#general-modding
1 messages · Page 18 of 1
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
Ok, I think I've cracked it
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
Requires a bit more overhead, but hey, it actually works
I'm no expert on your net code or anything but this may cause a lot of stuttering across very laggy connections
That being said there's always going to be a cost
The retraction is only sent if the server determines that the movement is outside of a given acceptable margin of error, which 999/1000 times if you're not cheating is accepted
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
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)
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
huh
Ok, i don't think I did a good job explaining, so here's an ms paint comic about it
(reposted for correction)
https://fxtwitter.com/GameDevKS/status/1720795203965964311 moar boomstick gamplay
The benefits of slowing down time... ⌛️🎯💥
[Sound🔊=ON]
#ScreenshotSaturday #Indiedev #Gaming #IndieGame
Does else anyone have a problem with ragdolls moving slightly on their own in godot?
https://www.youtube.com/watch?v=Gjmfo0oXOMM gameplay of a little game of mine
gameplay of my game :)
download here: https://err-isak.itch.io/abeyance
discord: https://discord.gg/8f5dKkTgAk
ok so i have just found out
how much of a faff ue4's 'media player' is to use
aka massive pain in the arse lol
Not speaking from experience, but are the different parts of the ragdoll colliding with each other?
maybe
Synched movement, with client prediction, set up and working SMOOTH (with at least 4 peers)
Finally, now I can develop fun stuff again
Noice
Wow a bunch of techy stuff. I don't have any idea how any of this works
Challenge yourself to learn.
Replace techy with artsy and that's me, lol. Everyone's got strengths and weaknesses, always more to learn
ok I'm developing this FPS game. Would you mind taking a look to see if it's any good?
Even if the colliders aren't intersecting, the ragdoll keeps fucking jittering
and when it isnt jittering it moves slightly
what the fuck do I do to fix this, the godot discord keeps ignoring me
I mean I think it looks neat but it's more about what you think looks good
kinda feels like a mix of jazzpunk and ultrakill and i like it
That's a fun style
thank you everyone ❤️ i made some boss theme thingy too
Gunning down foes in close quarters with the SMG never gets old! 💀💥
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#Indiedev #Gaming #RetroFPS #Retrowave
Sometimes you see someone's code and go hol up

can we see the make_friends function 
finally got around to implement the gun animations
that also means that SSG is finally getting worked on yoooo-
okay that’s what the game currently looks like
the hanging saws dont look like they can even hit you
Got to make it obvious they will saw your head off
It will be dependent on the height of the corridor
This level is just a placeholder to test out mechanics and etc
I can make the different lengths of the saws though
From the tests I've seen, it seems to run better and handle more rigidbodies compared to the default physics engine.
Currently using it for fast projectiles and it's doing well
ah ok
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
Or a key for Game Guru Classic?
I'll take a key for Godot 5
Here ya go:
1-800-WAITING5GODOT
Does anyone know how to change textures in ultrakill and where the sprite textures (hideous mass statue v2 minos etc) are located?
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
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()```
disabling the animation tree didnt work
have you tried turning the simulation off once it's more or less calmed down and re-enable it only with interactions
it calms down, the issue is that its all stiff
Here is an example of what I mean
Could the rig be fighting with the values the idle animation gives it?
"non uniform scale"
even though x y and z scale are 1
Try scaling the collider shape, not the transform scale
wait nvm its the body offset
Got my gdextension module loaded in
got dynamic game loading from server now
we're GAMING
Feels good when stuff finally works!
looks fucking awsome
WE'RE WINNING
pretty sure this is just program development but it's mostly in godot so I get to put it here
progress check woohoo
- Shotgun Jump was given to SSG
- PDS will now aim down your bodyparts after your death.
- SSG is added!
- Shell casings in progress.
- Fixed Ground Slam camera.
- Added muzzle/reload animations.
sorry for the shitty crop
- Oh and also camera zones yeah
hey this is really similar to a game I worked on for a bit before canning it
I wish you the best of luck
really? what was the game? :o
#general-modding message this was as far as I got
first game I tried making myself, way too ambitious and the code was spagetti
oh i see
my game is on construct 2 tho, because i hate myself and i don't really understand code yet
but the idea in my head is pretty much that
currently i am working on the third common enemy out of fourth
the first mutant to be introduced
(the enemies are split into mutants and machines)
Is there a way to store and represent an object's rotation as a vector3 in godot?
