#general-modding
1 messages Β· Page 13 of 1
live service is okay, it's in a grey spot.. but okay
when non-live service games do this, that's just ass
like the new MW2
they were like yea it'll come in 2023 around summer
GUESS WHAT WE SHAVED OFF DEVELOPMENT TIME AND Q&A SO YOU CAN PLAY SOONER AND BETA TEST FOR US INSTEAD HAHA
and yea they literally released the game half a year sooner than what was planned
and it showed
Poor devs having to crunch because big suit told them they need to release early
This seems as good a place as any for this:
So some notes on the ROTT Ludicrous Edition music implementation:
- It has emulated OPL music (not digital recordings) but they sound nothing like the original OPL sounds in DOS. I wonder if they had to use an inferior emulator due to conflicting licenses with the better ones or something?
- Music is replaceable but only the contents of the "music\midi" folder are worth replacing because it alone has all 34 music tracks while the ROTT 2013 Hulshult music ("music\rott2013" folder) only has 28 tracks.
- FLAC music files aren't supported.
- OGG music is supported and metadata loop tags are recognized and function correctly.
- You can't make new subfolders for a collection of new alternate music packs. The game won't recognize it. You have to replace its own files with the exact same filenames.
- If a music file is not recognized the game will fallback to the built-in OPL emulation.
- I have updated my SC-55 music packs to V2.1 for ROTT with the new filenames and subfolders so you just have to extract the ZIP in the root of the game's folder. It will overwrite the default "1994 Original (MIDI)" soundtrack files. So if you want to keep the default music, back it up first.
- I also renumbered my tracklist order to match that of LE's tracklist in the metadata so things don't get confusing.
Download ROTT SC-55 V2.1 music pack here:
https://sc55.duke4.net/games.php#rott
what, it's out already?
no it's just the demo
man this zortch game is really good
truly feels like some weird game you would have played in 2000
Turok 3
Itβs also made In a custom engine
Which is cooool
basically feels like every late 90's, early 2000's 3D hardware accelerated game in one package
which then got ported to the n64
the vertex lighting the game uses really sells the effect
i was REALLY thinking about using vertex colors as light on my own project as well
Dang, it has 100% positive reviews on steam, I might have to check this out when the sale rolls around
I usually just buy all the games I want at a time at once when there's a sale
oh
well it's worth it though
I'm having a blast with it
it's not groundbreaking or anything but it certainly gives me nostalgia for something I never played
I also wait for sales to avoid impulsive spending and to pace myself. I still need to finish Boltgun first
zortchgun
now i really wonder how would unshaded vertex lit environments look in godot
i think i might have found a bug in zortch bruh
i wanted to try the map editor out of curiosity
hats off to the dev for using this
but there was a load game option so i loaded my game from there as usual
nothing was out of the ordinary until i wanted to slide kick a vent and flew through the map at mach 2
the map editor has noclip bound to the crouch key
i love how the weird shock monster uses the same audio that the MGSV radio chatter used
can't ever unhear it
Hard at work on the weapon system. Of course, it is also following my obsessive need for everything to be as customizable as possible with every single one of these fields being controlled by a server side rule set file
i feel that man
all of my weapons have their stuff exported even though they shouldn't be
I also thought of potential ideas for two more weapons to add to the roster. One to be to steal the idea for the Beggars Bazooka (aka the single greatest Tf2 weapon) but like, with snowballs.
The other is a shield that is actually just metal garbage can lid, but idk what to do with this concept.
I could just borrow the demoknight charge concept, but I'd rather try to think of something more creative rather than just take from something that already exists (because I already did that for the other weapon idea), and blocking or deflecting attacks would probably be very frustrating to play against.
Neither of these have started being developed, right now I'm just making the fields and features for it to be possible for these to be added if I don't think of anythng better
Another considered idea for the shield could be throwing it like Captain America and having it ricochet off surfaces, but in this game you die by "freezing" and being bonked by a trash can lid wouldn't really make you colder
Ah, what the hell. I've already broken that rule with the snow shovel, it could work
What if you used the shield like a sled like in botw
And it could give you tribes type movement
There's already a sled mechanic in the game that every player intrinsically has by holding shift
Ah ok
what about the lid breaking after 3-4 blocks
can't believe it took around 3 or 4 hours to beat zortch
yooo i found a lot of public domain travel posters that are dated from the 30's
like holy shit this is perfect
these are all so good man
can't find a good one for the brits
so i might have to create my own based on these
sus?
that happens here and there
I mean it would be kinda funny to keep the plane there
i mean yeah
but transport flights like these actually did exist in the 1930's
just not this plane
trve
he nyoom
besides, this exact poster features the name of the transport company
so imma need this plane from a proper angle and switch it out
buy funny ww2 game
look inside
airplanes from a different era
Solace that is an epic cat you have in your PFP
i'll never understand why it's as funny as it is
added sfx to the drill
i was gonna do sfx for the rocks breaking today but my brother's blasting music in the other room so i can't
make it a bit less high pitched, you're under water after all
maybe add a filter to it as well
like muffle it a bit
i tried adding a reverb filter component to the sources but it broke the audio so it was only playing in my left headphone for some reason
guess i can just add the filter in audacity
oh wait i forgot the low pass filter component existed
there we go]
a lot better than the ear piercing whirring
Cool!
added screen shake
and also tooltips
i'm not sure if this is a good way to do this but it works
If it works and performance is good, it's a good way.
