#general-modding
1 messages · Page 16 of 1
Yeah its much better
there's this one part in aequor that i thought was pretty cool at first but now it just doesn't feel that scary
anybody got any ideas for what i could replace this with?
Here's my idea: have there be a crack in the wall behind the battery. Put the battery lower so the player needs to look down to it to pick it up. Once its picked up, have the eel eye be looking through the crack at the player. Maybe some light shaking and rubble, perhaps the crack gets larger? Something startling but not quite a jumpscare
Space gun fun
yeah the sound isn't that loud and the thud isn't that impactful but I can change it later
Yeyeye
now u just gotta give it some depth cuz it currently looks like the wall is paper thin 
oh right
Maybe some rocks in the crack that fall when the shake happens
based based based
hey
is there anywhere i can get the ultrakill hud images
im trying to make a tf2 hud for it
theres no way im gonna do it correctly but its worth a shot
You'll have more luck asking in #ultrakill-modding
alright
ty people
I ended up just screenshotting the hud with a white background from the fog sandbox
i have used 10 different background removal tools but I cant seem to get rid of the grey fog in the background
honestly didnt think that it would be this annoying to do
Bruh i like how this server has "no datamining" rule while modding is also usually requires being able to datamine game you want to mod 
It's about intent, it basically just means "if you find shit that hasn't been announced yet, don't go and spoil people"

cant wait to debug this bullshit
Oh you already started testing multiplayer?
I was waiting for you to ping after you asked if people wanted to test lol
baskert ball
1 x 1 metre 
Hey, CHAMPS! We're still cooking up new NBK stuff, but AMID EVIL: THE BLACK LABRYNTH by @NewBlood + @Indefatigable came out TWO DAYS AGO! WE LOVE IT! IT'S GREAT! PLAY IT!
💖 19
Has anyone worked wit "wit" before? If so how do I fix syntax error 108?
Learned about this new free animation library for humanoid animations
https://github.com/readyplayerme/animation-library
aequor sweep
this is fucking cancer
you're welcome
Fnnuy

Can't wait to play this year's best horror game after banban4
Here have some more Retrowave '84 gameplay to kick your week off with a bang! 💥
[Sound=🔊ON]
#IndieGame #Gaming #RetroFPS #Gamedev
Beautiful waterall
WOO YEAH WOO YEAH WOO
Updated the waterfall texture a bit.
cascading
Very peaceful
looks cool
Turns out Aquor is a visual novel
you can fuck the fish

Get your monies for making the best fish fucking game on the market, Plaz.
i got a gun
a lot changed since my first video about ultrakill mod
i added ui, gun preview, even make projectiles not suck
and the most important is coins, what can be chained and deal increased damage
Anyone else really frustrated with Godot
I feel like I keep tripping on fundamental engine issues
Like the key hook to my game doesn't seem to work and it's a months long bug report on the GitHub page
For me it's mostly skill issue
If I can ignore the broken physics engine that allows things to fall through the floor 👺
godot moment
Man, I could've had a much easier time with making this level load and save system if I didn't allow players to load checkpoints from the menu
...should've just forced them to play each level from the beginning...
For whatever reason in the latest version of Godot view ports just don't work
Like you cannot make a viewport material. It just breaks. Which is funny, as that's the main system I'm using for everything
Once you get it you get it but it's such a pain
You just have to implement all of the members twice in unity. Like that's the secret. Make a class that stores all the data your normal class does, and can unpack/pack itself.
The fancy terminology for that is a DTO (data transfer object)
I did not know that, neat
Holy crap, just found this Unity blog that has a bunch of free spritesheets for vfx
https://blog.unity.com/engine-platform/free-vfx-image-sequences-flipbooks
I'd say so
The best cure for depression is kicking a red barrel and shooting it in the air
And manslaughter
What do you guys think of the barrel's explosion effect?
https://fxtwitter.com/GameDevKS/status/1695370147458949302 boomstick go boom
Screenshot Saturday? More like Shotgun Saturday!
[Sound=🔊ON]
#screenshotsaturday #IndieGame #Gaming #FPS
very good
its okay but could be better.
Any suggestions? I want these barrels to be mmmm finger lickin good
the barrel chunks could fly a bit further and faster
like right now the explosion itself looks and feels heavy and powerful, but the barrel chunks are flying like they've been given a good toss/ push as opposed to a sudden blast
what game is that O_o
His own
First, some rising smoke on the floor after the explosion. Would really make it looks nice.
Second, add more detail to the explosion particle, but I'm pretty sure its just a placeholder particle, eh?
Third, the sound. Its a little too low quality compared to every other sound, but once again, I'm sure its just a placeholder for the demonstration.
Lastly, smoke trails or fire trails on the barrel bits. I'm sure it'll make it look much better.
making silly thimg with frens :)
Type To Reload: How Sherifs Type
Updated barrels.
I'm gonna eventually tweak that fire to be more cartoony to fit the rest of our vfx
The flipbooks feel a bit too low res.
On the explosion part or the flames?
Both.
Gotcha. I was trying to keep a lot of the texture under 64x64, but I'll see if I can bump up the explosion res
Anyone know how to make a simple lit shader that allows for proper transparency fading? I have this mesh here that has planes on the front, and planes on the back. I set the surface type to transparent, but when viewing it from certain angles, the far planes render over the near planes
If I set the render face to "back", then it gives the desired effects, except that everything is now flipped, which is undesired
This is what Both looks like
Does the material allow you to change ZWriting?
idk, it's just the default URP Simple Lit shader
If you go into the debug inspector does Zwrite show up?
Should be under properties/floats if its there
None that I can see
just making sure, nothing in here?
Oh, here it is
Nice, see if changing it to 0 gives you the results you're looking for
I can't change it. It doesn't let me
rip, I'm not sure what else to do in that case :/
These look awesome!
Very meaty booms
What would a chain reaction look like?
At the moment, they all just explode instantly. I'll have to look into a possible delayed reaction
Chain reaction