Of course
You can store pretty much any 3 numbers as vector3 and then use .x .y .z to extract those values
Look at him go
(There's no visual indication of it yet, but he's sliding when he glides up and down the quarter pipe)
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"
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
Back in Blender to add some new attacks to the Siren enemy
Thats sick
Thanks
https://cdn.discordapp.com/attachments/1090416140821463161/1172109341248204860/image.png?ex=655f1ee3&is=654ca9e3&hm=56148758302c3f30593288a9d45dfc90934edbd0b7901ae220ea067a86998977&
https://cdn.discordapp.com/attachments/1090416140821463161/1172109341596327976/image.png?ex=655f1ee3&is=654ca9e3&hm=41b070ca9e9be6d0213b90915a7c321bb916f69c54d6762098a9ed6335f61bdd&
https://cdn.discordapp.com/attachments/1090416140821463161/1172109341915107348/image.png?ex=655f1ee3&is=654ca9e3&hm=6e5419a1a9eae65e1fb1f7749e5e8ce072209d8bd65ef12d91e34806d2dabf0a&
https://cdn.discordapp.com/attachments/1090416140821463161/1172109342284197988/image.png?ex=655f1ee3&is=654ca9e3&hm=c0533cbd786c4c53aa2c2508b3f898295dd49f99616653095e94b6517f680f59&
https://cdn.discordapp.com/attachments/1090416140821463161/1172109315826528266/image.png?ex=655f1edd&is=654ca9dd&hm=5f2fc2f1c84b318f9786e24222205c82efff473ad9294d0745ee892ccce26966&
I love the aesthetic!
What project is this?
my horror game Im making
currently making a new area inside a big tunnel leading to a sewer system
It looks great
Yay, +1 to the sewer count!
Bit of concept art for the title screen
( My phone camera is really poor quality )
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
(Because I hate doing UI lmao)]
DRG's lobby isnt only fun to mess around in but it also complements the social aspect of the game
You can interact with other players in many ways
and just existing in the same space is good enough to fuel some fun
Not sure what your game is supposed to be but this kind of stuff can be challenging
since if not done right, you just make it a slog to go from menu to menu
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?
this doesn't quite cut it and the full rgb sphere is impossible to get accurate values from for manual painting
Gives me Post Void vibes, looks cool!
Thank you for the advice, this is a rough sketch of my idea:
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
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
level design thingy
Very noice
HL1 shotgun (with automatic mode) Doom mod
Today I improved the sledding mechanic by giving the player the ability to steer, brake, and lean
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
jesus that is spooky
did some heavy work on the tunnel I was making
Im way more happy with this
https://cdn.discordapp.com/attachments/1171874862172749925/1172248301685452902/image.png?ex=655fa04e&is=654d2b4e&hm=f1eef79437818ac658bbded504dfb9e4e60d614ac6f7f15654ad3f2bf013f7d1&
https://cdn.discordapp.com/attachments/1171874862172749925/1172248345687904346/inside-the-archives-of-melbournes-infamous-cave-clan-893-1474251588.png?ex=655fa058&is=654d2b58&hm=010aba5040d88211883091ef663492fb10f40f4fd76530b2291387aa6b3d3287&
referenced these 2 pics
Not done yet, but I think the vortex thingy looks good.
looking awesome
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.
Great work! Make sure to take breaks
On the opposite end of the spectrum: The attack that makes you stay still.
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.
https://fxtwitter.com/GameDevKS/status/1723324240424784208 changing it up a bit 👀
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
lookin good
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
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?
I do like the toned-down lights in here. The neon sometimes gets a bit hard on the eyes
where the fuck did you get a picture of my house
I already have a YouTube channel where I upload devlogs (However the language of the videos is not English)
Godot
Please
Just let me rotate the character forward around it's own local x axis
Working on level design.
The starting point was a 'Post Void' copy project, but it has improved to its current state.