I'd argue you don't even need to use a string builder for something that small
I guess it's a good habit to be in
I've got a question
I'm looking for some projects to start out my development experience with unity
And should I make my levels in a different editor
Or make a custom editor
Because I don't wanna pay for probuilder
you don't have to pay for probuilder
Ok that was misinformed
On ym end
My
But I just also wanna have something robust to make my game levels in
Ultimately I just like c# and that's why I use inity
Unity
Most of my experience is not helpful
And I just want to get to making stuff
afaik most dusk devs would not wanna use probuiler again
realtime csg or chisel is the better option for brush based level design
Which one of those you you recommend for sculpting map geometry? I'm starting to inch closer to the map design phase of snowdown and am sick of probuilder
Why not try both for a day?
Fair
very productive day
WOOOOOOOOOOOOOOOOOOOOO
how committed
I tried that in the early days, it was not intuitive
You can do things in minutes using CSG editors that would take hours in regular modeling software.
You can do things in minutes using regular modeling software that would take hours in CSG editors.
You can do things in hours using Probuilder that would take minutes in CSG editors AND regular modeling software
That is my experience with probuilder
cave
What editor are you using Plaz?
by editor do you mean game engine
No, level editor
I made the level in blender
You could just use trenchbroom and hand edit every single quadrant like I do π₯΄
Would not recommend
But it looks so good in the end when you play it (seriously though, not a good idea unless you're neurodivergent tbh)
I can feel the pain just from looking at this screenshot
so much excess geometry
you can create that whole thing in blender with a subdivided plane
I eventually ported it into blender, but I don't know Jack shit about blender, so it's useless to me
I had a confession
before I switched to blender, I was very stubborn on still using CSG editors as I was used to them
but at the time all the CSG tools for Unity sort of, stunk
so I would just convert my BSP's into OBJ's
they'd come out fucked up like this
and I would just make everything that's meant to be directly connected its own object, so everything didn't cut through eachother, and then go through and fix the geometry object by object
compare that friggin tri count
I did it with everything
a whole fuckin gameword made in this horrendously unoptimized manner
just so I could cling onto J.A.C.K.
THERE WAS AN UNDERWORLD VERSION OF THE MAP TOO
If you sit for 6 hours do you die
no
I like that it's a stylistic homage to iron lung without it feeling derivative
what dis
an attempt
Poor timing for a submarine themed game πππ
diving suit themed
Yeah, a bit too late
By the time it's out the memes are dead
if anyone suspects this of being based on that event I'll just tell them that the game's been in development for over a year
Added one of three elemental golems that are precursors to the robots that you fight in the game. Any other ideas for attacks he can do?
if that rock smash thing is the only thing he does then obviously a jump slam attack that creates a rock shockwave
maybe something like bouldergeist from super mario galaxy where it gets a bunch of rocks and throws it at the player
this shit looks sick
so im trying to make a horde shooter
please ignor my horrendous typing
not typing spelling
any advice for mechanics
i want to sort of make some rpg elements kind of like payday 2
the dash effect is a bit over the top but it's primo shit man
what game is this any way this is cool but need gore
It's not that kinda game. The most is going to be cartoon violence, but we're not really aiming for blood and viscera
Going to be going on vacation for the next week, so won't be any Snowdown Arena updates for a while
you can skip the intro now
Kitchen is Closed... π₯π₯π₯
#Retrowave #Gaming #screenshotsaturday #Indiedev
Yo wait planning is that game your first project you've shown here if so any other projects you've finished
what
bro dies of stroke in the end
i'm starting to get really divided
should i do proper reload animations for every gun?
right now it's a mix of both, pistols have like goldeneye/timesplitters reloads while the bigger badder guns have proper reloads
Eh I think that's a good compromise for now
would have really loved to do the C96 simply because of the stripper clip
I wouldn't expand the game's scope until u know u have the time/resources to do so
I don't see why not to do the C96 if the reload is particularly cool
i asked around if i should do luger or the broomhandle and the majority said luger would fit better
and i don't wanna litter the game with handguns
trve
maybe it can happen later down the line
Stick to keeping the game streamlined
but right now the c96 is planned only as a collectible
By Goldeneye style.do you mean that the gun disappears from view and reappears when full?
yeah, a bit fancier version of that
not just "rotate 90 degrees when reloading"
but animating both hands would make it a little over the top
like how perfect dark came out
Plus in cases like the pistol which is probably used in last ditch survival attempts it's probably better to strive for a less fancy and more telling animation
i don't plan to keep the pistols as a last ditch effort, they pack more power than the big guns (well, in single bullet damage at least)
but the other guns fire faster (or more bullets)
so it's more down to the preference or saving ammo for later
but yeah i don't mean to make the game a slog by making your first line of defense a pain to use
what do you guys think of this "cutscene"
that'll have it's own chapter
Works well
i haven't added a sound effect for the wall breaking yet
it's not bad
Yeah that's what I was about to say
but what do you guys think i should add / change
I mean it's kinda hard to make these kinds of suggestion outside of the context of the game
So what's happening there? You get knocked unconscious? For how long?
