#general-modding

1 messages · Page 18 of 1

crimson tapir
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Got it like 80% working

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It freaks out for a bit right after the player spawns and occasionally has random bad hiccups, but seems to work well when it decides to

crimson tapir
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Ok, I think I've cracked it

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instead of comparing position on a particular tick, it compares the DISTANCE between the current position and the position on the previous tick, then it determines if you're out of line

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Requires a bit more overhead, but hey, it actually works

humble dagger
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I'm no expert on your net code or anything but this may cause a lot of stuttering across very laggy connections

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That being said there's always going to be a cost

crimson tapir
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And on the times a retraction is sent, the client gets one free tick where their movement is not judged so that the new prev_pos is in line with the retraction, to prevent a constant chain of error

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Since it's comparing the distance between positions instead of differences in positions, which are calculated over a fixed interval even if you are a whole second behind, the distance between the two positions on two given contiguous ticks should still be similar (unless you're using speed cheats)

crimson tapir
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Well, actually, I guess if your computer is SO bad that it can't keep up with the physics update rate then that could cause issues

candid laurel
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huh

crimson tapir
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Ok, i don't think I did a good job explaining, so here's an ms paint comic about it

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(reposted for correction)

muted stirrup
drowsy escarp
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Does else anyone have a problem with ragdolls moving slightly on their own in godot?

hazy imp
muted stirrup
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ok so i have just found out

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how much of a faff ue4's 'media player' is to use

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aka massive pain in the arse lol

crimson tapir
drowsy escarp
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maybe

crimson tapir
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Synched movement, with client prediction, set up and working SMOOTH (with at least 4 peers)

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Finally, now I can develop fun stuff again

fast vault
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Noice

unique trellis
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Wow a bunch of techy stuff. I don't have any idea how any of this works

azure flume
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Challenge yourself to learn.

crimson tapir
uncut agate
severe cobalt
drowsy escarp
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Even if the colliders aren't intersecting, the ragdoll keeps fucking jittering

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and when it isnt jittering it moves slightly

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what the fuck do I do to fix this, the godot discord keeps ignoring me

humble dagger
azure flume
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look into sleep settings

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under project settings -> physics -> 3D

uncut agate
severe cobalt
fast vault
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Sometimes you see someone's code and go hol up

azure flume
pastel wharf
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can we see the make_friends function andrew2

unique trellis
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that also means that SSG is finally getting worked on yoooo-

unique trellis
azure flume
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the hanging saws dont look like they can even hit you

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Got to make it obvious they will saw your head off

unique trellis
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It will be dependent on the height of the corridor
This level is just a placeholder to test out mechanics and etc

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I can make the different lengths of the saws though

drowsy escarp
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so is Jolt any good?

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im using godot version 4.1.2

fast vault
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Currently using it for fast projectiles and it's doing well

drowsy escarp
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ah ok

azure flume
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Jolt will be the default once 4.2 releases afaik

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(maybe later idk)

fast vault
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Hey does anyone here want a 12-month subscription for Game Maker Studio 2? I have one from a previous bundle but I don't use it

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Or a key for Game Guru Classic?

azure flume
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I'll take a key for Godot 5

fast vault
unique trellis
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Does anyone know how to change textures in ultrakill and where the sprite textures (hideous mass statue v2 minos etc) are located?

merry lotus
drowsy escarp
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For some reason, ragdolls work fine if they were in a t-pose before the physiscs start, but if I activate a ragdoll in an idle animation it gets all weird and stiff

crimson tapir
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Is it still trying to do the animation while ragdolling?

drowsy escarp
# crimson tapir Is it still trying to do the animation while ragdolling?

idk i assume the animation is disabled when the ragdoll is on ```@export var health = 2
@onready var skeleton = $Armature/Skeleton3D
@onready var collider = $CollisionShape3D
@onready var animator = $AnimationTree
func TakeDamage(damage):
health -= damage
print(str(damage))
if health <= 0:
Death()
func Death():
collider.disabled = true
enableRagdoll()

func _on_physical_bone_head_body_part_hit(damage):
TakeDamage(damage)
func enableRagdoll():
skeleton.physical_bones_start_simulation()```

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disabling the animation tree didnt work

azure flume
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have you tried turning the simulation off once it's more or less calmed down and re-enable it only with interactions

drowsy escarp
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it calms down, the issue is that its all stiff

drowsy escarp
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Here is an example of what I mean

pure jackal
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Could the rig be fighting with the values the idle animation gives it?

drowsy escarp
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maybe?

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is it normal for the collision boxes to be in the tpose?

crimson tapir
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It looks like you have a bunch of warnings in your hiearchy

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What are those about?

drowsy escarp
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even though x y and z scale are 1

crimson tapir
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Try scaling the collider shape, not the transform scale

drowsy escarp
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wait nvm its the body offset

long leaf
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Got my gdextension module loaded in
got dynamic game loading from server now
we're GAMING

azure flume
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Feels good when stuff finally works!

long leaf
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WE'RE WINNING

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pretty sure this is just program development but it's mostly in godot so I get to put it here

unique trellis
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sorry for the shitty crop

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  • Oh and also camera zones yeah
long leaf
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I wish you the best of luck

unique trellis
long leaf
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first game I tried making myself, way too ambitious and the code was spagetti

unique trellis
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oh i see
my game is on construct 2 tho, because i hate myself and i don't really understand code yet

long leaf
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but the idea in my head is pretty much that

unique trellis
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currently i am working on the third common enemy out of fourth

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the first mutant to be introduced

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(the enemies are split into mutants and machines)

crimson tapir
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Is there a way to store and represent an object's rotation as a vector3 in godot?

azure flume
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Of course

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You can store pretty much any 3 numbers as vector3 and then use .x .y .z to extract those values

crimson tapir
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(There's no visual indication of it yet, but he's sliding when he glides up and down the quarter pipe)

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Also been doing some documentation and brain storming lately, I have 6 solid map ideas drawn out ( 3 more liquid ones ), 11 selectable character ideas ( want to come up with 1 more ) and 8 game modes that meet the criteria of "can work on any map with an indeterminate number of teams"

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For the 12th character I wanted to make it an odd ball inclusion like the cart dog in Dusk World or Orbb in Quake 3, but an upright polar bear running around might be a bit too wacky for this world and setting

fast vault
cloud bloom
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Thats sick

fast vault
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Thanks

muted stirrup
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boom

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(for some reason it looped kekwww - thanx discord)

humble dagger
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What project is this?

torpid oak
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my horror game Im making

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currently making a new area inside a big tunnel leading to a sewer system

humble dagger
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It looks great

azure flume
crimson tapir
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Bit of concept art for the title screen

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( My phone camera is really poor quality )

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Also, I think it would be neat to have a Deep Rock Galactic esc hub world of a base camp ski village type place where you physically get onto a ski lift in order to join a server, or walk into a shop to customize your character

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(Because I hate doing UI lmao)]

pastel wharf
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You can interact with other players in many ways

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and just existing in the same space is good enough to fuel some fun

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Not sure what your game is supposed to be but this kind of stuff can be challenging

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since if not done right, you just make it a slog to go from menu to menu

azure flume
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Does anyone know of a tool that I can enter a direction and an angle and it poops out the correct normalmap colour for that?

