#general-modding
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im just excited to try out stuff
thx
im excited if i get to work on it as well
if its a small framework itll be good
i can make it like F.E.A.R. good
whats the game name
also
wheres that key, you asked
if id like one
plez man
oh sorry
i dont mean to chime in like that but man you're being pushy as hell lmao
I do
Stop being pushy
I'm sorry I get it I tend to be like this, I'm being adhd a bit yeah
Sorry
I'm a but excited because my job application is being processed
am i even allowed to just hand out steam keys like this lol
Yes, why wouldn't you?
How else are you supposed to test your games?
As long as you didn't request Developer Autogrant (or devcomp) keys 
do NOT install the game. it is a bitcoin miner
and sends all of your data to big tobacco
this is not true i take all the money to fuel my coke addiction
I'm gonna download the game tomrow
there's something about the grid shader for the map that's causing all these little green "pools"
i followed a shader graph tutorial because i have no idea how to do stuff like this
Sorry about frustration
have no idea how to get rid of the pools
It looks like it's scaling itself somehow, or misinterpreting vertices
You only have one option, make those pools actual pools in the environment!
Have some green lava in there
why would the lava be green
uhhh idk man
make it like some deposit
that the diver tries to get
idk man
act like its a marker
or a feature
like its not fully mapped out, and can be inaccurate
it just owrks
Well you could make the map grid orange/red!
todd howard intensifies
i'm just gonna try fixing the shader
This is unreasonable
hey so how do i use bepinex
im trying to screw around with a few things in a game
its got a bepinex folder, how do i use that
fuck it i'm just gonna use triplanar mapping
it works but i don't feel good about it
yay or nay
I liked the pools more
but they were a glitch in the shader
Unitys CharacterController.isGrounded is ok for really simple things but ive found once you try to make anything past the most basic movement its better to use your own ground check
.isGrounded coping when I dont force the collider into the floor with downward force for 0.3 picoseconds
Yeah an unfortunate thing with the character controller is that it doesn't register collisions unless it is moving. Don't know why that is
Terraria 2 confirmed!
2erraria
Heheha
Ive been playing with this mod recently and I HAD to share it, even made a server using it. DM me if you wanna join ๐
lmao i was directed here for this but i gotchu
i've also got this mod
id LOVE to join your server btw
Dm me and ill give you the pack and IP
alright !!
dont wanna be rude and just post it raw on here
yeah thats fair
sick
I have no idea why, but when I learned how to bake normals in Blender, I was just giddy
more progress on shmoovement
added particles, new sounds, smoothed out the slide animation, made ground slams harm enemies, and added wall jumping and slam storage
Clay pots :)
Thank you Epic Games for making players learn a new programming language for Fortnite Creative 2.0 lmfao
"Verse" as if I didn't had it rough with Blueprints already lmao
Its not as bad a lua
Epic sticks to its roots by getting rid of the games that made them who they are
Doesn't look like a very simple artist friendly language either
Ong
Python best language ๐ช๐ช๐ช
...
Why learn something dumb like any of the Cs or assembly when you can learn Scratch
sounds abysmal lmao
it isn't :p
i agree the syntax is actually pretty meh
but the language itself is actually really good
it's based off of SkookumScript which Epic acquired a few years back
the fuck kinda name is SkookumScript bruh ๐
SkookumScript was what most of the game Sleeping Dogs runs on and was primarily used because it compiles incredibly quickly compared to C++
dunno what these are but they looked cool
what is that
because i didn't play it
nobody played Prey 2006, it's okay
I did ๐
war flashbacks to the turtle
currently trying to implement the keybind system into the quit screen
as you can see it's going well
it was good tho
got it working
uhm
better than i am at unity development
hey
plaz
can i test out that slamshot game with u
just dm
me that it
is
ok
behold, the hot plate
I'm sorry
this is great
but for some reason
it reminds me of a Turret from Portal and a Reaper from Mass Effect had a lil baby on its side
"I'm different"
which version is better
fuck its like the reaper turret has eyes don't make me choose
it doesn't look like it aside from the colors
yeah
you are safe for now
yeah experimenting with colors wont work
red fits
tbh I prefer this verison
is there a tutorial to installing mods or is it just drag and drop
Didn't make much sense
The 2 wheels are spinning, so it's like an old nerf weapon
new arm texture courtesy of @pure jackal
V2
i have no idea how to model beefy hands : (
deciding to start with hand
i am afraid
Gloves are the only solution
yeah thats better
https://cdn.discordapp.com/attachments/711551818194485259/1135332248921583718/30_18-04-03_PM.mp4
new addition to Terraria May Quake:
- SCYTHE NUKE
i think this is the most ultrakill clip out of all the ones ive got of this mod so far
will there be hitstop
aequor is 95% complete and it's late at night so here's a random picture of the main menu in the editor
Ya ans you get a flashbang for a split second
Good luck with the remaining 95%
so true
https://vxtwitter.com/GameDevKS/status/1685962621621600258 been a while since i posted anyhthing here...