I think so
Yeah, that's the problem, you aren't quite clear on that
I mean even if it doesn't make sense in universe I still think it makes for a good setpiece
That's what I meant earlier when I said it's hard to make suggestions out of context
On it's own it may seem like it'd be better if it was clearer what happens
But in the game it might work better for the horror factor if you don't fully understand what just happened
You should still be able to tell if you just fell down and quickly woke up again or you were out for half an hour
well at the beginning of the game the person who's talking to you says that you have at least 6 hours of oxygen
and then when you wake up you get a low oxygen notification
i think that that's a good way of telling how long you've been out
Explosion could have damaged your oxygen tank for the same effect
Personally I often tend to forget random info that's at the very start of a game
And only remember information when I'm more invested in what's going on
What broke the wall?
the giant eel thing
I was thinking of having it's head poke out of the hole
Would be cool if your mouse sensitivity was lowered when you first wake up and then it gradually recovers in like 10 seconds back to normal
I agree
yeah I can do that
and some ringing sound in your ears
I prefer just hearing the low oxygen alert sound
it was MEH
I DID IT LIEK DIS
shoots great britany with a magnum+
If it's the giant eel it should hit it a few times befored the big bust
oooh that's good
yeah some thumps before it breaks with some dust kicking up
what
If it busts in one hit it feels like more of an explosion
Like someone setup explosives to kill the eel or whatever
wym π
Need me some eelussy BAD
shocking experience
where's the fun in that
If your game is good enough you won't even need to give them the big boobs
The internet Will do it for you
Work smarter not harder
yeah i mean that's also a possibility
give ammo to your fanbase, but not the gun to fire it with

You're right let's go back to talking about cutscenes
@merry lotus one more suggestion to your cutscene, make it so your character stops moving/starts backpedalling after the first big thud
Unless you plan on letting players control during cutscenes
In which case
They'll do that for you :)
Why would the player stop instead of fleeing
curiosity
Confused
People stop when they have to assess a situation
On paper it seems more logical to run but paper doesn't hold up in the waters
:3
Different people react differently to stress
Fight freeze or flight
True, but if I was genuinely freaked and tense, I'd be running away, the only time curiosity is stronger than fear in a horror game for me is when I'm not actually as scared by the game as the dev thinks I am
You're right
I'm not a horror game designer so you should probably take my suggestions with a grain of doubt and maybe some salt
Yeah listen I'm gonna completely honest I don't think a 20 second clip on discord is a particularly good way to get feedback on a game, especially a horror game
because athmosphere and tension is like 90% of what makes horror work imo
And as far as I'm concerned, even seemingly innocuous details should be made with the context of what came before in mind
So I don't really think internet randos like us who just watched a clip with no context are really qualified to give good feedback
Or at least not as good as it could be
That being said
I really, really need a game where you get a biggy titty eel gf
You don't know how badly I need this
I'll paypal you 2,000 bucks man
Please put it in the game, please please pleaaaaasseeee
Beautiful
Provided to YouTube by Nuclear Blast
Shotgun Β· Sabaton Β· Joakim BrodΓ©n Β· Joakim BrodΓ©n
Primo Victoria (Re-Armed)
β 2010 Nuclear Blast
Released on: 2010-09-24
Auto-generated by YouTube.
Don't we all
how do you texture stuff like that
do you draw it or do you just use pictures
both
use reference, throw the palette on it, adjust the number of colors, try the look and then edit the pixelated result
i usually redraw like half the texture to better suit my needs, it's just easier when the texture is like, a quarter of it's original size
this is most probably the best example i can think of right now
not a direct 1:1 copy of the real thing, but this was the photo i used for the texture
the only reason i kept the projector box as detailed as i did was because i wanted to preserve the branding
in hindsight this might actually not be a good idea
Change the brand to LockRock
Change the brand to baddragon
loccrocc
what about good wyvern
my favorite brand
wtf discord de-capitalized my name
fuck you discord
You should make a fake company that produces everything
also sometimes i cheat just a little bit
with 3D models online when i can't find a good reference picture
i feel guilty about it, but try finding a proper image of a gun made in 1936 that stuck in 1936
Call it All 'n All
animations are weird because i literally just parented the shotgun to the hand but yea
need some polish and it's good
the scale feels a bit off
why that ship so cute
i don't know
suggestion for the healthbar thing
maybe instead of it being a gradient that goes from green to red maybe instead have it start as solid green but as you take more damage it changes to red
was thinking about that myself
seeing how it was like that in medal of honor frontline and allied assault
I feel like there's too much of a delay between the hits
well the eel doesn't have arms
it has to back up before it can try again
and also it builds suspension (I think)
I think in contrary it works real well
With every hit there is just enough time for you to wonder if it was the last one
Also personally I would cut the screen to black earlier
Even if you don't see the eel fully you still have enough time clearly see its mouth
I think it'd be spookier if you only saw it long enough for you to get a glimpse of it, but not long enough to fully understand what you were looking at
actually scratch that, it might be short enough as is
yea i'm bri'ish ow'd you 'no?