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this doesn't quite cut it and the full rgb sphere is impossible to get accurate values from for manual painting

uncut agate
vague sundial
crimson tapir
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I designed it so that if the player just wants to play the game, all they need to do is walk straight forward to the ski lift, where they will then be able to join a server and play

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I also tried to make it so the stuff the player would be more likely to look for is closer, with an entrance to the character customization shop having an entrance right to the left of where the player spawns, and something like the practice range gym or the statue where you can read your stats, a bit further away

severe cobalt
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level design thingy

uncut remnant
crimson tapir
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Today I improved the sledding mechanic by giving the player the ability to steer, brake, and lean

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I've been having trouble coming up with ways for the player to have more sled control ( before there was 0 steering, just your initial velocity and any gained momentum from slopes ). because I wanted the player to still be able to turn the camera 360 degrees while still maintaining their same velocity direction. That way, say a player is chasing you, you can hop on the sled, turn around and shoot, while still moving in the same direction. So I implemented tank controls while sledding where holding A or D rotates the character and direction. Holding S now slows the player down, and holding W causes the player to "lean". You don't gain any velocity from leaning, but it makes it so you gain/lose 25% more velocity from slopes

uncut agate
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jesus that is spooky

fallow kernel
severe cobalt
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looking awesome

fallow kernel
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Thanks! I have put a good bit of effort into this guy so far. Working while sick isn't easy, but I am making it through.

marble dust
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Great work! Make sure to take breaks

fallow kernel
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This attack will track the direction you are moving and make sure to teleport infront of you during its final teleport, just to make sure it hits you. If you stand still however, you can dodge it really easily. I love it when enemies make the player overthink things.

severe cobalt
muted stirrup
torpid oak
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had to clean up UVs cause they were rotated and shit which caused lighting errors, now its looking goood. Some UVS are warped but it doesnt matter cause Im using world aligned textures for this particular area so it wont matter for anything except lighting

severe cobalt
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lookin good

uncut agate
torpid oak
# torpid oak

suprisingly this had so many lightmap issues because of UVs it took me all this time (-dinner time) to fix it but now its finally good again

pastel wharf
# severe cobalt

This looks very fun and ive been very enticed by the vids u post here, do you happen to have a yt where you post em all?

fast vault
uncut remnant
uncut agate
drowsy escarp
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Animation to ragdoll transition

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(IE: Blended ragdolls)

severe cobalt
severe cobalt
crimson tapir
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Godot
Please
Just let me rotate the character forward around it's own local x axis

severe cobalt
junior bluff
severe cobalt
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is that ultrakill

severe cobalt
uncut agate
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added a wooden border to make it easier to get to other areas

crimson tapir
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This is driving me insane, this should not be this difficult

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just

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rotate

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forwards

uncut agate
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code is a pain in the ass
ive dealt with it before

crimson tapir
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It's just because the way godot handles rotations and such is so weird, I had 0 problem getting this done in Unity

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In theory, this function is supposed to rotate an object X radians around a given local axis, in this case the local x axist, but it just isn't doing that

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It does it while facing one direction fine, but then in orther directions it doesn't turn at all, or turns 90 degrees and just stops

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Wait, nvm, I just forgot to multiply delta

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whoops

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Nope, it's still not rotating while facing other orientations, still sucks

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And just stops after 90 degrees in other directions

uncut agate
crimson tapir
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What kind of town is it? A farming town? A Harbor town?

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Ok, after further investigation, the problem is NOT with the rotation code, that works fine, it's the ramps

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The way trick ramps work is with an area 3d and if you are sliding and press space while in one it puts you into trick mode, however once you touch the ground you go back to normal. The problem was some of the ramps you would do the trick then imediately touch the ramp again, making you exit trick mode

drowsy escarp
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So can area3d detect csg colliders?

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cause I thought of using an area3d for my blended ragdolls to check for a nearby surface

crimson tapir
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No, the character also has a 3d area attached to it

crimson tapir
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Terrace farming is pretty neat, maybe have something like that?

uncut agate
uncut agate
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idk about putting a huge ass island here

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makes the others feel off

uncut agate
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hmmm
on second thought
maybe the hub shouldn't be really platform based

fallow kernel
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There are also some attack variants not shown here, but that is just a part of the boss being fully randomized.

crimson tapir
uncut agate
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Cross between spyro and medievil

crimson tapir
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Oh yeah, you're working on the paint brush wizard game, forgot that was you cuz you changed your pfp, lol

drowsy escarp
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Anyone else have an issue where hitboxes dont move with enemy animation?

pure jackal
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Is root motion in play

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Alternatively

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What is the hitbox tied to

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Try tying it to a bone and see if it moves then

drowsy escarp
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no, root motion is not, the hitbox is attacked to the physical bones

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even if i do use root motion it doesnt do shit

azure flume
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Are you using boneattachment3d nodes to connect them?

drowsy escarp
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no

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but why do physical bones have colliders to begin with if they just fuck up anyway?

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this didnt happen with the ragdoll

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So what the fuck is going on?

azure flume
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Just godot things

fast vault
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Hopefully Godot's 3D skeletal system improves in the future. It's a bit buggy atm

drowsy escarp
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Yeah cause this is bullshit

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(i love godot but thats annoying)

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found this

long leaf
crimson tapir
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Nah, it's cool, I got it sorted

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Might need to shorten the raycast that detects the ground normal though, cause of that one oddity when after jumping off the top of the quarter pipe it lerpt its rotation to it

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Actually, having the rotation work like this is probably too disorienting for a shooter, maybe it should just be the model and hitbox that changes oritentation

crimson tapir
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Idk, I'm really not sure what to do with the player rotation on slopes

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It;s not as bad after turning doen the lerp speed a bit, but it's still really hard to aim while sledding on inclines

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Maybe if the rotation returns to normal while airborne after a few ticks, it wouldn't be so bad

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Or just don't rotate the player at all and use inverse kinematics for the angle of the board

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That way the player's head, and therefore camera, always stay upright, avoiding the problem entirely

azure flume
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There is a very good reason why all those skateboarding videogames are in third person

crimson tapir
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Yeah, but at the end of the day, this is still supposed to be a multiplayer arena shooter, so I guess going with the option that screws with the camera the least will always be the best

fast vault
uncut agate
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i honestly like this

crimson tapir
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Maybe make it look like the clouds and sky are painted on, kind of

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Kind of like the sky is one of those cathedral celing murals

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Scarecrow fields has a cloudy sky with several different shades of orange-ish brown in the clouds that overlap each other, you could incorporate that pretty naturally with the art/painter theme by making the clouds look more like brush strokes

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Kinda like this

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How you would actually do that, idk, I'm a programmer, but I'm sure someone else here would know

pure jackal
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shaders

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how?

