#general-modding

1 messages · Page 17 of 1

humble dagger
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I'm doing something similar myself

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But my gravity is just based on the project settings

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However I do a small amount of kinematics so I only set jump height rather than jump power

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It's uhhh, that one formula I think you're using actually? No.

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Vjump = sqrt(2 * g * (height))?

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This is from memory I'd have to check, but I'm on that mf grind rn

sonic cloud
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Haven't posted in a while. Working on the new map version. Trying to make blend textures for buildings CSGO-style

fast vault
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Is this in Source?

sonic cloud
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Yes

arctic sandal
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Huh

loud root
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how do i move his limbs i literally suck at blender

vague sundial
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Learn Blender.

rotund garden
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go here

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and select "Pose Mode"

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now use one of these to either Move, Rotate or Scale the bones you pick

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and do your magic

loud root
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thanks catsup

rotund garden
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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

loud root
rotund garden
loud root
inner shuttle
muted stirrup
willow salmon
unique crag
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Oh somebody explained already

rotund garden
pastel wharf
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Surely back pedalling will save the engine :clueless:

pure jackal
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Removing the splashscreen should have been years ago

indigo notch
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Unity trying to back-pedal but then realizing everyone’s already left.

fast vault
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I was so used to Unity's compile times that I find myself waiting automatically when compiling in Godot

ivory oar
vagrant bobcat
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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

slate python
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Alright I've completed it, and here's what i have to say about it.

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Overall, its decent, not too good, nor too bad.

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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.

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But at the same time they do have their issues.

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The pistol is simply too slow, its better to just punch the enemy instead of shooting them.

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Also, the blue emmisive effect on the gun sometimes dissapears, but its no big deal.

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It combos well with the second weapon, the shotgun.

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There's no cooldown on weapon change, which for me is nice, but for some may be offputting.

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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.

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The last weapon in the demo is the minigun, which can completely replace both of the previous weapons.

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It has no overheat as far as I know, so you can just walk around gunning down everything that moves.

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You of course tried to limit that by reducing the movement speed, but it just feels... meh.

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An overheating system would improve the gun tenfold. But that doesn't mean that you have to remove the slowdown system completely.

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When the player changes the weapon to the minigun, they are moving faster in the air, due to the weight of the gun.

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It could really work well as a movement tech and give the player more mobility.

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Other things I wanna talk about are some minor things like UI and style.

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First of all, typo.

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horrible oh so horrible, it caused me to break my own arm.

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Upon finishing the level, there is an end screen.

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Its neat, but it feels SO EMPTY.

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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.

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After all, the mc goes to hell for information.

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Something like this.

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Next thing is the artstyle in general.

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I can see the clear inspiration by ULTRAKILL, the last levels of Chapter 2 or whatever.

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It has that gothic red style. But in your game, it just feels TOO red.

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Try to cleanse the pallete with some lighter and duller colours.

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Or perhaps make the key rooms the colour of the keys or whatever, that might work.

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The other thing is how in the first level the doors blend in with the environment.

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I've had to hug walls to find a way further.

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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.

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And lastly, the level design.

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A lot of geometry in the map is misaligned

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Its REALLY not ok to me, and probably wont be to the others.

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Also, this.

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There are A LOT of spots where enemies can't reach the player.

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But it can be fixed by adding some geometry that connects the platforms, or by programming them to jump.

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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.

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Remember that its ok to use some ideas from other titles you personally enjoy.

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Speaking of enemies.

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They are ok.

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But there's a problem with the imp-like shooting guys.

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Some of them just stand still all the time, even though they do the walking animation.

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propbably they are just getting stuck in the geometry. Can be easily fixed by raising their spawn point or somethin.

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And the last thing about the enemies is the final boss.

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If you just get behind him, he can't shoot you, he can only use his mouth fireball attack.

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I reccomend extending the invisible wall that doesn't let the player go into the exit door a bit further.

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And lastly, the movement.

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Its meh.

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Mostly because some of its mechanics are underdeveloped.

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Ground pound is almost useless, I only used it like three times.

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It doesn't lift the enemies into the air, it simply kills them if you land on them.

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And it would've been fine, but the ground pound doesn't actually track when the player lands.

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The player can literally be in the air, and it will act like there's floor under them.

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It is seen best when jumping down into the boss room.

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And lastly, the slide.

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Its a toggle slide instead of a hold slide.

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And its SO F A S T.

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But the main problem of it is the toggle slide. You have to press the button again to stop sliding.