this i wanted to suggest on the last video as well
Anyway speaking of
Is the final setpiece of the game still some shadow chasing you?
yeah
Yeah I mean again that depends entirely on execution so I don't wanna talk shit about something I haven't seen in action but idk if that's memorable or bizarre enough for the climax of the game
Like think God from Squirrel stapler
there's gonna be an execution aight
i think god was bogus
imagine being god but can only kill if they look at you
couldn't be me
imagine a resistance member running you down with TWO warcrime sticks
what's cool is that i animated the nodes so i can basically put any meshes there and the animation would still work
that's why both shotguns rack
Are double shotguns actually going to be in the game?
no, not really
would be interesting though
just wanted to see how it would look like
also good comparison between the old and new
hmmmmmmmmmmmmmmmmmmmmmm
double weapons
isn't this a thing in goldeneye?
i mean i could work something out for it
the only problem would be handling two of the guns separately
like going Woo but the guns fire at the exact same time is kinda ass
I mean ideally it'd alternate between them
that's what i thought
but i have no idea how i could implement it so it can be toggled
without breaking other stuff
Hmmm
idk how ur weapon system works but I'd wager the simplest way would be to make it basically just increased fire rate with something that tracks whether it's the left or right weapon's turn to shoot
Or at least as close as you can get to that with ur weapon system
Yeah
would probably need a secondary animation player for it
so this is a thing to do once i'm 100% done with the stuff
i still need to figure out a way to actually pick up the weapons
like walk over it and add it to your slots
S.C.A.V Suit
The __S__urface __C__rossing __A__nd __V__acuum Suit is designed to withstand both the extreme vacuum of space, alongside the harsh, frigid and hazardous conditions encountered on the surface of Earth. With a 360-Degree scanner mounted to the helmet, you can sweep for materials, run diagnostics on equipment, and much more. Hardened and Insulated, you'll be safe and snug against accidental workplace misfires while up in space, and the Oxy-Nitro ice storms bearing down from our planets surface.
Zer0-G Jets and Onboard Fabricator BackPack sold separately.
you could add some details around the overlapping parts like at the ankle or thighs because the hard cut between the danger stripes and the hull weird
not exclusively on your model, just these types of texture transitions on general
make it some trim or if there's geometry on top, add some shadows, not much just some you can see without even trying to see it
man I can't wait to see how much things I'll learn about game development in a few years
I have this really cool universe in my mind set in a dystopian future that's like Blade Runner a little bit, and I planned two games in that universe following the same set of mercs for hire
but one would be a beat em up arcade style game like Maximum Force or Streets of Rage and the other a retro FPS
but in the first game they'd be like body guards for hire and framed in the game for killing a cartel head they're supposed to defend
and the second game all out guts and glory, ion fury meets shadow warrior and blood
so a little bit of polishing on the model, some UV placements fixed, general texture touches and voila, this chapter's weapons are almost done

boot?
Boot
that's a nice boot
B OOT
Nothing to see here, just seeing how a certain gradient looks on pixel fonts
Plazmin inspired me to also start cooking some short horror game, so I quickly made some blender render to have some sort of mood reference for what I want
based quixel bridge assets 
Have some action packed Retrowave '84 Gameplay to start your week off!
[Sound π= ON]
#Gaming #IndieGameDev #FPS
As a British person I can relate
Tuesday afternoon
reminds me of silent hill with the gradient
did you eat ya beans today
horror game of running out of Capri sun
Yes
hi guys, if you like caves at all, you'd probably LOVE my channel, so give it a try!
