#general-modding
1 messages · Page 17 of 1
But my gravity is just based on the project settings
However I do a small amount of kinematics so I only set jump height rather than jump power
It's uhhh, that one formula I think you're using actually? No.
Vjump = sqrt(2 * g * (height))?
This is from memory I'd have to check, but I'm on that mf grind rn
Haven't posted in a while. Working on the new map version. Trying to make blend textures for buildings CSGO-style
Is this in Source?
Yes
Huh
how do i move his limbs i literally suck at blender
Learn Blender.
click on the armature, i.e. the bones
go here
and select "Pose Mode"
now use one of these to either Move, Rotate or Scale the bones you pick
and do your magic
thanks 
Blender is a powerful tool, but one that is a total asshole to learn, so I'd suggest following youtube tutorials that go more in depth about these kinds of things
there aren't any bones even though its supposed to be rigged
click into those rings directly, they're the bones
doing that just selects the whole model
yeah the GDC one
https://fxtwitter.com/GameDevKS/status/1704838570303688964 check this out... 👀
ough, looks cool 
Click one of the limbs after pressing tab and either press G to move or R to rotate
Oh somebody explained already
Unity updated runtime fee:
-Unity Personal plan remains free with no runtime fee. Cap increases from $100k to $200k
-No game with less than $1 million in trailing 12-month revenue will be subject to the fee.
More info: https://t.co/w5AuN4Ohkm
200
Surely back pedalling will save the engine :clueless:
Removing the splashscreen should have been years ago
I was so used to Unity's compile times that I find myself waiting automatically when compiling in Godot
miceraft
I have created ultrakill fan game. The game is about a machine sent by humans to hell to gather information about the terrain. Hell is a dangerous place, so you are equipped with a blaster for self-defense. The main objective is to gather information about the terrain. The secondary objective is to KILL EVERYONE WHO CROSSES YOUR PATH. This is only demo, so the project is not very big. The name of my game is "INFERNAL MAYHEM". link to download the game: https://lastbreath622.itch.io/infernal-mayhem
Alright I've completed it, and here's what i have to say about it.
Overall, its decent, not too good, nor too bad.
First of all, I should talk about the guns. They feel nice to shoot. They have enough recoil and visual feedback that make them feel good.
But at the same time they do have their issues.
The pistol is simply too slow, its better to just punch the enemy instead of shooting them.
Also, the blue emmisive effect on the gun sometimes dissapears, but its no big deal.
It combos well with the second weapon, the shotgun.
There's no cooldown on weapon change, which for me is nice, but for some may be offputting.
But the lack of cooldown causes a bug. When shooting and changing the weapon at the same time, it causes the next selected gun to shoot twice.
The last weapon in the demo is the minigun, which can completely replace both of the previous weapons.
It has no overheat as far as I know, so you can just walk around gunning down everything that moves.
You of course tried to limit that by reducing the movement speed, but it just feels... meh.
An overheating system would improve the gun tenfold. But that doesn't mean that you have to remove the slowdown system completely.
When the player changes the weapon to the minigun, they are moving faster in the air, due to the weight of the gun.
It could really work well as a movement tech and give the player more mobility.
Other things I wanna talk about are some minor things like UI and style.
First of all, typo.
horrible oh so horrible, it caused me to break my own arm.
Upon finishing the level, there is an end screen.
Its neat, but it feels SO EMPTY.
It would be better if it had a doom 1 style map, or some lore stuff informing the player about the world or what awaits for him.
After all, the mc goes to hell for information.
Something like this.
Next thing is the artstyle in general.
I can see the clear inspiration by ULTRAKILL, the last levels of Chapter 2 or whatever.
It has that gothic red style. But in your game, it just feels TOO red.
Try to cleanse the pallete with some lighter and duller colours.
Or perhaps make the key rooms the colour of the keys or whatever, that might work.
The other thing is how in the first level the doors blend in with the environment.
I've had to hug walls to find a way further.
It can be simple fixed by adding a light source nearby the door, changing the texture to a different colour, and adding other frequently used clues.
And lastly, the level design.
A lot of geometry in the map is misaligned
Its REALLY not ok to me, and probably wont be to the others.
Also, this.
There are A LOT of spots where enemies can't reach the player.
But it can be fixed by adding some geometry that connects the platforms, or by programming them to jump.
The latter option is more time consuming, so its better to just take examples from other games and their level design to get inspired by.
Remember that its ok to use some ideas from other titles you personally enjoy.
Speaking of enemies.
They are ok.
But there's a problem with the imp-like shooting guys.
Some of them just stand still all the time, even though they do the walking animation.
propbably they are just getting stuck in the geometry. Can be easily fixed by raising their spawn point or somethin.
And the last thing about the enemies is the final boss.
If you just get behind him, he can't shoot you, he can only use his mouth fireball attack.
I reccomend extending the invisible wall that doesn't let the player go into the exit door a bit further.
And lastly, the movement.
Its meh.
Mostly because some of its mechanics are underdeveloped.
Ground pound is almost useless, I only used it like three times.
It doesn't lift the enemies into the air, it simply kills them if you land on them.
And it would've been fine, but the ground pound doesn't actually track when the player lands.
The player can literally be in the air, and it will act like there's floor under them.
It is seen best when jumping down into the boss room.
And lastly, the slide.
Its a toggle slide instead of a hold slide.
And its SO F A S T.
But the main problem of it is the toggle slide. You have to press the button again to stop sliding.
And of course, there’s a clear reason behind it.
If the player stops sliding in a tight space, they get stuck with no way out.
In conclusion:
It’s was a pretty decent demo, but still VERY raw and underdeveloped.
Spend more time on it, try to fix the things I’ve mentioned, and most importantly, have fun with it.
Because there’s NO secrets in there.
Like, no funny images to be found.
Anyways, wish you luck and to have a good time with this thing.
@vagrant bobcat
^i agree
@slate python, thanks for testing my game! I am glad that you told me about bugs and your opinion
But I don't think about continuing this game. First of all, it looks like a clone of Ultrakill. I don't really want my game to be just a clone, that is why I will start the new project. I want my next game to be something special. Of course, that was quite good experience. That is why my next game will be much better.
Can't wait to see it.
https://fxtwitter.com/GameDevKS/status/1705628122987602280 💥 (the extended barrel and mag tube are intentional lol)
A little prototype for my first game in Godot kek
vehicular manslaughter 
awesome job
So i've been working on this Hat in Time mod with some heavy inspirations from a certain game
I thought it'd be cool to show if off here for the hellavit yknow
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The trailer we released for F3 2023! Watch the full presentation here:
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A quick combo video for the upcoming Hat in Time mod "HKSTDOI 3: Kingslayer", a total overhaul mod featuri...
apologies if this is the wrong channel for this lol
Nah you came to the right place
Kewl
I'll watch these when I'm back home 👍
anybody have an ultrakill mod that can replace enemy models
gotta be honest, the 1:1 copy of ultrakill's HUD design is throwing me

Damn, I really should've picked up that Hat in Time bundle...
More Godot testing
This looks so awesome
Thx :0
Reminds me of DMC
That's the idea haha
I didn't know HiT modding capabilities extended even to your moveset
That's interesting
yeah its just bassically a full UE3 engine
I don't know much about the game itself to say anything concrete so I'll just say that it's neat

Thanks, and yeah there were some guides by Lukky that I followed, as well as BerryDev and LegionGames
So I think I may have fixed the issue with the stutter by actually saving and sharing materials (I was just basically creating a new material every time I wanted to create, say, a particle).