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¯_(ツ)_/¯

uncut agate
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further question: i have no idea how i would do that

merry lotus
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learn

uncut agate
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got something

hollow marten
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a

uncut agate
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so i changed it

crimson tapir
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Neat, although I don't know if such smooth looking clouds would look natural against your low poly environments

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Also, does anyone know if godot has an equivelant to Unity's overlapsphere?

crimson tapir
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Got it figured out and added blast jumping with the snowballs

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Comboing the blast jumping with the sledding leads to some pretty insane movement tech

crimson tapir
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Wait hold on

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I just got an idea, lemme see if this works

crimson tapir
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Fun as it is, I think that might be a bit too broken, lol

azure flume
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Never remove fun from a game because it might seem a bit broken

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huge mistake

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If anything, make it harder to pull off, rise the skill ceiling

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All the other stuff you have has been done before, but rocket jumping in a skateboarding game is something fresh

crimson tapir
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Alright, a the very minimum I could still keep it as an optional mutator server hosts can enable. I won't scrap it

azure flume
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Why are you posting video game reccommendations in a modding channel?

stoic smelt
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Ohhh uh yha your right

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Sorry

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I will delete it

drowsy escarp
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Ever since i replaced the physical bones with bone attachments, these fucking errors keep showing up every time i open godot

crimson tapir
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Ok, so I've reworked the trick-blast jumping, and tweaked it some so that it's less OP

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Firstly, you take half as much knockback if you are sliding, so you don't get the same height as a normal blast jump, that way you kind of have to trick off of a elevated spot or else you won't have enough height complete the trick and wipeout

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Secondly, You have to have been sliding on the ground and blast jumped while still sliding in order to do the trick, so you can't jump, press shift midair and then do a trick off of you blast jump, you have to have been sliding on the ground and then jumped

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Lastly, you now lose velocity if you screw up a trick, meaning you can't just fail a bunch of tricks untill you get one to blast forwards

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So now the sliding blast jumps are more of a side grade than a straight upgrade over regular blast jumps

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Regular blast jumps for distance or height, and slide blast for speed

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Also I fixed it so that it uses the players basis.x as the axis instead of the cross product of velocity and global up, which is why the flip angle seemed slightly off in the last vid I posted

vivid lichen
drowsy escarp
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How do i get rid of them?

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Does anyone else have this issue?

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the godot discord isnt telling me shit

humble dagger
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Stuff like this is why I bailed on godot

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Hope you figure it out soon

granite tusk
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I'd try reopening / reimporting each part

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sometimes it regenerates references between objects or smthg

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If the issue doesn't come from your own code, idk about those signals.

drowsy escarp
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I didn’t code anything for the bone attachments

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I didn’t make the signals either

drowsy escarp
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so what the fuck is happening?

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these are the errors Attempt to disconnect a nonexistent connection from 'Skeleton3D:<Skeleton3D#1898996364746>'. Signal: 'bone_pose_changed', callable: 'BoneAttachment3D::on_bone_pose_update'. Signal 'bone_pose_changed' is already connected to given callable 'BoneAttachment3D::on_bone_pose_update' in that object.

fast vault
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Is the game running fine?

drowsy escarp
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yes, i just want the errors to fuck off

fast vault
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I recall having a similar error in my project, and when I asked people on the discord, they said "Oh that's just an internal Godot bug."

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so I just kinda ignored it since it didn't seem to be affecting anything

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maybe there'll be a fix for it in a future update, idk

granite tusk
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Easy fix aokoWeh

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(i'm joking)

azure flume
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Are shapecasts supposed to move around when they collide with stuff? :S

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is godot stupid?

crimson tapir
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Move around? I don't think so

azure flume
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Well, they are moving!

broken trout
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anyone have tips for making a mesh sphere collidable to the player in godot?

crimson tapir
broken trout
crimson tapir
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There's definitely a better way to do it, I jusyt haven't gotten around to it yet

broken trout
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im running it on my chromebook

broken trout
crimson tapir
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Just like a capsule?

broken trout
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yeah

crimson tapir
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Add a "mesh instance 3d" node to your player and for shape select "capsule"

broken trout
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ok

broken trout
crimson tapir
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Collision Shape 3d node

broken trout
crimson tapir
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Yeah, np

broken trout
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would that affect

crimson tapir
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Shouldn't, that can be good if you need to check if you player is in a certain area or overlapping with a pickup of some kind

broken trout
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i make the collsion shape 3d a child of the ara node

crimson tapir
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I don't think you need to do that, just leave the collider as a child of the root

broken trout
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though its telling me to make the collsion shape uniform

crimson tapir
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When you make the shape of a collider, set its dimensions in the shape, not the transform

broken trout
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ok

drowsy escarp
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should i update to godot version 4.1.3?

azure flume
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Does it have a feature you need?

junior bluff
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You probably should anyway yeah

drowsy escarp
fast vault
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I can't believe it took me this long to realize that I could animate cameras in Blender for fps animations. And that I could just use virtual cameras on each prefab to smoothly switch between them...

fallow kernel
crimson tapir
azure flume
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those spins go so fast you need some of that instant replay slo-mo action

crimson tapir
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Maybe down the line I could add some kind of replay feature like the one Tf2 has, and add a slow-mo feature to replays

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This was also the first clip where I sucsessfully landed a double flip

azure flume
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But seriously, I'd slow the spins down a bit, I don't know if you researched real life footage or anything, but this seems unrealistically fast.

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And disorienting

crimson tapir
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Yeah, maybe they could stand to be a bit slower, I'll experiment with it a bit

fast vault
pastel wharf
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Achieve flight by getting some sick flips beegpog

crimson tapir
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Maybe I should just make it like how flips work in dusk

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My concern was with players cranking up their sens to do a million flips before landing, but I guess if the speed boost is only dependant on land angle and if you did some kind of trick at all, then it wouldn't matter

severe cobalt
fallow kernel
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Those enemies really wanna slap you.

crimson tapir
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I've got a primitive form of the mouse controlled trick system set up, and it works decently well right now, I think this is what I will go forward with

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It also frees up the directional keys to be used for different grabs and stuff while in the air

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Although a problem has been presented with it

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If the player is already looking at the ground when they start the trick, then their rotation is already at like 90 degrees, because the body rotation has to match the camera rotation for landing correctly

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In Dusk, this is a non issue because if you land right on your head, nothing happens, you just get back up and keep moving, but in snowdown landing the tricks correctly is part of the movement tech

crimson tapir
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Visual for what I'm talking about:

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I guess I could just make the landing penalty angle more extreme so you really have to land on your head to lose any speed, with landing at 90 degrees like that just giving no bonus, and this would just have to be something players get used to?

pliant lynx
severe cobalt
#

Into the void. It's a fps game in development.

azure flume
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Into the Void is a strategy RPG and exploration sci-fi game with an epic story and intense battles. Travel through space and discover the origin of a cosmic threat which destroyed Earth centuries ago. Fight or cooperate with the different factions; be a leader !Fully command your faction. Build your fleet, arm it with tons of weapons and make al...