Instagram: elisefreshwaterblizzard
have some mood 'music'
for all your cave games
Close, it's actually Doom 64's text intermission screen
hey can we talk about tabletop game developement here
im assuming so
so im trying to make a tabletop game like warhammer and battletech what do i do to set teh game apart
step number 1: stop making a tabletop game 'like warhammer and battletech'
step number 2: come up with an original idea
ok i was just saying i want to make a game with armies like warhammer and the damage system in battletech but i dont know how to diverg it
im also probably gonna have some brigador mechs mixed in
i get that its not a good idea
problem with ttrpg's is maths
you need to calculate stuff
granted it's not you doing the calculations though but you gotta know the correct formulas
i'm really caught up on the arcade beat em up
there's rarely any good and responsive ones today
i miss mindless fun like Legend on the PS1
or Maximum Force
where you could pick the engine from the car, or the car itself depending on the character and fight with that
added this .intro file that gets created when you first start the game
if it doesn't exist, it gets created and you're forced to sit through the intro
if it does exist, you can press escape to skip the intro
Nice
i do understand that stance but, I like math im really trying to make this game for myself i will sell it if its good enough but im mainly making it so i can enjoy making a game system
get used to the flow and stuff
then maybe make a few fps games in unity
idk
wow so meta
imscared mechanics
now delete the lock from the gate
weren't you making one last time
you really need to stop spreading yourself thin
you need to focus on stuff properly or else you'll lose all motivation ever
ok yeah im being adhd
i get it
and now ive gotta figure out camera shit
part of it was i had to uhh replace my drive because my pc was getting unusable
yeah
im also kind of losing motivation because ive been a little burnt out from school
although i've been feeling less hyper these days nad more like "i can't sleep at 3 am"
oh part of my thing is hyperfixation thats why i seem to spread myself thin
limit yourself
that seems to work for me
or when you have trouble doing something, do something you know you can do
like let your emotions give strength rather than take away your motivations
part of my problem was unity's level editing tools as well
like when i started my enemy AI and i got so fucking pissed off i literally started modeling the shotgun and stuff
ok that sounds funny
also one of my friends started a minecraft server so i got on to make everybody go insane by mkaing their hallways rooms and doors shift
you got any idea how to import packages
figured it out
also hey guys should i create my levels using blender or csg editors
both
the parts that are easier to make in csg you make in csg and the parts that are easier to make in blender you make in blender and then combine those two
dont end up like this guy
what
i have no experience so i dont know the distance
difference
imscared is a meta horror game in which the game forces you to fuck with the files in specific ways to progress, it often creates new files out of thin air during gameplay and are used in conjunction with the game itself
I'm assuming he was joking tho
in aequor it's just a feature so you have to see the intro at least once
guys how do i import a csg package into unity
please im desperate
i cant figure it out
PLEASE
im so confused
figured i out
now i just have to do what im best at
file rat
lets go installed realtime csg
i wanted to install chisel but here were compiling issues
thats why i have multiple projects at the same time
i hate it when people think they're quirky
naming shit like "jUsT aNoThEr XYZ tHiNg"
fuck you
gonna be just another nail in the coffin
okay rant over
Or when people make their screen name "insert name here"
or when they make their username logitek f710
yes way
also i realized my cat understands when i nod at him
because i just nodded my head like "wassup" and he's like mreow
i would bring down hell for this critter
yes this is definitely on topic for general modding
so im planning on making it a single player movement shooter
but not shitty
itll be more like a game of cat and mouse
Do it! Create!
ok im doing it dude
just gotta learn more cartesian coordinates
ok so i need a non physics collider to see if theres anything uner the player to handle jumping
got it set up
ship it
im nowhere near done
dude
this could lead to some exploits
god ive gotta figure out so much
Are you using unity?
who cares
all the cool movement shooters have cool fucking exploits that make shit look good
like bro
are you aware of which discord group you're in?
like bro the entire air juggling in DMC came from a literal bug in the code that they worked in as a mechanic the next time around
it's literally a staple of the hack and slash genre and it most certainly originates from DMC
movement shooters only suck because you have to focus general map design to go well with your movement tech
yeah
yes
please help
it wont let me declare keybind variables
nope fixed it
header error
also i do a lot of whippitty whine your code is now mine
i alsoi have to balance it with my enemy ai
my man, movement is the soul of movement shooters
you design the movement and develop everything around it
the movement is going to be fun its just not going to be you run the world
you have to use the movement to cleverly counter the ai
or is that a bad idea
lord have mercy
What i do is create an array of hard set key presses, then create a second array called an "action map" that's the same length and each index stores an index to the keyring array, then a final array of booleans that uses the action map array to get the key presses from the original
how do i do that
You need two boolean arrays and a byte array, set all indexes in one boolean array to be set to keybinds every frame, then have the byte array point to a spot in the key bind array and set each member of the final boolean array to the key press array indexed by [i] of the action map array
Use the final boolean array as your "inputs"
The byte array is set once when the player customizes their key presses
If you still need help, I can draw a diagram of it later when I get home
is this method a good way to approach if you want them to be remappable?
