuff

hazy sky
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the decal system for sure was worth it

azure flume
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Should probably frame cap the main menu to 30/60 anyway tho

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Nothing worse than starting a game and it will run at 5000fps in the menu

pastel wharf
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Better yet

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Make it so your player can decide settings before menu is launched

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God I love ultrakill for doing that with the sound

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Not sure if it's ergonomic to do it with other settings

hazy sky
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i just had nasty slowdowns due to the shadows

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and i was curious just how much it affected the scene after i got rid of them

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with shadows it was like 100-120 fps

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this looks just as good or better and easily almost in 200's

hazy sky
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i really need to do some animations for the enemies

pure jackal
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300 individual animations lets goool

hazy sky
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the worst part will be the set up

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gonna actually have to research this because i see there are stuff in godot to make things easier like filtering bones

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like if i can just get away with animating the top half in a lot of cases, it's all good

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this is mostly for the combat part anyways

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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

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man i really wish i shelled out the extra for the vive pucks...

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but setting up my index is also a chore

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but there is a really good software that allows you to basically mocap in VR

merry lotus
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currently trying to set up github for aequor

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this is fun

azure flume
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43k files what

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how big is this game

merry lotus
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i don't know

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project files are 1.75 gigabytes but that's including unity editor stuff

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anyway

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i did it

pastel wharf
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Git made

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You are now an official game dev!

merry lotus
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yeah the multiple other games I made didn't count

this time it's for real

azure flume
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First game release when though? that's more important than anything

limber bramble
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version control

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based picardy

crimson tapir
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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

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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

hazy sky
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okay so hear me out

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rokoko isn't half bad for video based motion capture

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i'm actually okay with the results so i'll definitely start doing those soon

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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?

hazy sky
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also i actually have a spare kinect lying around

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but i heard that also has it's own drawbacks especially since it's a model 1

hazy sky
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okay so uh

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fuck this and all 25 million keyframes

wraith beacon
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I should try processing mocap sometime.

hazy sky
merry lotus
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speen

slate plaza
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spain

stoic smelt
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pain

hazy sky
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yeah so the character animations completely fucked me over because rigging is a bitch

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this is exactly what i was afraid of

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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

azure flume
hazy sky
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i don't have much experience with it sadly, or at least not as much as everything else inside blender

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for sure i'll try later, search a proper base mesh or create my own and try and animate it

rotund garden
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rigging is always a pain tbh

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I do have a Blender rigging course videos on my pc, I'll send it to you once I'm back at home lol

hazy sky
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I used rigify but the rig is too complex for rokoko to comprehend so blender just gives up

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would be really cool if I had a mocap suit tho, would be doing commissions for devs that need some animations for sure

azure flume
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Is there no AI thing that can just mocap from regular video?

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I refuse to believe that

rotund garden
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it'd be so hilarious

rotund garden
azure flume
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Well beats buying a 5k mocap suit

pastel wharf
hazy sky
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beat having no reference at all and just creating animations from the ground up

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just the sheer amount of keyframes it exports for you man

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like it's not bad, but it can only do so much. this is also dependent on your footage as well

merry lotus
pure jackal
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My strawberry jam sandwich is ruined ๐Ÿ˜ข

crimson tapir
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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.

hazy sky
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what do you mean?

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raycast step projectile method like checking the raycast position each frame?

hazy sky
crimson tapir
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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

hazy sky
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hmmmmmm..........

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didn't fiddle with that

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but i'd make a variable that counts the steps

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and with each step you apply more force downwards

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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

crimson tapir
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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

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It's so frustrating because this problem on the surface seems like it should be so simple to solve

hazy sky
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i still think you could so something like that

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also

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what about shooting an actual physical object?

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doesn't have to collide, just for position data

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you'd set the Y value to the same as the physically affected bullet

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not sure how viable that would be

hazy sky
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also what about you only start deducting the height of the bullet after a certain amount of steps?