Price

$1.99

▶ Play video
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You need a name change

spare scarab
azure flume
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Void Mortem

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greek rap group lol

hazy sky
pure jackal
#

Its the medal of honor guy

spare scarab
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THE MEDAL OF HONOR GUY

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HELL YEA

hazy sky
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💀

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that is my legacy

pure jackal
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Hey man that medal of honor game looked really good and its been so long since we've had a medal of honor game let alone a good one

hazy sky
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i know, i know

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i've been trying really hard to get back into it but it's just too much

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so i gotta take my time to re-learn everything

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got a new 32 inch monitor and my first thing was trying out my demo and man it was fucking epic

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crisp 144hz

hazy sky
crimson tapir
hazy sky
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trying my best, haven't touched the project for 4 months though

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only touches i've made were like really minor ones but i think i'll get back into some development soon

crimson tapir
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Can't wait to see it, dude

hazy sky
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you will man, you will

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but the beat em up project will benefit better from it for now

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i just really need to get into animations

uncut agate
severe cobalt
crimson tapir
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Ok, I think I got the mouse flip rotation down packed, it feels way more natural than holding a key

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I kind of side stepped the problem I mentioned earlier by implementing a system where it lerps the players global x rotation to to original global x rotation of the camera while simultaneously lerping the camera's local x rotation to 0, so to the player there is no jarring transition and the body moves to match the camera

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Still a few things to iron out like the degree counter not working right with the new system, but this feels a lot better to control

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Immediately after sending that I landed a really cool trick where I comboed a blast jump into a rail grind into a blast jump flip that I really wish I recorded instead of a clip of me falling into the water cry

severe cobalt
hazy sky
vivid lichen
# crimson tapir

yo this looks like the frame of bomb ass game bro
keep up the good work
(just checking, mix of skateboarding and explosive jumping right?)

fast vault
# crimson tapir

What if you can get a damage multiplier by stringing tricks together?

crimson tapir
crimson tapir
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I think ideally movement should only impact movement

crimson tapir
crimson tapir
azure flume
#

is tribes even alive any more?

granite tusk
#

I'm doing a automap for some 3D dungeon crawler and I think it has all the features I want atm.

You see current layer objects and where you are, you can check other layers, leave notes, edit and delete them, and save them.

I still have to skin it to make it more readable and pretty, but I consider it done 😤

toxic hemlock
#

spent way too fucking long making this chaingun

azure flume
#

Looks beautiful!

hazy sky
#

doom 64 chaingun?

hazy sky
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why would it be

azure flume
#

Eon intends to play it heh_heh

hazy sky
#

finally figured out a way to swap out moves on the go

#

unfortunately that's the only three animations i have besides the walk and run cycle

#

now i need to make a combo system where it chains these moves together

uncut agate
hazy sky
#

mario 64

uncut agate
#

i was thinking more of medievil

hazy sky
#

medievil had nicely blended textures and round cute geometry

#

the texture work on medievil is really nice,,

uncut agate
#

didn't really know how to emulate that

hazy sky
#

i love that stylized ps1 look

uncut agate
#

plus i even have the models of the levels (textures included)
so i can get a full look at geometry

#

most of the levels have triangulated faces

#

im sorta inbetween two ideas for areas

#

its medievil + spyro

hazy sky
#

triangulation is not necessary as the engine does it for you

uncut agate
#

so hubworlds

hazy sky
#

but if you're aiming for authentic PS1 aesthetic, you should MOSTLY stick to PS1 limits

uncut agate
hazy sky
#

i'll be very honest with you chief

#

why are the polycounts this vastly different?

uncut agate
#

aw damnit

#

just found out

hazy sky
#

it's not a bad thing but it helps a lot if you have a certain pattern

uncut agate
#

all of it together is about 40k faces :')

hazy sky
#

you could just autosmooth and the jagged polygons won't even stick out too much

#

for my PS1 stuff i also go for a low poly approach, but smooth shade certain areas

uncut agate
#

how can i lower the count without ruining the whole thing

hazy sky
#

well

#

does it have a UV map?

uncut agate
#

mostly everything is reset to the original dimensions
so everything i supose

hazy sky
#

UV map as in texture coordinates

#

is it textured?

uncut agate
#

yeah

hazy sky
#

if not, you're gonna have to unwrap it anyways

#

otherwise you might have a bad time with reducing polycount while retaining UV's

uncut agate
#

so unwrap everything

hazy sky
#

i'd either decimate the part or go pick the edges one by one

#

and then dissolve them

#

show me a picture of the mesh faces

#

i wanna see the topology of that 💀

uncut agate
#

the wheats topo is abysmal i know💀

#

but the grass is decent

hazy sky
#

nice topo on the floor tho

#

perfect for a tile based texture work

uncut agate
#

yeah

hazy sky
#

a lot of PS1 titles actually used quads basically utilized the UV's to break up the texture patterns

uncut agate
#

hm

hazy sky
#

the best example of course is spyro, medal of honor and crash bandicoot

#

let's say there is a sidewalk texture that tiles seamlessly

#

and they create like 5 different variants, a sidewalk curb variant etc

hazy sky
uncut agate
#

so like medievil and its textures?

hazy sky
#

exactly

#

plus the per-vertex lighting also really helps sell the effect

uncut agate
#

yeah

#

i havent used lighting yet

hazy sky
#

also this is really minor but you could vertex paint the level

#

you can basically draw in shadows or add in ambient occlusion to the level itself

uncut agate
#

i do that with the sky

hazy sky
#

OR, use the vertex colors to blend the textures

#

so you could draw a cobble path on the ground

#

this of course needs to be supported by the material in the game engine you're using

uncut agate
#

jesus💀

#

the fences are two sided to appear on both sides

hazy sky
#

bruh

#

well i mean if you're going for a third person game, double sided fence doesn't sound like a bad deal

uncut agate
#

yeah

#

platformer

#

based on painters, and some games that fueled my childhood

#

(like medievil)

#

you can see i was trying to emulate scarecrow fields

#

but not too much

hazy sky
#

i really wish blender would have an option to just visually adjust and drag the UV map vertices and not just in the UV field