Incredible
That's more than enough dopamine for the day
nuclear bombs are the next step
This makes the gremlin in my skull very happy
https://vxtwitter.com/GameDevKS/status/1696109896415035531 new level in progress...
This is the game now
b balll
Looks hilarious
Well, I finally publicly released the map on Workshop
https://steamcommunity.com/sharedfiles/filedetails/?id=3017966242
That's a damn fine trailer
😮 so itch allows you to sell it, but steam doesnt?
I don't think so
I'll buy the remastered version on Steam in 2 years, ping me when release 
epic

peakquor
currently making this a concept ref sheet
I gotta get a store page set up for my project somewhere but it's like
I don't even know if I'll finish it
https://fxtwitter.com/GameDevKS/status/1696859592599220643 SMG go Brrrrrrr
Here's a quick preview of an in-development level with some rapid fire gameplay using the SMG! 👀
[Sound=🔊ON]
#Gamedev #RetroGaming #WishlistWednesday
if its on steam good luck navigating the back end
its UI nightmare
I'll figure it out maybe
Using LUTs is definitely a really cool way to get some quick color grading in Unity
Lets mod a general chat
would a video of My Unity DooM mod project be okay to post here in general modding? no worrys if not. thanks for having me by the way im kinda new here.
I mean that sounds pretty general and it's a mod
Go for it
thanks
https://youtu.be/VBsfO4XY1Fg?si=MfpJQsxlDV9ofZNw This is A port of DooM to the PS4 using unity i am working on
here is the intro map for the doom64 version of the project. still in WIP https://www.youtube.com/watch?v=r_h7XUivkJk
I wont flood chat but i have a blueprint script hook for a unreal engine game called alien fireteam elite programmed in 4.25 that adds first person view to the game. also am porting DN3D to duke nukem forever 2011 with a level editor and a few other tools. also made a first person view mod for red dead redemption 1 essentially programmed in C. and a bunch of other mods stuff will share a few links in the next day or so. if you checked out my vid thanks for watching, still someone new here but i hope to stick around for a wile, thanks for having me.
print("")
end
perfect. wasnt sure why it didnt at first. thnx
its because you lack the mook role
you should gain it after speaking here for a while
https://www.youtube.com/watch?v=JrW_PFHJdJ4
Holy hell. I thought visual coding was already kinda cumbersome. I can't even imagine the tedium of doing it all in a 3D space like Dreams
After three years of work I'm finally ready to share the first devlog for JP Operations! This is a fan made game not associated with Universal Pictures. Stay tuned for more updates and information.
Patreon - https://www.patreon.com/Krenautican
Devs:
Dex - @dexave2068
FUNKYMOTHA - @funkymotha5507
Join the Jurassic Park Operations Discor...
:o: Banned da_parrot55#0 (Case #16045) (failed to message user: Cannot send messages to this user)
lol

He’s a parrot
I don't understand how people have the ability to make stuff like this in dreams
like I saw a 3d platformer on a vinesauce stream like a year ago and if you told me that it was an indie steam game I would believe you
I remember trying Dreams, because I bought the early access to it
but since it was basically learning an entire new program, while I was already trying to learn Blender back then
I didn't even bother
- sony could announce they're shutting down it's server at any point, so why bother
didn't they announce it's not being updated anymore
yep, after some day in september it'll no longer be updated
Thank you sony, I hope making more cinematic slops is worth it
Low Health? Low Ammo? No Problem... 💥💥💥
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#screenshotsaturday #Gaming #FPS #Indiedev
been doing some more stuff with the gloomwood fangame
probably not gonna finish it
Are those shadows just using the built-in shadows? Because they look incredible
yeah they're the built in shadows
It's not worthwhile for Sony unless it's an exclusive super duper cinematic hyper realistic behind the shoulder third person game
chests + coins
Add a mimic to one of the chests
Is it realms deep time yet?
30th September
Wasn't there already a realms deep this year
No
Anyone got any tips for burnout
I'm so close to done on my project, like 60% there
but I just want to drop it and start another thing
Take a break
If you're not having a good time what's the point of a passion project
Do something else in the meantime
I wanted to get it out before october

you're right, I was sort of just hoping there was a better trick
The best trick is to have fun elsewhere 
If your passion is real then the motivation will come back in due time
Had some fun working on this
@reef karma BLATER SPOTTED
dangerously based
Could use some animation smoothing tho
disagree
in fact give it less smoothing
no diagonal shit pure flat square sprite movement
attacking an enemy will cause all other enemies in a radius specified per enemy to become notified of the player
congrats on becoming green
this looks sweet so far
I am going to just start another project that's been burning at the back of my brain
What project?
I kind of want to do a limited enemy set basic boomer shooter, focusing on enemies being used to push and pull where the player has to move, under a Dracula's castle kind of theme. I also want to try to focus on metroidvania-esq loopback level design but we'll see if I can clear the "make enemies and guns that work" hurdle first.
Good luck, sounds like a fun project!
Thanks. We'll see if I can get it off the ground
How do you manage your projects btw
Do you have a to do list of some sort or do you just wing it
Oh I just wing it all
It hasn't worked yet if that's what you're asking
I haven't finished anything
Maybe that's a reason as to why you may not finish
Winging it is fun if it's a bite sized endeavour
But for a large project it can end up being overwhelming and stop being fun
Outnumbered? Yes. Outgunned? Never...
#Retrowave #Gaming #IndieDev #WishlistWednesday
Can I make a suggestion about the impact of the shotgun? It seems to spin immediately after firing, diminishing the feeling of kickback from the recoil. Maybe have the kickback for a sec and then do the spin, that way it'll feel more powerful.
ive toyed with it but the problem is the way ive got it scripted it wouldnt work to have a second for the recoil to be shown, however its not something ill rule out come the next round of polish since that was the original idea
I've yet to figure out how to plan a project.
Honestly a huge part of the problem for my current (previous?
) project is that I did it in Godot, which I don't know how to use effectively
I got stuff working but it's all super entangled and a huge pain to edit, and the right way to handle things feels utterly unintuitive
Honestly thinking of crawling back to Unity
Y'know how as a programmer your job is essentially breaking down problems to solve them with code?
Basically you need to do that but with the tasks at hand.
Making them simple and easy objectives to look forward to
As for your issue with godot sadly that's just a learning curve, big projects in new environments don't tend to end well
Get familiar with your tools with mini projects (personally I've found game jams work best for this part after learning the basics)
If you're more comfortable with it, sure
I don't think it's just a learning curve issue, I also find it's an everything issue.
Engines don't matter as much as people like to think
Like, the documentation reads so poorly
It's a principles thing rather than an explicit like, which tool is better thing. I kind of loathe the direction Unity is going and have been looking to jump ship
I c
Godot recently underwent a huge syntax change so that's why most of the documentation kind of sucks and this is only augmented by the lack of up to date resources
It's not even the syntax but there's just
So many undocumented massive asterisks to everything
Like, for example, viewport textures are currently 100% non functional
Or how when generating a mesh, you can only pass custom information into a shader (in a documented way) using the color vector array, which has an implicitly defined clamp between zero and one
My last project was a procgen map and I got pretty far, but I had to do a whole bunch of math to pass texture information into my shader
It's all of the problems that FOSS has, but now it's a game engine that I want to use as a development tool.
Plus there's a whole bunch of super hard implicit ways you're supposed to do stuff. For example, I know you shouldn't, but at one point in a different game's development I was trying to iterate through all objects of a specific type and calculate how far they were. Easy enough, except not at all actually.
You have to use colliders in Godot to accomplish that. It's better, and the right way to do it, but its not documented and makes development really really painful until you figure it out.
Apologies for the rant you stepped on a bit of a land mine
Apologize for what lol
Oh gods smite this man for giving me information for I shall never recover from this
It's fine
Plus this is what the channel is for right?
Anyways
I'm not experienced enough to help with your troubles, I wish you luck wether you wish to crawl back to unity or to take a stab at Godot again
Let's be real, I'll probably stab at Godot
But I might try to just get a gun system and an enemy system up to see what it feels like
Can't beat a good sniping position... 💥
[Sound=🔊ON]
#Indiegame #Retrogaming #FPS #Retrowave84
new map texture by @pure jackal coming in the next aequor update