I've also added enemy voice callouts, fixed their janky rotations, and added a placeholder secondary weapon that fires a projectile
I'm really impressed by the enemy animations
https://fxtwitter.com/GameDevKS/status/1705948426096009408 now with audio 👀
New Combat Shotgun Gameplay Just Dropped! 💥
[Sound=🔊ON]
#Gaming #FPS #Indiedev
been struggling with this godot bug for the past couple of days
it doesn't really affect anything i just can't find out why it's happening and it's really annoying me
it happens twice when the game starts which is weird and then never again
it says it happens when i ask to get the next path position of an agent
Just spitballing, but try adding an await right before calling any navmesh movement in the physics process
It might be similar to the issue I had where the physics process would call the navmesh move before the navmesh seems to initialize
wdym add an await
I did this:
await get_tree().process_frame
do i have to do that in an async function
As the first line of my phyaics process
ok lemme try
oh physicsprocess is already an async function i never noticed
it doesn't accept it
According to stackoverflow, this is the C# version:
await ToSignal(GetTree(), "process_frame");
Cool cool!
wtf
surely that's not the optimal solution and is just something that works
It's await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);, looks like
I still hate it
also _PhysicsProcess being async seems like a bad idea, because it's a void-returning function, so it can't capture exceptions properly and you'll potentially end up with multiple running instances of the method on different threads
Think of it this way: _Process represents a single frame, _PhysicsProcess represents a single physics frame. By making either of those functions async, this expectation is completely broken and the functions will potentially run over multiple frames instead.
Finished my first Godot game kek
Wish I had more time to develop, but I got to do Calc 3 and Operating Systems instead 
Yooo I'm taking calc3 next semester
holy crap adding a screen blur shader to godot is so EASY
this is all the code i needed
Learning Godot by making a funny corn maze.
Textures are from Dusk.
Need to turn off texture filtering.
Pixelation is also surprisingly easy.
continuing work with that character controller
I've gotten a lot of weird behavior ironed out or "just working", which I'm quite happy with. The one thing that seems to make it explode is edges of angled brushes, though.
I believe it's because the collision angle doesn't check which face was hit and use that normal, but rather actually do the math to make the collider bounce off the edge, which is great for every controller but the one I'm writing
I need to stop getting distracted with side projects
Realms deep is now less than a week away! In the meantime have some action-packed gameplay!
#RD2023 #RetroGaming #Indiedev #Comingsoon
Almost finished with this little test
I found out today that my old bhop maps I made for counter strike source are still being run
I went through and archived the WRs, which I'm dropping below. It's just kinda neat to see something I made 8 years ago still being engaged with. https://cdn.discordapp.com/attachments/715461929036152863/1155902635845632000/bhop_zion_v2_wr.mp4
https://cdn.discordapp.com/attachments/266700488890646528/1155906283094945812/bhop_antieuclid_v2_wr.mp4
https://cdn.discordapp.com/attachments/715461929036152863/1155912409660276823/bhop_relentless_dark_wr.mp4
Dude that's dope. It's always funny to see how people just wiggle their way through the whole map essentially

Now Blender 4.0 Alpha has Pixar's Render Engine that was recently Open Sourced and renamed as "Open USD (Universal Scene Description)"
rn it's a plugin on Blender, named as "Hydra Storm USD"
but bruh, it renders like it's 90's
who is gonna make bootleg Toy Story
and yes, Blender 4.0 has "new UI"
I need to say
This is most CURSED alliance I've seen
EVEN MORE CURSED

What the fuck is Ikea doing there
They have 3D programs for... "Fitting furniture to your room, before you buy" thingy
This is most cursed alliance I've seen. And The Linux Foundation supporting with... proprietary software makers.
Like Nvidia never releases Drivers for Linux, Adobe is biggest b*tch when it's comes to their programs being SaaS based, Autodesk has nothing but FBX file and Apple? I think they use this for realistic renders of IPhone to use for Ads.
Everyone knew Pixar, they just make films
it's not weird that plenty of 3D studios put money on an open source project, it benefits everyone including them
Epic games and Unity have also donated plenty of money to the Godot Organization, for example lol
unity continuing to be godot's #1 supporter
Why are you so perplexed by companies wanting a standard model format.
It's not hard to understand why they're all trying to standardise on USD or GLTF.
really starting to think I'm going to have to go back to using a rigid body to make my character controller in godot
I just cannot get move_and_slide to behave correctly
it does so much weird stuff
I found out the reason that I couldn't get surfing on slopes to work was because of an obscure "feature" of the controller that prevented falling on slopes
but when disabled it disables all input on slopes
now I just need to figure out why shape casts only report one collision even though the documentation says otherwise
apparently USD is fantastic, Nvidia used it for their latest tech demo
and Epic games is investing hard on it too
USD?
the Universal Scene Description, the pixar file format thing
that's the standard name, the open source one is the OpenUSD
it's hard coming up with ways this enemy can attack because i designed it so it doesn't really have a place it can attack from
have it jump and then divebomb onto the player and cause a splosion
Make it stick it's legs out like an X get on it's side and cartwheel at the player menacingly
speeeen
Make it eat you
Making some good progress.
wait a sec 🤔
he seems trustworthy
He left his family (Wife, daughter, sick father) because he was bored of his life and went on to become a wild west outlaw which manipulated his friends to steal money from a weather-controlling business woman with thousands of ribs and mercenaries that will most certainly kill them.
So yeah, very trustworthy.
https://fxtwitter.com/GameDevKS/status/1706719909563318335 Cyber Bullet-hose go brrrrrt
4 Days till Realms Deep - have some more gameplay with the PPSh-41 inspired SMG!
[Sound=🔊ON]
#RD2023 #Indiedev #Gaming
i thought bro was flexing for a sec
https://fxtwitter.com/GameDevKS/status/1707045988911681932 showing the classic amt hardballer longslide inspired pistol 👀
Just 3 Days to go before Realms deep 2023! So here's a short clip of the Longslide Pistol, combining precision and lethality!
#Gamedev #RD2023 #IndieGame #Retrowave
I'm kinda "fug the system" kinda person, that's why.
That doesn't answer the question.

ok, I don't like big companies like Adobe, Autodesk or Unity that has bad customer response (like Unity did and Adobe doing SaaS stuff still) supporting open source stuff little bit shady to me.
Yes, I know Microsoft uses Linux for Azure Servers but still, they cannot use right and important Azure servers (like e-mail system etc.) runs on Windows some reason.
Okay but like, where else are these projects going to get money.
jrom John FOSS of course
Forgor about that guy.
I remember Steve Ballmer days of MS, the time MS was very Anti-Linux. btw
DEVELOPERS

No you don't you were 4.
Steve Balmer was only CEO between 2000 and 2014.
so you were 1? and not 4?
I know, I meant 2010s like 2011 or 2012, where he goes angry about Linux
Jesus
I'm not gonna talk about again
having standard file formats is bad because corporations or something like that
Gotcha lol
Didn't he say that stuff in 2001.
better camera offset triggers

Chromium is a pretty good argument against open source software.