i looked at a few methods for godot but most didn't work on the newer builds for some reason
even just downloading the scene and it's necessary files and correcting the syntax didn't help too much
I'm just gonna do headers in my code for list viewing
Yeah that's the approach I was gonna take
Build the levels around the ai and the movement to create interesting svenarios
Scenarios
I'll get a recording of hl2 gameplay that I'm thinking of when I'm designing
hl2 movement shooter when
I was saying how I played some later segments is what I'm going after
I focused on outsmarted the enemy when I noticed some quirks of the ai
Like throwing a bomb through a window and then going in the back door to catch enemies offguard
And then when they chase me I get out of the top window to flank them again
I'm pretty sure I'll make the bullets projectiles but then jump detection could have bulletjumps
Yeah
Of you want to remap the keybind just change the value attached to the key you wanna change
So the key is "move forward"
The value is W
You can change the value in move forward but it'll keep the functions exactly the same
Dictionaries
That's the word
bruh i don't want a whole ass dictionary just to change a key π
i'm comfortable with TXT's
Dawg
Dictionaries are literally arrays
But every item is composed of two variables
That's literally it
You make a dictionary for keybinds
Where keys are the actions
i know
And the values are the assigned keyboard key
Actually
You're using godot
Literally no need for this process to exist because godot has inputs already turned into a variable
ui_up for example is the up arrow key by default
You can create your own and bind them
"poopoopeepee" bound to x
need to work out a button that listens to a key press and takes that input and overwrites the button bind
func _input(event):
print(event.as_text())
Try this
this is how you listen, no clue how to write yet 
// create the "jump" action:
InputMap.AddAction("jump");
// map the 'A' key to the "jump" action:
var e = new InputEventKey();
e.Set("scancode", KeyList.A);
InputMap.ActionAddEvent("jump", e);
@left nebula
what
it can wait though, i'm not in a rush
been hella tired these last few days to actually push in any updates
Yeah, you remap keys by switching around indexes in the action map array
yo im trying to make a swordsmachine riven skin and i need a swordsmachine model, preferably in .skn format
what
sorry for the misunderstanding, this is a RIVEN skin based on swordsmachine, as in riven from league of legends
FOR league, not for ultrakill
Wrong solace my bad
its cool
Jesus
I just looked at chasm yhe rifts code
It runs on something like what the hell rise of the triad ran on except with skeletal models and that's saying something it jas 3d space but no verticality 
How? The code was lost so they had to recreate it for the 'port'
It ran a fully custom engine afaik
Wasn't the port made by the guy who made dusk
They Frankenstein some shit tho
I'm impressed
Oh I was looking at gog
Closest to original I could get
Also gotta say
It's more fun than quake
Oh yeah, i think the steam version also includes the dosbox version in game files for good measure
steam and gog have the same stuff
bro why is there two of us
bro it's literally running on dos, using a psuedo doom engine with support for actual 3D models. there is height, but not too diversive
say sike right now
Also you're talking to the guy who doesn't like elden ring I'm pretty sure a lot of my opinions are considered blasphemy
Mr and Mrs Solace?
cant place two floors above each other tho
no but two rooms can have different heights tho
Quake is a power fantasy game, the guns feel really good other than the base nail gun and the stock shotgun
yeah, that's in doom too tho
didnt feel like it to me
actually i didnt play through a lot of quake
lemme go through some rn
wait dont have it installed since ahrd drive
quick install tho
update: I chose the hard skill and die a shit ton in necropolis
i do like the robust level design tho
ok im the farthest iv eever gotten in quake
like the 4th level or sum
now im working on my game
its gonna be goddamn weird to learn this
this is how jump detection is gonna work
this is weird
but it works
probably should extend it a bit
for coyote time
celeste did stuff like this
ok hey
so my code is bugging the hell out
please help
i dont want to copy paste in so if someone offers to help me ill dm them the code
because this is like 19 errors
that make no sense
Nah, that's fine, Elden Ring is the second worst souls game anyways
That can lead to exploits like jumping up walls, if you're using a character controller there is a built in "isGround" property, or if not, you could also try using a raycast, or even just make the hit box smaller
oh it smeant to ave the ability to jump up walls that was intentional
Ah, ok
imagine like fear and titanfall 2 mixed together
its supposed to be like that
enemies are a very real threat so you have constantly maneuver aorund the arenas in ways that minimize the risk and maximize your threat to the enemy
lots of flanking
Make sure the jump Detector and player collider are on different collision layers that are set to ignore each other though so the physics system doesn't waste time Handling that collision every frame
yeah i did that
Ok, good
also do you knwo anything about how the script i made doesnt work its declarations of if statement could i send it to you
i have no idea about the problem
its fifteen errors all with teh same text
im very bad at this
In an if statement?
Send me a screen shot of it
yeah
I'm on vacation rn and Don have access to my computer
its weird because it wants semicolons in the middle of lines
"if" is supposed to be lowercase
You also need parentheses around the condition for if statements that aren't one line
Yeah, np
Imma stry to make one of the best video game shotguns and put it in this game
It'll be a 6 gauge with ammonium nitrate rounds that you can use as a movement tool and weapon
I'll also make you able to kick off of walls
And gain more speed
sorry, you can't beat doom 3 shotgun
i can beat the fear shotgun tho
I WILL BEAT THE DOOM 3 SHOTUGn
impossible
ill show you
I'm not even trying to make "the best" of anything. π I just want to stick a project all the way through that I'm atleast content with.
i just want it to be extremely satisfying and i know how
super cool dual wield thing
This video is private
no waaaaay
ah fr
https://www.youtube.com/watch?v=Q4odxhQQyD0
dual wield thing
Finished my exams, wasting my time on yet another UE4 project (I have to pick my universities, damn it...)
