#general-modding

1 messages · Page 19 of 1

uncut agate
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those are the small wookie dudes

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jawas

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those are what they are

crimson tapir
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Yeah, those guys

uncut agate
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technically the king and the enchantress have hair yet roy doesn't
so its canon that he's bald

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either that or he has short hair on the top of his head

uncut agate
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with added buildings this place looks really lively

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feels homey

hazy sky
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unironically looks better than whatever that orange you were going for

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vivi,,

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no more like the heartless from Kingdom Hearts

uncut agate
# hazy sky vivi,,

there's gonna be a long line up of comparisons to other characters, im just fueling the fire

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for example

hazy sky
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make skeletons

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with mind boggling jraphics

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to be honest they were correct, but used the incorrect picture

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they should have used Symphony of the night

uncut agate
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the graves next to the church could have a easel that leads to a graveyard level

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SPIN THE WHEEL

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THE RIDE NEVER ENDS

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"father i want to get off of Mr Bone's wild ride."

hazy sky
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make it so you need to find the family heirloom shovel to be able to access a secret catacomb level

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because regular shovels can't put a dent in the ground floor

uncut agate
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but roys family are painters

hazy sky
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magic

uncut agate
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everyone is a farmer or something else in the pastel fields
so roy's family is kinda outcasted

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but not hated

hazy sky
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bruh paint a well on the floor and use it to enter the catacombs then duh

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here's some gameplay footage of someone playing my gmae 💀

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in hindsight i feel kinda bad using the assets from the games

uncut agate
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wait
you made that?
thats so fucking cool

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love the bticrushed sounds

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the music really reminds me of the lego batman game on the ds

uncut agate
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really want to try to find a soundfont thats like something you'd here from the ps1

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that or i can bitcrush them enough to make them sound like that

rotund garden
uncut agate
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Sure

muted stirrup
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Now for a new Boss Reveal! The Sadistic and Merciless Spec Ops Commander - Agent Sigma, voiced by the amazing @CGTester !

[Sound=🔊ON]

#IndieGameDev #Gaming #BossFight

▶ Play video
plush pasture
pure jackal
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Peak COD

crimson tapir
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I think I just figured out a way to have capture the flag work within my imposed limitations of "any map with indeterminate team count"

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Have a 1 minute set up period where the players can't hurt each other where a designated team captain chooses a spot anywhere on the map to plant their flag

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Then the game starts and the players have to being an enemy flag to their flag, first to X captures or most at time end wins

uncut agate
severe cobalt
hazy sky
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the later videos actually show my progress

hazy sky
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it's tacticool with the slanted grip but doesn't move enough to feel that tacticool

hazy sky
severe cobalt
hazy sky
hazy sky
# severe cobalt *ok*

it doesn't need much bruh either have slightly bigger motions or a few more frames

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that is if you wanna make them feel satisfying

crimson tapir
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Maybe unlockable cosmetics worn on a single base character model is the way to go for customization

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A thought I've recently had is that cosmetics do kind of impact gameplay, because it impacts how you interact with other players

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It lets you have a rough idea of another players skill level without having to already have encountered them, which could inform a player's decision on weather or not to try and fight them or run away to stock up on health and armor first

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Like if you see a player in Tf2 with the gibus and pyrovision, you're more likely to be more daring and careless with how you choose to engage with them, because you can infer based on their cosmetics that they're new and you have a good chance of beating them, while a player decked out with a gold frying pan and burning flames team captain has clearly been playing for longer and is more invested in the game so you're more likely to be cautious around that player

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I think that's an important dynamic to preserve, and having cosmetics that can be unlocked via achievements, with some being easy to obtain and others far more difficult and time consuming, would be the perfect way for players to estimate an opponents skill level at a glance

azure flume
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how the hell am i supposed to align textures when they don't align the same in trenchbroom vs godot

earnest lily
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what do your import options look like? I know sometimes UV might not be fully precise so this shit happens

azure flume
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Where would I find those?

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these are all defaults pretty much

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Maybe I'm missing a settings menu somewhere

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Maybe it's tbloader issue and I should use qodot instead?

unique trellis
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do i add grenade spamming enemy fucks to my game

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like green robe cultists from postmortem

azure flume
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Yes, grenades = good

unique trellis
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considering the mutant aesthetic i am going for, this will be a variant of the “spineshooter” enemy that will shoot pods of corrosive blood

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that basically act as explosives lmao

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i love how i haven’t even added anything to make a level functional (like security cards, security doors and exit pod) and i already have 5 enemies 💀

azure flume
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You don't want to build a level when you don't know what your enemies can do yet

unique trellis
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True too

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I already have some level concepts and it would be best to place enemies accordingly

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And that means I need to get the episodic enemies done too

uncut agate
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new versus old

hazy sky
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nice

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what if you smooth shaded the sides of the fountain?

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unless the polygonal look is the style

uncut agate
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forgot to shade smooth

hazy sky
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and that's how it's done

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now this looks like a proper PS1 thing

uncut agate
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noticed that in medievil 1 and 2 everything is a grid
take Kensington for example

hazy sky
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like i said it was

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the level designers used quads to make the tiles and seams work

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from their point of work, it makes complete sense that they would design something that looks good while being easy to work with

uncut agate
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my imagination and power can't learn this skill

hazy sky
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it's really not that hard

uncut agate
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any tips...?

hazy sky
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you don't have to incorporate everything from age old norms to make things look good

uncut agate
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true

hazy sky
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i generally work better if i have limitations, complete freedom overwhelms me

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when i designed my level for the medal of honor game i did, i generally kept the topology quad based

uncut agate
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complete freedom is what i suffer from

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Adhd fucks with people

hazy sky
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kinda

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i find that constricting myself to certain things help my workflow and makes me more creative to work around the limitations cleverly

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it doesn't make much sense, but it does to me tho

uncut agate
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id say a limit for me is to keep good quads while making the game look good
and to keep every scene below 10k tris

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or 11k
since most levels in medievil 1 are around that limit

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Cemetery hill for example

hazy sky
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why not keep that limit for the level itself but an extra 2-5k on the backdrops?