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And of course, there’s a clear reason behind it.

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If the player stops sliding in a tight space, they get stuck with no way out.

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In conclusion:
It’s was a pretty decent demo, but still VERY raw and underdeveloped.

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Spend more time on it, try to fix the things I’ve mentioned, and most importantly, have fun with it.

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Because there’s NO secrets in there.

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Like, no funny images to be found.

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Anyways, wish you luck and to have a good time with this thing.
@vagrant bobcat

spare scarab
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^i agree

vagrant bobcat
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@slate python, thanks for testing my game! I am glad that you told me about bugs and your opinion

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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.

slate python
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Can't wait to see it.

muted stirrup
desert shard
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A little prototype for my first game in Godot kek

unique trellis
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awesome job

visual basin
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So i've been working on this Hat in Time mod with some heavy inspirations from a certain game elsieHueh I thought it'd be cool to show if off here for the hellavit yknow

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apologies if this is the wrong channel for this lol

pastel wharf
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Nah you came to the right place

visual basin
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Kewl

pastel wharf
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I'll watch these when I'm back home 👍

winged remnant
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anybody have an ultrakill mod that can replace enemy models

cunning wing
visual basin
fast vault
fast vault
pastel wharf
visual basin
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Thx :0

pastel wharf
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Reminds me of DMC

visual basin
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That's the idea haha

pastel wharf
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I didn't know HiT modding capabilities extended even to your moveset

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That's interesting

visual basin
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yeah its just bassically a full UE3 engine

pastel wharf
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I don't know much about the game itself to say anything concrete so I'll just say that it's neat

humble dagger
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Did you follow any specific guides?

fast vault
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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

humble dagger
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I'm really impressed by the enemy animations

merry lotus
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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

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it happens twice when the game starts which is weird and then never again

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it says it happens when i ask to get the next path position of an agent

fast vault
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It might be similar to the issue I had where the physics process would call the navmesh move before the navmesh seems to initialize

merry lotus
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wdym add an await

fast vault
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I did this:
await get_tree().process_frame

merry lotus
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do i have to do that in an async function

fast vault
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As the first line of my phyaics process

merry lotus
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ok lemme try

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oh physicsprocess is already an async function i never noticed

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it doesn't accept it

fast vault
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Ohh wait you're using C# in godot, gotcha

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My bad

merry lotus
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looked it up and this is how you do it in c#

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and the errors are gone

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thanks junga

fast vault
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According to stackoverflow, this is the C# version:
await ToSignal(GetTree(), "process_frame");

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Cool cool!

tranquil oracle
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surely that's not the optimal solution and is just something that works

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It's await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);, looks like

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I still hate it

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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

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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.

desert shard
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Finished my first Godot game kek

indigo notch
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YEAHA.

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Where can I play this?

crimson tapir
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Wish I had more time to develop, but I got to do Calc 3 and Operating Systems instead cry

fast vault
merry lotus
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holy crap adding a screen blur shader to godot is so EASY

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this is all the code i needed

indigo notch
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Learning Godot by making a funny corn maze.

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Textures are from Dusk.

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Need to turn off texture filtering.

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Pixelation is also surprisingly easy.

humble dagger
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continuing work with that character controller

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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.

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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

fast vault
pure jackal
muted stirrup
fast vault
humble dagger
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I found out today that my old bhop maps I made for counter strike source are still being run

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fast vault
slender knoll
sonic depot
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Now Blender 4.0 Alpha has Pixar's Render Engine that was recently Open Sourced and renamed as "Open USD (Universal Scene Description)"

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rn it's a plugin on Blender, named as "Hydra Storm USD"

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but bruh, it renders like it's 90's

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who is gonna make bootleg Toy Story

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and yes, Blender 4.0 has "new UI"

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I need to say

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This is most CURSED alliance I've seen

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EVEN MORE CURSED

pastel wharf
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What the fuck is Ikea doing there

sonic depot
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Unity

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oh boy

sonic depot
pastel wharf
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Ah

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I see

sonic depot
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This is most cursed alliance I've seen. And The Linux Foundation supporting with... proprietary software makers.

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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.