New Boss Reveal! And he's not one to mess with - the ruthless Gunslinger: Agent Bravo, voiced by the incredibly talented @AndyMackVoice !
[Sound=๐ON]
#Gaming #IndieGame #bossfight
๐ 0
Anyone know why this animation might be looking like this in Godot 4? It's like the torso doesn't actually move properly
Oh, that fixed it. Is this a known issue with fbx in godot?
It's known that they only care about gltf2 ๐
they hate all of the proprietary closed source software file formats
bro FBX is literally unsupported in godot 4
removed for good reason
Ah I was unaware. That's been the file type of choice for Unity, and that's what I'm most familiar with
Learning more about the Animation Tree
Why does coin counter go up when picking up donuts
Some punk spiked the donuts with coins
Imma try to get back into developing my game, I'm probably just being an idiot
Idk why I haven't given up yet
My summer class is almost over and I'll have time to get some DEVELOPAN done again
You can mod it?
Yeah I did
I made a template for 3 types of mods
blueprint, lua, and C++ dll, and automation scripts as well
finally, amid showdown
weird
Too big maybe
yeah
well it's a mod that makes the game look like psx and nah it's not 100mb, it embed fine in other channel
I will put on youtube ig
thanks ๐
np
Amazing
It will probably be a bit before the nexus page is up but until then the mod will be in the modding discord as well
decided to make the main guy
because i need arms
Amid Evil Free Camera Mod Creation Example:
https://youtu.be/aV-Hq2aXQJM
actually wouldn't be too bad, and you can use the existing vehicle template stuff, just have to do some input ini merging and some slight bp editing with the game mode and stuff
im stuck here trying to make this guy cool as hell
im getting somewhere at least
i am resisting the urge to turn this dude into doomguy
oh im making a full on quake inspired game
its a little similar to ultrakill, you go through dantes inferno, yet there are the princes of hell
like
lucifer, asmodeus, Mammon, you get the picture
unity
though im using the personal edition so i get that "Made in unity" thing
doesn't bother me
karlson might have it as well
so idc
nice
i wanna do something futuristic but this looks like if Wheatly and V1 did the deed
what
i wanted something robotic that looked cool
im not that good at coming up with good ideas
May I introduce you...
To Xash3D?
How would I go about requesting an Amid Evil modding channel?
I don't want to just @ the devs or whatever

I've never understood why pinging people on discord is such a taboo
"Oh no, a tiny blip popped up DAY RUINDED"
We wont unless we see a huge demand for it.
It's not the most moddable game we have
You can do almost anything in Amid Evil tbh
it also has 3 possible languages to mod with
You can do custom levels, model replacements, new monsters, etc....
Oh it's fine in here, but my friends are up late, I moderate a server
So I get like 15 pings
And then they get buried in messages
Ao I've had to set up a policy of don't ping me past 730
But dm me anytime
i just realized something
my game is too much like quake
i need a good game mechanic
Here's one: You have to transfer your soul between enemies. Everytime you possess an enemy, you only have a limited time before they die (thus also killing you) which means you'll need to use their weapons to attack other enemies, lowering their health enough for you to possess them and keep the combo going
that's just Random Access Mayhem
how about death combo
Oh neat, they turned it into a real thing haha
Kinda like Cranked
the demo should be dropping later this month (shilling)
uhh ive never heard of cranked
How about.......
Time Stop?
like
you freeze enemies and everything else in place
but you can move when time is frozen
and it lasts for 5 seconds
working on this random system for generating procedural levels
ignore the pixels on the right it definitely has nothing to do with this
It's a movie with Jason Statham. It also became a gamemode in mw3
ono
oh no
i like it
title screen :3
sooo
terraria + Devil may cry + ultrakill + quake
its a play on "devil may quake," the ultrakill website's domain name
trust me, if that were copyright infringement, hakita would be the first to know
(plus, even if it were, it's a free mod for a $10 game who cares)
its
beautiful
what
is that
the image
if you're asking about the game in the picture, it's an underwater horror game I'm making called Aequor
if you're asking about what's being focused on in the picture, it's just some glowing plankton
well not some
that's a lot
hey so i need to get back into development again
how do i do this
not how
just why
why should i
i like it just
alr
wait
imma just make an arena shooter style game because i like those
finally something im content with
tall
yall
how do i set up mouse y
in unity
its says i dont have it set up
but this is what it looks like
have you tried googling it? not trying to be mean, just curious if you did that and the solution there didnt work
it'd be faster than here
yeah fair enough
havent
because it makes no sense
casing error
i hate this
njow i have to reboot it because somehwo script assembly reload didnt work
I like how it's looking
is that hand to big
Big
The Slapper.