Daammnn
In your opinion, what are some must-have options in the settings for an FPS game?
Customizable Bindings are platinum for a reason, but they're a nightmare to do
asides from control options, FOV is definitely a must
Million copies sold yet?
so far
i've sold 8
ok
how
You ask nicely
But really, you get your best friend David Szszszszsyzsszmzanzki to casually mention this game to him
i sent a dm to david on twitter and he said he's gonna play it when he can
🙏
its gonna be at EEK3
You could also give AlphaBetaGamer a send
hopefully that should give plaz a nicxe boost
brb gonna spend the next hour figuring out what to say
actually i'm gonna wait until after it's updated to send him a key
gleefully awaiting markiplier playing aequor
if that actually happened I would scream
Mark hates the ocean
Make him hate it more
what is considered a dll file? im asking because they always say something like download the dll file and put it in the plugin file but there is no dll file
What are you talking about
aequor on its way to be sentenced to 3 scary games hell
the dll file is typically the one with yknow
the .dll file extension
i know that might be a bit suprising
wip top down view
you can switch between the 2 map views
get it trending on itch.io since he often plays them from the top row lol
ok
how do I do that
damn this circular logic
lmao
Play Deathloop or watch The Groundhog Day movie to get hints on how to break the cycle
tbf its not that hard
or it least it wasnt at one point
but then again highest trending i got was like top 4 or 5
and it was a free game so...
and that week i swear mark played every game off the top row cept mine lmao
All the 'top selling' games on itch are 18+ lol

of course lmao
basically if its free and its horror, itll get some traction or should do
it's not free tho
oh wait i just remembered it aint...
shit
honestly selling games on itch is fucking hard
cos the majority of traffic is basically free horror games/major upcoming demos etc
i just checked as well, compared to the 800k free games, there is under 60k paid games, so i guess if it starts to do well, far less competition
Eek3 might help

Doosk new level: Corrupted cult (based on qc's corrupted keep)
epic
@brazen copper
Plazmining Corporation
been working on a spider inverse kinematics thing for a couple of days now but the issue i have is that when i move the body too fast the legs just glide behind it
at least it looks funny while turning around
I’m looking for an open source solution to add in-game videos in q3 based game to replace ROQ with something more relevant. What possible options are there?
I think d3 bfg have .bik support but its proprietary format right?
New Boss Fight reveal! The rage driven veteran - Agent Alpha, voiced by the immensely talented @MictheMatt!
[Sound=📷ON]
#Retrowave84 #Gaming #IndieDev #IndieGame
mr bones is dead
So uh, what the fuck, Unity?
https://www.gamingonlinux.com/2023/09/unity-introduces-new-fees-for-game-devs-based-on-revenue-and-game-installs/
Unity will soon charge devs per-install after a certain threshold. I'd like to express my concerns regarding privacy (tracking installs/downloads), preservation and changing the whole business model while devs are using the engine for their projects. 🫤
377
133
it's fucked, it's so over
UNREAL SWEEEEP LES GO 
jk ofc
it could potentially track pirated games as part of the installs lmao
oof
it's finally happening
Goodness me, is Riccitiello pumping and dumping? Say it ain't so
This move is part of a larger trend for the insider, who over the past year has sold a total of 50,610 shares
Looks like he just needs rent money lol
dumping 2k shares a month
john unity needs to be able to pay the team of magical seers he hired to find out how many people installed some random indie dev's game
PIRACY WILL NO LONGER BE A VICTIMLESS CRIME 
as if the pirates wont patch telemetry out
hey, wait a minute, if i hate a dev I could actually build a tool that sends out fake telemetry claiming I installed the game 10000000 times?