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Everyone knew Pixar, they just make films

rotund garden
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Epic games and Unity have also donated plenty of money to the Godot Organization, for example lol

sonic depot
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I get Epic donating to them but UNITY????

merry lotus
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unity continuing to be godot's #1 supporter

wraith beacon
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It's not hard to understand why they're all trying to standardise on USD or GLTF.

humble dagger
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really starting to think I'm going to have to go back to using a rigid body to make my character controller in godot

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I just cannot get move_and_slide to behave correctly

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it does so much weird stuff

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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

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but when disabled it disables all input on slopes

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now I just need to figure out why shape casts only report one collision even though the documentation says otherwise

rotund garden
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apparently USD is fantastic, Nvidia used it for their latest tech demo

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and Epic games is investing hard on it too

rotund garden
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the Universal Scene Description, the pixar file format thing

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that's the standard name, the open source one is the OpenUSD

merry lotus
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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

pure jackal
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have it jump and then divebomb onto the player and cause a splosion

crimson tapir
pure jackal
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speeeen

alpine mesa
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Make it eat you

slate python
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Making some good progress.

solemn stump
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wait a sec 🤔

merry lotus
slate python
# merry lotus 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.

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So yeah, very trustworthy.

muted stirrup
compact nymph
muted stirrup
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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

▶ Play video
sonic depot
wraith beacon
sonic depot
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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.

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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.

wraith beacon
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Okay but like, where else are these projects going to get money.

pastel wharf
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jrom John FOSS of course

wraith beacon
sonic depot
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I remember Steve Ballmer days of MS, the time MS was very Anti-Linux. btw

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DEVELOPERS

wraith beacon
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No you don't you were 4.

sonic depot
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not older days like 2000s

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I meant 2010's

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also I was born in 1999 bruh

wraith beacon
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Steve Balmer was only CEO between 2000 and 2014.

azure flume
sonic depot
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I know, I meant 2010s like 2011 or 2012, where he goes angry about Linux

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Jesus

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I'm not gonna talk about again

sonic depot
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proprietary software that I hate

azure flume
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having standard file formats is bad because corporations or something like that

muted stirrup
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Gotcha lol

wraith beacon
merry lotus
sonic depot
wraith beacon
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Chromium is a pretty good argument against open source software.

sonic depot
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That's why I use Firefox

pure jackal
merry lotus
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now i just gotta learn how to make this using procedural animation

fast vault
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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

inner shuttle
wraith beacon
muted stirrup
fast vault
inner shuttle
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oh that's great haha

merry lotus
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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

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right now i'm just trying to figure out how to get the tank to follow a smooth path without the pathfollower node

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also i might add a couple of more attacks the tank can do in the future
nothing on my mind right now

pure jackal
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you know what the tank should do

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the tank should turn into a spider for phase 2

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8 legs and all;

merry lotus
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that's what i was thinking actually

pure jackal
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YEEEEE

merry lotus
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like second phase it goes to the center, legs come out of the side, couple eyes pop up

pure jackal
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like the tank head detaches and just has legs hidden under it

fast vault
inner shuttle
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having some fun with Qodot material imports

fast vault
fast vault
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goddamn, Codemonkey's ripped

crimson tapir
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Now that I'm hard restarting SNOWDOWN in godot, Ive decided to scale the project back quite a bit

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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.

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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

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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

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So now there's just going to be a menu with a few preset options like "instafreeze" or "moon gravity" for modifiers

fast vault
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Did Unreal Tournament have normal maps?

azure flume
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No, all the maps were Unrealistic.

fast vault
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I walked into that one

toxic plinth
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Oh my God.

wraith beacon
fast vault
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Man its texture work is pretty incredible then

sonic depot
merry lotus
muted stirrup
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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

▶ Play video
merry lotus
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sick

fast vault
merry lotus
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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

fathom spindle
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i got a mapinfo and I'm just sending this as a reference for laters

pure jackal
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ZOMBIE

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GARUMIN

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EVERYONE

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GOOD FUCKIN JOB

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like this is going to be more than well worth the wait and work you guys have poured into this\

uncut agate
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i have a really bad game idea
does anyone wanna hear it

azure flume
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that's the whole reason i'm watching realms deep for right now, to hear bad game ideas

uncut agate
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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

uncut agate
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any opinions?

merry lotus
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the roll is intentional, it's the way it moves that wasn't

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but i like it so i'm keeping it

azure flume
muted stirrup
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I also literally had no idea IGN was streaming it as well till right before the event started.

uncut agate
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with some reference, ive managed to make a somewhat good looking model of a space suit

fast vault
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good stuff

uncut agate
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is it just me or does this guy look straight out of a Wallace & Gromit ps1 game

drowsy escarp
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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)

azure flume
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depends how complex you plan to go with it

drowsy escarp
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so what if it's complex?

azure flume
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like if you have 3 states there is not much of a point to make complicated state machines with 6236236 nodes