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I mean even bullets travel straight until they start losing velocity and slowly dropping

crimson tapir
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Holy shit, I figured it out

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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)

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So it wouldn't be a float like it was supposed to and t would go:
t = 0
t = 0
t = 0
t = 1

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I set up t to be assigned the actual floating point value it's supposed to have and now it works perfectly

hazy sky
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oh

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that also works

hazy sky
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why does my flashlight fuck up after a scene reload or changing scenes tho

hazy sky
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i hate i hate i hate i hate i hate i hate i hate i hate i hate i hate i hate i hate

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but it's kinda starting to look like something

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topology-wise it's similar to medal of honor's npc's

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but i couldn't get a good reference since the models are so all over the place

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that oughta do it

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lemme rig it with mixamo

pastel wharf
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YOOO

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He's getting jiggy with it

hazy sky
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i thought it would rig worse bruh

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turns out i did a pretty good job separating stuff up

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bro is a saints IV character

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is there a way to download just the rig and not the animation?

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i'm lazy to rig it myself

merry lotus
hazy sky
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shmoovin

merry lotus
hazy sky
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oh shi

pure jackal
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The fog is coming

merry lotus
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no

pure jackal
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The fog is here

merry lotus
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no fog jokes

untold niche
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the fog is INSIDE YOU

hazy sky
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fog you

untold niche
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You are the fog

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and the fog is you

hazy sky
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why he die

merry lotus
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WHY HE DIE

hazy sky
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gotta work out that point blank shots

untold niche
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You've put him in a constant state of dying

pure jackal
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WHY HE DIE

untold niche
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over and over again

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you cruel, cruel god

hazy sky
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SPEN

azure flume
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for why

hazy sky
untold niche
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Man I fucking loved vinecraft

pure jackal
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you need a melee attack that lets you do a souppLEXXX

hazy sky
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randy orton as leon kennedy

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this is gonna be ass i feel it man

untold niche
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This is gonna be, I feel it in my ass man

hazy sky
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animating a complete character is different from animating a weapon

untold niche
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Yeah trve

mild veldt
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I found a shortcut in 0-2

merry lotus
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wrong chat

mild veldt
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Whoops Srry

merry lotus
untold niche
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Ery nice

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Civil interaction with aan ultrakiller

hazy sky
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i wonder

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how do you do field of view on an enemy

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doubt i'd just attach a camera on him

azure flume
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stick a cone shaped area3d to his face

merry lotus
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you mean like so it can see

hazy sky
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yea

merry lotus
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I have a video for that

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it's for unity

untold niche
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Yeah I think I did something similar

merry lotus
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but you can probably translate it over to godot

untold niche
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First spherecheck, then calculate angle then raycast right?

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So you can know if anything is in range, in the field of view and obstructed by an object respectively?

merry lotus
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yeah

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it's really cool

hazy sky
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i wonder if using shapecasts are cool or not

untold niche
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Yeah seems the most logical way to do this

merry lotus
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are shapecasts the godot equivalent of raycasts

hazy sky
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no they're shapecasts

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they're raycasts

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but with shape

merry lotus
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what

hazy sky
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shape

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cast

untold niche
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So you can have like a cone shaped cast?

azure flume
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only shape a ray can have is a straight line lol

merry lotus
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is it like a spherecast but instead of a sphere it's a mesh

hazy sky
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actually i can't have a cone cast shape so it's out of the question

merry lotus
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huh

azure flume
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Sure you can, take a cylinder and pinch it on one end

merry lotus
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use a for loop

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sine and cosine

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I have no idea what is happening

azure flume
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Just godot things

hazy sky
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you can do that inside godot?

pseudo cipher
azure flume
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hmm, seems you can't, i have no idea why I remember that being possible

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Guess you'll have to make one quick in blender

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actually dunno if you even can

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You can make a mesh that way, guess not a collisionshape

hazy sky
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collision mesh can do it tho

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just did a quick triangle

azure flume
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You can make a mesh, then create a collisionshape based on that mesh, save that as a resource and throw it on your collisionshape

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like so

untold niche
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Yeah that seems like it'd skip the middle man