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when i ripped the levels from Medal of Honor Underground they didn't feel so good in a new game engine without the limitations, so i spent a lot of time modelling additional background elements and fill the background up with some nicely detailed stuff

uncut agate
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well the backdrop of the mountains in here is about 200 tris

hazy sky
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makes me wish someone would just step up and reverse engineer both PS1 games

uncut agate
hazy sky
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what engine will you use?

uncut agate
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unity
ill mainly use visual coding for code of my own

hazy sky
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unity has visual coding?

uncut agate
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yeah
i did train myself to learn about medievils design by making the entire outside of zarok's lair

hazy sky
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nice

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but looks a bit way too smooth

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like it looks like a lod model you were supposed to only see from afar

uncut agate
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that may be the lighting
cuz the whole front of zaroks lair was shade smoothed

hazy sky
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could be

uncut agate
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let me see real quick if every model is smoothed

hazy sky
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i still yearn for the game that perfectly replicates that Medal of Honor, Small Soldiers or Spyro level of PS1 lighting and mood

uncut agate
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yep
everything's smooth

hazy sky
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like vertex lights are so good mixed with these graphics

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well actually this entire game's mood is kino

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the soundtrack is the cherry on top

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like bruh it's all lit so moody and colorful

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nowadays you get fullbright or mushed lightmaps

uncut agate
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never learned how to vertex light
only colors
so i am gonna have to add my own shadingcursed
but it might pay off

hazy sky
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hint: most vertex lights are vertex painted by hand

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but for example Godot actually lets you use vertex lights

uncut agate
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i dont know about unity

hazy sky
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i'm sure you can also find some methods for unity

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like it shouldn't be too hard

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but if i were you, i'd hand paint the lights

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tedious but costs no extra on the hardware

uncut agate
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yeah

hazy sky
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however you might also need to bake a similar lightmap so the character also gets affected

uncut agate
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hm

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i have the urge to make the final world just a level where you have to scale the bad guys castle
everythings black and white, since the main antagonist is dark
but it looks like a mix of Castle Bleck and Cathedral Spires

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i also figured out the first 4 chords of the ghost ship

hazy sky
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forget the message i just deleted

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dude specifically targets unity for the vertex colors

hazy sky
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just found some dude using vertex colors as light

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it's on the Godot engine tho but it's vertex colors

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like no lights here

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and it's really clean

uncut agate
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looks like pokemon

hazy sky
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i think that was the inspiration

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holy shit

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bro

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this is what you need

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and me as well

uncut agate
hazy sky
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if i showed you how the Medal of Honor levels looked like, this is basically it

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holy shit dude

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you can actually paint vertex colors in here

hazy sky
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simspons reference

uncut agate
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i drew a picture of homer on my english paper
and wrote The Simpson
just the one

pure jackal
muted stirrup
hazy sky
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I'm just not sure how they made the models also react to the light

fallow kernel
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Made a quirky little weapon that allows for weapon-swapping. It is something I have to get used to, but it is very fun and effective!

cunning wing
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mage gets laughed out of the summoner circle for showing up with dollar store summon

fallow kernel
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I didn't intend for it to home in as much originally, but then I started testing it and realized how much it needed that homing.

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It is basically a cracked out prehardmode Nebula Arcanum in terms of movement.

uncut agate
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trying to figure out how to add another animation down here
like adding 3 keyframes for a clean animation of the sholders moving with the other parts

uncut agate
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nevermind i found out how to do it

drowsy escarp
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So I have this issue where if you try to slide while holding an object, the object will block you.

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The hand node is where the object goes when being grabbed

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How tf did Half Life 2 have it so it didn't get close to you if it was on the ground?

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IDK how to describe it

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or i could just go the prey 2017 route and have the grabbed object not move up and down with the camera at all

hazy sky
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in HL2 the props you hold can literally block you, how tf do you think prop jumping and prop surfing came to? the thing HL2 does is if you get stuck on the prop or something then you'll let go of it

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are there values in Godot for mass or weight? you could try setting them to zero when picking up objects so you'd push them

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and make it so you cannot interact with said prop if they're over a certain limit

unique trellis
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Is it me or remixing original maps is a great exercise for beginner doom mappers

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Because not only do they learn the basics of mapping, but also see how do the maps they’re fiddling with work, and why they’re so fun to play

hazy sky
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this could work in every other game as well

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reverse engineering something that's greatly beloved is a good way to find out what makes them so good

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also god knew i'd be too powerful if i knew the syntax for python or any other language to be honest

fast vault
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Well, he had to leave some success for the rest of us

hazy sky
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nah you get to take it all

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figured i'm no good alone

unique trellis
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i am only good at non-programming game engines for now

hazy sky
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i wish godot didn't ditch the visual script

unique trellis
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i wish i could use something that isn’t construct 2

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especially with it’s shitty particle system

unique trellis
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Like my E1M1 has a zigzag walkway, courtyard and the armor staircase

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But I think it is different enough

azure flume
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get styled on!

azure flume
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having tons of decals no longer crashes the engine, best update!

crimson tapir
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Tight, I was just about to start implementing decals for when the snowball hits a wall too

crimson tapir
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Also, thoughts on these 9 game modes:

uncut agate
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ive always wondered how medievil keeps its topology good while having good level design.

pure jackal
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cyooobs

uncut agate
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what?

pure jackal
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quaads that get split into tris

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cubes

uncut agate
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i know that but how is everything so uniform
i dont have the file of it but take a look at kensington from medievil 2
most of the buildings are all square and uniform

pure jackal
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because ps1

uncut agate
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anyways im gonna play medievil 2 to learn more about design and limits of the ps1

uncut agate
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is there a way i can have this guy keep the running animation but have it not play so i can make other animations easier?

pure jackal
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open action editor

pure jackal
uncut agate
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i did, but when i make a new animation in there and try to reset user transforms it doesnt do anything, he's still in the same keyframe pose

pure jackal
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if you reset the transforms in the initial animation, does it bring him back to the A pose/Tpose?