Bad Hatsu. Down boy.
idea for the tank bossfight
now i just gotta learn how to make this using procedural animation
Anyone know how to resize a button texture in Godot without causing that ugly stretching along the edges? Unity has a way to specify which areas of the sprite will stretch when resizing
i believe that if you use the style boxes in UI for the button texture there is a way to specify "content margins" which is equivalent to making it 9patch
The way I'd probably go about it is getting the dot product of the tank's right vector and velocity and rotating it accordingly.
Good stuff, my man.
Thanks
A little over TWO DAYS before Realms Deep! Enjoy a short clip of the purpose-built powerhouse: The Auto Cannon! Come Get Some! 👀
[Sound=🔊ON]
#RD2023 #Gaming #IndieGame
For some reason, I was caught with the desire to make this game. (Excuse my poor math)
oh that's great haha
working on tank AI
the way it's gonna work is it's gonna create a randomly generated path that it zooms around for a couple of seconds (the player will take damage if it gets rammed) before the tank stops and shoots a couple of times
then it repeats
right now i'm just trying to figure out how to get the tank to follow a smooth path without the pathfollower node
also i might add a couple of more attacks the tank can do in the future
nothing on my mind right now
you know what the tank should do
the tank should turn into a spider for phase 2
8 legs and all;
that's what i was thinking actually
YEEEEE
like second phase it goes to the center, legs come out of the side, couple eyes pop up
like the tank head detaches and just has legs hidden under it
Now you, too, can test your fast addition skills:
https://jungaboon.itch.io/does-it-add-up
That's looking good
goddamn, Codemonkey's ripped
Now that I'm hard restarting SNOWDOWN in godot, Ive decided to scale the project back quite a bit
For one, I only want game modes that work with an indeterminate number of teams, that don't need to be on a specialized map.
For instance, capture the flag or attack deffend nessesciate a fixed number of teams depending on the map, while deathmatch or head hunter can work on any map regardless of the number of teams
I'm also going to simplify the server customization because I got REALLY carried away with it last time and spent months working on it when in reality, it didn't need to be that in depth for the funny snowball fight game
So now there's just going to be a menu with a few preset options like "instafreeze" or "moon gravity" for modifiers
Did Unreal Tournament have normal maps?
No, all the maps were Unrealistic.
I walked into that one
Oh my God.
It didn't.
Man its texture work is pretty incredible then

https://fxtwitter.com/GameDevKS/status/1708126997086384627 god I fcking love how this spas 12 turned out
REALMS DEEP TODAY IN A FEW HOURS! As For this week's #screenshotsaturday, I'm bringing out the big guns, and with this shotgun, I mean so in a literal sense!
💥💥💥💥
[Sound=🔊ON]
#RD2023 #IndieGameDev #ComingSoon
sick
Was the statement "if crazy: stop"?
nah the way the tank works is that it changes to the next point on a path after going to the opposite side of the current point
but it was checking the wrong side so it kept changing directions every frame
i got a mapinfo and I'm just sending this as a reference for laters
ZOMBIE
GARUMIN
EVERYONE
GOOD FUCKIN JOB
like this is going to be more than well worth the wait and work you guys have poured into this\
i have a really bad game idea
does anyone wanna hear it
that's the whole reason i'm watching realms deep for right now, to hear bad game ideas
basically its like minecraft, with a mix of both subnautica and ultrakill
you're an astronaut who's crash landed into a planet on an unknown galaxy
you try to survive and make it to the next planet
and to find parts of your ship that have landed on the other planets
so basically kinda like pikmin without the pikmin
any opinions?
forgot to post this earlier but
accidental tank drifting
the roll is intentional, it's the way it moves that wasn't
but i like it so i'm keeping it
Got million wishlists from realms deep yet?
have to check in morning lol
I also literally had no idea IGN was streaming it as well till right before the event started.
with some reference, ive managed to make a somewhat good looking model of a space suit
That shotgun looks way beefy
good stuff
is it just me or does this guy look straight out of a Wallace & Gromit ps1 game
So which is a better way of handling a first person state machine, multiple scripts (like in the image on the left) or one script with all states (like on the right)
depends how complex you plan to go with it
so what if it's complex?
like if you have 3 states there is not much of a point to make complicated state machines with 6236236 nodes
but if you have 346466 states you 100% should make one.
So basically normal is basic movement on ground, midair, or crouching
Swim State is self explanitory
Climbstate is for ladders
and im not sure if things like sliding, grappling, wall running or talking to an npc need entire states
made it a bit more "baggy"
Messing around with Windows Batch files.
Could maybe make a simple Text Adventure at some point, that'd be cool.
I always iomagined this dude as a dad with a beer gut 💀
state machines seem cool i should mess around with them at some point
https://fxtwitter.com/GameDevKS/status/1708781633258594622 ngl, im kinda dumbass for not using the engines built in reflections/lighting before hand lol
Retrowave '84 - Now with reflections! 📸
[Sound=🔊ON]
#IndieGameDev #BoomShooter #RetroGaming
i'm trying to get into map creating, any free and good programs for starters?
Maps for what
Pen and paper
Maps in general

Different games and engines have different mapping tools and files
They also have different design philosophies and guidelines
You can't just "make a map"
what if i wanted to make a map for my own project or just learn the basics of the basics

Look up tutorials
There's no one single answer other than pick a tool and start messing around with instructions online
What box said
You could use Freedoom with the Doom map editor
My answer still stands, pen and paper!
there are no "basics" that are universal
Have you not been using them?
Thinking about changing the way weapons work in Snowdown, making them more like powerups than weapons. When a player picks one up it puts out a message "player has picked up the BRUTE" or whatever and it has a fixed amount of ammo that can't be refilled. Like you would pick it up and it has 8 shots, and once all 8 shots are expended the weapon is gone. If a player holding a weapon gets frozen they drop the weapon and someone else is able to take it to use for the remaining number of shots
I think I wan the focus of the combat to mostly rely on the snowball, icicle, and shovel, with the other weapons being more like a "rare high moment"
Anyone run into this issue in Godot? I have a projectile rigidbody with a gpu particle and a mesh renderer
But for some reason, the effects don't seem to be visible in game
Sometimes, at complete random, the vfx will be visible on an instantiated projectile, but not often
I'm not sure if this is some sort of bug or what
Has anyone done a hierarchical state machine in Godot?
Basically that’s when a state in a state machine has substates
Ever realize you need a new piece for your modular kit, but all your artists are busy? In Hammer this is what's known as "A fake problem we can solve in 2 minutes"
💖 53
Source2 hammer is rad
Texhnically yes but it takes longer and needs a couple of plugins
Holy shit
This is cracked
This is insane
What is the godot equivelent of Time.deltaTime?
The "delta" variable acts as Time.deltaTime in _process and _physics_process
There probably is a way to get it outside of those but never needed to do so
Thanks, rewriting the sledding physics in GDscript rn
Good luck
This is what got me to give up the ghost on my character controller. Wishing you luck
jump pads
you can't move in the air after touching a jump pad but you can regain control by dashing midair
also jump pads have a velocity assigned to them so you always jump in the same direction (like the faith plates in portal 2)
particles are still wip because i still have no idea how to use godot's particle system
Looks so smooth!