#gamedev #indiegame #indiedev #madewithunity #retroFPS
💖 1
leveled
is that ultrakill
insert Into the Fire combat music now
added a wooden border to make it easier to get to other areas
This is driving me insane, this should not be this difficult
just
rotate
forwards
code is a pain in the ass
ive dealt with it before
It's just because the way godot handles rotations and such is so weird, I had 0 problem getting this done in Unity
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
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
Wait, nvm, I just forgot to multiply delta
whoops
Nope, it's still not rotating while facing other orientations, still sucks
And just stops after 90 degrees in other directions
still need to figure out what the design of the town after this island should be
What kind of town is it? A farming town? A Harbor town?
Ok, after further investigation, the problem is NOT with the rotation code, that works fine, it's the ramps
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
So can area3d detect csg colliders?
cause I thought of using an area3d for my blended ragdolls to check for a nearby surface
No, the character also has a 3d area attached to it
...both?
Terrace farming is pretty neat, maybe have something like that?
hmmm
on second thought
maybe the hub shouldn't be really platform based
https://www.youtube.com/watch?v=mXd6V9lrMus This is not complete, and will be receiving tweaks for the sake of balancing, but phase 1 and 2 are done!
There are also some attack variants not shown here, but that is just a part of the boss being fully randomized.
Oh this is a hub world? What kind of game is this?
Cross between spyro and medievil
Oh yeah, you're working on the paint brush wizard game, forgot that was you cuz you changed your pfp, lol
Anyone else have an issue where hitboxes dont move with enemy animation?
Is root motion in play
Alternatively
What is the hitbox tied to
Try tying it to a bone and see if it moves then
no, root motion is not, the hitbox is attacked to the physical bones
even if i do use root motion it doesnt do shit
Are you using boneattachment3d nodes to connect them?
no
but why do physical bones have colliders to begin with if they just fuck up anyway?
this didnt happen with the ragdoll
So what the fuck is going on?
Just godot things
Hopefully Godot's 3D skeletal system improves in the future. It's a bit buggy atm
Yeah cause this is bullshit
(i love godot but thats annoying)
In this Godot 4 tutorial we create implement complete shooting mechanics for a first person shooter game including how to make a weapon. The covered topics include gun animations, projectile bullets, complex bullet collisions with body parts and weakpoints, dying animations, and enemy despawning. These mechanics can be used for many types of gam...
found this
aren't you supposed to use quaternions or something
Nah, it's cool, I got it sorted
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
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
Idk, I'm really not sure what to do with the player rotation on slopes
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
Maybe if the rotation returns to normal while airborne after a few ticks, it wouldn't be so bad
Or just don't rotate the player at all and use inverse kinematics for the angle of the board
That way the player's head, and therefore camera, always stay upright, avoiding the problem entirely
There is a very good reason why all those skateboarding videogames are in third person
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
This would probably be the least headache inducing
one more thing, im thinking of a skybox redo, what do you recommend? something like scarecrow fields from the ps4 version of medievil?
i honestly like this
Maybe make it look like the clouds and sky are painted on, kind of
Kind of like the sky is one of those cathedral celing murals
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
Kinda like this
How you would actually do that, idk, I'm a programmer, but I'm sure someone else here would know
further question: i have no idea how i would do that
learn
got something
a
Kicking this week off with a bang - quite literally! 💥
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#RetroGaming #IndieDev #BoomerShooter
Neat, although I don't know if such smooth looking clouds would look natural against your low poly environments
Also, does anyone know if godot has an equivelant to Unity's overlapsphere?
Got it figured out and added blast jumping with the snowballs
Comboing the blast jumping with the sledding leads to some pretty insane movement tech
I made it so that the explosions count as trick zones letting you do tricks off of your own explosions
Fun as it is, I think that might be a bit too broken, lol
Never remove fun from a game because it might seem a bit broken
huge mistake
If anything, make it harder to pull off, rise the skill ceiling
All the other stuff you have has been done before, but rocket jumping in a skateboarding game is something fresh
Alright, a the very minimum I could still keep it as an optional mutator server hosts can enable. I won't scrap it
ha that looks awesome
Why are you posting video game reccommendations in a modding channel?