Are you planning on just doing the shapes via textures with transparencies?
yeah
ik is set
hi ๐
i cant figure out how to make a mouselook script
anything i try does not work
why
WHY
Copy someone else's and modify where needed
Or follow a youtube tutorial or something
There is no need to reinvent the wheel here
I've tried the first two five times
None worked
One did
Actually
Can't find it
Anyone here know how to access the individual materials of a MeshInstance in Godot 4? I'm trying to create a hitflash effect in 3D, but I'm not sure how to go about it.
In Unity, I'd just create an array of all the materials I need to modify, but it doesn't seem like I can do that via inspector in Godot?
been prototyping a gloomwood fangame that has a dungeon crawler style of gameplay
dunno if i'll finish it especially since the procedural levels are really hard to work with
Figuring out basic combat and navmesh
https://steamcommunity.com/sharedfiles/filedetails/?id=3013766358
my terraria mod is released!
I don't know why, but computer has been slow ever since I got mods using R2modman. Am I the only one experiencing this? I've cleared up space, checked for virus's, and still nothing. So since I only just started modding and my computer has been slow since, I have a heavy feeling it's the mods.
What I'm asking is, what do I do?
oh shit, actually nvm ๐ญ
as soon as i ask i figure out why.
sorry for the waste of time. bye bye
Dead ops arcade vibes. Looks really cool.
finally, brandish 5
one of the main problems is that i followed a tutorial for the dungeon generation which uses binary space partitioning to create the dungeons
but at the end of the series the guy just uses prefabs to generate the walls
and i have no idea how to generate wall meshes using the BSP system
so (for now) every single wall is a seperate gameobject because i have no idea how to generate a mesh for the walls and the person in the tutorial doesn't explain it
that kinda sucks
does anyone know how to use the vrtrakill mod
Modular meshes 
bean
Neat
I had an extremely weird dream that was surprisingly coherent
I'll make it into a game someday
been thinking of solutions to my procedural walls dilemma
i had this idea of just starting from the corner and wrapping around the mesh until we get back to the start
only problem is that each floor is a seperate quad so it would be hard to figure out where the next point is
the video is me crappily showing how i think this would work
i haven't seen a room like this be generated from the system so i think the wrapping system might be the best approach
my current idea is to just get the first node, get the bottom left corner, and just march along a random direction until we find a vertex,
then based on that vertex's position on the node we got the vertex from, we march in a different direction
repeat until we arrive back at the start
i'm not sure this is very good
but it's worth a try
everything was going smoothly until I had to create a function to find the next direction to march in
the way i was gonna do it was find out what corner of a node we're on, then change the direction based on that
but the way i was doing it would cause things like this to happen
sounds like you need a way to check if it'd pass through geometry
well i moved the arrow just so it would be more obvious as to where it was
in reality it would be more like this
so checking if it passes through geometry wouldn't really work since it would be on the edge
actually let me try
let's try this
hoping this works
it doesn't
oh that's because i set it to start at the bottom right corner instead of the bottom left corner
bean
this is awful
Learned about the cinemachine dolly track, added keys and jump pads
the only thing broken with the wall system is that it STILL doesn't know which way to go when building walls
ooof
this whole thing looks like a deceptively annoying problem to solve

bean
Me too
Love the shield throw.
it literally makes no sense
like
when it approaches the top left corner
it finds the next direction fine
but then when it gets to the top RIGHT corner
it doesn't
well i got it working with a single room
Well thats some progress.
Continue on suffering and you'll be able to generate one and a half of a room :)
i got the first room working hell yeah
uvs are fucked up though since they're set to a constant instead of using the position to calculate the uvs
still cool though
so i have a bad concept for my game
so what if
the only weapon you had were your fists
buutt
there's a bit of diversity with it
like
you can charge punch towards an enemy, uppercut
etc
So it's a fighting game
Or a beat em up
no its a fps
Not much of a shooter is it
projectile punches
How is that different from guns exactly
Well it's a nice theme
Brawler combat doesn't get enough rep in games like FPS
have you seen how the tf2 saxton hale gameplay works? i think it's sorta similar to what you're describing
The time has come...