Does godot have an equivelant to "transform.forward" or "transform.right"?
Looked around a bit but hard time getting a straight answer
get_global_transform().basis.z/x/y is the equivalent of transform.
Well what I'm trying to do is this:
I'm wanting to get that orange arrow relative to player rotation
and this code:
Doesn't seem to be doing that
var wish_dir: Vector3 = (get_global_transform().basis.x * direction.x + get_global_transform().basis.z * direction.z).normalized()
Also, why is Z backwards, why did they do that?
Alright, I've got the movement all working EXCEPT the direction
It's weird to describe what it's doing, like it starts out correct, but then when you turn 90 degrees, it's the opposite of the way it was forward, then completely backwards it's the same way it started as?
I think I found the problem but I don't know how to fix it or how it seems like nobody else had this issue with seemingly the exact same code
For some reason facing forward and backward is treated as the same wish_dir
Nvm, I just plugged input_dir directly into the function and that seems to work now for some reason, "it just works"
is it because the movement is relative to the world and not the player
Yeah, I figured that out, eventually, lol
After looking at the picture I made again I thought "...wait hold on"
Humbling reminder that, no this is not Unity, I need to actually learn this engine
Does Qodot automatically add colliders to the imported meshes?
Yes
So, the beauty of transform.basis is you can just multiply the velocity vector by your eye transform to move the way you want
You don't need to have get_global_transform for wish dir either, just using the raw input values would be fine
Thank you, I go it now, the movement is back (although sledding physics had to be pretty heavily changed because for some reason slopes over 30 degrees would send you too the moon with the old code, lol)
Just made it so the added speed from going down hill is multiplied by gravity divided by the angle of the slope squared divided by 150 and now it works perfectly
Had to pull out the graphing calculator to come up with that formula, lol
Does anyone know how to prevent movement from reseting horizontal velocity?
Im trying to make it so the player can slide jump, but once the player leaves the slide state, the movement of the normal state resets horizontal velocity
Store two separate velocity values, one for slide and one for normal, and then combine them together in your update
So then you can null out slide velocity without affecting movement velocity
this would also be used for something like rocket jumping
this one is a funny one
so Godot uses the same GetVector func for both 3D and 2D
but there's a problem
in 2D, the Y axis is inverted
this is because Y going down is "natural" (like gravity) and jumping or flying is "unnatural" (since it's not the physically accurate state)
but, that poses an issue
when getting a 2D vector in 2D, binding an up key to negative makes some sense
but then you run into the issue of this thing getting converted to 3D editor
so since Z in 3D is basically Y in 2D, both axes are inverted
it's very confusing to some people
i have basically grown up with it
(started using Godot 4 years ago at like, 16, I am now 20)
And then there's Blender where -Y is forward
Huh, fascinating
how are you finding Godot so far EonOrange
Liking it so far
I'm a fan of how you can drag objects from the hierarchy directly into a script
Yeah that's a GDScript integration
a benefit of Godot using a domain-specific language instead of a general purpose one
I personally work with Godot C# (but that's because I'm working with people who write C#)
Godot can look semi-servicable if need be, I did some minimal setup and it's okay
obv if I made more textures and added more detail it'd look better
But alas I am not yet at the point I can just make 200 textures and start decorating stuff
Oh also important thing if you're making any kind of first person game
Godot by default will do mouse acceleration
If you want to disable it, set Input.UseAccumulatedInput to false
Neat, I've been using C# for probably close to 7 years now, I just wanted to do something different now
Yeah C# support in Godot is very neat
Ah, ok will do
Also another feature which isn't really documented but improves dev experience by a fair bit
Export var suffixes
Stuff like this
[ExportCategory("Player Movement")]
[ExportGroup("Walking")]
[Export(PropertyHint.Range, "0, 1024, 1, suffix:u")]
private int _speed = 196;
[Export(PropertyHint.Range, "0, 1000, 1, suffix:‰")]
private int _airControl = 15;
[Export]
private int _acceleration = 10;
you can add "suffix:<your_unit>" to add a unit suffix
you need to specify a propertyhint
but if you don't want a specific propertyhint you can also do
[Export(PropertyHint.None, "suffix:s")] private float _time;
Oh, so that's the Godot equivalent of [serializablefield]
mhm and ExportGroup is the equivalent of [Header]
Neat
You can even do things like bitflags with export hints
look
[Export(PropertyHint.Flags, "Melee, Pistol, Shotgun, Super Shotgun, Blaster, Nailgun")]
private int _flagsWeaponsUnlock = 1 + (1 << 1) + (1 << 2);
oh yeah and you can specify a prefix for a specific ExportGroup
That basically removes the prefix from the inspector view
but keeps it in code
Ok, cool
Have you done much with signals yet?
(Basically Godot's version of Unity's UnityEvent)
Not yet
I recently opened up my ongoing Unity project to get some UI work done, and lo and behold, Unity fails me again
For some reason, a UI Image's Source Image Sprite won't animate when using an Animation
...I miss Godot's AnimationPlayer...
Instead of doing actual gamedev I've just been making some rain.
None of this is particles.
They're instanced static meshes with vertex animation.
TtR flashflood level confirmed
Hey so this technically isn't about new blood but does anyone know if you can get chasm portable running on mobile? Duh, it's probably called portable for a reason, but I don't know how to do it. The only way I can think of is launching it in DOSbox through RetroArch, would that work?
Portable just means you dont need to install it, you just download files and click .exe to play
Ah
Nothing to do with portable devices
So you can't run it on mobile?
No idea
Okay well thanks anyway
No idea if I'll use this in TTR (or in a project just in general)
Partly just an experiment.
what do you all think?
do i need to add anything else?
Maybe a little antennae sticking up out of his back pack
pockets/straps to attach tools
boobs
You could add straps for the back pack, and have like a middle strap that goes across his chest
clever
idk... the helmet could use something to make it look distinct
like when you look at the guy's shillohette you may confuse it with something else
Here's a suit I did. Either some form of hood, or an accessory would make the silhouette more than just orb
what would you normally see on an astronaut helmet?
hmmmm
Lights
doo dads and/or gizmos
lemme try something real quick
If you wanna be extra cursed you could give the helmet "cat ears" that are just headlights
trying to not add cords since that would raise the poly count
and would be a pain to rig
Ty
did you draw them yourself?
No
I took a picture of a weighted blanket and colored it green in photoshop
And then stole various chunks of metal off of google images
And then colored them in photoshop
oddly it gives off that half-life vibe
https://cdn.discordapp.com/attachments/1149797608693440693/1160296680156037161/image.png?ex=6534257d&is=6521b07d&hm=59a3c91d275b8053f8ba040d84780d558e351f42caec02474694aba6b68bfb00&
https://cdn.discordapp.com/attachments/1149797608693440693/1160296744207261787/image.png?ex=6534258d&is=6521b08d&hm=665ab581688b2913f7922886ae22c08ee279f3f49dd7798dec12bf8a67b9b79c&
https://cdn.discordapp.com/attachments/1132266049727901720/1160353644688986223/image.png?ex=65345a8b&is=6521e58b&hm=101cb308352fcd1892cb2e76b4dc2b0ef97cc314696af970197dbb91c7849a66&
Made my first ever TF2 war paint, it still has some tweaking in the works but the overall thing is done :D
What I would predict Zesty Jesus would say about it: "Not bad, good colors, a bit flat though, you need to adhere to Tf2's painterly style, add some brush strokes to dirty up the orange and grey a little bit"
fair, I personally wanted to opt for a cleaner camo while balancing it more with the metal being the more dingy looking parts
Now comes the part I dread most: level design
Anyone else get these annoying ass errors when using look_at?
cause how else am I supposed to have decals face the surface?
what else should i add?