#

a more direct way to play with textures

#

like in conventional map editors

uncut agate
#

yeah

#

when i reset the ground its a triangle

hazy sky
#

what

uncut agate
hazy sky
#

bruh triangulation

uncut agate
#

ignore the texture thats the top of the corn

hazy sky
#

i fucking hate triangulation

#

bane of all existence

uncut agate
#

you and me both

hazy sky
#

you can luckily turn tris to quads

#

just select the faces you want to turn into quads, right click in face select and there should be an option for it

uncut agate
hazy sky
#

this is good

#

i would however switch up the lighting a little bit

hazy sky
#

question to the people who can animate here

#

i imported some animations into godot and the animations seem focused on the hip bone

#

so if the character changes posture, they will leave the floor

#

now to be honest, i'm not sure if that's how they should look, coming from mixamo

#

but it seems like the feet aren't the root or something

crimson tapir
#

Yeaaaaahhhhhh, these textures ain't it, chief

#

I think I'll just need to recruit an actual artist at some point if I want this game to look presentable

#

This wood texture came out kind of alright though, but the seams are really obvious

pure jackal
# hazy sky

Where is the origin on the model itself
Is it at the feet or at the hip

hazy sky
#

figured out i had to place a root bone at the feet

#

so i did that and it fixed-

#

i'm still trying to figure out how to apply motion though so the character doesn't slip and slide around during animations

#

like when in the animations the character takes a step forth but since they're locked by the root bone, they just slip around

pure jackal
#

Root motion

#

Gl with that

hazy sky
#

how

#

i'm like hella new to this whole animation thing

pure jackal
#

¯_(ツ)_/¯

#

I do not fuck with root motion.
Find some tutorials. I'd be disappointed if there isn't one decent one involving godot at this point

hazy sky
#

i have only found tutorials with root motions so far

#

plus the model is only visual

#

i'm not animating the character itself, just the visuals

hazy sky
#

oh yea

crimson tapir
#

I guess for now, this is fine, it gets the point across, you can at leat tell what things are supposed to be

crimson tapir
#

Also snow particles

uncut agate
wheat jetty
#

anyone know where the ultrakill "mods" folder is

#

i got mods but idk where to put them

crimson tapir
#

It really should be moved to the modder's basement

wheat jetty
#

thanks

crimson tapir
#

np

hazy sky
#

then again you shouldn't have to worry about high poly count for performance reasons

#

just have a good enough culling algorithm

uncut agate
#

tweaked some of the corners

hazy sky
#

looks much more streamlined

#

good job

crimson tapir
#

Ok so I got the rotation counter working with (at least in my opinion) some pretty neat math tricks (and a hell of a lot of abs() functions) and I think the trick system is finally done

#

Ya know, except the animations, board grabs and stuff that comes later

crimson tapir
#

Also, anyone know how to fix this blur on angled surfaces at a distance?

#

I've tried upping anisotropic filtering, but it doesn't seem to do anything

#

I think there's supposed to be a flag for it that you check in texture imports, but I can't find it

hazy sky
#

you need to mipmap your textures bruh

#

material, filtering and set it to mipmapped

#

either linear or closest

crimson tapir
#

Ok, so for the import settings for each texture make sure mipmap is selected? Do I have to mess with "Limit" at all?

azure flume
#

limit of what

crimson tapir
azure flume
#

hover over the limit and see what it limits

crimson tapir
#

"No description."

azure flume
#

Very helpful, thanks godot!

crimson tapir
#

Yep

hazy sky
#

bruh

#

i said material not texture 💀

#

you shouldn't really mess with the mipmap limit since the engine handles mipmaps by themselves

#

but if you're curious, mipmaps are textures that are squashed in every direction so they can make up those odd angles, limiting it will limit the mipmap count it can create

#

if you set it to 2, it'll get better but not much, 4 is good, 8 is kind of overkill anyways

#

it can also hog up memory space so use it sparingly

crimson tapir
#

Ah, ok. I see

#

So the filtering tab is on the material?

hazy sky
#

sampling, sorry

crimson tapir
#

Ok, there we go, it still blurs a little bit, but it's far less noticable now, thank you

#

Also, recorded pulling off that one trick I mentioned earlier, blast jumping into a rail grind into a blast trick

#

Probably need to do something about the snowballs blending into the environment too much

azure flume
#

Make em glow

fast vault
crimson tapir
azure flume
#

Perfect

pure jackal
crimson tapir
#

Does anyone know how to make a flat, 2d, object in trenchbroom? I'm making one of theose mesh fence things you see on ski hills and I'd prefer if it had no depth and was just 2 sides

azure flume
#

You can't

#

Can a flat 2d object even collide in 3d?

#

You can hide the depth with invisible texture on the top side I guess

#

0.25 pixels wide!

crimson tapir
#

Ok, I tried that and everything broke

#

Ok, got it fixed, but now the transparent parts of the trees and mesh fences doesn't work

azure flume
#

How'd you even manage that

crimson tapir
#

No clue

azure flume
#

Anyway, make a texture, invisible.png, dont actually make it invisible or anything, just something easy to see in trenchbroom, then use it on the top face of the fence, in godot make a new basematerial3d called invisible.tres, under transparency set it to Alpha, under Albedo choose ffffff00 as colour(so transparent), then reimport the map from TB and the faces set to invisible.png will automatically convert to invisible.tres material

#

png and tres have to be in same folder of course

crimson tapir
#

But what about the insides of the squares in the mesh?

azure flume
#

Not sure what you mean

crimson tapir
#

Ok, so it worked, but The squares in the grid aren't transparent

azure flume
#

Weren't they transparent before? Why'd you change that?

crimson tapir
#

Well, they were transparent, but so was a bunch of other stuff that wasn't supposed to be

#

They're transparent in trenchbroom, but not when it gets brought over

azure flume
#

Oh

#

Well you need to make a material for each texture you want to be transparent

#

basically same process, except for albedo you drag the texture there

crimson tapir
#

Oh, I see, just do the same thing as the invisible one for each material that has transparent parts

#

Except of course, with the image in th material

azure flume
#

Yea

crimson tapir
#

goccha, thanks

crimson tapir
#

So it's rendering the fence behind the trees, for some reason

azure flume
#

hmm, try alpha scissor instead of alpha

crimson tapir
#

I got it working, just set the render priority of the trees lower

#

There shouldn't be anything behind the tree line anyways, so I guess it's fine

#

Actually, no, on some maps I have planned, there are sections of trees withing the map, I probably should actually fix it

hazy sky
#

it's shaping up nicely tho

#

i dig the vibe

#

meanwhile i've reworked some of the camera system, did some stuff on the animations (you get multiple idle poses based on combat states) and a basic health indicator

#

and trying to work out the player count thing where you can actually transfer the camera to different players when you die and stuff