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but if you have 346466 states you 100% should make one.

drowsy escarp
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So basically normal is basic movement on ground, midair, or crouching

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Swim State is self explanitory

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Climbstate is for ladders

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and im not sure if things like sliding, grappling, wall running or talking to an npc need entire states

uncut agate
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made it a bit more "baggy"

indigo notch
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Could maybe make a simple Text Adventure at some point, that'd be cool.

fathom spindle
merry lotus
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state machines seem cool i should mess around with them at some point

muted stirrup
south root
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i'm trying to get into map creating, any free and good programs for starters?

azure flume
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Pen and paper

south root
pastel wharf
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Different games and engines have different mapping tools and files

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They also have different design philosophies and guidelines

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You can't just "make a map"

south root
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what if i wanted to make a map for my own project or just learn the basics of the basics

pure jackal
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Look up tutorials

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There's no one single answer other than pick a tool and start messing around with instructions online

pastel wharf
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What box said

fast vault
azure flume
spare scarab
humble herald
merry lotus
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haven't really had a reason to

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also I first heard about them a couple months ago

crimson tapir
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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

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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"

uncut agate
fast vault
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Anyone run into this issue in Godot? I have a projectile rigidbody with a gpu particle and a mesh renderer

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But for some reason, the effects don't seem to be visible in game

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Sometimes, at complete random, the vfx will be visible on an instantiated projectile, but not often

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I'm not sure if this is some sort of bug or what

drowsy escarp
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Has anyone done a hierarchical state machine in Godot?

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Basically that’s when a state in a state machine has substates

pure jackal
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Source2 hammer is rad

fast vault
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What the fuck

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Wait, can you even do that in Blender?

pure jackal
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Texhnically yes but it takes longer and needs a couple of plugins

humble dagger
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This is cracked

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This is insane

crimson tapir
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What is the godot equivelent of Time.deltaTime?

pastel wharf
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There probably is a way to get it outside of those but never needed to do so

crimson tapir
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Thanks, rewriting the sledding physics in GDscript rn

pastel wharf
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Good luck

humble dagger
merry lotus
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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)

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particles are still wip because i still have no idea how to use godot's particle system

fast vault
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Looks so smooth!

crimson tapir
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Does godot have an equivelant to "transform.forward" or "transform.right"?

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Looked around a bit but hard time getting a straight answer

pastel wharf
crimson tapir
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Well what I'm trying to do is this:

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I'm wanting to get that orange arrow relative to player rotation

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and this code:

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Doesn't seem to be doing that

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var wish_dir: Vector3 = (get_global_transform().basis.x * direction.x + get_global_transform().basis.z * direction.z).normalized()

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Also, why is Z backwards, why did they do that?

merry lotus
crimson tapir
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Alright, I've got the movement all working EXCEPT the direction

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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?

crimson tapir
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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

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For some reason facing forward and backward is treated as the same wish_dir

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Nvm, I just plugged input_dir directly into the function and that seems to work now for some reason, "it just works"

cunning wing
crimson tapir
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Yeah, I figured that out, eventually, lol

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After looking at the picture I made again I thought "...wait hold on"

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Humbling reminder that, no this is not Unity, I need to actually learn this engine

fast vault
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Does Qodot automatically add colliders to the imported meshes?

azure flume
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Yes

humble dagger
# crimson tapir

So, the beauty of transform.basis is you can just multiply the velocity vector by your eye transform to move the way you want

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You don't need to have get_global_transform for wish dir either, just using the raw input values would be fine

crimson tapir
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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)

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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

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Had to pull out the graphing calculator to come up with that formula, lol

drowsy escarp
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Does anyone know how to prevent movement from reseting horizontal velocity?

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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

tranquil oracle
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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

drowsy escarp
#

this would also be used for something like rocket jumping

inner shuttle
#

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)

fast vault
#

And then there's Blender where -Y is forward

crimson tapir
inner shuttle
#

how are you finding Godot so far EonOrange

crimson tapir
#

Liking it so far

#

I'm a fan of how you can drag objects from the hierarchy directly into a script

inner shuttle
#

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

crimson tapir
inner shuttle
#

Yeah C# support in Godot is very neat

inner shuttle
#

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;
crimson tapir
#

Oh, so that's the Godot equivalent of [serializablefield]

inner shuttle
#

mhm and ExportGroup is the equivalent of [Header]

crimson tapir
#

Neat

inner shuttle
#

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

crimson tapir
#

Ok, cool

inner shuttle
#

Have you done much with signals yet?