what the hell are they even trying to do (other than get more money)
because there's literally no excuse for this other than that
Money
Me on my way to begrudgingly learn more of Godot
Wait, is this because of the Unity Hub or the program itself?
balls
What version does that affect? Because I guess I won't be updating Unity anymore
I mean, the functionality for it may be in existing versions
Unity Hub itself manages your license, so it can probably revoke it for any version too
Anyone remember how I was waffling over switching back to unity and being mad at Godot?
Welp, looks like I'm learning Godot lmao
The stars aligned 
Think we'll be getting an Unreal port of Dusk?
no
its extremely unlikely you will see increased unreal output from us
we may still have a few, but primarily we will be continuing to use unity, and if this does become a problem, the strongest liklihood is an inhouse solution, rather than relying on external parties
That'll be interesting to see a New Blood engine
Bloonity
Buy the rights to HROT engine 
It’s just pascal
If that makes it easier sure
Godot is open source, right?
you could use it as the basis for your own engine?
or that's not how that works?
You can do that, yes
The code is open under the MIT license, which effectively has no real restrictions other than requiring attribution
Fun fact there's a few big name games that use Unity
Like yaknow
Hearthstone.
Pokemon Go
Genshin Impact
This is not only a horribly made decision but also one that'll be absolutely fucking ripe with lawsuits lmao
Also saw it said that it was made to get around the GDPR which if that's the case then I wanna know what the hell they're on at Unity
Waking up to the new Unity news is definitely not a good start of the day
The recent responses to the questions just show how stubborn they are about this decision.
A Unity employee answered this on the official thread
They literally have no idea currently on how they'll implement this
Meaning some exec told their marketing people to write that post without giving a thought about the how
was bored in school today so I made a ray tracer in JavaScript
school issued chromebooks are so fucking slow
Infiltrating can be made easy when you have a shotgun that has 5 barrels!
💥💥💥💥💥
[Sound=🔊ON]
#Indiedev #Gaming #WishlistWednesday
Yesterday Unity announced that starting next year, all games that use their engine will pay a tax per user install. The tax has ...
this is worse than Adobe bruh
this is why I always support open source
Godot, Ren'py, Stride (Actually Unity alternative that uses C#), Flax engine, Gdevelop, tiled, torque 3D and 2D
those are open sourced game engines I knew, I think there is whole list of Open Source Game Engines on Github
if you familiar with Unity, the only great alternative to that is Stride Engine; UI is similar to Unity, MIT Licence and open source, uses current C# and .NET version, supported by community, supported by Xbox (Microsoft as you know) and most of all... All plugins are free.
plus, made in Japan
but that's new
the second option
yup
this is very based
I forgot to put it's site
and yeah, before the "Stride", it was "Xenko"
ok but there's one question I have that will decide whether I'll check it out or not
is the y axis up
I think so? yes?
it's not my game btw, I just pulled up from site
like in unity +y moves the gameobject up
in godot the y axis is inverted
and in unreal the z axis is up for some reason
oh ok
its Z in unreal because thats the correct up axis
It depends on how you view the third dimension.
Y-up is natural if you take it as "2D + depth"
Z-up is natural because thats how it works in doom
It works that way in Quake and future id Tech engines too
this also means that Y+ is left
ah right cos trenchbroom maps?
BSP maps
TrenchBroom is just a tool you can use to make them
It supports Source Engine BSP (to an extent) so you can even use Hammer + VRAD if you really want lol
if i cant use worldcraft 1.1 shareware its a shit sdk tbh
I mean, sure lmao
Those are just .map editing tools, then you just put that through a compiler to get a .bsp
u win this round
first map of hl2 in the sdk
(without textures cause I aint ripping all that shit I'm lazy)
never notice the turnstyle and tables were just brushes
thats wild u even got the physics working
yeah it's just a func_physbox constrained via phys_hinge
so all I had to do was map phys_hinge to a Unity HingeJoint and assign the axis to it
That is insane
Unity has announced an unbelievable change to their payment strategy that has game developers FUMING!
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For first time Godot C# verison users
irony is, Unity gonna pull up this shit on my Birthday
been playing around with godot
Thanks
programming is very similar to unity but i'm not a huge fan of getting nodes using GetNode
i wish you could just create a public variable for them and drag and drop like in unity
You could write a source generator to do that
eg, you'd write:
public partial class CameraLook : Node3D
{
[Node("../player")]
private Node3D player;
[GeneratedNodeAccessor]
private partial void GetNodes();
public override void _Ready()
{
GetNodes();
}
public override void _Process(double delta)
{
Position = player.Position;
}
}
and the source generator would generate:
partial class CameraLook
{
private void GetNodes()
{
this.player = this.GetParent<Node3D>().GetNode<Node3D>("player");
}
}
Side note I still DESPISE that underscore they have before certain functions in Godot's C# binding, I was hoping they removed that
Is there a reason to have the underscore?
Not a good one
That's kinda a dumb question.
If you want an example of a source generator, we have one for NewBlood.Interop.Steamworks: https://github.com/NewBloodInteractive/NewBlood.Interop.Steamworks/blob/main/sources/NewBlood.Interop.Steamworks.SourceGenerator/MemberFunctionGenerator.cs
Oooo, interesting!
neat
this is all very confusing
That generator looks for a function with [GenerateMemberFunction] on it, like this:
and it generates this:
So that if you have an ISteamClient* client;, you can now do client->CreateSteamPipe()
instead of Steamworks.SteamAPI_ISteamClient_CreateSteamPipe(client)
Makes it more closely match the C++ API
i'm pretty sure i get it now
so you just put the brackets on a variable and it generates code to assign it during compilation?
Yeah
neat
no need to use getparent
it's just
GetNode<Node3D>("NodeName")
i managed to create a Node and GeneratedNodeAccessor attribute but now i'm kinda stuck on how to actually do the generator
Refer to the one for our Steam binding, ForAttributeWithMetadataName basically means "find all of the syntax nodes that have this attribute", and then you just filter those
The generator needs to be a separate project, it's a type of Roslyn Analyzer
https://github.com/NewBloodInteractive/NewBlood.Interop.Steamworks/blob/main/sources/NewBlood.Interop.Steamworks.SourceGenerator/NewBlood.Interop.Steamworks.SourceGenerator.csproj so it needs to target netstandard2.0, and reference Microsoft.CodeAnalysis.CSharp + Microsoft.CodeAnalysis.Analyzers
And here is how you can reference the generator from another project https://github.com/NewBloodInteractive/NewBlood.Interop.Steamworks/blob/main/sources/NewBlood.Interop.Steamworks/NewBlood.Interop.Steamworks.csproj#L22
I'd recommend joining the C# Discord and asking for help in the #roslyn channel too if you run into any walls
thanks
Also feel free to yoink any code from that generator if you need it
The code is MIT so you can already do that, but I specifically mean you don't need to do the attribution shit or whatever
also you can get it as
[Export] private Node3D player;
Export attribute will expose anything to the Godot editor
from there, Alt + B to rebuild your project
and you should see it come up
then you can click and select
behind the scenes it just uses the nodepath of whatever you choose relatively
sparing you the headaches
That's how I get away with these clusterfucks
the ranges dont do anything they're just a debug display btw
you can make some cool stuff in Godot i believe
Due to recent Unity shinanigans, I'm considering switching to Godot, would you guys think that'd be a good idea?
Depends how much work you'll be throwing away in the process
I got no project in the works.
I almost started a new one, but haven't because of the situation.
And second thing, ever planning to get a job 'in the industry' or just doing it for yourself?
Nobody is looking for godot experience devs so there's that to consider
Obviously this could change in the future, but as of right now, it's a gamble.
I think Unreal Engine isnt that bad but I dont know how publishing a game with Unreal Engine works
Ive only tinkered a tiny bit with Unreal but afaik all you need to do is to just advertise Unreal Engine in the game's intro or smth like that?
Free to use under $1,000,000 in revenue, revenue share above $1,000,000.
Yeah, I take a class in my school about it and that's where I've learned Unity, so I already have experience and will be getting much more. But this project in question is for funsies.
Ew yucky!!!
Payment!!!
Hiss!!!
Oh damn, whats the share %?
Ph thats not so bad
0% on epic store sales
Yea 5% but 0% on EGS sales.
The bigger share stealer would be Steam which is 30 percent, but I could easily just make a website about the game so it can be just 5 percent
I mean you can do both stores
Ah, would I get any share or smth like that if the game is like free?
That also goes for copyright issues and stuff which Ive been wondering for a while now, if my game is basically free with no transactions whatsoever but it contains content that is copyrighted, would I get sued?
You could be, yes
Obviously depends on the copyright holder if they want to go for it but you're still liable.
I see, good to know
Unless stated in a liscense that you can use it in that way.
At some point I tried to do some form of a game but I was really unsure if the copyright thing would get me sued or not
Yeh its better if I just find public domain stuff and make the rest myself