#

i'm afraid i'm too stupid for that

azure flume
#

How hard can it be to switch cameras when this exists?

crimson tapir
#

Well, I'd imagine he'd want the camera to smoothly transition to the other player

#

So the way I'd set this up is to make it so there's an invisible teather between the players while alive so neither walks out of view, and have the camera be aimed at the middle of said teather like this

hazy sky
#

there are no multiple cameras

crimson tapir
hazy sky
#

that's what i did, yeah

crimson tapir
#

So then when a player dies, if there is one player left, have it so that the cam anchor is set to be the transform of the remaining player

hazy sky
#

that is correct

#

it lerps to the last player

#

let me set up the video

crimson tapir
#

Ok so seems like it's working exactly as intended then

hazy sky
#

except it doesn't lerp back when player 1 comes back

#

also if player 1 is dead, the camera just

#

demolishes the project

#

right now it's hardcoded

#

i need to find a dynamic solution

#

like i need a list of the players alive

#

that would work

crimson tapir
#

for (every alive player)

#

Ughhhh, friggin shift enter

hazy sky
#

no worries

#

but it's not as easy

#

right now i have the players grouped up

#

in the group Players waow

#

and the code checks for nodes within that group

#

if there are any, it sets the correct P1, P2 and P3 variables

#

and the code uses the P1, P2 and P3 global position values

#

that's why it's so hard

crimson tapir
#

Ok, so then just make that a function and call it again when the player respawns

hazy sky
#

yeaah..

#

but first i need the collection or players or something

#

it's a bit running together in my head and might be overcomplicating it

#

i need a way to refer to the alive players

#

also collect players with a HP value > 0

crimson tapir
#

for p in players: if p.health > 0

hazy sky
#

what's p?

#

genuinely curious

crimson tapir
#

The temporary element in the for loop

hazy sky
#

oh

crimson tapir
#

Cuz gdscript for loops are simmilar to python not C

hazy sky
#

i know that

#

not that i'd know python though

#

how do i dynamically add the players to an array?

crimson tapir
#

So if you want to get every alive player just have an array of all players alive or dead, then iterate through it with a for loop to get which ones are alive and keep that in a seperate array

hazy sky
#

like i've made a variable called live_players

crimson tapir
#

then when you itterate through live_players, use live_count, so it doesn't look in the last 2 indexes

hazy sky
#

yeah but how do you ADD to the array?

#

i read there was an array.add function but can't get it to work

crimson tapir
#

Well there's 4 players max right?

hazy sky
#

3

crimson tapir
#

you don't need to add to it, you just need to write to the first 2 spaces of the array the 2 live players, then tell it not to go further with the live_count variable

#

So for instance say players 1 and 3 are alive and 2 is dead

#

the live player array might look like this before 2 died

#

[1, 2, 3]

#

live_count = 3

#

when 2 dies, decrement live_count, and itterate through the array of all players again, and write the live ones to the first 2 spots of the array

#

now it would read

#

[1, 3, 3]
live_count = 2

#

it won't count 3 twice if you set up your foir loop to stop looking after live_count itterations

#

Then say 2 respawns, and we need to add it back to live_players

hazy sky
#

i mean i can just send a signal on the player's death to decrease the count by one

crimson tapir
#

increment live_players

hazy sky
#

i need to get the live player count

#

and the live players themselves

#

and their global positions

crimson tapir
#

Yeah, that's what this is doing

hazy sky
#

i got the live player count now, i just need their positions

#

but now that you say this

#

if live players 3 then camera logic

#

if live players 2 then camera logic

#

etc

#

not sure

#

feels like redundant code

crimson tapir
#

if live_count > 1: camera logic

hazy sky
#

i could do live_players.size()

crimson tapir
#

else: camera.follow(live_players[0])

hazy sky
#

that would equal to the amount of players

crimson tapir
#

Well, that will always read 3

hazy sky
#

i mean live players

crimson tapir
#

if 2 players were alive there would still be 3 indexes in the array

hazy sky
#

no because i have a check that removes the dead player

crimson tapir
#

just keep live_count as a seperate variable that is set to 3 when all players spawn in then decrement it when a player dies

hazy sky
#

yeah

#

but i have no death states yet

#

but that was the idea

#

send a signal when player dies

#

i just don't know how i'm gonna send the signal yet

crimson tapir
#

Have this be kept up in a game manager object that every player has a reference to

#

then just have a function gameManager.player_died(2)

hazy sky
#

game manager object?

crimson tapir
#

Yeah, one object, or collection of objects, in the level that everyone has a reference to that handles all the stuff that doesn't specifically belong to anything else

#

Like say a level timer or scoring system could be handled by the game manager

hazy sky
#

i'll keep in mind

hazy sky
crimson tapir
#

Well, no just a node or collection of nodes parrented under one node that have scripts attatched that handled things like score, timers, which players are alive and dead, that other objects access

uncut agate
hazy sky
#

goofy ahh kabal music

uncut agate
#

what

uncut agate
azure flume
uncut agate
#

whats that

azure flume
#

mini-dusk

#

You thought it would be fun to break into a nearby museum and root through the artifacts stored there. Little did you know that a dusty chest in the basement imprisoned the evil CHOP GOBLINS. Now they're loose, wrecking bladed havok on the world once again. It's up to you to chase them through the city and across space and time, in a bespoke ...

Price

$3.99

Recommendations

1752

▶ Play video
uncut agate
#

i can hear it

azure flume
#

it's not even the track i meant in the trailer lol

uncut agate
#

no im listening to the main theme

uncut agate
#

i was thinking more of the carnevil nocturne

hazy sky
crimson tapir
uncut agate
#

i really like how this is looking so far

crimson tapir
#

Lookin' spooky

last heath
uncut agate
#

Medievil has cut levels, and since my game is kinda based on medievil I might as well get a feel for the layout of levels

hazy sky
#

i would put a few loop cuts around some of the edges to reduce the smooth effect a little and give more definition

hazy sky
#

i fuckig hate complex mathematical equations

uncut agate
#

tell me about it

#

no one's gonna walk up to you and say
"whats the quadratic equation?"

peak furnace
#

guys,what u think about style giving u health back or overheal without cap?in my game if what

uncut agate
#

would encourage the player to do sick tricks to gain health back

#

i like it

peak furnace
uncut agate
#

genius

crimson tapir
#

Official logo of the International Snowball League (100% original)

crimson tapir
crimson tapir
#

Independent

peak furnace
crimson tapir
#

So what kind of game are you making? The game I'm developing also has a trick system where the reward for landing a trick is a speed boost, reward movement with more movement

#

Oh, I see, I read ur messages wrong, yeah rewarding a player with health for depleting an enemies health in stylish or difficult methods is good game design

crimson tapir
uncut agate
crimson tapir
#

There going to be a ghost train or something going around that track?

crimson tapir
#

Hell yeah

unique trellis
#

the animations in the second clip will be fixed

azure flume
#

big guy has leg, why he no move?

crimson tapir
azure flume
#

Of course

hazy sky
#

had to adapt the ramblings of a madman(me) into this

#

had to basically calculate the distance between P1 to P2, halve it, P2 to P3, halve that, P3 to P1, halve it as well

#

that gives the position between the characters distances

#

and gives a much better result than just taking the characters global position and halving it by 3 just like that because then the farthest player had the advantage of being focused

crimson tapir
#

Will there ever be a time where one player will be a significant elevation above the others?