#

(Basically Godot's version of Unity's UnityEvent)

crimson tapir
#

Not yet

fast vault
#

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...

wraith beacon
fast vault
#

Looks sick

#

Are the splashes also from the particles or some sort of shader?

wraith beacon
#

They're instanced static meshes with vertex animation.

uncut agate
pure jackal
terse gull
#

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?

azure flume
#

Portable just means you dont need to install it, you just download files and click .exe to play

terse gull
#

Ah

azure flume
#

Nothing to do with portable devices

terse gull
#

So you can't run it on mobile?

azure flume
#

No idea

terse gull
#

Okay well thanks anyway

wraith beacon
#

Partly just an experiment.

uncut agate
#

what do you all think?
do i need to add anything else?

crimson tapir
#

Maybe a little antennae sticking up out of his back pack

azure flume
#

pockets/straps to attach tools

crimson tapir
uncut agate
#

the torso seems a bit bland

#

what could i add

azure flume
#

boobs

uncut agate
#

no

#

no no no

crimson tapir
#

You could add straps for the back pack, and have like a middle strap that goes across his chest

uncut agate
#

clever

uncut agate
#

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

pure jackal
#

Here's a suit I did. Either some form of hood, or an accessory would make the silhouette more than just orb

uncut agate
#

what would you normally see on an astronaut helmet?
hmmmm

pure jackal
#

Lights

crimson tapir
uncut agate
#

lemme try something real quick

pure jackal
#

If you wanna be extra cursed you could give the helmet "cat ears" that are just headlights

uncut agate
#

hows that

pure jackal
#

Make a second one on the opposite side

#

FeddyfaBee

uncut agate
#

trying to not add cords since that would raise the poly count

#

and would be a pain to rig

pure jackal
#

Just add a flat plane and make the cords a transparent texture

uncut agate
#

hm

#

also
your texturing looks awesome

pure jackal
#

Ty

uncut agate
#

did you draw them yourself?

pure jackal
#

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

uncut agate
#

oddly it gives off that half-life vibe

crimson tapir
#

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"

torpid oak
#

fair, I personally wanted to opt for a cleaner camo while balancing it more with the metal being the more dingy looking parts

fast vault
drowsy escarp
#

Anyone else get these annoying ass errors when using look_at?

drowsy escarp
#

cause how else am I supposed to have decals face the surface?

humble flicker
#

We do a litte bit of trolling

uncut agate
fast vault
uncut agate
merry lotus
#

idk the gdscript equivalent though

fast vault
# uncut agate

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.

uncut agate
#

where would the accents go?

summer arrow
torpid oak
#

thx

summer arrow
spare scarab
#

blu variant!!!!!! give blue variant!! or yellow-ish on blue and orange-ish on red

crimson tapir
#

You could make the Blu variant like an Indigo color, that might look neat

drowsy escarp
azure flume
#

how I do it, I bet there are better ways, but whatever, works for me on every angle i could think of malicioushappy

chrome tendon
torpid oak
torpid oak
#

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

torpid oak
#

agricultural vs industrial theme colors that fit the games color palette

uncut agate
#

i added pockets

uncut agate
#

how's it now?

summer arrow
torpid oak
summer arrow
uncut agate
#

i feel like adding some sort of drill device

#

then again i am designing a gun that can deconstruct and rebuild things

uncut agate
pure jackal
uncut agate
#

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

fast vault
#

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

azure flume
#

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

crimson tapir
#

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

azure flume
#

Whats your wall_min_slide_angle set at?

crimson tapir
#

15 degrees

azure flume
#

then it must be something in your movement code

crimson tapir
#

I'm not holding into the wall though, like when I'm stuck on the wall I'm not pressing anything

azure flume
#

show the code

crimson tapir
azure flume
#

I noticed the debugger is spamming you with red warnings every time you are stuck, what do those say

crimson tapir
#

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

uncut agate
#

this news gives me hope to make my game

fast vault
#

I wonder what aspects of UE5 make it such a large engine

uncut agate
fast vault
# uncut agate

making my way downtown, walking fast, faces pass and I'm homebound

drowsy escarp
# merry lotus https://vxtwitter.com/FreyaHolmer/status/1711484657718509718?t=kR53SFh1DD1GIsR1F...

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...