You could vary up the shades of grey. I'm partial to going from darker shades near the feet to brighter near the head
yeah i got those too when i was making the cursor for arachnidroids
i solved it by doing this
idk the gdscript equivalent though
Nice, nice. Now you could add just small pieces of a bright color like yellow, orange, or blue as sort of accents. Not too much though.
where would the accents go?
This looks pretty good, i actually used to make custom warpaints 2, ToxicPop28 on GameBanana
thx
Depends on what warpaint he is replacing
I updated it
https://cdn.discordapp.com/attachments/975690577284833301/1160419654464983090/image.png?ex=65349805&is=65222305&hm=cf5a42696549f1ad2e694e50aaf606495c9cf642c0f2260201926fc9b77161ca&
https://cdn.discordapp.com/attachments/975690577284833301/1160419792465965076/image.png?ex=65349826&is=65222326&hm=9feb3d839704bb32d8b5772d83cbbff8a22227efda95274fa09cdc37582da306&
https://cdn.discordapp.com/attachments/975690577284833301/1160419802997870672/image.png?ex=65349828&is=65222328&hm=6168e64928c877482ececc026febeb673f8a80445019fef7152b3bab53878247&
https://cdn.discordapp.com/attachments/975690577284833301/1160419813814960238/image.png?ex=6534982b&is=6522232b&hm=6ba22354f8ed791c833069ec6f8b80d5121e11068432697b2f110e1fd1759a37&
blu variant!!!!!! give blue variant!! or yellow-ish on blue and orange-ish on red
You could make the Blu variant like an Indigo color, that might look neat
Kinda works, but now the error happens if I shoot the ceiling
how I do it, I bet there are better ways, but whatever, works for me on every angle i could think of 
those are some amazing war paints
❤️
cant, it doesnt support team color
gotta use pre existing bases for war paints and macabre web doesnt have team colors besides on the accent color that is solid orange, but if I changed it to yellow it would look weird with the camo being orange
typically you'd contrast an orange for red with yellow for blu
agricultural vs industrial theme colors that fit the games color palette
i added pockets
how's it now?
the artstyle died years ago , dont worry
partly true but not fully
eh you can turn off hats and cosmetics
i feel like adding some sort of drill device
then again i am designing a gun that can deconstruct and rebuild things

god its beautiful
wait fuck
i posed him in pose mode
time to find out how to reset it
back to the ol fashioned A pose
fixed
When you guys work on a game, do you try to fix bugs as they come along, or do you only do those for game-breaking bugs? Often I find myself stuck on trying to fix certain bugs that may not be entirely game-breaking, and working on the actual features grinds to a halt
You cant build a house on a shaky foundation
If you can't fix it now, it will be way harder to fix later
as you build tons of other systems on top of that bug
Does anyone know how to stop this from happening? Whenever the player even grazes a wall the collider drags along it and comes to a near stop
Whats your wall_min_slide_angle set at?
15 degrees
then it must be something in your movement code
I'm not holding into the wall though, like when I'm stuck on the wall I'm not pressing anything
show the code
I noticed the debugger is spamming you with red warnings every time you are stuck, what do those say
0:00:01:0356 Player.gd:331 @ _physics_process(): No collider found.
That's from the line that checks to see if we're grounded
I was using the isOnFloor() function built into the character controller, but thought that might have been the problem so started using a shape cast instead which is what that line is doing
john riccitiello is stepping down as CEO of Unity!!
https://www.businesswire.com/news/home/20231009494331/en/Unity-Announces-Leadership-Transition
💖 111
this news gives me hope to make my game
I wonder what aspects of UE5 make it such a large engine
making my way downtown, walking fast, faces pass and I'm homebound
Note: Reuploaded for higher quality.
Composed by Jun Fukuda. As a brief disclaimer, I did not make these songs nor do I wish to take credit for them, I'm solely publishing them. Full credit goes to Grasshopper Manufacture, Marvelous, and the various artists who contributed to composing this soundtrack.
Full Playlist: https://www.youtube.com/p...
JOHN RICCITIELLO … DEAD
Anyone try out Cyclops Builder for Godot?
No, Is it brushes or Mesh?
I think it's meshes, but tbh I'm not entirely sure. The workflow is similar to Trenchbroom though, albeit without non-destructive csg
Alright, I fixed the collision nonsense
func handle_physics_interaction():
for i in get_slide_collision_count():
var col = get_slide_collision(i)
if col.get_collider() is RigidBody3D:
# ----- REPLACE WITH BETTER PHYSICS OBJECT INTERACTION CODE LATER -----
col.get_collider().apply_central_impulse(-col.get_normal() * FORCE_PUSH)
elif col.get_collider() is StaticBody3D:
# hold onto this for later
var speed_y = velocity.y
# get the collision normal
var normie = col.get_normal()
# get the angle of the wall
var slope = rad_to_deg(acos(normie.dot(Vector3.UP)))
# if it is a wall, not slope
if slope > MAX_ANGLE:
# get the angle between the normal and velocity
var angle = rad_to_deg(acos(normie.dot(velocity)))
# slide the velocity vector along the wall
velocity.slide(normie)
# calculate bounce dampening based on angle
var bounce_dampening = abs((90 - abs(angle)) / 90)
# don't bother if it's 0, it does nothing
if bounce_dampening != 0 :
# give it a bit of push back
velocity += normie * SIDE_BONK_FORCE * bounce_dampening * velocity.length()
# put the y velocity back
velocity.y = speed_y
put 3 tildes at the beginning and end of the codeblock
so that it looks better in discord
wait no I forgot what it's called
`
that thing
those are quotations
like that?
Also, I mentioned I wanted to cut back the number of planned game modes to only modes that can work on any map and have an indeterminate number of teams, so here's the ideas for what could be included:
Freeze tag: The main mode, turn into an ice cube on death, get unfrozen by getting freed by a team mate smacking you with the snow shovel, when everyone on a team is frozen they are eliminated
Deathmatch: well duh
Elimination: Similar to freeze tag, but you have a set number of lives and unfreeze automatically, expending a life, last team or player standing wins
Hat Taker: Pick up "hats" from frozen enemies (number of hats they're holding + 1) and the player or team to be holding onto X number of hats at once wins
Ball Hog: A football spawns at a random spot on the map, you cannot attack, but are given slight health regen, speed boost, and double jump when you have the football, football can be thrown and is dropped on freeze, the team or player who holds onto it for X length of time wins
Yeti Hunter: One player is randomly assigned to the neutral team as the "Yeti" and the other teams/players compete to kill the yeti. The yeti has one life but a ton of health and high damage attacks, hunters have normal stats and 3 lives. The yeti wins if he's the last standing, or if the yeti dies the team or player that killed the yeti wins (this one is the least likely to be implemented)
Red Rover: When you freeze another player they come back on your team, once everyone is on one team the game ends (Not sure how an actual "winner" would be determined here, maybe some kind of "team captain" system? Where the captain doesn't switch teams, only the non-captian plebs do)
Gun Game: Also duh
Man, seeing the new tools in Hammer 2 makes me want some sort of way to import those maps into Godot.