Ever since i replaced the physical bones with bone attachments, these fucking errors keep showing up every time i open godot
Ok, so I've reworked the trick-blast jumping, and tweaked it some so that it's less OP
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
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
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
So now the sliding blast jumps are more of a side grade than a straight upgrade over regular blast jumps
Regular blast jumps for distance or height, and slide blast for speed
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
this started with me opening fl studio and suddenly deciding that i was gonna work in 3/4
then i took like 3 drum breaks and chopped then up to fit
and thats really it lmao
context for image:
in the
Yeah these fucking errors show up everytime i use a bone attachment
How do i get rid of them?
Does anyone else have this issue?
the godot discord isnt telling me shit

Stuff like this is why I bailed on godot
Hope you figure it out soon
I'd try reopening / reimporting each part
sometimes it regenerates references between objects or smthg
If the issue doesn't come from your own code, idk about those signals.
so what the fuck is happening?
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.
Is the game running fine?
yes, i just want the errors to fuck off
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."
so I just kinda ignored it since it didn't seem to be affecting anything
maybe there'll be a fix for it in a future update, idk
Are shapecasts supposed to move around when they collide with stuff? :S
is godot stupid?
Move around? I don't think so
Well, they are moving!
anyone have tips for making a mesh sphere collidable to the player in godot?
jesus thats alot of bones
I've tried to do that before, what I did was have it itterate through every collider that is touching the side of the player and add force to the objects rigidbody, and it kind of worked, but if you walk on top of the ball it flings you into the stratosphere
im sorry im a beginner so im brain ded lol
There's definitely a better way to do it, I jusyt haven't gotten around to it yet
im running it on my chromebook
would you have any tips making a rig or a bean becuase i cant figure it out
Just like a capsule?
yeah
Add a "mesh instance 3d" node to your player and for shape select "capsule"
ok
so do i add a polygon collider to that or a diffrent collider to it?
Collision Shape 3d node
thanks
Yeah, np
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
i make the collsion shape 3d a child of the ara node
I don't think you need to do that, just leave the collider as a child of the root
though its telling me to make the collsion shape uniform
When you make the shape of a collider, set its dimensions in the shape, not the transform
ok
should i update to godot version 4.1.3?
Does it have a feature you need?
You probably should anyway yeah
just did, fixed the error issue
Fighting near fuse boxes can lead to Shocking Results! ⚡️
#IndieDev #IndieGame #RetroGaming
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...
I made this effect forever ago, but I am still proud of it (it was polished further later.)
Another movement demo, this time with the fixed blast tricking + a rotation counter
those spins go so fast you need some of that instant replay slo-mo action
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
This was also the first clip where I sucsessfully landed a double flip
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.
And disorienting
Yeah, maybe they could stand to be a bit slower, I'll experiment with it a bit
Maybe give your player some more air time during spins so you don't have to worry about them landing too fast
Achieve flight by getting some sick flips 
Maybe I should just make it like how flips work in dusk
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
Those enemies really wanna slap you.
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
It also frees up the directional keys to be used for different grabs and stuff while in the air
Although a problem has been presented with it
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
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
Visual for what I'm talking about:
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?
what game is this
Into the void. It's a fps game in development.
https://store.steampowered.com/app/420270/Into_the_Void/ you sure about that? 
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...
$1.99
You need a name change
i confused that with post void tbh
Rapid fire action for this week's #ScreenshotSaturday!
💥💥💥💥💥💥
#IndieGameDev #Gaming #BoomerShooter
bruh it's been AGES since i've touched godot
Its the medal of honor guy
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
i know, i know
i've been trying really hard to get back into it but it's just too much
so i gotta take my time to re-learn everything
got a new 32 inch monitor and my first thing was trying out my demo and man it was fucking epic
crisp 144hz
not sure if i showcased the finalized shotgun model before
Aw sweet, you're back, I remember seeing updates for this game forever ago, good to see ya again
trying my best, haven't touched the project for 4 months though
only touches i've made were like really minor ones but i think i'll get back into some development soon
Can't wait to see it, dude
you will man, you will
but the beat em up project will benefit better from it for now
i just really need to get into animations
Damn it
Yep the starting point was 'post void' copy project. YCJY Approved!