▶ Play video
#

JOHN RICCITIELLO … DEAD

fast vault
#

Anyone try out Cyclops Builder for Godot?

drowsy escarp
#

No, Is it brushes or Mesh?

fast vault
crimson tapir
#

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
merry lotus
#

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

crimson tapir
#

like that?

merry lotus
#
like this
#

eh it doesn't really matter

crimson tapir
#

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

fast vault
#

Man, seeing the new tools in Hammer 2 makes me want some sort of way to import those maps into Godot.

azure flume
#

We have Qodot, time to make Hodot?

fast vault
#

Huh, apparently there's a way in Hammer 2 to export to fbx?

pure jackal
#

Yeah its had it for a while

pastel wharf
#

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

fast vault
#

Anyone know of any guides on how to create UT3 weapon mods?

crimson tapir
#

We now have multiplayer

merry lotus
#

hell yeah

humble flicker
split raptor
fast vault
#

So my general theme for this level is "Alcatraz-like-prison" but I'm really just making it up as I go along

pure jackal
#

Loving the fog

fast vault
tribal adder
#

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 😄

fast vault
#

Damn dude, wanna collab on a gamejam sometime?

tribal adder
#

i would but time is unfortunately a super sparse resource for me

#

full time job and whatnot

fast vault
#

Same same

tribal adder
#

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 😭

fast vault
#

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

tribal adder
#

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

humble dagger
tribal adder
#

so if i wanted i can just move the individual brushes in godot

humble dagger
#

I think they do the same thing

tribal adder
#

doesn't seem like it? there's a lot of individual colliders

#

oh wait

humble dagger
#

Collision shapes? Or static bodies

tribal adder
#

oh i see

#

yeah it does a collisionshape3d for each layer and group

#

so most of my stuff is on default layer

#

i see

humble dagger
#

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

tribal adder
#

sounds like godot

humble dagger
#

Godot honestly really pissed me off and it's a shame

#

It's just got so many weird corner cases and undocumented requirements

tribal adder
#

tbh i don't think i'll need to do any super complex collision queries

#

since i'll basically be making something hl1-esque

humble dagger
#

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

fast vault
#

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

crimson tapir
#

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

pastel wharf
#

The dark mode HUD I was working on for TF2C

#

Came out surprisingly well

crimson tapir
#

You guys aren't ready for this

fast vault
#

Yo is that THPS in first person?

crimson tapir
#

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

tribal adder
crimson tapir
#

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

tribal adder
#

they hunger lovers rise up

uncut agate
hard vessel
#

does anyone know how to mod ultrakill? my flat brain doesnt understand how to

merry lotus
cloud bloom
#

Big fella

fast vault
#

Now you're speaking my language!

#

Let's get this Grimlock boss battle on the road!

crimson tapir
#

So, on a scale of 1-10, how blasphemous would it be to make Jesus a playable character in my game?

crimson tapir
pastel wharf
#

Dead God, the Holy Bible was a game design doc all along

uncut agate
#

ps1 da vinkicuteblush

uncut agate
fast vault
#

Man, making levels is hard. I've been on this for several hours now and it's only about 3 minutes of gameplay

uncut agate
#

THATS EVEN BETTER

#

i feel like i need to change the eyes

azure flume
#

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

limber bramble
limber bramble
fast vault
#

Maybe I should actually program a key and lock system for this. Haven't actually donr that yet lmao

uncut agate
#

making the last artist

hard vessel
#

does anyone know why a mod i instilled for Ultrakill isn't working? It's Inner Monologue 0.0.1

merry lotus
azure flume
#

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

wraith beacon
limber bramble
#

hell yeah

fast vault
#

Doing some sfx mixing to make this gun sfx punchier

merry lotus
#

I can't believe junga leaked half life 3

fast vault
rotund garden
uncut agate
vivid lichen
fast vault
# vivid lichen 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...

▶ Play video
vivid lichen
#

ah alright
still, great work
good sound design can
uhh
make all the difference

azure flume
#

Have you tried google?

vagrant river
#

O

wraith beacon
#

This is a lame gimmick.

pastel wharf
#

I'm sure he hates you too if all you say is this

unique trellis
#

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
fast vault
#

The new shotgun looks nice!

muted stirrup
torpid oak
#

I made a war paint for TF2 and would really appreciate it if you took the time to vote!