Title says it all, almost fully functional dual wield, only fire logic and one fix remains
But cool 
idk what to say about rigging, it's just... rigging in blender
about weapon swapping:
my player class is being spawned with a bunch of skeletal meshes, each gun has 2 meshes for left and right side
and then uh.... there's too much to explain really
maybe someday.... i still gotta fix 1 bug with weapon swapping and figure out how to code firing in the most efficient way
jewsus
jesus
thats cool tho
i thought you were using unit
unity
hell i should make an engine after i finish my game
no you should not lol
nah its fun
Making your own engine from scratch isn't really something you can just do
I'm looking at how pancreas thief is struggling to detect if he is touching the floor in unity and shaking my head here
Sure if you find it fun, then by all means do it, but there is really no other reason.
No offense dude, but you got a pretty long way to go if that's your goal 
Titan 1.0 update trailer!
Its been two years since last update, so what's new?
A glimpse at whats to come later this year...
https://youtu.be/jXjNuFytqYI
Finally, after almost 2 years of hiatus, titan version 1.0 is finally in the works!
A Doom 2016 weapons rip made by AlphaEnt. It features most weapons from snapmap, an optional arcade mode, partial heretic compatibility and optional centered sprites amongst other things.
Now with completed weapon upgrades and even brightmaps!
In the meantime...
Damn, those 2016 sprites are really smoothly animated
i screwing with you guys
im not doing that
no just no do not have 3d models in a doom mod
although your models are nice
please compile them into sprites or have heavy filtering like in podeus
yeah, i get it
wait holy shit those are sprites
one thing at a time!
i know
rb.velocity = transform.forward * MoveSpeed;
hey is this the right way to code this
alluming i have both that rigidbody as a variable and movespped
If it works, it's the right way
yeah it works i just had a typo in variable declaration
how would i offset a hitbox on a camera in unity
Offset a hit box on a camera?
figured it out
i was being dumb
now how the hell do i lock rotation on a camera
figured that out
so uhh should i use rigidbody or character controller component
imma use physics
Haha, yeah. No models indeed =P
I'd recommend using a character controller and writing code to simulate your own physics
Unity physics comes with a bunch of un needed bells and whistles that make performance worse, and the code for Quake 3 movement is free to view and study for reference
Also, idk if this is important to your game, but Unity's physics calculations with PhysX are non deterministic, which can cause problems for online multiplayer games where physics calculations don't line up perfectly between the server and clients with different computer specs
Why I'd want the physics is so that you can attain higher speed
his will be single player only
This
But yeah I'll try it
Never seen anything about quake 3 tho
Higher speed? How is going fast exclusive to rigid body physics?
There's physics_cannister entity in HL2
A special entity which begins to fly sporadically after you shoot the cap
It's really weird to find it because I don't think the main game ever uses this shit
It's a normally functioning entity which I randomly found in Hammer
And again, for some reason this shit doesn't appear (I think) in the actual game
The only bad thing is that it can sometimes crash the game, but I don't know the cause of it π€
aren't there like fire extinguishers and some kind of gas cans that behave the same way?
I think the fire extinguishers are from some other Source game (CS or L4D)
I do recall seeing the metal canisters in the base HL2, but I think I just blew them up and never tried shooting the cap specifically
I checked. The canisters appear in canal, they don't cause the game to crash fortunately
Fair enough
It would be fun to code physics ad well
https://vxtwitter.com/GameDevKS/status/1674908292060004357 something pretty big π
does anyone have any ideas on how to show the player that they have to find the batteries to activate the drill to escape the caves without telling them
because i'm stumped
Have the thing loaded with rusty batteries, have the player turn the drill on and it fail, the batteries blow out
Or perhaps have 3 battery slots and only 1 filled with a battery
Or 1 battery laying on the ground right there to slot it in
make them go through the motions
but how do I show that the drill is their way out of there
they'll figure that out on their own when they can't find any other way
they'll do the one thing they can do
'looks like the cave ceiling is thin around here'
Even though it fails have it make some cracks with light beams shining through it?
the drill just drills into another cave so there wouldn't be any light beams
Have it make a crack
And then have bubbles go into the crack to symbolize an opening?