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so you'd jsut need a mesh cast and a raycast to simulate enemy field of view

hazy sky
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what's better

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state machine or blend tree

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i think state machine would be better

hazy sky
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for some reason the bullet shot by the enemy doesn't move at all

crimson tapir
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What have you got to make it move?

hazy sky
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the wrong method

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that what

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it works now

crimson tapir
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ah, ok

azure flume
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lol

hazy sky
#

the bullets don't hurt for some reason tho

crimson tapir
#

What have you got to make them collide

hazy sky
#

raycast

#

they hit me

#

they just won't deduct my hp

crimson tapir
#

So you're sure they actually detect the collision

hazy sky
#

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

crimson tapir
#

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?

hazy sky
#

it detects the collision and obj.health -= damage

crimson tapir
#

is that a godot thing?

azure flume
#

what happens with the bullet on collision?

#

deletes itself before applying said damage?

crimson tapir
#

or part of your script

hazy sky
#

1 set

#

it works now

#

but now the cast is fucked

#

whatchu lookin at buddy

azure flume
#

are there perhaps multiple different things the bullet can collide with?

#

like the players weapon for example

hazy sky
#

those don't have collision

#

why would they-

crimson tapir
#

so he's aiming the wrong way now?

hazy sky
#

for now just the player cylinder collider

hazy sky
#

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

azure flume
#

why on earth are you using look_at with a raycast

hazy sky
#

mostly because that's what the bullet needs

#

the bullet need a direction

misty sparrow
#

juan

hazy sky
#

honse

azure flume
#

are you rotating the bullet midflight?

hazy sky
#

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

azure flume
#

Anyway, you should probably try vector3.UP as the UP vector

hazy sky
#

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

hazy sky
#

just goes all over the place

azure flume
#

can i see your bullet scene?

hazy sky
#

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

azure flume
#

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)

hazy sky
#

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

azure flume
#

Why aren't you using cast_to?

#

cast_1.cast_to(target.global_position)
cast_1.force_raycast_update()
is all you need

hazy sky
#

nah tho

#

i can't use that on a 3D raycast can i?

#

that's a 2D only stuff i think

pastel wharf
#

Why would it tho

#

Nodes exist on 3d just like 2d

#

So it'll look at the node

azure flume
#

oh right

#

cast_1.set_target_position(target.global_position - position)

#

there

#

none of this look_at nonsense

hazy sky
#

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

crimson tapir
#

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.

azure flume
#

Christmas come early!

crimson tapir
#

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

hazy sky
#

SSX4

hazy sky
#

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

azure flume
#

You have the strangest issues

hazy sky
#

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

hazy sky
#

life is pain i hate

#

this is almost starting to feel like a game

tranquil oracle
#

It really is incredible how well you've captured the style and feel of the PSX MoH games

hazy sky
#

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

pastel wharf
hazy sky
#

i kinda fixed it somehow

pastel wharf
#

Do tell

hazy sky
#

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

pastel wharf
#

Nonsensical shit breaking everything beegpog

hazy sky
#

in any way, i'm rerigging the thing with better IK so i can animate easier by hand

pastel wharf
#

This is a certified game dev moment

hazy sky
#

this whole journey is a certified game dev moment

pastel wharf
#

You were going pretty smoothly

#

Too smoothly

pastel wharf
#

God saw you having too much fun and went "Nuh uh"

hazy sky
#

i expected much, much worse

#

i'll get what's coming eventually

pastel wharf
#

May you overpower your obstacles with sheer randomness ๐Ÿ™

hazy sky
#

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

hazy sky
pastel wharf
#

He's jamming so hard his legs are contorting

#

Truly relatable

#

I mean I'd do that too if devil trigger started playing

hazy sky
#

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

wraith beacon
#

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.

hazy sky
#

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?

wraith beacon
#

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.

wraith beacon
hazy sky
#

there's like 30 bones

#

instead of the 70

hazy sky
#

i hope not-

#

everything is so optimized so far

wraith beacon
hazy sky
#

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

wraith beacon
hazy sky
#

i have no idea how to do that

#

or how to check in the first place

wraith beacon
#

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.