Haven't updated this mod since 2021.
Titan 1.0 available now :P
https://www.moddb.com/mods/titan-alphaents-doom-16-rip
thanky
wil play
made a Hatchet
conga line
yeah
this is still satisfying as hell
there are still a couple of glitches like the sample point doesn't know where to move when it's greeted with a straight line
but other than that it's cool
lego building noises
Air combos with a side of jank
@austere crown you said you wanna do a commission?
I ainโt paying
i aint Leonardo Divinci
correct youโre Picasso
i don't see a win for me
Making something for lowrezjam
Gamedev
Gatling gun
You can post image links, just no embed/upload perms.
Dynamic Entry! Working on some wall-breaky effects. I think I've got the look down, just gotta optimize it a bit for performance.
#screenshotsaturday #FPS #indiedev #IndieGameDev
๐ 0
lol
Orb
Needs more bloom
i need some ui design
hello i was hoping for some assistance regarding modding textures for ROTT i tried using slade with no results and when I used a converter to turn my png into a pcx it was completely mangled (even though i made sure to use the correct palette)
that is horrifying, great job my guy
changed the camera so any feedback on it
i finally rigged this guy
decided to make the first boss full out nightmare fuel
That's a nice looking potted plant
To shoot it, of course!
Aded more to my LOWREZJAM entry kek
posing works
Need help with blender
what
too many polys on UV
when model is low poly
need to understand why they dont get low poly on uv
hmmm
have you tried unwraping the mesh when its low poly
then thats the problem
should i save it low poly and try to unwrap again?
with the modifier on, right click the model in obj mode
select "Convert to"
hit mesh
unwrap it
see if that works
add seams
yeah
look up a tut for uv mapping
but that looks ok so far for uvs
im not that good at this stuff, so thats really all i can tell you
no problems, you did help, thanks
np
(nvm me doing that to make that helmet irl)
oh also
do you know how can i cut that emblem of the model?
?
you mean delete the emblem or remove it from the hat
hover over the emblem in edit mode
pres J
then hit the delete button
and choose faces
hover?
put your mouse over the emblem
Thanks

im rotating the middle bone, how do i make it so the mesh inside the red circle does not deform as well?
the bone sits still the mesh should sit still also, why does blender have to make this crap so complicated
i fking hate blender
weight painting
go to object mode, click on the rig, then hold shift and click on the mesh. Click on object mode and select WEIGHT PAINTING. Hold ctrl and click on the bone you want to adjust, then paint the vertexes/faces to however you see fit
yes its more complicated than it probably needs to be
no it does not get easier
good luck < 3
yes
still moves
does moving that bone impact the bones it's connected to
make sure you have face mode turned on
select all the faces that bone is not meant to move
set the weight paint tool strength to zero
hold shift and press K
the bone will only move what its rigged to. If something is still moving, that means that either a face or vert that the bone is moving, is connected to the face you don't want it to move
its fully blue now
and still moves
What am I missing? Is there some 'cook' button?
check the bone furthest to the front of whatever that is
see if it has weight to the faces it shouldn't
its time to kick ass
Are all bones supposed to share the same 'weight paint' colour scheme? I'm unable to paint them separately
hold control to select the bone you want
the one you select wil be highlighted in blue as it is in the above images you sent
if for some reason any change you make is being applied to all bones even though only one is selected, somethings wrong with blender
I feel like I do the exact same thing 10 times and every single time i get different result
the definition of insanity from far cry 3 was wrong all along
I mean thats rigging and animation
i realize now that im just getting really frustrated with unity because im not using ms visual studio
and cant see all the commands
anyone help me
I love u
3kliksphilip enjoyer detected
MIDDLE TOWER DONE
hes the reason im even mapping this stuff out right now
dudes a legend
and an inspiration
How could you possibly ever compete with the masterpiece that is Destruction Darius
Finally figured out why stuff wasn't working. I had to recalculate outside for the mesh.....
Thanks for the help though, learned a bunch of new things in the process
oh sorry
suddenly fixed the problem i was having with unity deve
i was using visual studio code without unity devkit stuff
or c# for tha tmatter
if we're taliking about legends, let me introduce you to john carmack
who
"WHO"
God it's nice to learn new stuff with this
Idk why i slept on thus so long
Autocorrect is a bitch
https://fxtwitter.com/GameDevKS/status/1688625257916055552 might be more of a shameless plug but ehh sod it lol (tbf idk if ive posted that screenshot here before)
In case the banner change/teaser tweet didn't give it away, Retrowave '84 will be at @realms_deep this year, here's some hints of what to expect ๐
See you on the 30th of September!