my man
why is the ratchet deadlocked OST so good
Kronos - Infiltrate the Cathedral
Ratchet: Gladiator (Deadlocked) OST
Music by David Bergeaud
Torval - Hoverbike or Bust
Ratchet: Gladiator (Deadlocked) OST
Music by David Bergeaud
this whole game is such a mood as well
i also had a very good game plan in mind if i ever outgrew myself
wdym
based on the third person platformer formula combined with warframe but more coop oriented
using stuff from ratchet gladiator
oh so like uhh
basically an MMO
more warframe
destiny 2 but third person with coop of l4d
that might be a better approach than payday
ok
just whenever i hear coop my brain melts and says payday
ok
so more like l4d and destiny 2
i havent played that much warframe
basically go from start of level to end while achieving goal
while melee and shooty boom boom
jump and puzzle
but would give the ratings an actual depth
like in ratchet gladiator, you had a scoreboard of your score, you had an audience and you unlocked more stuff as you climbed the ladder
i would basically build upon this, but make it an MMO
have multiple playable characters like in warframe, each having their own level, the weapons could be upgraded
like uncharted
like prolonged use of the weapons would evolve them
but more in the ratchet and clank 2 way
for that dont have straight upgrades, have mods
to specialize
you could mod the upgraded weapon, but not the stock weapon
ok
these would be specialized weapons
like, imagine it as the company property you're not allowed to really fuck up unless you made them a profit with
after you evolved your weapon, you could put mods on it and tweak it/overclock it
i've written a txt document which has like 5000 characters fleshing out the mechanics and gameplay elements
can you dm me the doc
complete with a clan system that actually encourages clan activity and you could even arrange clan battles for score
id be happy to read it
need to tidy it up and shit
and would this be like a duablo ish system or a roguelike thing for going through enemies
and how you go throught htese areas
also it's not in a language you understand, i might translate it later tho
bro ive read house of leaves i can read thsi
what language
hungarian
the way you'd progress through levels is by advancing through multiple stages
sort of like a course
there's an audience, and they're following your every step through cameras like a live show
so the corporate basically takes you to the levels you wade through
and you go through gauntlets
are they like separate levels which you can choose the difficulty in like in drg or
this sounds cool
well, i didn't play rock and stone for too long
in ratchet gladiator, you basically have multiple planets to visit
each houses a new challenge
i'd go the warframe route where each planet would have a lot of nodes you could pick from
but make it so there's a lot of game modes
like survival, pure platforming, wave shooting, vehicle segments like dirt bikes or hovercrafts, dogfights, extermination like kill every enemy or a high value target and stuff
ok
will you be able to get weapons off the corpses of enemies
you bring your own tools
like you could gather materials from different planets and craft shit
or buy shit
new armor, weapon mods, armor mods, craft weapons together and stuff
lemme consult the doc real quick because there's a lot i forgot
yeah so basically have a warframe based mod system but split into two segments
you'd have the primary mods, each slot would be unlocked the further you progress the weapons
up to a total of 10 slots
and the ultra mods which give massive boost, but change the weapon radically
like you have an SMG and installing the ion mod makes them shoot lasers or beams
or putting a lava mod on shotgun makes it spit magma that piles on the floor and damages enemies
shock mods that create arcs between enemies
so basically the weapon variety would be a little cheap in the start but the mods would make up for it
but i planned a lot of weapons
it's just ... yeah, a live service MMO game for one person is a bit ambitious
how about you have 5 slots for mods and then 3 of them are base stat upgrades and 2 of them change how the weapon works
in a way they already change how the weapon works
you could have primary mods that change the amount of bullets you shoot, accuracy, rate of fire, bullet effects like piercing, stuff like that
anything that could be modified, you could modify
magazine size
the reason to separate the two is to make way for more customization as opposed to locking stuff behind a particular mod
ok
due
dude
this sounds lik ea lto
like a lot
take it slow
and build the charcter controller
some models
it sounds confusing but it's really simple
and a few things to get it working
well how about i help
would take me months just to build a prototype
don't wanna abandon my other project
fiar enough
ok
hey hsould i use hte character controllers gorund check or should i make my own jank way
wym
so the character controller unity component has a ground check built in
depends if you want performance or customisation
customization
there's always a tradeoff there
i also want walljumping
is there no built in wall check?
its a simple check that accounts for coyote time as well
nope
lol unity sucks
i mean you could just have a simple collision check for walls
that way you avoid ceiling jumping or false wall jumps when on the floor
this would also have some funny things like you could jump off of projectiles
bro playing MGS: the twin snakes
what is a jump check
ok im syaing if theres an object other than the player inside that box you coud jump
its jank but
cool exploits
why would you need that
im planning on having walljumps
and this is a decent coyote time effects
and its customizable in some way
bro i'd just separate the walls into a different layer
the player collider could still collide with the wall though
im still using a csg so that would classify the floors as walls
but make a duplicate player collider that checks for the specific layer
ok?
I would assume a list of conditions that need to be true to be allowed to jump?
it's kind of a weird thing to implement though
imagine if you couldn't jump in minecraft if the hole wasn't tall enough
what
like i can understand this behavior for example crouching
where you wanna avoid being able to stand up if something is in the way
meant ground check just my brain turned off
why not ask hakita about implementing wall jumps and projectile jumps lol
it's not like he built a game with this
i'm sure he'd be happy to explain it in a nutshell if you're respectful
(also i'm not sure you realize which discord server you're in)
i remember a few years ago showing a few out of bounds glitches in ultrakill and he personally told me to fuck myself
nah not that though
he just said fuck you
okay maybe not that either
but found it amusing how a few cool exploits could break the game
thats funni
Just do it how you do it, you'll eventually run into some unfixable issue and learn a ton in the process. Much better than copypasting some existing work and having no clue how or why it works.
dude must have been pissed
nah he wasn't
also i didn't say ask him for the source code-
just ask for general pointers
thats exactly my plan i want people to be able to do the weirdest bs for movement
i want people to break the game
okay i have idea
what
we make extraction shoot game
ok
and don't give a fuck about cheaters
oh no
hahha