We have Qodot, time to make Hodot?
Huh, apparently there's a way in Hammer 2 to export to fbx?
just found this but can't find any other info on exporting to FBX
https://www.reddit.com/r/hammer/comments/pbi7ry/source_2_hammer_unity3d_pipeline/
Yeah its had it for a while
Pretty sure this is where it's supposed to go
I've mad a dark mode HUD for team fortress 2 classic and it changes ALL HUD elements, including unused ones to allow for custom mas that use different assets
VMTs were kind of tricky and the VTF tag list took me a bit to figure out, nevertheless I'm pretty happy with how my first ever HUD came out
Churbot I'm going to strangle you
Anyone know of any guides on how to create UT3 weapon mods?
We now have multiplayer
hell yeah
Garry's mod
meme addon
https://steamcommunity.com/sharedfiles/filedetails/?id=3048486329
So my general theme for this level is "Alcatraz-like-prison" but I'm really just making it up as I go along
Loving the fog
Me too! The volumetric fog option does wonders
decided to start learning godot despite being an unreal dev, found out i can use trenchbroom in godot!!!! this is sick as hell i love it
made this in like... 40 minutes on a whim
i missed trenchbroom 😔
i guess it's time to start making games in godot i guess 😄
Damn dude, wanna collab on a gamejam sometime?
i would but time is unfortunately a super sparse resource for me
full time job and whatnot
Same same
mostly trying to wrap my head around godot for fun now because i have no fucking clue how this works
what the fuck is a node and why are there so many 😭
Ya know, I found it kinda ironic how everything is nodes in Godot, but then they remove the visual scripting which uses a node-based visual
eh i've got enough visual scripting for my unreal engine escapades lol
using classic C# for this and some of my unity skills should hopefully translate
Be warned that all the colliders provided by qodot are a single object, meaning that you can only hit one per physics sample
i'm not using qodot i'm using tbloader
so if i wanted i can just move the individual brushes in godot
I think they do the same thing
Collision shapes? Or static bodies
oh i see
yeah it does a collisionshape3d for each layer and group
so most of my stuff is on default layer
i see
When I was trying to write my character controller I ran into an issue where shapecasts would only ever hit one wall at a time
I posted about it in the Godot dev chats and they all shrugged and ignored me lmao
Apparently it's a godot-ism you have to deal with
sounds like godot
Godot honestly really pissed me off and it's a shame
It's just got so many weird corner cases and undocumented requirements
tbh i don't think i'll need to do any super complex collision queries
since i'll basically be making something hl1-esque
No it's even the basic ones
It's really annoying tbth
I was just doing move and slide style movement in a quake-like way by using the weird velocity clamp shortcut they do and it just can not work
Oh, I've just been using the tweaked character controller script that it creates when you add a script to a CharacterBody3D
But yeah it looks like Qodot makes one static body node and all the brushes have their own collider as a child node
I translated my quake like character controller from Unity C# to Godot gdscript here recently, and it works just about the same as it used to after a few tweeks
If you want to take a peek at what I did, I posted the script in here a few days ago
"Forget about those boring browns and washed whites, time to clock in and load up while having this sleek dark mode hud, equipped with some gnarly neon colors!"
https://gamebanana.com/mods/473659
The dark mode HUD I was working on for TF2C
Came out surprisingly well
Yo is that THPS in first person?
Setting the mood for this level... 🌧️👀
#Retrowave #ScreenshotSaturday #IndieGameDev
Started adding a trick system where if you jump at the very end of certain ramps or grind rails, your character gets a boost and will (in the future) do a trick animation.
I want to rework what I have now so they get only a slight speed boost for timing the trick right, but then the player manually controls their trick in mid air and gets a speed boost when they land depending on how good their landing was
Like, if they do a trick then land perfectly they get a big boost, but if they land halfway through a trick they wipeout and lose speed
I swear this game is still a first person shooter
ngl after figuring out how to stop godot's lightmapper from crashing repeatedly, i'm really starting to like this workflow
Been brainstorming how the trick system should work
I thought about making it like Dusk where the camera unlocks and lets you flip all the way around after going off of a trick ramp, but I think that could be exploitable by someone having a DPI buton their mouse, toggling it really high after tricking, and doing like a billion backflips before landing, so I think that idea is a no
they hunger lovers rise up
does anyone know how to mod ultrakill? my flat brain doesnt understand how to
Big fella
Aliens hud
So, on a scale of 1-10, how blasphemous would it be to make Jesus a playable character in my game?
Also tricks
Could be a 0 if he works exactly like the bible says
Dead God, the Holy Bible was a game design doc all along
Getting through things quick and mostly clean...
[Sound🔊=ON]
#IndieGame #RetroGaming #WishlistWednesday
ps1 da vinki
Man, making levels is hard. I've been on this for several hours now and it's only about 3 minutes of gameplay
Got to reuse the environment more, make loops and loops inside loops and enemies appearing in places you already cleared when you came through for the first time
Locked door right where you spawn, then you do a huge lap around the map to find the key and then backtrack to the door, stuff like that
and when you backtrack, walls and hidden closets open up to reveal enemies and stuff
It really do be like that
Yep this is a good way to help the situation. Looping is nice for multiple reasons
Maybe I should actually program a key and lock system for this. Haven't actually donr that yet lmao
making the last artist
does anyone know why a mod i instilled for Ultrakill isn't working? It's Inner Monologue 0.0.1
But you had a button and bridge!
Button is the key, bridge is the lock.
Lock and key doesnt always mean literally lock and key
could be anything, could be a tool to do something and so on
or even a new ability to do stuff, like doublejump or dash or fly
or TNT to blow a wall open
or turn the power on
Finally figured out how to make shader based lens flare billboards.
hell yeah
Doing some sfx mixing to make this gun sfx punchier
For reference, this was the original sfx
I can't believe junga leaked half life 3
It's called Half Life 3 because you can hotswap between 3 different characters mid-game
Per suggestions, I added some more windabouts in the first combat area
Doing God's work I see
whao thats fucking awesome
is this just an animation/sound mod for halflife or?
The animation's not mine. I just did the sound mixing. The animation's from here:
https://www.youtube.com/watch?v=XYaRuBtuuQw&t=165
I try to find some cool reload animations to fit the MW style, looks pretty good after all.
The pack has been updated with MW sound effects for both players and NPCs: https://gamebanana.com/mods/456937
You can get my collection right here: https://www.mediafire.com/file/zrgtsxbaouefivz/HLMW.rar/file
*Reminder: Definitely not made by me, all i...
ah alright
still, great work
good sound design can
uhh
make all the difference
Have you tried google?
O
This is a lame gimmick.
I'm sure he hates you too if all you say is this
here’s my sloppy awful shit i made on construct
it is still a prototype
but yea there are 3 issues in the game
- the enemies can’t jump, get stuck on your head and will twitch erratically when directly under and over you
- they spawn in the walls
- there’s no visual clarity for where the monster spawns and you have no time to react
Here is some new gameplay involving a new deadly enemy faction...