#

If not, you could optimize it by only factoring in x and z

hazy sky
#

the formula is basically var x = (P1.global_position + P2.global_position)/2 var y = (P2.global_position + P3.global_position)/2 var z = (P3.global_position + P1.global_position)/2 var distance = (x+y+z)/3

hazy sky
crimson tapir
#

Ah, ok

#

To get the camera to move further back when the players spread out, multiply it's distance by some factor of distance + a constant min distance

hazy sky
#

what i thought is, there is a function called distance_to()

#

it returns a float value

#

i could check for the players distance and if they are within a certain threshold then lift camera

crimson tapir
#

You're already calculating distance in the code up there, doing that would be redundant

#

Just create some function based on the magnitude of distance variable you already have

#

Like, for instance:

#

cam_dist = 1.75 * (distance - MIN_DISTANCE) + MIN_DISTANCE if distance > MIN_DISTANCE else MIN_DISTANCE

#

Idk if 1.75 is the multiplier you want, just as an example

#

Actually, hold on, the distance variable you have is a Vector, that ^ wouldn't work

#

var avg_dist = (P1.distance_to(distance) + P2.distance_to(distance) + P3.distance_to(distance)) / 3

#

cam_dist = CAM_DIST_MULTIPLIER * (avg_distance - MIN_DISTANCE) + MIN_DISTANCE if avg_distance > MIN_DISTANCE else MIN_DISTANCE

hazy sky
#

since global_position is a vector3

crimson tapir
#

MIN_DISTANCE would be a float

hazy sky
#

distance is also a vector 3

crimson tapir
#

Yeah, that's why I calculated avg_distance up there ^

#

Actually, avg_distance should be max_distance, find which one is the furthest from the cam target and use that

#

var max_dist = 0

#

var t_dist
for i in range(live_players):
t_dist = live_players[i].distance_to(distance)
if t_dist > max_dist: max_dist = t_dist

#

cam_dist = CAM_DIST_MULTIPLIER * (max_dist - MIN_DISTANCE) + MIN_DISTANCE if max_dist > MIN_DISTANCE else MIN_DISTANCE

drowsy escarp
#

So I'm trying to do a HL2 style object grab system but for some reason if I push against a wall, the object starts to push me.

#

How do other games handle it, i tried playing half life 2 for reference and I couldnt find what they did to fix it

pure jackal
#

Simply have the player physics override anything the object does

#

(This is not the solution)

azure flume
#

remove it from the player-s collision layer during the hold

hazy sky
#

you can still object boost in HL2

unique trellis
azure flume
#

Not even a little bit?

unique trellis
azure flume
#

Make him feel alive!

#

Couple steps

unique trellis
#

okay

#

but yea he’s supposed to be a priority target

#

his slam attack will be a stunlock if not dodged and his blood attack is hectic

#

and you can only shoot him in the back

crimson tapir
hazy sky
#

but you still need to know where to put the prop when you put it in invalid spots

crimson tapir
#

Maybe check that once you try to release the prop with an overlap box the size of the prop and if it returns invalid don't drop it and play a little sound effect to tell the player they can't put it here

hazy sky
#

we are so back

#

the ammo system was mostly why i stopped caring about the project in the first place

#

some people on the discord server told me to use resources to store the ammo in

#

i'm still looking into making it good, right now all the ammo types have their own separate resources

#

not sure if it's possible to squish them into one resource per player

pure jackal
rotund garden
#

LET'S FUCKING GOOOOOOO

crimson tapir
#

Not much of a reason to make it more complex than that if it doesn't need to be.

hazy sky
#

actually i asked around on the Godot reddit and discord and people said what a stupid solution it was, and they told me it would make sense to make it a dictionary and other told me to make an enum and use those

#

so i took all day trying to figure out how to access the enum/dictionary key and get the value, take from the value, add or subtract from it

#

and after that i just said fuck that i'll turn back to just variables

#

that's when one dude said "dude, just use resources" and i'm like what

crimson tapir
#

Why a dictionary or enum? Seems like a really complicated way to solve a simple problem

hazy sky
#

he sends me a video and yeah

#

so now the ammo system works finally, however the reserve counter on the UI also changes when my pistol ammo changes so

#

it's a minor visual issue

crimson tapir
#

I guess a dictionary could kind of make sense if you want to use a string or some other data type to refer to each ammo type, for some reason

hazy sky
#

i mean i did want to make an ammo pool

#

you see i'm not trying to hardcode ammo types

#

i want complete freedom in what gun can use what

#

because well, later down the line i want silly cheats that alter all that stuff

#

just you know, those cheats like big head or stuff in goldeneye

crimson tapir
#

Then have ammo be a variable in the script for each gun

#

like in the script you have on the gun node

hazy sky
#

yeah but that wouldn't work either

crimson tapir
#

Why not?

hazy sky
#

the reason i need the ammo reserves separated is because i want Pistol 1 to share the ammo of Pistol 2

#

in case you can get two guns of the same time

#

which is something i want for the co-op part

crimson tapir
#

Ok, then a dictionary actually makes sense then

#

have each gun have an ammo key that they get from the dictionary to see how much ammo is left

hazy sky
#

like on a stealth mission your mate starts with an unsilenced pistol but the co-op parter has a silenced pistol, and you both use the same ammo

#

yeah but i have no idea how to use dictionaries

crimson tapir
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If a gun has an ammo key not in the dictionary then add it to the dictionary

hazy sky
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i tried many, MANY solutions

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but it seems like resources are the way to go, just not the way i utilized them

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if you know a good way to access values of dictionaries please elaborate because i spent like four hours trying to get it to work

crimson tapir
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Dictionaries aren't that hard, they way they work is just like a literal dictionary, you have a key (usually a string) that's he key, and that key is associated with a value

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Just like a word associated with a definition

hazy sky
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that's how i tried it

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had for example "Pistol_Rounds" = 8 and tried accessing the value through the key but it always returned null

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i have no idea what syntax works here

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and apparently neither do the people on the godot discord

crimson tapir
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var ammo_dict = {"pistol" : STARTING_PISTOL_AMMO, "smg": STARTING_SMG_AMMO }

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ammo_dict["shotgun"] = 12

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And now there's shotgun ammo

hazy sky
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okay, but how do i retrieve values from that?