Ok, I think I got the mouse flip rotation down packed, it feels way more natural than holding a key
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
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
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 
love this game already
reminds me of tribes
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?)
What if you can get a damage multiplier by stringing tricks together?
It's a snowball fight themed arena shooter, and the main movement tech is hopping onto a snowboard by holding shift
Idk, it is possible to land a flip on flat ground now so theoretically if that was the case someone could just do a bunch of flips then have extra damage for basically free
I think ideally movement should only impact movement
I need to try that game eventually, every once in a while I hear it mentioned and intend to play it but then forget, lol
Thanks, glad you like it
is tribes even alive any more?
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 😤
that's incredible
spent way too fucking long making this chaingun
Looks beautiful!
doom 64 chaingun?
Eon intends to play it 
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
mario 64
i was thinking more of medievil
medievil had nicely blended textures and round cute geometry
the texture work on medievil is really nice,,
didn't really know how to emulate that
i love that stylized ps1 look
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
triangulation is not necessary as the engine does it for you
so hubworlds
but if you're aiming for authentic PS1 aesthetic, you should MOSTLY stick to PS1 limits
it's not a bad thing but it helps a lot if you have a certain pattern
all of it together is about 40k faces :')
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
how can i lower the count without ruining the whole thing
mostly everything is reset to the original dimensions
so everything i supose
yeah
if not, you're gonna have to unwrap it anyways
otherwise you might have a bad time with reducing polycount while retaining UV's
so unwrap everything
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 💀
yeah
a lot of PS1 titles actually used quads basically utilized the UV's to break up the texture patterns
hm
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
so like medievil and its textures?
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
i do that with the 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
bruh
well i mean if you're going for a third person game, double sided fence doesn't sound like a bad deal
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
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
what
bruh triangulation
ignore the texture thats the top of the corn
you and me both
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
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
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
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
¯_(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
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
I guess for now, this is fine, it gets the point across, you can at leat tell what things are supposed to be
Also snow particles
anyone know where the ultrakill "mods" folder is
i got mods but idk where to put them
It really should be moved to the modder's basement
thanks
np
that's pretty good
then again you shouldn't have to worry about high poly count for performance reasons
just have a good enough culling algorithm
tweaked some of the corners
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
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
you need to mipmap your textures bruh
material, filtering and set it to mipmapped
either linear or closest
Ok, so for the import settings for each texture make sure mipmap is selected? Do I have to mess with "Limit" at all?
limit of what
hover over the limit and see what it limits
"No description."
Very helpful, thanks godot!
Yep
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
sampling, sorry
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
Make em glow
Maybe use a light grey for the snow texture and white for the snowball texture to give it a bit of pop. Or somehow generate a soft outline shader
Ok, now what?
Perfect
Comedy
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
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!
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
How'd you even manage that
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
But what about the insides of the squares in the mesh?
Not sure what you mean
Ok, so it worked, but The squares in the grid aren't transparent
Weren't they transparent before? Why'd you change that?
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
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
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
Yea
goccha, thanks
hmm, try alpha scissor instead of alpha
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
make those trees a separate thing
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
How hard can it be to switch cameras when this exists?
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
there are no multiple cameras
that's what i did, yeah
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
Ok so seems like it's working exactly as intended then
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
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
Ok, so then just make that a function and call it again when the player respawns
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
for p in players: if p.health > 0
The temporary element in the for loop
oh
Cuz gdscript for loops are simmilar to python not C
i know that
not that i'd know python though
how do i dynamically add the players to an array?
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
like i've made a variable called live_players
then when you itterate through live_players, use live_count, so it doesn't look in the last 2 indexes
yeah but how do you ADD to the array?
i read there was an array.add function but can't get it to work
Well there's 4 players max right?
3
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
i mean i can just send a signal on the player's death to decrease the count by one
increment live_players
i need to get the live player count
and the live players themselves
and their global positions
Yeah, that's what this is doing
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
if live_count > 1: camera logic
i could do live_players.size()
else: camera.follow(live_players[0])
that would equal to the amount of players
Well, that will always read 3
i mean live players
if 2 players were alive there would still be 3 indexes in the array
no because i have a check that removes the dead player
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
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
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)
game manager object?