You'd most likely get a cease and desist letter at first and only get legal action if you ignore that
I see
https://twitter.com/duskdev/status/1702006508202913932?s=46&t=AKxiFNrZy5vbdCPYAbx2hw For those who havent seen yet
Ok yes, THIS is why I immediately liked Godot right off the bat. It feels like Unity used to. It feels like I'm working with Unity 4 again when stuff was a bit simplistic but mostly worked and made sense.
1102
Godot good
i cant see because i straight up cannot see new posts while logged out and elon wont let me fucking log in
cool fucking site
unable to view twitter? I'm jealous
got bullet prefabs working
dashing is a little bit wonky and i'm not sure why though
Looks sick!
how are you handling dashing?
to me it looks like its an instant translation
that'll just straight up teleport you
that's how it worked in the original unity version of the game
basically it just casts a ray in the direction you're moving
if there's a wall blocking your way, you get teleported to the wall - your radius so that you don't clip through the wall
if there isn't you just get teleported a set amount in your move direction
Oh, are you porting over a game?
yes
Oh, Neato!
https://www.youtube.com/watch?v=N3oWEBRv9SE
The neat video for converting Unity Assets to Godot (if you have whole game on Unity with assets)
Today we will show how you can easily export from the Unity game engine to Godot, in just a few clicks. This process makes it super easy to use Unity assets in UnityPackage format in the Godot game engine, opening up Godot developers to a HUGE world of assets.
Links
https://gamefromscratch.com/move-from-unity-to-godot-engine-in-seconds/
Bundl...
also on his site has same thing but in pics
those are the github links to those converters
https://github.com/barcoderdev/unitypackage_godot
https://github.com/V-Sekai/unidot_importer
Import assets from UnityPackage files into Godot. Contribute to barcoderdev/unitypackage_godot development by creating an account on GitHub.
This event reminds me when Autodesk killed Softimage, everyone started to support Blender. When it happened, blender had bad GUI but later years and tons of support made Blender having modern GUI.
I think it will happen to Godot to have it
I don't really think there's a correlation between the death of Softimage and Blender becoming more popular.
Any enterprise that was using Softimage either stuck with Softimage and just made plugins for it internally, or moved to Maya or Max.
You're using object pooling for the projectiles?
im sorry to bring the truth, but blender still has bad UI.
"Good break, but it's probably time to get back to work on my unity project. I sure hope Unity didn't do anything severely unethical and greedy while I was gone"
no I'm just instantiating one at the gun's barrel transform and resetting a time between shoot variable that goes down by the delta time
should I be using object pooling
I've never done it before
honestly they are so simple objects there is probably no point doing it ever
I often forget that modern computers aren't running on 512mb of ram and an athlon
I always feel a little bad for asking my code to do a handful of multiplication problems
maybe some division on the side
same
i added dashing and smooth camera offset
dashing doesn't do collision checks before teleporting yet because idk how to do that in godot yet
also i'm learning how to do UI
so far i really like godot
it's great to see people started to like free and open source programs.
But maybe, maybe in future y'all gonna install Linux too, specially Arch Linux
Also to people who is gonna install Godot and wants future updates; it's on Steam too, so you don't need to get updates by replacing it's EXE file everytime. Steam will do it for you.
2D and 3D cross-platform game engineGodot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set of common tools, so that you can focus on making games without having to reinvent the wheel. Games can be exported in one click to a number of platforms, including th...
You were using Unity before, correct? Has the transition been good so far?
pretty good transition
I'm glad that godot has c# integration and also the node system was pretty easy to learn
I don't really like how godot launches the game in an external program instead of the editor though
Ooooo, gotcha.
I'm actually more of a fan of launching in a new window, personally.
Artix is better 
You switched to Godot?
Is it because of uh.
The thing.
Honestly, I’m considering switching to Unreal.
ye
I'm still on a pretty geriatric version of Unreal 4 for my projects.
I'm actually looking at trying my hand at making Snowdown Arena as a source mod
If by based you mean dum.
Real game developers should move over to Wolfenstein 3D's engine.
You want shiny graphics and don't care about low-end and mid-tier PCs? Then go to Unreal.
You want something really free of charge and easy to use? Go to Godot.
Just be careful updating between major releases, like, switching from 3.x to 4.x
It was a real pain in the butt for many of people in the local Godot chat.
got IK working
i LOVE how godot has it's own built in IK system
unity had an official IK system in the animation rigging package but that took a long time to install and set up
Lol, probably. But I've been on a Half Life binge lately and just want to try it out
Aight, noted.
What if I take the level of graphics down, or provide settings for low-end and mid-tier PCs?
Quick question: Does Godot use C#?
if uses gdscript but you can use c# with it just by downloading the .NET version of it
Which one would be better for Godot, GDscript or C#?
I grew up with Unity, so I’m more familiarized with C#.
Never really heard of GDscript until now.
I like c# better but that's just because I've been using c# with unity for so long
Guess I’m using C# then.
also I heard gdscript is like python so yeah c# is the way to go imo
While Unreal has more overhead upfront than Godot it's not like you can't make a game on it that runs well. If you uhhhhh do this magical thing that you should be doing with any game development tool called, changing defaults you can get things running pretty well.
I looked earlier today and I don't think so
Going with .NET if that’s the case.
I downloaded it and opened my project with it and it said it couldn't open because it had c# scripts in it
So, .net overall?
ye
👍
Might as well test around Unreal and Godot, no harm messing around with them.
One argument for gdscript would be the fact that more people use it with godot and finding help is easier.
Oh oh oh! I know this one!
TestMove()
It'll basically cast an exact copy of your PhysicsBody's collider
at the specified transform
from there it'll simulate the motion - you can also pass a KinematicCollision3D object into it to receive collision data such as the normal, position, and collider body
That's how I do stair checks in my game!
The check basically positions the virtual collider on top of the step, and tries to move it along the step by the depth amount
if it encounters any collisions on its way, it'll return true
the method works the same way in both C# and GDScript, with the exception of different cases for methods
TitleCase in C# and snake_case in GDScript
You can also use Raycasts via code by referencing the PhysicsServer using a reference to the PhysicsServer/ space state, and feeding it a parameters object in an IntersectsRay call
this method is more frustrating though as you get a dictionary of the exact same data (collider, normal, position, RID) but without the quick member access you get with KinematicCollision3D objects
so rule of thumb, if the check you want to perform concerns specifically the character body or any physics body, use TestMove(), if you want to do stuff where you have to cast a ray, like for Hitscan weapons, use either the PhysicsServer approach or, more sanely, the RayCast3D node (less flexible when working with code, but works nonetheless)
you might sometimes want to turn on that recovery as collision boolean on too, as sometimes the initial testmove may not give you your result but depenetration will
A "TestMove" API is what I wish Unity's CharacterController had, you can move it and then move it back, but that will cause collision events to occur
I ended up needing to implement it myself
oh TestMove is wonderful
(Since I needed advanced collision filtering for brushes in the SDK)
(Since a brush can be non-solid, but still block the player)
Yep, makes sense
~200 lines of code that shouldn't have been necessary 
Godot has a lot of these really cool quality of life features, of course we have inbuilt ground/ceiling/floor checks too
Oh yeah here I just use them by default, never failed me
Also doing data driven is very easy and fun in Godot
I made a Motor resource which handles all of velocity calculations if you just give it velocity, input velocity (either determined by script or actual input), a ground check, a jump condition, and process frame time and
it does all of my movement processing (well, 75%) in a single line
meanwhile I can enjoy this human readable menu
the reason the numbers are so large in this screen is because I work with TrenchBroom for levels and I'm sick of thinking in units and Godot meters back and forth
so I just made a little tool that lets me to all my calculations in these units proper, and then spits out a value that Godot will be happy with and won't launch me into the observable cosmos
(By tool I mean I multiply by 1/32, but tool sounds like I actually did something)
I could just straight up divide by 32 but oh well
you live you learn
Baby's first UE5 steps. Just dipping my toes in the water with weapon/camera sway, and playing sfx
nice!
I know Unity's a sore topic right now, but I finally got around to implementing a system to change the player's mesh/skins at runtime. No, there will not be microtransactions for any premium skins. All skins will be unlockable via coins collected in the levels.
hell yeah
Looks really sick!
looks so great
also