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if so, move the whole rig a big, then in the transform textbox, set it back to 0, and it should make a keyframe for everything you got in that initial a/t pose. Copy that frame and paste it into the new animation

earnest lily
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Pretty clever

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Ah kurwa I got discrolled

earnest lily
fast vault
uncut agate
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most of them

uncut agate
pure jackal
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Action editor

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Have the animation selected

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Change it in that animations timeline in the action editor

uncut agate
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i dont see it

pure jackal
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You're trying to adjust the idle animation timing only, right?

uncut agate
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yeah

pure jackal
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Are you in pose mode and do you have the bones you want adjusted all selected

uncut agate
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yes

pure jackal
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Click and drag all the keyframes in that timeline, hit S and then drag your mose left/right to space them out/bring them closer

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If there is a specific segment of the animation you want adjusted, just select those specific keyframes then

uncut agate
pure jackal
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Alright

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Is that to your liking now

uncut agate
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no, the animation clips at 16

pure jackal
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Switch dopesheet back to timeline

uncut agate
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it only plays this part

pure jackal
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And change the end frame to 40

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I have no idea why you can't adjust the frame length of the playback in dope sheet

uncut agate
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it also changed the run animations frame count

pure jackal
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Its not

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Just the blender playback

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When you export the run animation will still end at 16

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And the idle will still end at 40

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Blender is just like this with its playback

uncut agate
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alright

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now if im gonna do a jump animation, i should probably do a jump and fall animation

uncut agate
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i think the walk's a little to bouncy

uncut agate
uncut agate
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now what should the paintbrush do
to make some unique gameplay

azure flume
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I have zero clue what genre your game even is

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Hard to make suggestions

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Post some gameplay!

uncut agate
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its a platformer insired by medievil and spyro
no gameplay so far, working on animation rn

azure flume
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Ok, so, why would the game randomly have a paintbrush item that you have no idea what it does?

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Why create such an item in the first place?

crimson tapir
azure flume
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eating paint should heal you!

uncut agate
unique trellis
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or not sigils but whatever

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like, draw something and then a platform appears

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but I think it would be very hard to implement

uncut agate
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do you think i should make the hubs in blender and the levels in unity?

uncut agate
pure jackal
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Springy

unique trellis
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finally got around to making my rocket launcher port functonial

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i sent wrong vid hold on

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ok here lmfao

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gotta make more heavy but we ball

uncut agate
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trying to figure out how i can translate the arched jump you see in most games
where the fall is faster than the rise
and to also do cyote jumps in 3d space
haven't gotten any luck

earnest lily
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for coyote I used to keep gravity disabled when ledge detection failed

hazy sky
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help

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trying my luck at designing new MOH-like HUD elements

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made a cool new compass but i don't know if it fits or not

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no healthbar yet tho

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it definitely feels pretty medal of honor but feels out of place, i don't know

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i think it's at this point is where nostalgia will pretty much betray me

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but once this is done, next up is the font

hazy sky
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if this is ripped from the game, this is not what it looks like in game because of tesselation

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but what i'm guessing is, they had specialized tools for making levels with good geometry

inner shuttle
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Godot is truly magic

hazy sky
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nice

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godot is truly underappreciated

inner shuttle
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i'll share the funny process when i make my explosion effect

uncut agate
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i have no idea what i made but i like it

azure flume
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This thing looks like it has tons of spinny moves

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grab you with the pinchers and do this^

uncut agate
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im calling it the Junkernaut

drowsy escarp
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For some reason the smoke in this explosion is flicking behind and infront

crimson tapir
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Probably a rendering order issue, which one do you want to be in front?

drowsy escarp
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the explosion

crimson tapir
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Ok, so set its render priority one higher than the smoke

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Or I guess draw order? Something like that?

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Idk, I'm sure someone here who's better with graphics could tell you exactly how to do that

drowsy escarp
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ok that works, but theres another weird bug i have, the spikes at the start of the explosion, dont face the velocity when paused

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they become all vertical

crimson tapir
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Hmmm, idk about that one, maybe it's something with the billboard settings to where they're set to be always upright?

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But if that were the case you'd think they would look like that in the editor view too

drowsy escarp
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when the speed scale is 0 the spikes are completely vertical

crimson tapir
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"Expected 0 arguments, but called with 0" Yes. Indeed. So what's the problem, godot?

crimson tapir
drowsy escarp
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they dont spin

tropic token
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Do they want a differently shaped 0 or something

crimson tapir
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The problem was that the function actually had 1 paramater that I forgot to get rid of, the debugger just had a blooper, lol

tropic token
crimson tapir
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In fact, you can see the unused parameter warning just 2 lines above

tropic token
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Oh yeah...

inner shuttle
hazy sky
inner shuttle
drowsy escarp
crimson tapir
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Just thought of a funny game mechanic idea for when I implement voice chat

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Frozen players voices are supper muffled to the point of being completely indecipherable because they're stuck in a giant ice cube

uncut agate
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i think i have a thought on how medievils modelers made the turns

hazy sky
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elaborate

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but what I think they've done is make the level geometry and them retopo according to needs for the texture work

inner shuttle
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i have discovered the funniest way to make shot patterns in godot