#RD2023 #IndieGame #Indiedev #ComingSoon https://t.co/F5D48fAtBi
bowamp
It's too bad we'll never see the Masters of Doom movie
I wanna see Carmack and Romero dialogue written by Aaron Sorkin
Carmack has his own AGI company now, he'll soon invent AI that will generate Masters Of Doom movie for you.
piss
improved/smoother bounce pads for my map, qs_heresy, they only launch you when you press space
made a short doom 2 map (gzdoom required)
had fun mapping for an fps again :)
it's got a little wonky elevator i spent a while trying to fix and couldnt, but should be fine beside that
Oh thanks for the map
I've always liked the idea of mapping but I get intimidated by it all the time due to enemy balance and stuff but I'm figuring it out
No reason to be intimidated
like, why lol
just play your own map
if it's hard, make it easier
if it's easy, make it harder
then let others play and do the same
if u run out of ammo at a certain point, place more
if you run out of health at a certain point consistently, place more or place less enemies
its no different from balancing a scale, you're keeping tension by not making it too hard or too easy
encounter of 5 pinkies and 5 imps is too tough for you or your friends? put 3 pinkies, 2 imps and 2 zombies instead
give the player a stimpack before that
yeah the other thing is i dont really have a playtesting pool
yeah its just i get ahead of my self thinking it has to be really good
when it doesnt
like at all
plenty of ppl out there crave shit to play as long as u ask them to
honestly im just have fun screwing with level geometry in trenchbroom
yeah ik
i had an idea for a map in doom a bit ago, some kind of constant descent through a citysloiwly transforming into a blood swamp or the other way around
also, i hate to be **that ** guy when i say this, but i noticed you didnt lock texture placement on im pretty sure the red keycard door, might be all of them, its just tha tone was the most noticeable
like the movement of the textures once they open/close? yeah i didnt care lol
i was finishing the map at 5 am after a 6 hour session
i sat down at 10-11 pm, and worked on the map till it was done
as a sorta challenge
it's also why the last 2 rooms are a bit lacking visually compared to the rest of the map
oh
maybe i'll pick it back up and do it justice
a brush must not be flat like that
yeah
it was a mistake
i accidentally folded a verticy onto another
and then rolled with it
also avoid using vertex mode whenever possible
it's prone to leading to errors and crashing
anything else i should know
i dont know what you already know to do that
feel free to send over your .map or the finished version to me if you encounter errors/need someone to look over the geo
yeah, idk ive just started screwing around with shapes
how the helkl do i use the clip tool
click on any two points on a brush (you can select 3 for a 3d cut but you'll rarely need it), then press enter to cut it
hit ctrl+enter before applying the cut to make it so only one of the parts stays after the cut (or both of them)
and why is the veritcy tool prone to crashing
i can't tell you why, i just know me and many others lost progress because the vertex tool would just randomly crash TB
with the software being otherwise stable usually
there's little reasn to use it most of the time really
so expect stalker shadow of chernobyl jank when working with verticy tool
i can see why people use ranp rather than stairs
I put invisible ramps over my stairs
nice man
clipping ramps is what you should be doing, yea
was about to post lol
but yea if you have a set of stairs, you should put an invisible clip brush ramp over it so your vision doesnt bob up as you ascend each stem
step*
you really shouldnt have things overlapping each other
You can select two faces of different blocks and then control+j to connect the two
like so
If things overlap, the textures will start fighting each other, both trying to render at the same time and they'll just flash back and forth
called 'z-fighting'
Suda 51 inspired shaders (WIP)
thanks man ill fix it
I finally got it, the last weapon to fill out the snowdown weapon list
We've been missing a "grenade launcher" esc weapon, and what I thought of is an ice cooler with like a makeshift slingshot coming out of it using exercise bands or something, that launches bags of Ice like the ones you would find at 7/11
Also finished the scriptable weapon system so now every parameter of every weapon or projectile can be controlled by the server host
i mean
it depends
if you're using unity, you have a lot of options
realtimeCSG is a decent tool
you could also use blender if you know how to handle that
it also depends what kind of artstyle you're looking for
depends on a lot of factors actually
but really whatever you're comfortable with
will do the job
you could also use probuilder if you're a masochist
EEK3 Twitter: https://twitter.com/EEK3show
HauntedPS1 Twitter: https://twitter.com/HauntedPs1
My Twitter: https://twitter.com/ThePlaz42
what's EEK3?