[Sound🔊=ON]
#screenshotsaturday #Gaming #indiedev
The new shotgun looks nice!
Thanks!
I made a war paint for TF2 and would really appreciate it if you took the time to vote!
I recreated Mario Kart Block Fort and imported it as my first ever trench broom map
I think it looks great, any Doomsday representation is a W in my book, only thing I could think of to change is maybe add some more detailing in the white area, like these vent looking lines the rocket has on its side
But even if it was added just the way it is, would still easily be a top 5 warpaint for me
rigging ps1 models is fun
I wanted to do this but had to stick to simple elements on the main texture because it looks HORRIBLE when you try other weapon models (especially the brass beast)
Ah, ok, that's fair
Im still happy to say that this is the most accurate portrayal of the rocket in the workshop though
The other ones use solid white only
True
more of the lads
dear god
i don't think i like the rainbow colors
and idk if thats a good or bad thing
Depends what type of game you are making, cruelty squad 2?
think of Kirby canvas curse had intercourse with spyro
what is it
Can sm1 tell me how to do ultrakill graphics I’m making a custom gun
the hotline stinky
I don't know where or how, but someday I want to make a game with a gnome character named "Gnathaniel"
I just got the”HEAVEN AND HELL MODE” mod and I do recommend it to everyone that is looking for a new type of challenge
so for 3d models in godot, should I use fbx or gLtf?
Gltf is the recommended for godot. Sometimes, animations in an fbx file won't import properly
Though fbx seems to be fine if you're only importing non-aninated meshes
gltf is very good, I wish someday it replaces that fbx dump
gltf2
Cain ?
So I have this thing where different effects happen depending on the material you shot, however with this door I get an error if it gets shot.
The door itself is a gltf model
nvm fixed it
this is looking epic
I modded on ultrakill rocket launcher into BONELAB
I’m going to@make functional in bit
Made a new tutorial on adding dynamic weapon sway, movement bobbing and recoil in Godot 4:
https://youtu.be/JrQicb3fwiA?si=T3wHVr2OotxN1Z92
We'll learn how to add weapon sway, movement bobbing and recoil to your FPS projects in Godot 4.
USEFUL LINKS:
Tarodev - Sine Waves Visualized : https://youtu.be/7JcmpBUx4ag?si=Jb78uHSSQLvR0PGE
Pefeper - Screen Shake in Godot : https://youtu.be/1i5SB8Ct1y0?si=ZKXBTSwwNwcZCoZc
Sections:
0:19 Creating basic FPS controller
3:38 Camera sway (left ...
IDK if this method is a good idea, but I managed to have different hit effects for what you hit by using metadata
STONE(left), Metal (Right)
what this does is make it so certain things have a unique effect when shot
Couldn't you also check if the object is in a certain Group?
can a node be in multiple groups?
I think so
yeah it can
im just trying to figure out the best way to have this kind of system
never worked in 3d for godot but i feel like groups would be your best bet either way
so one group for stone, another for metal and so on?
or just a single node for every surface?
id imagine one group for each material yeah
then you can just check if node is in group material
Dude, I NEED that sniper rifle
https://err-isak.itch.io/abeyance
Cheap silly dusk clone of mine, sry but i cannot post screenshots yet(damn server restrictions >:( )
finally added audio to the gamed !!!!!! fr i shoudlve done this waaaaaay ages ago because it just plays so much better when you can hear things
btw the game will have original music, im just using ultrakill music as a placeholder for now
just made things look nicer + removed the enemies for now
i will figure out the ai later
sick art!!
tbh i think the ground looks a whole lot better in red
both are kind of useless when your entire map is one big mesh
Teleportation can by useful in many ways... 👀
[Sound🔊=ON]
#Indiedev #RetroGaming #Retrowave84
Why is the gravity so low? Does the game take place on the moon or something?
Made some tweaks to the recoil script I was working on, and testing out some more particles. There's this strange glitch that I notice where sometimes, particles will spawn a little further away from where they're supposed to. No idea what causes it.
Also stupid Macs don't allow for OBS to record screen audio for some reason...
slowmo bruh
can be turned off by releasing space bar
oh
In all fairness that clip out of context doesnt help i guess 😅
Trying to figure out how to set the resolution in game, tutorials half ass it by using window_set_size, which doesn't change anything when fullscreen, and I cant find anything on setting the viewport in code. so how the hell do i do this?
There we go, now the map is a bit more than just a block fort clone
The top bridges are gone because grind rails are being put there in godot
nvm kinda found out
var screensize = resolutions.get(resButton.get_item_text(index))
get_tree().get_root().size = screensize #set screen size
print(str(get_viewport().get_size()))```
Can you add things like health and ammo packs in trenchbroom with godot, or can you only add obects like that in godot?
I think you can define your own custom entities in trenchbroom
For some reason when I lower the resolution, the screen moves to the top left.
anyone know how to fix this? below are my project settings
guess you'll just have to use stretch/scale to fill the screen again?
PROBABLY LOUD since yall use godot, i was wondering what i could do to fix the audio problem im having? when theres too many enemies on screen, their audio stacks and becomes super bassy and loud, even after i added a limiter to the master bus. anything else i could do to make it quieter?
After messing around with my trick ramps a bit more I've come to the conclusion that having the camera flip around like that while doing tricks in first person is too disorienting, and I'll just simplify it back to doing preset animations when you press space
There's absolutely a reason all the snowboarding games are in 3rd person, lol
I think the Mario Kart approach of just having the character do an animation and get a speed boost when they press jump at the right time would be better suited for this
Man, this arena shooter is starting to have a weirdly high number of similarities to Mario Kart
Me and Waffle have been cooking good
https://www.youtube.com/watch?v=ar4uPywyeAg&t=7s
#ultrakill
Something twisted this way comes...
COMING SOON(ish) -(.w.)/-
REM:
Twitter: https://twitter.com/Rem_Safe_Space
WAFFLE:
YouTube: https://www.youtube.com/@UCxUPAbiBlj_k0cgX3oAW9wQ
Twitter: https://twitter.com/wafflestuff_
Patreon: https://www.patreon.com/Waff1e
MUSIC by Heaven Pierce
ULTRAKILL: https://store.steampowered.com/a...
I finally learned how to use transform clamps and appending in Blender
Makes creating weapon animations so much easier
How do you create a color palette for a game? Like so your textures can all use consistent colors that look good together. Do you just eyeball it or is there some kind of tool?
You can use Adobe Color or Coolors.co to generate complementary palettes.
Or yeah you can just make your own pallete and use it on every sprite
Yeahhhhhhh, if I want this game to look presentable, I'm going to have to find an artist at some point
We are NOT making it out of the hood with these textures
Also for some reason godot just completely ignored the cobblestone texture
lighting good?
With the Rail Gun, precision is everything! 🎯
[Sound🔊=ON]
#IndieGameDev #Gaming #RetroFPS
(I still need to tweak the railgun shot beam but getting there)
For some reason when I lower the resolution, the hud doesnt scale down with it. How do I make it scale with resolution?
because otherwise some of it will be cut off on lower resolutions
Maybe manually shrink the canvas node's scale to fit it when the resolution is set?
Or I'd imagine on the canvas node there's some sort of "scale with screen size" property
Is the Control node set to match the screen size?
i dont see an option for that?