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step 1: make a 2D polygon

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make sure that vertices are spaced on a per pixel basis, so that your frame of reference for 2D to 3D unit conversion is consistent

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you can make any pattern you want

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step 2: isolate polygon data, convert it from 2D measurements to 3D measurements using a conversion rate of your choosing, pull a Vector3.Forward by the vertex coordinate

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step 3: literally just instance your projectiles

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fully customizable, no need for extra tooling

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you can make any pattern you want

pastel wharf
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Dick shaped shot pattern

inner shuttle
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you got it boss

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also made it better

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so now you can have multiple passes of polygons, which is better for readability

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and it flattens that into an array of vec2 on ready

inner shuttle
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thanks! there's a lot of stuff in Godot where the solution is really simple if you use the full extent of the engine

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a lot of 2D nodes actually can be given an alternative use in 3D games as editable data

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also, make sure that instead of calling QueueFree from your code when you want to remove an object (because for example, it explodes), you do something like ths:

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Call cleanup functions in an animation! It'll declutter your code and make sure everything executes at correct times

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There's a load of little tips and tricks like that to make the workflow a lot easier

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For example, the way I do my health, is I have this thing called "Destructible", which is a custom global class that inherits from Area3D

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what the hell

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sure whatever

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but yeah so that's a Destructible, and basically it has all the logic needed to do health calculations and communicate a hit, a kill and an overkill

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I can just add one with the node adding menu like a normal Area3D, and use it like its a Godot functionality

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i actually have two

fast vault
inner shuttle
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right now it's fairly basic

fast vault
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Those grenades look nice

inner shuttle
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pulse grenades i call them

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so i want to make something that's fast and has a lot of movement abilities

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but also follows the sort of more rigid retro shooter structure of no dashes, no ground slams, no flash strafes

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so I made this funny grenade that deals no damage but launches you and other physics bodies with an impulse

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but then you kind of have one thing that is kind of just, there for mobility, so instead you can shoot the grenade to create a controlled explosion

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and later on when I'll add my melee (a wrench) you'll be able to hit the grenade with a wrench which will cause it to create a fiery explosion on contact with any surface afterwards

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as well as giving it a more projectile-esque trajectory

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though that launching physics bodies thing has fun side effects

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like launching a grenade off a grenade, or (since it basically has quake-style controller) you can just jump after an initial impulse and keep your velocity above your soft cap

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as long as you keep hopping

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and best part is it's entirely consequence free, since you directly control if you want those to cause damage

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very fun to play with

hazy sky
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like my guns use keyframes for reloading and shit

inner shuttle
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yeah i know

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i've been using the engine since 3.2 :p

hazy sky
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when you switch to your gun, the gun's equip animation is given a function to swap the ammo counter on the screen, the keyframe on the reload is when the gun reloads and stuff

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it's honestly pretty neat

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also for my other project i actually use this thing to check for other stuff, swap damage for different punches and stuff

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also decide whether a move is a low kick, high punch or launch

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it would enable the correct hitbox for it

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(the moves are assigned a string to know whether it's high, low or mid)

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it's pretty neat

inner shuttle
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that's nice!

hazy sky
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i really love godot

inner shuttle
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i personally avoid string comparisons though

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they're messy

hazy sky
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kinda is

inner shuttle
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it's much cleaner to work with enums

hazy sky
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been thinking i should just hardcode shit

inner shuttle
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nah don't do that

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just use custom signals and enumerators

hazy sky
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i'm still learning a lot, godot is my first proper game engine and gdscript is my first language

inner shuttle
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If you want to I can give you a tour of my project in VC in a few to show you how I do things

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It's in C# but the ideas apply generally

hazy sky
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like the way i learned the stuff i know is by asking on the godot discord but told people to not outright tell me how to do X and Y but rather explain why and how they would achieve it (and the syntax because that shit is crucial)

hazy sky
inner shuttle
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Eh, it's mostly going to be editor view

hazy sky
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tried to share my screen to a friend and i had 900 ping on discord

inner shuttle
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So it's not going to be a lot of moving footage

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Just a static screen

hazy sky
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that's the exact same thing i tried to show my friend 💀

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i hate it

inner shuttle
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Then I guess I'll just talk about it here

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Wait wait

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No that's not what I meant

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There's a difference between watching a thing and streaming

hazy sky
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i know, but judging from the fact that i have to watch videos in 360p on youtube tells me it's not gonna be any different on discord either

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hold up let me put it in better perspective

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cs2 update

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i hate it here 💀

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although it's usually usable at night

inner shuttle
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Btw this is the tree structure for my grenades

hazy sky
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that's a bit dense

inner shuttle
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A lot of it is custom classes that I can reuse a lot

hazy sky
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pretty organized though

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you don't wanna take a peek in my project

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i should redo the entire thing

inner shuttle
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but yeah I have an area with a door script, an area for blasting away physics objects, an area for consumables, destructibles, destructives

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so if I want something to take damage, it's as easy as adding one of those and adding a callback

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to it

hazy sky
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nice

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what i wanna do is dynamic messaging

inner shuttle
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I have this whole folder of Interactable scripts

hazy sky
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like in duke3D

inner shuttle
hazy sky
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i do it as well, but i think it's not the way of doing it

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i mean the way i did it is not the way

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i'm guessing it doesn't just instance multiple text boxes for every line of text

inner shuttle
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yeah don't do that

hazy sky
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didn't do that

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i just have two predetermined text labels

inner shuttle
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you could use a RichTextLabel and use BBCode to build your messages

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That way you get colors, text animations, line breaks

hazy sky
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two is reserved for ammo and health pickups respectively and one is for action context for tutorials or something