god dammit, everytime.
Someone said about C# and GDscript and which one of to start programming, what I can say is; as a C# and Python user, GDScript is easier if you want to start on game devs stuff quickly. Since it's Python based and it's very beginner type. To understand about GDscript, you start to learn Python first. Buuttt... If you master of .NET and C# (I'm not, I do small programs with it, still trying to be), it's ok to use Godot's C# version, but remember, it's new to Godot. Some bugs will happen.
if you still want C# based game engine, you need Stride Game Engine. Japan based game company's (who made Bravely Default with SE) open sourced game engine, supported by Microsoft for .NET and C# capabilities.
I think there are some bone issues when I imported this model into UE5...
GET OUT OF MY HEAD
blender?
Yeah I did the animations in Blender and exported. I read on the Unreal discord that importing fbx with animations have to be very specific, but I guess I need to go through the steps again
It's really just the end fingers that's having an issue
it just so happens to be my expertize
😎
can you show me the skeleton?
in UE and Blunder
if you remember to keep your armature object named "Armature" in Blender, Unreal will automatically cull that from the Skeleton for you as well
the export settings I use
Here's the Blender skeleton
Huh, are the end bones gone from the Unreal skeleton? 😳
Here's the Unreal skeleton
I got this when I imported the mesh
I love the animations
Yeah they’re really cool!
Looking to switch from Unity to the Godot Game Engine? This tutorial should act as a quick introduction to using Godot from the perspective of a Unity developer. We cover getting up and running, the basics of game development and more in this gentle introduction.
Key Links
Visual Studio Code - C# - Godot:
https://gamefroms...
unlockable costumes are so fucking based
which RE game let u play as regina from dino crisis again
was it 3?
shit like that is awesome
dead space also does stuff like that, ds2 gives u the ds1 plasma cutter if u have a ds1 save on ur machine, and the remake gives u the level 2 rig ported straight from ds1 into the new engine
thx for your help!
Some more Godot testing