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like the reload function is inside the guns, the ammo is stored elsewhere

crimson tapir
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var current_pistol_ammo = ammo_dict.get("shotgun")

hazy sky
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the ammo is now stored in classes inside resources so i can call them whenever

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so simply going by the string name, it returns it's value?

crimson tapir
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Yeah, that's the key

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you use the key to get the value

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behind the scenes gdscript uses a technique called "hashing" to associate the keys and values

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Here's the documentation on it:

hazy sky
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that's interesting actually

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i tried using get() but it still returned null

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but yea i'll leave this for tomorrow, jump into it when this migraine finally wears off

crimson tapir
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it returns null if the key is not found in the dictionary

hazy sky
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could be

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like i said, everyone blasted me with information they didn't knew would work and then vanished when i asked them to elaborate

crimson tapir
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The way hashing works is it takes an input, runs it through a function that has no inverse, then attempts to find it in an array called a hash map

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each element in the hash map is a result of some input into the hash function, and the value for said key is kept in a linked list at the node of the index of the hashed key in the hash map

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it checks to see if a key is in the hash map by running the key you give it through the hash function and then searching if the hash map has that value

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If so go to the list of values and return the value, if not, return null

hazy sky
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sorry for cutting into your words, i'm looking for this kind of modularity, are dictionaries possible to execute like so?

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like select a drop down option and have it automatically adjust which ammo type to deduce from the pool?

crimson tapir
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Just give each weapon a key in the hash map

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for instance, give the pistol the key "pistol" and have it search the dictionary for the key its given, if it returns null, create a spot in the dictionary with that key

hazy sky
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huh

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interesting

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i really wonder how i will pull off a full 8-player multiplayer when i can't even get single player working properly 💀

uncut agate
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theres gotta be a way i can extrude the top but keep it uniform

crimson tapir
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godot multiplayer isn't that bad, just need to wrap your head around a different instance of the game running on everyones machine and how they communicate

hazy sky
uncut agate
hazy sky
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this is still a big ambition with little to no knowledge

uncut agate
hazy sky
# uncut agate

bro just select the top loop, press E and constrict it to the Z (i think) axis by pressing that button

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that should lock it vertically

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or just duplicate the mesh and put it on top, and merge the vertices

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with snapping set to edge or vertex

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so it's flush

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that way the UV coordinates for the textures remain actually intact

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hard coded for three players tops right now but i can safely expand that if needed

uncut agate
azure flume
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Nice woolen rasta hat

uncut agate
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what

azure flume
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add some red and you are done

uncut agate
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its
wheat

hazy sky
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what you can try is extrude, click so it's in the same spot

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then press Alt + S

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it should scale evenly across the thing

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also constrict it to an axis

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or two and exclude the vertical axis

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sorry for some reason i thought you were the snowball fight guy and not the medievil guy

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also you can work some UV magic if i recall where you can actually retain the UV coordinates and achieve a normal looking texture

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but not sure where the toggle is

uncut agate
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dunno if i showed this but i made the exterior of zaroks lair to help get an idea for design

hazy sky
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mfer this looks like dust 2

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nah tho but it's extremely confusing looking at it like this

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are those train tracks?

uncut agate
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yeah

hazy sky
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neat, how did you manage the curves in the tracks like that?

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i've been trying to get curved paths and roads and could never figure it out

uncut agate
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ctrl right click

hazy sky
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ctrl right click what

uncut agate
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anywhere

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click an edge, move your mouse anywhere then press ctrl right click

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im feeling a whole redesign on the hub, im stuck between a castle town or a field
but i wanna do both at the same time, but i cant really design a map for that

crimson tapir
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Have a castle town with a view of a field extending far off into the distance

uncut agate
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thats an idea
but then again
is the town on a mountain? or what will the town look like?
these things i have to draw out, to get a perspective on it
but i just have no idea how that would look

clever cape
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This one looks more edgy

hazy sky
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or make the castle be on the mountain

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and in the front you could see the town down below

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would be a neat vista

severe cobalt
uncut agate
hazy sky
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DMC2 had a cool mountain village

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unironically the best part of DMC2 was the early part's setting

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you could have two villages, one inside the mountain face, and one on the bottom of the mountain

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and on the top a castle

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and have the huge field on the bottom as well

uncut agate
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id how to do the borders, this seems to rectangular

uncut agate
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tried using the landscape with a decimate mod

severe cobalt
fast vault
hazy sky
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this is so fucking bad

crimson tapir
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It's not that bad, only thing that's a bit awkward is when he locks onto an enemy

hazy sky
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yeah.. I need to rewrite the movement to accommodate for locking

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also the attacks are handled weird

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I think maybe using one shots aren't the way to go

fallow kernel
indigo notch
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Remaking hit classic Dodge the Teapots of Doom in Godot.

azure flume
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New Fall Guys map?

peak furnace
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i decided to scrap limited ammo in my game rn

plush pasture
# indigo notch https://youtu.be/oyr3b7HsxW0?si=0JUjp5bhK4wh7EhY

yknow this is only tangentially related but sometimes i play a roblox game that's actually like, an awesome game that i could play for weeks on end and i'm just like "man, it's gonna suck so bad when roblox goes offline in like 2259 or something and these games are left unplayable forever"

crimson tapir
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I'm sure by then someone will find a way to play roblox maps on a 3rd party server

crimson tapir
hazy sky
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what i'd do is make the gravity a bit heavier, and a bit moreso on the player

junior bluff
crimson tapir
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Haven't got any coding or texture work done these past few days because of the holidays, but I've been working on documentation and have 8 maps drawn up (plus the one I already have), 8 game modes that follow the rules of "can work on any map with an indeterminate number of teams", 6 ideas for power ups, 8 weapon concepts, a backstory for why the events of the game are happening in the first place, and a laundry list of potential steam achievments

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As well as 14 ideas for selectable character models, but I'm still not sure how character customization should be handled yet

uncut agate
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this is turrning out very well

uncut agate
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made some trees as well

pure jackal
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Goofy aah medievil environment

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Love it

uncut agate
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oh yeah this is the dude you play as

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his name is roy since his og design palette was gonna be red orange and yellow

pure jackal
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Reminds me of vivi malicioushappy

uncut agate
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reminds me if magalor took up painting

uncut agate
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some graves next to the church

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this means that people have died
spooky

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i have the urge to make the kings castle a hidden area
and its just path of pain but 3d

crimson tapir
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If you do the king should just be an inanimate scarecrow sitting on the throne

uncut agate
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the big question is
the paintbrush is with roy the entire game, how can it be used?
to give some variety to the gameplay

crimson tapir
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Neat, these characters remind me of the little sand dudes from Star Wars

uncut agate
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ewoks?

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no wait