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BBCode?

inner shuttle
#

It's a very old forum posting standard, kind of like HTML

hazy sky
#

oh

inner shuttle
hazy sky
#

i'm not talking about player chat tho

inner shuttle
inner shuttle
hazy sky
#

oh

inner shuttle
#

Godot uses BBCode to let you create multicolored text, line breaks, text alignment

#

All of it dynamically, and without having to switch 200 settings

hazy sky
#

i'll look into it

inner shuttle
hazy sky
#

where the spray pattern is just an 8

inner shuttle
hazy sky
#

if i can use custom fonts in rich text, i'm sold

inner shuttle
#

you can use custom fonts regardless?

hazy sky
#

i am using custom fonts

#

it'll be one eternity to send the video tho

inner shuttle
#

I'm getting to a point where I have a lot of stuff to track across multiple scripts and multiple systems, so I may want to build a small onscreen debug component which I could use to track the state of some variables across each component's parent

hazy sky
inner shuttle
#

very nicee

hazy sky
#

using signals and areas

#

made a scene of the message area, exported the message variable and whenever you enter the area, it'll display the message you type into the box in the editor

#

and in the HUD there is a timer that also gets triggered when the message is not empty, start timer to wipe the message after XY seconds

#

something similar for the pickups as well

crimson tapir
#

Real ground breaking shit today lads, you can actually ATTACK the enemy players now (holy moly)

#

Also you can see their screen name and wether or not they're on your team when looking at them

#

Contestant is just the default name

hazy sky
#

missed a pun with weather

crimson tapir
#

lol

stiff thorn
#

Hello lads, noticed everyone's helping each other out with Godot so I wanted to ask if you came across this. I'm new to baking normal maps, so tried my best and in blender it looks well enough. But, when importing to godot, it has weird pixelated shadows and whatnot. Could someone tell me where I went wrong?

inner shuttle
stiff thorn
#

ah, where can I see that?

#

aw fuck it was the compression in import settings

#

I'm so dumb, thanks akai

hazy sky
#

wanted to ask if it was getting compressed or not

#

second guess was whether it's OpenGL or DirectX normals

inner shuttle
inner shuttle
#

basically VRAM Compression is good, but you want it High Quality

stiff thorn
#

any specific reason behind that?

#

if you have the time

inner shuttle
#

It's basically video memory, VRAM compression makes the assets use less of it

#

if you set all your stuff to uncompressed, you might start getting some issues

#

I work with low res textures a lot so I know the pain of a texture importing with VRAM Compression

#

and for the longest time I've used to just untick that

#

But really just setting high quality already improves accuracy of the color enough

#

Godot will by default detect 3D usage and reimport all your 3D usage assets as VRAM Compressed

stiff thorn
#

yeah, imagined that to be the case. Also, since it's baked normal maps, I'm guessing it is OpenGL?

inner shuttle
#

yeah most likely! you can always check by looking at the green channel

#

if it looks inverted, it's DirectX

#

if it looks like shadows are going the "correct" way its OpenGL

#

also this explains more

stiff thorn
#

you have no idea how big of a help you've been, thank you so much!

inner shuttle
#

no worries! im here if you need any other advice too

#

I've been using Godot since 3.2

stiff thorn
#

oooh nice

#

I will try my best to learn by myself, don't wanna abuse your time as a learning resource 😄

#

really it's only this and sdfgi that's been a pain

inner shuttle
#

How's SDFGI being a pain btw

#

I can also likely explain some stuff with it

stiff thorn
#

ehhh a bunch of stuttering and fucked up normal maps, but I'm trying to fix everything else in hopes that later on sdfgi will also get solved

inner shuttle
#

Can I see?

#

What's your SDFGI setup

stiff thorn
#

I mean I left it at default since I wanted to test everything before visuals

#

plus the stuttering really detracted me from using it for the time being

inner shuttle
#

If you wanna jump into VC I can take a look at it

stiff thorn
#

hmmmm

inner shuttle
#

Don't have anything else to do today anyways

#

I did my stuff on my project

stiff thorn
#

sure we can do that for a bit, I'll set up like a short test level

summer arrow
uncut agate
#

bevel or no bevel?

azure flume
#

the picture on the right looks better

#

left: 💩 right: 🐐 tower

pure jackal
#

spiral mountain

#

hrmmm

#

what does it look like with textures

uncut agate
azure flume
#

this cherry cake is missing a cherry

crimson tapir
#

Yeah, def needs to be some kind of collectable or interactive character at the top

uncut agate
#

working on new textures
going for that kensington look from medievil 2

inner shuttle
#

oooh thats sick!

inner shuttle
inner shuttle
#

starting to experiment with procedurally generated colliders for ladders and railings

fast vault
azure flume
inner shuttle
#

it autogenerates an interactive area for itself

#

and is fully modular

#

you can make any path, and it's going to work with my ladder controller

#

the secret sauce is

#

step 1 - build a custom collider for interaction purposes - you can do so by tesselating the curve and extruding it into a convex geometry shape (i used a rect2 base to make that process quick)

#

step 2 - communicate between a raycast and the area3d the collider you generate is parented to

#

step 3 - disable normal controller processing, since you want the ladder to completely overtake

#

step 4 - reparent your player to a PathFollow3D node and remap its ProgressRatio property in accordance to player's global position

#

step 5 - set up an input listener of some kind in the ladder itself, make sure it only gets input if it's unhandled (eg. normal player controller isn't consuming it)

#

step 6 - get an axis value of your regular move forward and move backward actions, set some speed, multiply by delta in PhysicsProcess

#

step 7 - l a d d e r

#

a ladder is just a moving platform for the player

#

as in, the player is the moving platform

#

enjoy making ladders on literally anything

#

next step is going to be using a tiling ladder rung, or just straight up autogenerating a ladder

fast vault
#

That's awesome. What's the ?? mean in the _ready() function?

inner shuttle
#

it's a null coalescing expression

#

if something's null, it'll go with the right hand side

#

if it's not, it'll go with left hand side

#

basically to avoid breaking things

fast vault
#

Oh that's a cool shorthand

#

Oh wait, in C# it's just one ?