hazy sky
#

bro blender light mode

#

imma check real quick

wraith beacon
#

(The game engine may limit the amount of bones per vertex already, I know Unreal does that but I'm not sure about Godot)

hazy sky
#

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?

wraith beacon
#

3 or 4 should be enough.

hazy sky
#

aight

#

done

#

will this change anything significant?

wraith beacon
#

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.

hazy sky
#

it defaulted to that so

#

but i double checked just in case

wraith beacon
#

Hopefully I haven't dumped too much information on you.

hazy sky
#

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

wraith beacon
#

Just realized I said "disable deform bones" I meant export only the deform bones.

hazy sky
#

uh

#

why don't i have that option?

wraith beacon
#

What've you been exporting your models as?

hazy sky
#

GLTF 2.0 because godot doesn't like FBX

wraith beacon
hazy sky
#

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

hazy sky
#

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

merry lotus
#

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

untold niche
#

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: โ–บ https://www.scpcbgame.com/

All sounds of all characters: โ–บ https://www.youtube.com/playlist?list=PLOmNx-jXnO8t3o1r6LwXq5-ZneDwI0Bz4

Learn more about SCP-096: โ–บ http://www.scp-wiki.net/scp-096

Support me on Patreon: โ–บ https://www.patreon.com/saalvage

My Twitter: โ–บ https://twitter.com/Saalvage
My Steam: ...

โ–ถ Play video
#

Most of his sounds sounds sounding like weird engines revving is way more unsettling than just having his sounds be crying and screaming imo

hazy sky
#

like some deep bassy tremble

hazy sky
#

similar vibes to Adam from hunt down the freeman where he's getting pumped full of .44 and he's like ohhh mitch...

hazy sky
#

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

pastel wharf
# hazy sky

why do you have an animation for holstering the gun if the next gun automatically appears

hazy sky
#

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

hazy sky
#

feels so sluggish, is 30 fps the best choice?

pure jackal
#

Use less frames

#

Make that 80 frame animation use 40 and see how it looks at that speed

hazy sky
#

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?

azure flume
#

can't you apply those later in engine?

hazy sky
#

i don't know

#

it doesn't let me modify anything in engine

#

i'd happily do that though if i could

pure jackal
#

Godot moment ๐Ÿ˜”

azure flume
#

Probably a skill issue sadleon

hazy sky
#

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

azure flume
#

Have you tried importing a .blend file directly skipping the blender export stuff?

hazy sky
#

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

azure flume
#

lol

#

i think you need to tell godot where your blender install is before it works

hazy sky
#

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

azure flume
#

what i do is open the file, then copypaste the nodes to a new scene and edit in there

hazy sky
#

yeah i'm trying the same exact thing

#

but if i do that, the animation player won't actually make the model deform

azure flume
#

oh

hazy sky
#

it's trying it's fucking best to break me

hazy sky
#

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

hazy sky
#

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

hazy sky
#

only a spoonful

hazy sky
#

vibin

#

glad to see godot can handle it

crimson tapir
#

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.

hazy sky
#

these drawings remind me of shellshock live weapons

hazy sky
#

or just makes you slower because you freeze back

crimson tapir
#

That's kind of what the snow blowers alt fire does, except it's more like an ice flamethrower

hazy sky
#

freezethrower

#

a cool wind blows over gotham

#

ice to meet you

#

give him sunglasses

crimson tapir
#

Lol

hazy sky
#

batman and robin is forever gonna be a fever dream

crimson tapir
#

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

hazy sky
#

make a sparkler thrower

#

also

crimson tapir
#

Lmao, I love that image

hazy sky
#

tuba artillery

#

wide variety

crimson tapir
#

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

hazy sky
#

and when you pick it up, the giant enemy spider theme song starts playing

#

the orchestral brass version

crimson tapir
#

Lol maybe

pastel wharf
hazy sky
#

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

unique trellis
#

why my gifs going like link

hazy sky
#

why are you judging him

hazy sky
#

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

untold niche
untold niche
#

solace making his own gaster

hazy sky
#

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

untold niche
#

abso fucking lutely

hazy sky
#

so yeah kinda like the something wicked in Ultrakill but an entire chapter of it

untold niche
#

in fact there's a game i wanna do at some point that does

hazy sky
#

also gonna need that joke chapter with the matryoshka dolls

untold niche
hazy sky
#

what's that

untold niche
#

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

pure jackal
#

Shots not raycasting to the crosshair correctly but free aim is in

hazy sky
#

not using my method, are ya?