Lol that's generally what I use. It's difficult for me to build in blender and get scale correct
I find it easier to use blender
I'm trying to essentially build the levels outside of unity and load them in unity
with what? trenchbroom?
I have no idea
if you dont know, why not pick up a tool that's inside unity lol
like realtimecsg
it'd cause a lot less headache that way
When I say I have no idea, I mean I have no idea of my preference
ah
Also, I'm getting ahead of myself
I need to make the movement
He'll the mouselook
Peaqour
I hear realtimecsg is getting a successor
I forget the name though
And idk if they've fixed this since the last time I used it, but sometimes all the csg meshes woulf disappear as soon as I exit play mode
Chisel, it's called chisel that was my first choice but it didn't work
Probably because you put in the mesh during play mode?
That's how it worked for me
I'm working on a little indie horror game and took a video of my latest build. It's not much, but the map has shaped up nicely and all I need to start doing is filling it with content / things to do. The cuts are just spots where I took long strolls that looked boring to watch.
Alright sweet bro, I like the textures, keep at it
No, I added the mesh in prior to play mode. The meshes would disappear when I exited play mode but then would reappear when I press play again. It seemed like some kinda bug
yesyes destructible environment yesyes
Nah time sorta.. stops after midnight
The guy in the tape is toast lmao
just a suggestion but maybe you could incorporate time stopping after midnight into the story
or the gameplay
I have the gameplay pretty well sorted out tbh. It's nothing too fancy
You ever play those point and click flash games
Where you like, click the statue to get the eye, and use the eye to bargain with the guy in the well or whatever, and got a key
It's like that
Thanks 
It also doesn't come across on video, but the house is dynamically haunted
All of the behavior and events are dynamic and random
feet
3/10 spoopy but no sex so bad
https://youtu.be/BFl7XHNB_s0 smg go bang bang
Wishlist on Steam here: https://store.steampowered.com/app/2120300/Retrowave_84/
Official Community Discord: https://discord.gg/ZGn9yUsB2B
Twitter: @GamedevKS
oh no
oh yes
oh no
Why no?
Oh yeah. It's all coming together
damn NICE
Now destructible enemies!
Finished 2 more enemy types for my LOWREZJAM entry
hey so im trying to make a 3d first person game
with my terrible track record
i have a question
how terrible of an idea would it be to try to make a looter shooter
have you made a greybox prototype game yet
I heard yall like minimalistic huds
but also yall are fucking psychopaths I wouldn't let near any of my kids โค๏ธ so enjoy the obtuse 6dof hud spirit
so uhhh
if i have code like this
Camera.main.localRotation();
and my setups is the camera is a child object
how do i reference the camera
any ideas?
yes.just yes, i love huds that just torture people, also you have kids, and congrats on getting mod
can't you just do Camera.main.gameObject ๐ค
I've seen the cosmic horrors of Modern Warfare's UI and HUD. Your best attempts are naught but taunts to the sheer hell that my eyes have witnessed
I absolutely hate working on Menus and save systems, but I've spent the better part of today getting this thing to properly work. I now have a proper save/load/continue system in the menus
real huds should look like this
indeed
the destruction continues with a full on building, the frame allows individual pieces of wall and roof to be destroyed, there will of course be an equally destructable interrior full of loot.
the destruction is to the point where one can level the building and leave only the frame and some foundations of the interrior behind
That just sounds like a lot of effort
Could automate the process
Red Faction ๐
which red faction... ๐คจ
finally found out how to check if we move forward or not when checking corners
it was really hard but at least there aren't any bugs with the wall generator now
First one had destructible terrain right?
they all do
๐
I remember there was an Unreal Tournament 3 mod map called Blockland which was made up of destructible lego bricks. It ran like ass on UE3, but it was glorious
Okay so here I am on a very fun map called Blockland. Almost everything is destructible so I decided to make this video showing me completely demolishing the place.
Map Created By: Lord_Simeon
Download
Blockland: http://www.fileplanet.com/187776/180000/fileinfo/Unreal-Tournament-3---DM-BLOCKLAND
It is but it's worth it,
The frame allows it to be destroyed in medium/small sections
to the point where all that's left is said frame which is like, the payoff is huge
literally how ๐ญ
like if ANYTHING could make this faster
i'm listeninh
That's for you to figure out
spend year automating it, or spend 3 years manually doing it 
this be a source engine map i can complete in the span of 1-2 months
Oh it's just one map, I thought you are making a full game
how do i play mods on ultrakill?
yeah a full game would be fucking awful to do by hand
this is just a single csgo map (thank god)
Basically create block typedestructible, indestructiblr,
I can create a pseudoscience setup
This is in hammer, right?