uncut agate
crimson tapir
#

I recreated Mario Kart Block Fort and imported it as my first ever trench broom map

crimson tapir
#

But even if it was added just the way it is, would still easily be a top 5 warpaint for me

uncut agate
#

rigging ps1 models is fun

torpid oak
crimson tapir
#

Ah, ok, that's fair

torpid oak
#

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

crimson tapir
#

True

uncut agate
#

more of the lads

uncut agate
#

i don't think i like the rainbow colors

#

and idk if thats a good or bad thing

torn pumice
#

it looks

#

uh

#

I can't say it

azure flume
#

Depends what type of game you are making, cruelty squad 2?

uncut agate
#

think of Kirby canvas curse had intercourse with spyro

uncut agate
quartz mirage
#

Can sm1 tell me how to do ultrakill graphics I’m making a custom gun

azure flume
torn pumice
#

Yes that

#

martincitopants type sh ngl still trippy

junior bluff
crimson tapir
#

I don't know where or how, but someday I want to make a game with a gnome character named "Gnathaniel"

last heath
#

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

spare scarab
uncut agate
drowsy escarp
#

so for 3d models in godot, should I use fbx or gLtf?

fast vault
#

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

rotund garden
#

gltf is very good, I wish someday it replaces that fbx dump

azure flume
#

gltf2

uncut agate
visual moon
#

Cain ?

drowsy escarp
#

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

drowsy escarp
#

nvm fixed it

vivid lichen
unique trellis
#

I’m going to@make functional in bit

fast vault
#

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 ...

▶ Play video
drowsy escarp
#

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

fast vault
#

Couldn't you also check if the object is in a certain Group?

drowsy escarp
#

can a node be in multiple groups?

fast vault
#

I think so

junior bluff
drowsy escarp
#

im just trying to figure out the best way to have this kind of system

junior bluff
#

never worked in 3d for godot but i feel like groups would be your best bet either way

drowsy escarp
#

so one group for stone, another for metal and so on?

#

or just a single node for every surface?

junior bluff
#

id imagine one group for each material yeah

#

then you can just check if node is in group material

crimson tapir
#

Dude, I NEED that sniper rifle

hazy imp
junior bluff
#

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

unique trellis
#

just made things look nicer + removed the enemies for now

#

i will figure out the ai later

junior bluff
azure flume
azure flume
#

Why is the gravity so low? Does the game take place on the moon or something?

fast vault
#

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...

muted stirrup
#

can be turned off by releasing space bar

azure flume
#

oh

muted stirrup
drowsy escarp
#

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?

crimson tapir
#

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

drowsy escarp
#
    var screensize = resolutions.get(resButton.get_item_text(index))
    get_tree().get_root().size = screensize #set screen size
    print(str(get_viewport().get_size()))```
crimson tapir
#

Can you add things like health and ammo packs in trenchbroom with godot, or can you only add obects like that in godot?

fast vault
#

I think you can define your own custom entities in trenchbroom

azure flume
#

Yeah you can

#

Set it up in your .fgd file

drowsy escarp
#

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

azure flume
#

guess you'll just have to use stretch/scale to fill the screen again?

junior bluff
#

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?

crimson tapir
#

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

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There's absolutely a reason all the snowboarding games are in 3rd person, lol

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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

wintry token
#

Me and Waffle have been cooking good
https://www.youtube.com/watch?v=ar4uPywyeAg&t=7s

fast vault
#

I finally learned how to use transform clamps and appending in Blender

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Makes creating weapon animations so much easier

crimson tapir
#

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?

fast vault
junior bluff
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Or yeah you can just make your own pallete and use it on every sprite

crimson tapir
#

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

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Also for some reason godot just completely ignored the cobblestone texture

unique trellis
#

lighting good?

muted stirrup
#

(I still need to tweak the railgun shot beam but getting there)

drowsy escarp
#

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

crimson tapir
#

Maybe manually shrink the canvas node's scale to fit it when the resolution is set?

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Or I'd imagine on the canvas node there's some sort of "scale with screen size" property

fast vault
drowsy escarp
fast vault
crimson tapir
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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

wraith beacon
#

It generates flowmaps™️

fast vault
#

Dang, that looks cool. I can't even undersrand how geometry nodes work

wraith beacon
rotund garden
#

sucks that it's only for blender and not UE4, but still very very cool

pastel wharf
junior bluff
#

Making a lil creative menu

junior bluff
#

the debug is real

unique trellis
#

yay or nay?

torpid oak
torpid oak
spare scarab
#

great war paints man

muted stirrup
uncut agate
#

im at a loss for ideas
does anybody wanna help me design a character

crimson tapir
#

What kind of character?

uncut agate
#

platformer

crimson tapir
#

What abilities does the character have?