crimson tapir
#

Having the bullet counter be a part of the weapon itself is such a great feature, I love it when games do that catsup

#

Also those graphics look spectacular

#

Very cool

hazy sky
crimson tapir
#

I know, but it's always neat when they do it

hazy sky
#

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

crimson tapir
#

My favorite instance of it is the rescue ranger in Tf2 where the little sine wave on it flattens as its ammo runs low

hazy sky
#

my forever favorite instance of this is the Aliens pulse rifle

hazy sky
crimson tapir
#

Games need more "cool little things" games nowdays don't have enough "cool little things" anymore

hazy sky
#

actually it looks like a fishing rod nevermind

pastel wharf
hazy sky
#

why do you want less playtime

#

i thought games are meant to take your time and make you have fun

pastel wharf
cloud bloom
#

I love

#

I love perfect dark weapons

hazy sky
cloud bloom
#

so silly yet so fun

hazy sky
#

ja guten tag haha

#

is me big jahn

pure jackal
hazy sky
pure jackal
hazy sky
#

or what do you mean

#

also what bicycle gun

#

what did i miss

pure jackal
#

The gun

hazy sky
#

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

pure jackal
#

The pivot points placeholder

#

Gonna change it once the animations are in

hazy sky
#

o

pure jackal
#

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

muted stirrup
hazy sky
#

imma keep it in game

#

maybe make it an easter egg somewhere

muted stirrup
#

honestly yeah why not ๐Ÿ‘

pastel wharf
hazy sky
hazy sky
#

some cool pixel shader to implement later as an option slider

pastel wharf
hazy sky
#

yoo new sparks dropped

hazy sky
hazy sky
#

but which one

pastel wharf
#

The Blue one

hazy sky
#

wym blue one

crimson tapir
#

Gary's Mod physgun

hazy sky
#

no as in

#

which gun looks like that

#

wait i'm stupid

#

you meant the RDR2 clip

pastel wharf
#

Yes

hazy sky
#

๐Ÿ’€

pastel wharf
#

It was being dragged like a source ragdoll with the physgun

hazy sky
#

fellas are lassos just garry's mod physguns

pastel wharf
#

America copied Gmod

#

Shameless

hazy sky
#

fuck america

hazy sky
#

do you think i should stick to the niches and make the sniper optics behave like real optics?

#

using viewport renders?

untold niche
merry lotus
hazy sky
#

me when my tummy hungy

hazy sky
#

okay so when i did the pixelated filter

#

well i'll just remove it

#

doesn't look correct

merry lotus
#

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

hazy sky
#

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

crimson tapir
#

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

merry lotus
#

i recorded it with my headphones off because they were dead so i just guessed when the darkness effect would start

crimson tapir
#

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

hazy sky
pastel wharf
#

Your posting privileges

#

Hand em over

muted stirrup
#

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

โ–ถ Play video
hazy sky
#

states are trying to happen here

hazy sky
#

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

hazy sky
#

man imagine if i could get this working for the next steam next fest

azure flume
#

It works, push it live!

pastel wharf
#

But eh

#

I'd lower my expectations if I were you

#

Mostly cuz you never know what unexpected events could strike

hazy sky
#

what do you mean?

hazy sky
pastel wharf
#

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

hazy sky
#

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

pastel wharf
#

Its gonna be ready when its gonna be ready, deadlines are for the final hail mary

hazy sky
#

like when id was delaying the first quake like twice

#

and it just said

#

"when it's ready"

#

imagine having that liberty

pastel wharf
#

Yeah but they get to do that cuz quake was genre defining

hazy sky
#

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"