Yep
I'd just make the whole building as brushes
and then copy the entity you want to base the destruction on
it's all brushes
you can then make an entity on each brush and paste it. Still time consuming
but writing a tool to do that in hammer automatically would be kinda nutty
I'd spend more time learning to make that than it would take making it by hand
Plus I'm like 90% done the exterior
could you send me the map when youre done? id like to try it
yeah it'll be on the workshop
i don't think bots will understand the gamemode however
dose anyone know how i can replicate this sort of xbox 360 2000s to early 2010s look in unity
yeah uhh
it relies on level geometry
shaders
they usually opted for a grey
dust
its a vibe
that worked
damn well
texturing too
i think the textures of that those sort of games are just modern pbr textures at a way lower res
A lot of it is about photo sourced textures with baked in lighting, baked lighting for the environments, blinn phong shaders, a lot of faked shadows.
2013 was when PBR really started to be used in video games.
Before then it was normally just Blinn phong with a lambertian diffuse.
But also there's no real magic bullet to a "mid 2000s 7th gen look" because the actual rendering tech used in games during that period varied pretty wildly.
i would say i got somewhat close to the colours here
also thanks ill look into blinn phong shaders
Yup. And the textures were basically photobashed from real photos
I already said that.
Damn nice, I'll help with textures if you'd like
Making Every Shot Count... ๐ฅ๐ฅ๐ฅ
[Sound=๐ON]
#screenshotsaturday #Indiedev #Gaming
๐ 6
I am an indie developer. I am making game called "INFERNAL MAYHEM". I was inspired by ULTRAKILL and other boomer shooters. I am using Unity, Aseprite, and Blender. I try to do only my graphic, because it will look more unique, then just making game with assets. I have been working in Unity for a year now, and this is my second big project. This game has retro stile. This game is about robot that was sealed in Hell. But something happened. Demons have invaded our world. And somehow, he was able to release himself. And now he tries to escape from it, killing all demons on his way. If you want to support my project and see the progress of me making it, you can join my channel on YouTube: https://www.youtube.com/watch?v=yo1nZlIl2GU
So what exactly differs this game from Ultrakill?
There will be some other weapons and mechanics. The story will be different, but it still will be about hell and robot. I see this game more like a clone of ultrakill, but with a different story line. But I will try to do something, that it will have more difference from ultrakill
dude, if you can make an entertaining combat flow im all in
also
ill send a video later but my mouselook resets to looking straight ahead
after every other frame
I will add a lot of new enemies, weapons, and bosses in future. I am planning to add four or five new weapons. I don't know how much enemies would I have, but I know that there would be about 3 bosses
hit me up for playtesting if you need any
Okay!
I am planning to release it on itch.io this winter. It will be free
alr
i have a bad feeling that if i make a fps about hell it will be to similar to doom or ultrakill
how do i make it not like those two
you don't follow the same formula, level design, whatever
and I'm afraid it'll still get comparisons
this isnt related to the game i just wanted to model my oc's castle in blender
General art might be a better fit for it then
I dunno if this interests anyone, but I made a Dusk Dude model for my Quake mod awhile back. I just put his Blend and Aseprite files up on GitHub (along with all of my other models for the Quake mod):
https://github.com/RhapsodyInGeek/Quake-Champions-Classic/blob/main/src/models/champions/duskdude.blend
What's the model look like?
Looks like Dusk Dude
lol sorry, I don't think I have picture permissions here but I shared him on Twitter
At least I hope he looks like Dusk Dude.
It looks nice
Thanks
I'm pretty sure I've seen a dusk dude model somewhere that looked similar to this
bet it was new blood kart teehee
Yeah that was it
it's different quite a bit
Well yeah the similarities end at dude with hat
Probably should have looked it again before comparing
I probably should've used that as a reference. There isn't a whole lot of official art for him. Most of my design comes from interpreting the green Dusk Dude at the end of the game.
Nah, original ideas are better!
Dude looks great!
Oh thanks!
based!!
Better than mine, that's for sure
Yours actually looks out of quake
Yeah but yours looks out of New Blood Kart
Because it is
Look at how scuffed his overcoat is
He shall be fixed soon
Maybe idk depends how the next few weeks go
I think your interpretation looks great if I'm being real here
And I love the playfulness of holding onto his hat, how he doesn't really fit in his kart very well, just the whole goofiness of it... very much in the spirit of DUSK imo
The texture work is really good too, reminds me of late 90's era PS1 / PC texture work quite a bit (I'm assuming that was the intended aesthetic? I like it either way)
https://youtu.be/0ibB4CvRuKM skyrim real
lgtm
Armoured enemies? Nothing a few rifle blasts can't sort out...