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
i'll keep in mind
wait you mean like a global script?
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
practicing making music
goofy ahh kabal music
what
Chop Goblins soundtrack vibes
whats that
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 ...
$3.99
1752
i can hear it
it's not even the track i meant in the trailer lol
no im listening to the main theme
Chop Goblins OST
by David Szymanski
https://davidszymanski.bandcamp.com/album/chop-goblins-ost
i was thinking more of the carnevil nocturne
Happy New Year everyone, and as a surprise I'll be uploading the game's music, ripped directly from the game's harddrive! Er, not this one though…!
I named this the CarnEvil Nocturne through the process of elimination, since the rest of the other tracks on the official website seem to be self-explanatory.
Did you know the Shooting Gallery leve...
he 💀
i really like how this is looking so far
Lookin' spooky
What is it for?
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
a bit too smooth perhaps
i would put a few loop cuts around some of the edges to reduce the smooth effect a little and give more definition
i fuckig hate complex mathematical equations
tell me about it
no one's gonna walk up to you and say
"whats the quadratic equation?"
guys,what u think about style giving u health back or overheal without cap?in my game if what
also,u would get fuckloads of overheal from styling
genius
Official logo of the International Snowball League (100% original)
Hmm, depends on the type of game you're making, but usually you would want movement and health systems to be mostly orthogonal to each other
wtf is orthogonal
Independent
oh,u get style like in ultrakill+360 no scope stuff
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
What kind of math wizardry we got going on?
There going to be a ghost train or something going around that track?
Hell yeah
big guy has leg, why he no move?
is "motherfucker" the actual name of the enemy?
Of course
i got three characters to track with one camera
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
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
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
there will be times, i'm also planning to account for player distances and if someone wanders too far away, lift the camera a little
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
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
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
yeah but i'd have to set a vector3 for the min_distance
since global_position is a vector3
MIN_DISTANCE would be a float
distance is also a vector 3
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
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
Simply have the player physics override anything the object does
(This is not the solution)
remove it from the player-s collision layer during the hold
why would you want to pass through it
you can still object boost in HL2
too fat to move
Not even a little bit?
no his actual name is boneshield
no he’s supposed to be stationary
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
I've done something similar before, what I did was when the player picks up an object, store the layer of the held object then set the layer to a layer that doesn't collide with the player, then when you release it put the layer back to the one you stored
that's how Deus Ex does it as well
but you still need to know where to put the prop when you put it in invalid spots
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
YEAH
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
@spare scarab @rotund garden
LET'S FUCKING GOOOOOOO
What's the issue with the ammo? If you have just a few different ammo types most straight forward way would just be:
var pistol_ammo = 16
var smg_ammo = 48
var shotgun_ammo = 12
etc.
Not much of a reason to make it more complex than that if it doesn't need to be.
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
Why a dictionary or enum? Seems like a really complicated way to solve a simple problem
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
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
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
Then have ammo be a variable in the script for each gun
like in the script you have on the gun node
yeah but that wouldn't work either
Why not?
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
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
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
If a gun has an ammo key not in the dictionary then add it to the dictionary
i tried many, MANY solutions
but it seems like resources are the way to go, just not the way i utilized them
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
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
Just like a word associated with a definition
that's how i tried it
had for example "Pistol_Rounds" = 8 and tried accessing the value through the key but it always returned null
i have no idea what syntax works here
and apparently neither do the people on the godot discord
var ammo_dict = {"pistol" : STARTING_PISTOL_AMMO, "smg": STARTING_SMG_AMMO }
ammo_dict["shotgun"] = 12
And now there's shotgun ammo
okay, but how do i retrieve values from that?
like the reload function is inside the guns, the ammo is stored elsewhere
var current_pistol_ammo = ammo_dict.get("shotgun")
the ammo is now stored in classes inside resources so i can call them whenever
so simply going by the string name, it returns it's value?