#

that's why it looked a little unfamiliar

inner shuttle
#

nah its C#

#

? is ternary

#

?? is null coalescing

fast vault
#

Ah well that'll be a useful tool

#

I usually just wrote if statements for things like that

hazy sky
inner shuttle
#

speak for yourself

#

my sdfgi runs beautifully

hazy sky
inner shuttle
#

and i've cranked up probe count and density

hazy sky
#

oh sdfgi is the global illumination

#

didn't play with it

#

thought it was the volumetric fog

#

because fuck that, it doesn't conveniently update frequently enough to warrant a use in my project

#

had to fake my effects

#

the volumetric fog just looks chunky and weird

inner shuttle
#

volumetrics are consistent what are you on about

hazy sky
#

must have been something on my behalf, they looked good initially but later i realized it doesn't look correct

#

lemme find a before and after through my 400+ development videos

#

like i wanted to do street lights in a rainy street, the fog just didn't look good enough for me

#

like i wanted volumetrics in a cone shape coming down from the lights, but it was both too weak and too strong at the same time

tranquil oracle
hazy sky
#

also didn't look defined enough

tranquil oracle
#

Except it won't evaluate a twice

hazy sky
inner shuttle
#

what was your method for the volumetrics

#

volumetric fog + spotlights with volumetric lighting?

hazy sky
hazy sky
#

i tried making a second camera at quarter resolution, make it also follow the player and then tried making a cone mesh you see here only visible to the camera, blur it and call it volumetrics but i couldn't properly get it to work

#

the viewport always messed up

#

viewports in general were kinda janky a few major patches before

inner shuttle
#

hm

hazy sky
#

i'm wondering if the videostreamplayer is still bugged

#

you could make loops but it wouldn't loop correctly

#

and i'm trying to take advantage of it in both of my projects

hazy sky
#

i'm "projecting" a video onto a large viewport, set it's pass to Add and put it in front of the wall

#

you can also project a viewport through a spotlight but for some reason it didn't work in 4.0

#

just the whole evolution of my main menu is fascinating

#

but it's always so satisfying seeing the crude beginning take form after a while

fast vault
azure flume
inner shuttle
crimson tapir
azure flume
#

I see, thanks

crimson tapir
#

Basically if it's already something, leave it as is, otherwise make it b

hazy sky
#

nah tho, but i wish Godot would come with some texture painting features

muted stirrup
uncut agate
uncut agate
uncut agate
earnest lily
#

v cute

hazy sky
#

imagine how clean this would look with vertex colored shadows

crimson tapir
#

Looks groovy, dude. Only note I have as a guy who knows jack shit about art, would be to make the stone brick wall a different texture from the chimneys

inner shuttle
#

i have harnessed the power of immediate geometry

fast vault
#

what's that

crimson tapir
#

Drawing geometry using code

#

Pretty neat stuff

hazy sky
#

it adds so much definition for this otherwise "primitive" style

#

i didn't do too much here but imitate vertex colors in paint and it looks much more well defined already, maybe a bit over the top though but i tried my best during that 5 minutes

#

bruh MediEvil 1 and 2 looks so graphically distinct from each other holy shit

#

just the texture blending and overall look is so different

#

truly pushing the PS1 to it's limits

uncut agate
uncut agate
#

so for some sad reason the vertex colors don't show in unity

merry lotus
#

you gotta use a shader that uses vertex colors

uncut agate
#

i am
im using a free psx shader

fast vault
#

Sometimes I like to watch the making of God of War 2 to remind myself that even with a large team of professionals, games will often look like crap until the last minute

#

And a lot of things will go wrong all the way up to the end

uncut agate
#

one line can summarize me trying to make games
"you gotta believe"

junior bluff
inner shuttle
#

serious development is happening

uncut agate
#

here's what i have so far for my game
its pretty rushed since i made this area for a midterm project at my school

#

hold on

#

im using some of medievil 2's ost to at least give it some sound
but i need to work on the gravity BAD

merry lotus
#

the particles too

crimson tapir
#

Looks really nice, for real

inner shuttle
#

thank youu

hazy sky
#

do you really?

#

in godot, vertex colors show up by default

hazy sky
#

one doesn't swap out the other

#

vertex colors are literally colored vertices, and textures are materials

hazy sky
hazy sky
#

vertex lit basically means you don't use pixel shaded materials, but rather vertex shaded

#

vertex colors are painted onto the model itself in blender

#

also not sure why but Godot is really good for PS1 inspired games

#

and to demonstrate that, i'm going to rip an entire level out of Medal of Honor Underground into my own project

#

one of my favorite levels, vertex colors add so much here as well

#

otherwise

#

it's so weird though

#

in 2023 to be fascinated by such simple things

inner shuttle
#

the hud is hudding

merry lotus
#

sick

inner shuttle
#

you can also change color

spare scarab
#

made my second doom map, it comes right after the first one in the wad - tell me what you think if you play - it's not too long

hazy sky
fast vault
hazy sky
#

they should, because i accidentally painted the entire upper body of my base mesh blue and couldn't figure out why they were like that until i accidentally opened the shading tab

vague sundial
inner shuttle
hazy sky
vague sundial
#

Is it because of MoH.