working on arachnidroids is fun but now i gotta go back to unity to finish the next aequor update
o7
that looks great!!
think there might be a PR for that? unsure
in the very least an issue on GH
It definitely should've been a higher priority, but I digress
Alright, now to just make the rest of the game
Make sure to rightclick on the dummy and save it as a scene! then you can make a whole lot of them c:
also I'd probably give dummies some sort of a collision parent, maybe staticbody? or you could have them be rigidbody with axis locks so they ragdoll after you shoot them a whole bunch, idk
What would be the difference betwern adding a rigidbody node and a character3d node? I'm currently using the character3d node as a base for the dummy
i love the top left
Thanks! thats the most recent level ive been working on 👍
physics!
characterbodies are great for ai that has to do a bunch of stuff and for player controllers
however, i think that if you want to make a dummy giving it a rigidbody instead and having it plop over when you shoot at it enough could be satisfying
i wish i knew blender
i love inverse kinematics
the spider is spinning and the legs are working correctly and it looks cool
this is so sick!
reminds me of old flash top down shooters along this same line of movement - killer work so far
Added some animations, added movement to prevent weapon clipping against walls, blood particles on hit point. Kinda treating this like a weeklong gamejam to see just how much I can do in Godot in a week.
@untold sparrow I know what you going tru, I was like you, who don't know to use Blender but it's easy like Adobe Photoshop but yeah, Blender always uses shortcuts than pressing buttons on GUI (still you can do that btw), this tutorial will help you https://www.youtube.com/playlist?list=PLjEaoINr3zgFX8ZsChQVQsuDSjEqdWMAD
also here is Blender Shortcuts on Graphic
yeah, it's gonna take time ofc. I learned this software in 1-2 weeks from my french friend who does... NSFW models. Thanks to her...
This shortcut graphic is really intimidating, even for someone who's been using Blender for a few years
it's really helped me tho, I know it's little bit confusing
it all begins with the donut
Delicious and Nutritious.
Added bullet holes and a basic enemy
camera offset system + tank with no AI yet
I gave this to newthing
also I'm giving away this object to use on your game
can I send .zip file on here?
roomba
Btw how do you handle mouse sensitivity?
Keep it as healing item!
I just have a really small float value multiplied to the mouse input event. I think it's around 0.02 or something like that for the current sensitivity
sandbox game shenanigans
made in gamemaker :3
honestly as an aside, regarding the unity stuff, i would recommend gamemaker as a viable alternative to unity - though only if you don't mind the subscription model thingy
you don't really have to pay consistently, you only have to pay if you wanna build to an executable file
which is neat cuz then you can cancel your subscription after if you don't plan on releasing an update to your game in the near future
To all Godot users, if you want shader to your game
Also all shaders in this site is free