#

What is the setting?

uncut agate
#

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

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its based on old ps1 games, and several art styles

crimson tapir
#

Well, if he's an artist with a paintbrush, maybe make him look a bit more like a painter than a wizzard

uncut agate
#

pastel, renaissance, surrealism, impressionist, and abstract are the worlds in order

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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

crimson tapir
#

Maybe give him a painter apron thing over his robes

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Add some little splotches of paint onto his clothes

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Give him a tool belt with smaller brushes or other art tools on it

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Might be a bit to busy, but here's what I could do with ms paint in 5 minutes

uncut agate
uncut agate
#

as of now i think the neck is a bit to broad

haughty pilot
#

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.

unique trellis
#

(yes, you can shotgun jump)

pure jackal
#

HELL YEAH SHOTGUN FUN FUN LIVES

tranquil oracle
#

Holy fuck, shotgun fun fun

#

That takes me WAY back

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I remember making a modded version of it with ragdoll physics, lost media now though

unique trellis
#

I’ve got a doublebarrel in plans so imagine the crazy recoil on that thing

uncut agate
#

ive done it

unique trellis
#

Made it myself

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The working title is “Breathless”

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Haven’t released it anywhere yet

unique trellis
#

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

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Endless mode, with 5 maps dedicated to 5 episodes

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Maybe deathmatch? (If I can pull it off in Construct 2)

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I think I’ll stick with at least 2 episodes and the endless mode for now because the other points seem too ambitious

blissful arch
#

i guess the idea was that the green thing is a boomerang

azure flume
#

I have seen that game

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it's called Outcasters

blissful arch
#

oh come on

azure flume
#

The only difference is that you could aim your own arch in outcasters, it wasnt a preset curve

uncut agate
#

the gangs all here

summer arrow
#

low poly bus-sy

#

first time trying to brush-model

azure flume
#

Sounds painful

crimson tapir
#

Remade the efficient snowball projectile physics using raycasts and calculated physics steps instead of colliders and rigidbody physics in gdscript

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Sorry the vid is so crusty, saved it in a low resolution

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Also i reverted the textures, they were just too eye searing to look at anymore

earnest lily
spare scarab
#

some RTCW inspired stuff going on?

#

looks sick

pure jackal
#

Doms off the fuckin chain

rotund garden
fast vault
#

Kicking baddies into themselves will always be the preferred method of punishment

earnest lily
unique trellis
pure jackal
#

Love that scuffed cartoony walther

junior bluff
drowsy escarp
#

Im trying to export a model in gltf format but this happens

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it worked fine with a door model i had, is the bones causing it?

drowsy escarp
#

So what the fuck is going on?

fast vault
#

Are there any animations on it? Looks like the errors are talking about an animation issue

drowsy escarp
#

ah ok

crimson tapir
#

Next order of buisness, client prediction (because the built in sync for godot multiplayer kinda sucks)

fast vault
#

Man, why are save systems such a pain? Why can't I just reload the scene from scratch everytime the player dies...

azure flume
#

What do you mean can't? Just free the scene and load a new one?

fast vault
#

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...

muted stirrup
rotund garden
#

lol

fallow yacht
#

oh man did i get embed failed

muted stirrup
fallow yacht
muted stirrup
#

lol aye the mook role might help

drowsy escarp
#

Anyone else have an issue where some bones aren't added to the physical skeleton?

#

mine is missing the head for some reason

drowsy escarp
#

Apparently I just need to add an extra bone to the head to fix it

vivid lichen
thick warren
#

anyone wanna play jaket?

misty sparrow
#

What

muted stirrup
merry lotus
#

this one's my favorite

muted stirrup
#

same tbh lol

sudden imp
#

The long spaz

muted stirrup
#

longer barrel w/ long magazine tube lel

thick warren
#

is it semi auto mode or cocking mode

#

i only like cocking moe cuz satisfying sound

muted stirrup
#

semi auto only because then id have to animate it more lol

muted stirrup
#

(but never say never leonthink )

crimson tapir
#

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?

fast vault
#

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

crimson tapir
#

This error happens well after the scene is loaded and players are already moving around though

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It doesn't seem to have any particular cause either, it doesn't consistently fail on the same number, seems totaly random

drowsy escarp
#

For some reason it wont let me edit the hip bone

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im trying to make a ragdoll, but if i cant edit the hip, then it will flip upside down

crimson tapir
#

Ok, I think I've figured out the best possible client prediction topology

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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

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That way as long as they are not cheating or seriously lagging, there should seem to be zero delay for anyone