Yeah, that's the key
you use the key to get the value
behind the scenes gdscript uses a technique called "hashing" to associate the keys and values
Here's the documentation on it:
A built-in data structure that holds key-value pairs. Description: Dictionaries are associative containers that contain values referenced by unique keys. Dictionaries will preserve the insertion or...
that's interesting actually
i tried using get() but it still returned null
but yea i'll leave this for tomorrow, jump into it when this migraine finally wears off
it returns null if the key is not found in the dictionary
could be
like i said, everyone blasted me with information they didn't knew would work and then vanished when i asked them to elaborate
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
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
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
If so go to the list of values and return the value, if not, return null
sorry for cutting into your words, i'm looking for this kind of modularity, are dictionaries possible to execute like so?
like select a drop down option and have it automatically adjust which ammo type to deduce from the pool?
Just give each weapon a key in the hash map
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
huh
interesting
i really wonder how i will pull off a full 8-player multiplayer when i can't even get single player working properly 💀
theres gotta be a way i can extrude the top but keep it uniform
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
wym uniform
i'm not thinking with it yet, first i'll probably only do the split screen co-op before anything network related
this is still a big ambition with little to no knowledge
bro just select the top loop, press E and constrict it to the Z (i think) axis by pressing that button
that should lock it vertically
or just duplicate the mesh and put it on top, and merge the vertices
with snapping set to edge or vertex
so it's flush
that way the UV coordinates for the textures remain actually intact
on the side note i finished the fundamentals for my camera stuff on the other game
hard coded for three players tops right now but i can safely expand that if needed
Nice woolen rasta hat
what
add some red and you are done
its
wheat
oh wait it's the wheat
what you can try is extrude, click so it's in the same spot
then press Alt + S
it should scale evenly across the thing
also constrict it to an axis
or two and exclude the vertical axis
sorry for some reason i thought you were the snowball fight guy and not the medievil guy
also you can work some UV magic if i recall where you can actually retain the UV coordinates and achieve a normal looking texture
but not sure where the toggle is
dunno if i showed this but i made the exterior of zaroks lair to help get an idea for design
mfer this looks like dust 2
nah tho but it's extremely confusing looking at it like this
are those train tracks?
yeah
neat, how did you manage the curves in the tracks like that?
i've been trying to get curved paths and roads and could never figure it out
ctrl right click
ctrl right click what
anywhere
click an edge, move your mouse anywhere then press ctrl right click
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
Have a castle town with a view of a field extending far off into the distance
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
This one looks more edgy
would be cool if it was on a mountain though
or make the castle be on the mountain
and in the front you could see the town down below
would be a neat vista
hmmm
maybe a mountain village?
DMC2 had a cool mountain village
unironically the best part of DMC2 was the early part's setting
you could have two villages, one inside the mountain face, and one on the bottom of the mountain
and on the top a castle
and have the huge field on the bottom as well
id how to do the borders, this seems to rectangular
tried using the landscape with a decimate mod
Fixed the lighting, much better
Atmospheric!
It's not that bad, only thing that's a bit awkward is when he locks onto an enemy
yeah.. I need to rewrite the movement to accommodate for locking
also the attacks are handled weird
I think maybe using one shots aren't the way to go
I got really bored today and made a nerd emoji boss over the spawn of a couple hours (including breaks.) Enjoy. https://www.youtube.com/watch?v=aov-BNwQN8k
Remaking hit classic Dodge the Teapots of Doom in Godot.
Just a little something I'm working on right now, hopefully will go up in the next day or two.
New Fall Guys map?
i decided to scrap limited ammo in my game rn
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"
I'm sure by then someone will find a way to play roblox maps on a 3rd party server
How come?
man it's so weird seeing old roblox be emulated outside of roblox
what i'd do is make the gravity a bit heavier, and a bit moreso on the player
hole
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
As well as 14 ideas for selectable character models, but I'm still not sure how character customization should be handled yet
this is turrning out very well
made some trees as well
oh yeah this is the dude you play as
his name is roy since his og design palette was gonna be red orange and yellow
Reminds me of vivi 
reminds me if magalor took up painting
some graves next to the church
this means that people have died
spooky
i have the urge to make the kings castle a hidden area
and its just path of pain but 3d
If you do the king should just be an inanimate scarecrow sitting on the throne
the big question is
the paintbrush is with roy the entire game, how can it be used?
to give some variety to the gameplay
the king is this guy
Neat, these characters remind me of the little sand dudes from Star Wars
- thanx discord)