I'm trying to make, visual novel with some interaction. ofc fully Python based RenPy I'll use. Sorry about the background, I did it so quickly to see how it does.
I wanna go crazy with this... Since this is same engine that used for Doki Doki.
yall know how doki doki had some crazy stuff to find out and solving puzzle things.
Renpy is rrally cool how you can get a working game going so quickly
look at it go
I’m wondering does Godot have a Real-time CSG equivalent? I know there’s the CSG stuff but for some reason it won’t let you remove the faces
I'm no expert on Godot, so don't take this as an informed answer, but as far as I know most people resort to using TrenchBroom and importing with Qodot. I haven't heard of a dedicated CSG level design plugin existing yet.
Really fucking cool that Frictional Games lets you just straight up load the levels from Amnesia The Bunker in their level editor so you can see how they work
And the levels aren't really as complex to build as I thought, just time consuming
Might just have two editors up so I can see what kind of values they put on certain stuff so I can replicate it
We have CSG nodes, and you can always extend their functionality
Or even straight up modify them using GDExtension
How extensive is the built-in stuff?
let me pull it up
oh wait i can send you CSG docs page
CSG stands for Constructive Solid Geometry, and is a tool to combine basic shapes or custom meshes to create more complex shapes. In 3D modelling software, CSG is mostly known as "Boolean Operators...
It's pretty good for quick blockouts
I see, so it's moreso CSG building blocks, and the idea is that you would build level design tools on top of those
And I love CSG polygon
If you make an interior scene, you can use a CSGPolygon node with Path mode to create corridors
And the corridor will go along the path
heh
Part of me wonders how much work it'd take to fill those gaps for something built-in
I can totally recommend Qodot btw
the existence of Qodot is huge for me having just heard about from both of you lmao
makes me much more willing to try moving over
it's great! I made a whole map with it, let me show you ingame
ProBuilder was fine in Unity but it had a lot of fuckywucky problems at random
yeee that's some good shit, how does porting the textures of map/ uv work?
it's literally 1:1
like it just does it?
bruh
it's such a good system
that's actually sick
UV alignment and all too
also, in Godot you can type your imported meshes as the type you want them to be
so I imported my weapons as my Weapon type, which makes it so that they have hitscan shooting logic on import
No need to drag them into anything, it's literally. a weapon
that is quite kooky
the reason it works is because each imported mesh is parented to a root node
and you can choose type of the root node
Admittedly I'd be more interested in something more integrated though, i.e., editing the map within godot, which could save out a .map which I can then run through a Quake map compiler (or even integrate that into Godot too), and then Godot loads data from the resulting .bsp
That's not impossible to add
Of course, it just doesn't exist yet is all
Again, you have GDExtension and plugins systm
I'm tempted to see how much of my BSP loader could be ported to Godot after the SDK's out
GDExtension is C++, Godot plugins are GDScript or C# and will allow you to literally like
modify the UI because Godot UI is built with the Godot UI System
that's how someone was able to just, swap the type of the FileDock from vertical box container to horizontal box container
and unity-ify it
likely most of it, with some changes
Godot is very pliable
there isn't an aspect of it you can't modify,
hell you can disable the whole built-in script window if you want
so it goes from this
to this
and I also just disabled all of Node2Ds
you can do that going to Editor > Manage Editor Features
this will allow you to filter out stuff you won't be using in your project, like entire viewports
and node categories
so if you're making a 3D game and don't intend on using 2D viewport for anything but UI, you can remove all of 2D nodes
and they won't pop up when you search for stuff
same if you're making a 2D game and don't intend on using any 3D - in that case, you can even disable the 3D viewport since unlike the 2D viewport you really have no use for it in 2D
that's what my friend did, they disabled Script and 3D windows and 3D nodes, and can now make their whole 2D game without additional bloat
also if you wonder why my font is the Unity font, it's because I can just
do this
I mean, it works fast and uses Python language itself (not a script)
Btw Godot has github and it's source code is out since it was open sourced. You can do any changes if you want! Hell, even make Godot to code only C++, slap different logo and call it "Bloody Engine"
God, I love Open Source
FOSS my beloved
I saw a plugin for that
Be warned!
It comes with issues normal of FOSS
I feel like the old guy who stands outside of the labyrinth now
Qodot is incredibly powerful
Big fan of it
It has caveats though that you need to be mindful of
fully aware been using it for quite a while now
The issue with no draw colliders made my brain hurt
what? it draws collisions just fine for me
There was a bug with skipped textures where the collision shapes would have all the nodraw points to (0,0,0)
@paper vigil I just checked, this is porn, please delete
This user posted this all over the place
- health bar (it goes down gradually just so i can show it working)
- WIP enemy explosion effect (not on the tank)
- reworked post processing
I'm not sure how to separate the dash and health bars though
like let the player know that one's for health and the other is for dash recharge
Health changes color from green to red
Dash is blue
Dash could also not be on screen until the dash is used, where its back until it fills, stays for a second, and if its unused, fades out
I don't think the red-green health bar would look that good
Maybe the dash UI is a bunch of icons that regain opacity vertically instead of being a bar
Just green then
Also as meatbox said making dash bar only appear when needed would also communicate that
that would be cool
maybe not even a bunch of icons
maybe just a circle that fills up
Ye that'd work well
The info is still being conveyed in the same manner, just looks different
It should stick for a second, then fade
How comparable is the UI system to Unity's?
i still haven't really gotten the hang of it yet but it seems easier to use
like how in unity for progress bars you gotta set up a slider to make it non interactive and get rid of the handle
in godot the progress bar is it's own node
I love that
kinda hard to stylize it though
been trying to implement a quake like controller in godot for a bit
it's not going great but it's slowly coming together
lol
lmao
anyways
Plaz, for some reason I had a dream that you were showing a new minimap system for Aequor and it was some ridiculously complex system involving generating a whole duplicate of the scene along with crazy shaders
well
the map system does involve a duplicate of the map because I'm lazy and didn't know how else to do it
but also I don't know much about shaders so yeah it was definitely a dream lol
Does godot have a scriptable object equivilant?
Those things are really useful for making weapon and enemy stats
Godot has nodes instead of objects
And any node can have a script attached
you might want to have an invisible ramp on the stairs
If you want a basic node with no functionality other than storing said script you can use the node known as Node
I'm intentionally avoiding it
I really want to make a controller that can handle steps
A ScriptableObject in Unity is just a custom asset type (kinda like a component but on a GameObject without a transform or any other components on it)
So presumably you can just use a regular node in Godot to replicate the functionality
Godot doesn't super map 1-1 onto unity
I think scriptableobject is closest to a resource?
but I'm honestly not sure
Nodes are gameobjects though
i mean theres a reason most games have invisible ramps on stairs
Yeah, but I don't like having to do that every time I make a map. I know it's smoother but at least the option would exist
if I make it ramp-only, which I've done in the past, I have to track down and fix every instance of stairs, or a lip, or anything on the map
It doesn't necessarily help that I'm also intentionally using a cylinder collider
Clipping brushes are probably way less resource intensive and issue preventative than getting a character controller to have its capsule collider treat stairs like a ramp
Yeah a ramp is the easiest and cheapest solution both from an effort and technological perspective
With the amount of time you'll spend wrangling with physics to get stairs to work, you could have just gone through and added ramps
But it's fun 
Plus, genuinely, I like the feel more
This is also for a template more than a like, full game. I tend to whip up lots of little projects and spend a bunch of time on R&D when I re-make a controller. I sort of want this to be a starting point for lots of stuff.
shud have this ready by end of week 
Reports came out that Unity were willing to wave their new (and much beloved /s) Unity Runtime Fee if developers will willing to switch from AppLovin to Unity/IronSources offerings. Obviously AppLovin didn't exactly love this... in fact, they responded to it by launching Project Unifree, a new open source project to help developers migrate from...
This is biggest bruh moment I've seen
So Godot is pretty cool. There's something cozy about it. idk why
I agree.
my love for godot in the past has finally been vindicated
damn I wish I can get into godot seems fun
Ive been trying to enjoy it but something about Unity clicks more than Godot for me
I think for me, it's mainly becausr of how fast code compilation is (nearly instant) and how fast it is to start the game. Though I am using a small project so far so it could get worse as size expands
Fanatical is giving away a group of books about programming for free right now.
Happy to say it appears Unity free!!
They got one on Godot too!!!
Haven’t actually read them yet, but they’re free so it’s hard to complain.
One of them’s a hefty file though, 65 megabytes.
Link?
Just snatched them
Coolio
how the hell did you get those stair climbs

Give me a little bit I can get a link to a paper
I used a shapecast for this. I'm using normal move and slide for all movement calculations
The shapecast returns a random point on the step, so I just update my controllers Y position when I get a step and call move and slide
It does have an issue where at specific speeds in specific spots the controller collides for like a frame with the wall that I'm still working out
Of note, the controller handles edges terribly and I'm not sure how to fix that. It's a move and slide + cylinder collider issue rather than a code one
thank you
Also your gravity looks a little odd, how are you doing it?
I do mine as something like:
[Export] private float _jumpHeight = 34;
[Export] private float _durationPeak = 0.33f;
[Export] private float _durationFall = 0.33f;
private float _jumpGravity, _fallGravity, _jumpVelocity;
// in _Ready()
_jumpHeight /= 32;
_jumpVelocity = 2f * _jumpHeight / _durationPeak;
_jumpGravity = -2f * _jumpHeight / (_durationPeak * _durationPeak);
_fallGravity = -2f * _jumpHeight / (_durationFall * _durationFall);
Also the reason I use 34 for jump is because I divide every value by 32 in code since it's easier for me to tweak values in Quake units than in Godot meters