hazy sky
#

it is because of Medal of Honor

muted stirrup
#

since increasing max movement speed thing feels so much smoother 👀

fast vault
hazy sky
hazy sky
#

didn't mean to ping that particular message

muted stirrup
#

cos steamworks is awful to use

#

also it turned out the movement was slightly bugged

hazy sky
muted stirrup
#

as in once time slow resumes it put the player back down to like, 900 rather than 1000

#

so it was even slower lel

hazy sky
#

bruh

inner shuttle
#

i added a funny grenade displasy

muted stirrup
#

now max movement speed is a consistant 1200

inner shuttle
#

putting my pixel art skills to use

hazy sky
#

you work fast

inner shuttle
#

thank youu

hazy sky
#

this is fucking amazing and it looks even better than i anticipated

#

a better look so you don't have to zoom in

#

one thing i might have to do is resize everything

#

everything is shimmery from the filtering

fast vault
#

Is there a full step-by-step guide on submitting a game to Steam?

earnest lily
#

keep cooking sir

pastel wharf
# hazy sky

I'm glad ur still working on this project, keep at it

hazy sky
#

can't wait for it to be done

hazy sky
hazy sky
#

shouldn't be too hard luckily, I mainly need to redo the way weapons work

#

it's just gonna be tedious

fast vault
#

de-spaghettifying code is just the best

hazy sky
#

pasta la vista

#

I'm not sure if the HUD should be it's own scene or make it local to the player?

#

asking from a multiplayer standpoint

inner shuttle
hazy sky
#

why did i get a notification of a dude saying a very bad word here

hazy sky
#

reminds me of the Alien: Trilogy grenade

#

although if you're listening to criticism, place the counters a bit more closer to the center of the screen

#

that's a long way to look down all the way to the corners

inner shuttle
#

pushed it a littl

#

also theres like 5 different resolutions in here

hazy sky
#

i'm actually unsure if there was a feature like so in the medal of honor games

#

where there's a secondary lifebar showing you the damage

pure jackal
#

Pretty sure that's in vanguard but its a straight bar

hazy sky
#

now all i'm planning is a nice 2D shader that will reflect some light, as if there was a layer of glass on top of the middle section

#

not sure how i'm gonna do it yet tho

hazy sky
#

oh i actually remember now

#

it was a pure white bar right?

#

no wait, vanguard was regenerating health i think

pure jackal
#

It was in chunks

#

I might be confusing it with Airbone

#

Which was just vanguard but more

#

And better

hazy sky
#

that's airborne

#

vanguard was cod 2 but mediocre

#

it only had a stamina bar i think

pure jackal
#

You might be thinking of Heroes 2?

#

Heroes 1, now that slapped

hazy sky
#

this is what you're referring to

pure jackal
#

Yeah that's airborne

#

I can see the weapon XP bar

#

Iirc vanguard didn't have that

hazy sky
#

midguard

pure jackal
#

It walked so airborne could run

hazy sky
#

that's a stamina bar

pure jackal
#

My bad then

hazy sky
#

you get cod red screen of hurt

#

i still need to make the damage indicator work

#

it can wait though

#

first things first is gonna be a new set of font

fast vault
#

huh, I just realized there's a Medal of Honor Vanguard and Call of Duty Vanguard

#

funny coincidence

pure jackal
#

One is good

#

The other is cod vanguard

azure flume
#

One is EA, the other is Activision, do I need to say more? heh_heh

crimson tapir
azure flume
#

That's the joke

#

Does anyone know a good AI tool to take an existing texture and make it tile? I can only find ones that generate the texture with a prompt and not take my custom ones as input.

crimson tapir
#

Gimp has a "tile seamless" option, and it's what I use for a lot of textures like dirt or snow, but for anything more complex it sometimes makes some weird results

azure flume
#

yeah ive tried that

#

its why im looking for ai one

fast vault
hazy sky
#

nah tho Vanguard had really nice atmosphere cursed by impossible weapon customization and over the top skins

hazy sky
#

i've been thinking of an even better demo than the Manchester level that I've planned

#

been talking to my cousin about some cool historical events happening in our country and figured the destruction of the bridge Elisabeth would be a good set piece

#

the only problem with that is: it's 1945

#

i kinda have to rewrite my story so far to fit that into the game as well time-wise because i didn't plan to go for 1945

#

considering how inglorious basterds take place in 1944, i really need to expand my timeline

azure flume
torpid oak
#

Still got work to do, model isnt finished and materials are not done yet (literally just solid colors rn and a wood texture), hyped to see how it looks with proper PBR textures

hazy sky
#

holy fuck

#

metal gear solid on the n-gage

#

n-gage games in general always had this weird clash between PS1 and N64 aesthetics which is really hard to replicate correctly

crimson tapir
#

Is that the stupid little taco shaped handheld with the vertical screen?

hazy sky
#

yeah

#

but there were phones capable of running n-gage

#

someone is doing a remake of the stalker n-gage game actually on Godot

#

remake, more like recreation

crimson tapir
#

There was a stalker game on the n-gage? Jeez, a lot of devs sure put in the work for a console nobody owned or cared about, I remember there was a Sonic game on there too

hazy sky
#

like i said, n-gage was adapted into mainstream phones as well

#

hell, even i had one as a kid back then and i loved the resident evil game on it

#

there was also a medal of honor game

#

a tomb raider i think

#

oh

#

also an elder scrolls game too i think

fast vault
#

Dude my dad had an Ngage and there was this creepy fps I used to play on it called Ashen:
https://www.youtube.com/watch?v=zln2ADzpTxg

Ashen is a supernatural horror-themed FPS developed exclusively for the N-Gage platform. When Seven River City is plunged into chaos, stricken by storms and overcome with supernatural phenomena, Jacob Ward is filled with dread and despair, like most others. Yet Ward knows more about this catastrophe than most, and as its citizens flee, he must r...