I don't have Godot on this pc, but here's a page that might help:
https://docs.godotengine.org/en/stable/tutorials/rendering/multiple_resolutions.html
The problem of multiple resolutions: Developers often have trouble understanding how to best support multiple resolutions in their games. For desktop and console games, this is more or less straigh...
Idk if this is it, but mine is set to be anchored to "full rect" and it scales when I go full screen and small windowed
Dang, that looks cool. I can't even undersrand how geometry nodes work
I only started figuring it out when they stopped fundamentally changing it every update.




sucks that it's only for blender and not UE4, but still very very cool
Bermuda triangle
Making a lil creative menu
the debug is real
yay or nay?
https://cdn.discordapp.com/attachments/1141479806542819351/1167833709437796382/image.png?ex=654f90e5&is=653d1be5&hm=e4a9f25ceea2398da8592a65ba2fae0a2062acbaee7c4801e686842d9e10385c&
https://cdn.discordapp.com/attachments/1141479806542819351/1167833914405044224/image.png?ex=654f9116&is=653d1c16&hm=26ad907b59beba84bd29ed054c739841b2303b9e11ed3ac9dae3ed1aff65e73b&
https://cdn.discordapp.com/attachments/1141479806542819351/1167833541216845834/image.png?ex=654f90bd&is=653d1bbd&hm=723b9c48e96b46ef691429e9cef49b05e1ce83512c8dd7f98ec97018e1a0cef6&
great war paints man
https://fxtwitter.com/GameDevKS/status/1718309805121581445 deleted earlier post cos twitter shat itself lol
Have some more Retrowave Gameplay!
(Sorry for the double post, twitter was broken😅)
#Screenshotsaturday #Gaming #IndieDev
im at a loss for ideas
does anybody wanna help me design a character
What kind of character?
platformer
this is what they look like as of now, but the design is kinda bad
as of now, they have a similar moveset to spyro
they can fly with their (as of now not modeled) magic paintbrush
and shoot paint with said brush
its based on old ps1 games, and several art styles
Well, if he's an artist with a paintbrush, maybe make him look a bit more like a painter than a wizzard
pastel, renaissance, surrealism, impressionist, and abstract are the worlds in order
thats the thing, all of the worlds have races for each, and black with yellow eyes is the race in the first world
and I'm at a loss for design wise for them
Maybe give him a painter apron thing over his robes
Add some little splotches of paint onto his clothes
Give him a tool belt with smaller brushes or other art tools on it
Might be a bit to busy, but here's what I could do with ms paint in 5 minutes
sorry, i was at a family gathering
but i do have an idea
as of now i think the neck is a bit to broad
Does anybody know of any good and/or free greyscale heightmap creation website or software? A buddy of mine is looking for one to use with the map creation tool for Star Wars empire at war.
He's found a couple that require a subscription but he doesn't want to pay a subscription for a tool he's only going to use a handful of times.
HELL YEAH SHOTGUN FUN FUN LIVES
Holy fuck, shotgun fun fun
That takes me WAY back
I remember making a modded version of it with ragdoll physics, lost media now though
I’ve got a doublebarrel in plans so imagine the crazy recoil on that thing
ive done it
Made it myself
The working title is “Breathless”
Haven’t released it anywhere yet
Plans for the game:
5 Episodes with 9 levels each
1st episode takes place in the factory where the main character laid decommissioned
2nd episode takes place in the remains of civilization, in form of ruined cities
3rd episode takes place in a vast nuclear plant
4th episode takes place in a nuclear winter, in a desert
5th episode takes place in a huge temple-like laboratory
Endless mode, with 5 maps dedicated to 5 episodes
Maybe deathmatch? (If I can pull it off in Construct 2)
I think I’ll stick with at least 2 episodes and the endless mode for now because the other points seem too ambitious
not sure what to even call this
i guess the idea was that the green thing is a boomerang
oh come on
The only difference is that you could aim your own arch in outcasters, it wasnt a preset curve
the gangs all here
Sounds painful
Remade the efficient snowball projectile physics using raycasts and calculated physics steps instead of colliders and rigidbody physics in gdscript
Sorry the vid is so crusty, saved it in a low resolution
Also i reverted the textures, they were just too eye searing to look at anymore
Doms off the fuckin chain
yooooo hold on
Kicking baddies into themselves will always be the preferred method of punishment
It took a bit of balancing to make it worth it / not OP ( ironically if the kick is a oneshot it's busted ) / not suicide
That looks so good holy shit
Love that scuffed cartoony walther
this goes so hard
Im trying to export a model in gltf format but this happens
it worked fine with a door model i had, is the bones causing it?
So what the fuck is going on?
Are there any animations on it? Looks like the errors are talking about an animation issue
no, does it need one?
ah ok
And there's the icicle
Next order of buisness, client prediction (because the built in sync for godot multiplayer kinda sucks)
Man, why are save systems such a pain? Why can't I just reload the scene from scratch everytime the player dies...
What do you mean can't? Just free the scene and load a new one?
Oh, this is in Unity. It'd take too long to have to reload the entire scene from scratch, so I'm just having to disable and reset components when the player reloads. Unless there's a way to call some sort of reset function on a script...
https://fxtwitter.com/GameDevKS/status/1719420875542335883 cooking something up soon 👀
lol
try fx twitter
i think it’s just because im a lurker creep lol
lol aye the mook role might help
Anyone else have an issue where some bones aren't added to the physical skeleton?
mine is missing the head for some reason
Apparently I just need to add an extra bone to the head to fix it
Tougher enemies? Maybe...
But nothing can beat good aim! 🎯
[Sound🔊=ON]
#WishlistWednesday #IndieDev #Gaming
music used
"Like a stick of DynaMite" - me, can be found here:
https://on.soundcloud.com/3tvTKGCmCjkQxUYx7
"Software Store" - also me, can be found here:
https://on.soundcloud.com/2sgcNSLm7dvuMArr8
"Metallic Madness" P Mix (JPN/PAL) - Sonic CD, can be found here
https://m.youtube.com/watch?v=RuOWIZ-KCVY
"Stardust Speedway" P Mix (JPN/PAL) - Soni...
anyone wanna play jaket?
What
this one's my favorite
same tbh lol
The long spaz
longer barrel w/ long magazine tube lel
semi auto only because then id have to animate it more lol
(but never say never
)
Yes. Indeed, Godot. It IS an int. So then what's your problem?
Also, why does gdscript not support unsigned integers? Literally for what reason?
Oh yeah I had a similar problem before. Idk how I fixed it but it was related to some scene being preloaded which was apparently a bug
This error happens well after the scene is loaded and players are already moving around though
It doesn't seem to have any particular cause either, it doesn't consistently fail on the same number, seems totaly random
For some reason it wont let me edit the hip bone
im trying to make a ragdoll, but if i cant edit the hip, then it will flip upside down
Ok, I think I've figured out the best possible client prediction topology
client does movement code
sends position and current tick to everyone
all other clients who are not the server blindly accept and interpolate the player to that position
the server does this too, but first records where the player was beforehand
calculates if that is within an acceptable range of where the player theoretically could be
if so, just cary on
if not send a retraction to all clients, including the original player to go back to where the server says the player should be
That way as long as they are not cheating or seriously lagging, there should seem to be zero delay for anyone