[Sound=๐ON]
#Indiedev #Gaming #FPS https://t.co/mnVV2JKer2
Finished my LOWREZJAM entry
"punch" tower
Spin kick
Although seriously that looks awesome
I'll play it in a bit
What is hell? Is it the Dante's Inferno fire and brimstone? Maybe it can be something else. After all, hell is pretty subjective. You can always play around with that. Like how Hakita didn't just stick to the fire and brimstone design for his circles of hell
Hell could be a psychedelic landscape with vibrant colors and twisted foliage made of fingers
maybe make hell out of cold stuff instead of hot stuff
lukewarm hell
So I have decided to add new mechanic to my ultrakill like game that I am currently working on. It is something like parrying projectiles, but I have decided to make it a bit different: https://www.youtube.com/watch?v=_9hehtBvgCs
I have added new mechanic to my game. Now you can catch fire projectiles and throw them back in enemies
#fpsgames #gamedev #indiegame #retro #gamevlog #shooter #unity #ultrakill
You'll get your rank to post embeds soon enough
@vagrant bobcat very interesting mechanic
Its kind of like parrying due to being able to negate damage whilst also dishing it out
But storing parried projectiles makes you think if something is worth parrying or not
Can you still parry while holding a parried projectile?
You could honestly make that the central means of offensive attack in the game
by being able to store two parried projectiles at the same time and combining them for different effects
Mhm
Neat idea
no. You can't parry it when you are already holding one
Tho sounds like it could cause some scope creep
true
Is there any other defensive option
I honestly thought about making a really low gravity jumpy 3D shooter once
It seems fun in my head
You can use dash and sliding. But I don't think I can name It parrying
The level design would be more similar to Xen levels in terms of a lot of platforming and stuff
Dash is good
Naming is not important as of now
Hm
what engine are you going to use?
Gonna go with Godot if I ever get to that
Engine doesn't really matter if you're a newbie, godot is very beginner friendly, unity has infinite resources, unreal same as unity
Godot is not a very good choice as of now
After the recent syntax change most resources for it are now defunct
Oh
I use unity because I thought that I will make low graphic games, so I don't needed unreal engine
Then Iโll probably go with Unity
You can get things done anyway if you're ok with reading the documentation directly instead of watching tutorials
Which I'd recommend anyway but not everyone has the time or the will to do that
Fine choice
Unity is much more heavy than godot in terms of resource usage
So if you have a potato PC may god help you
Not as heavy as Unreal imo so Iโll take it
Unreal cannot be beat in that regard 
Back to the topic at hand
@vagrant bobcat I think your mechanic is very interesting and can lead to new game design ideas, but it may leave the player feel stranded after doing a parry
Obviously this game is still in it's early stages so I'm in no place to effectively judge it
The issue isn't necessarily rooted within the parry but rather the lack of possible action after it
Damage jumps with that parry mechanic would slap
I want player to think. Does he want to risk and try to parry, but be able to deal massive damage, or play more acuretly
That is a good idea yes
But if the player is in a high danger situation and they parry, there is no immediate reward
Not even a heal
Its too dangerous to attempt and the reward is very likely to have no effect (if you die)
By the way. I was thinking about adding healing
Yes
I assume that means you're also going to use the Blood heal mechanic
You could instead make it so parries cause an explosion/shockwave around you rather than a direct heal, damaging enemies and therefore healing you
This makes the heal still happen in risky situations
But makes it basically non existent if the player decides to not engage
I was enspired by it. But I want it to not be copying ultrakill to much
Ultrakill didn't invent healing by fighting
Its just the first example that came to mind
I was actualy thinking about something simular to Doom's "glory kills"
You could make parry shockwave damage/kills count as "glory kills"
The details dont matter I'm just trying to provide added benefits to the parry
Good idea
What do you think of the parry shockwave idea
As much as I think I am always objectively correct I wanna hear why you think it's a good idea
You mean like when this explosion that was parryed kills enemies and heals you? I think it is quite good idea because the risk of parrying projectile will be payed
Yeah that was more or less my thought process
You seem like you're doing great with this game of yours
I hope it evolves into something great
But I think I will heal player when it parryies only. It will be much more easy, and the result will almost be the same
thanks!
More Source hellscapes
i added a gradient skybox shader that makes the sky look like this
yay or nay? (reminder that this entire game takes place underwater)
What did it look like before?