▶ Play video
crimson tapir
#

Ok, you have to be fucking with me at this point, there's no way, lmao

#

My God

hazy sky
#

a call of duty too

crimson tapir
#

It's real...

hazy sky
#

there was also a very good 3D fighting game that reminded me of tekken 3

fast vault
#

...I actually think we might still have that ngage in a box somewhere

#

They had Tony Hawk Pro Skater on it

#

and a Tomb Raider game I think?

hazy sky
#

i think there was also a prince of persia game on it

#

based on the PS2 game maybe?

#

i only had the demo

#

asphalt was also a big deal back then, when it was all 2.5D like mario kart and then came the n-gage version and my classmates were like oh my GOD dude you gotta let me play it

#

i might be reaching here but there was also a virtua cop and time crisis port as well

#

also the 3D Snake game

#

worms armageddon as well? we were hot seating that bitch with the charger on

#

what's really impressive is that there are full-on PS1 ports on there as well like Pandemonium and Tomb Raider

#

sure limitations here and there but dude it's fucking PS1 on the go

#

also a port of the PS2 Ghost Recon what the fuck

#

the ngage devs sure wanted to punch above their weight

#

there are lots of cues to take graphically as well

fast vault
#

Was this around the time of the DS and PSP?

#

I thought it was cool to basically have a phone that was also a handheld console

#

Crazy how we kinda take that for granted these days

uncut agate
hazy sky
#

yes

#

add some dark tones to the edges of the house as well, create a minimal separation between the material if you aren't gonna do it with textures

hazy sky
hazy sky
fast vault
hazy sky
#

on my current phone I mean

crimson tapir
#

Haven't done too much these past couple days because midterms are coming up, and I NEED to cram Calc 3, but in my free time I started making a little diorama for the camera in the main menu to pan around

#

Alo think I'm starting to get a hang of trenchbroom, I made a bit of random piled up snow in one spot and it actually looks how it's supposed to

#

Certainly simpler than blender

inner shuttle
hazy sky
#

you press ctrl + r for loop cuts, e to extrude, i to inset, g to translate, shift or control to snap

#

shift + a to add meshes

#

never understood what's so hard in blender

#

like all you need is to memorize your shortcuts and you're VERY good to go

#

you literally don't even need anything apart from the main viewport most of the time

crimson tapir
#

Idk, guess I just vibe with trenchbroom better

hazy sky
#

i mean it's alright, i can understand

#

i just generally don't know what people find so confusing about blender

#

blender is pretty alright

#

my only problem is that i'm ALWAYS stuck in that middle ground between high and low poly

#

like my brain knows it needs to be optimized for game engines and i optimize the most obvious things that cannot be faked with a normal map, like the bolt

#

the hole in the wood casing however..

#

i should actually add the mosin to my medal of honor game

#

like how can something be this sexy man, russians know perfection

crimson tapir
#

Yeah but the way I see it it's the difference between Ms paint and adobe illustrator

#

Illustrator is technically better, you can do everything you can in Ms paint

hazy sky
#

to be real fair, blender is a very bad level designer

#

i still wish there was an actual level designer inside most engines

#

this is why i like roblox

#

you can do everything in-engine there

#

lately i figured out you can export scenes FROM godot into blender and holy fuck man

#

you can actually gray block levels like that

crimson tapir
#

Godot has a few pro builder equivalents that I've tried but I'm not a fan of any of those

hazy sky
#

i think the most recent one is cyclops

#

saw it was pretty good

#

it's still not hammer or worldedit tho

#

like having dedicated software to do level is different than utilizing a general program for it

#

i thought about a really good scope aiming animation for my snipers

#

like have a big scope PNG with the reticle in the middle, drag and rotate it in from the side, have another round vignette without the reticle, that's the focal point you can emulate the scope like that

#

maybe add a tiny bit of fisheye or refraction

muted stirrup
hazy sky
#

wassap

muted stirrup
#

can you add that camo wrap like cod finest hour/enemy at the gates style?

#

no reason other than the fact i just think its cool lol

hazy sky
#

i mean i could, but that would completely look out of place

muted stirrup
#

ahhh yeah makes sense tbf

inner shuttle
crimson tapir
#

There's also the added reason of I want players to be able to make custom maps in trenchbroom with as few additional hoops to jump through as possible, and the levels I make will be using the same tools as them so they can get an idea of what is possible

hazy sky
#

or angle

muted stirrup
#

Only answer to such a statement is ...

hazy sky
#

but yea the shotgun is how the general art style is

#

i don't think i could make the wrap look convincing

muted stirrup
#

fairs, honestly i'm just a sucker for ww2 shiz in general

#

cod 1,2, 3, waw (as well as the early console titles), and sniper elite like 1-4, and the odd wolf influence here and there

#

ironically never played much MoH

#

though i had a mate who raved about rising sun

hazy sky
#

beretta

#

1938

muted stirrup
#

1934?

#

damn

#

i was close lol

hazy sky
#

actually hold up

#

not sure which one had the suppressor

#

34

muted stirrup
#

oh fairs lol, tbf i do wanna make a ww2 inspired shooter, but not sure my skillset would work well enough for it...at least not yet

#

also nice haha

hazy sky
#

also mp40, mas-36, lewis machine gun, browning and maybe a welrod and a walther p38

muted stirrup
#

welrod?

#

Yes.

hazy sky
#

pipe gun

#

maybe a british sten for the england levels

muted stirrup
#

the one w/o the trigger guard

#

?

hazy sky
#

remington model 31

hazy sky
muted stirrup
#

i read somewhere it was so it could be

#

beat me too it lol

#

was gonna mention bike pump story

hazy sky
#

imagine betting your life on this piece of shit

muted stirrup
#

lol i mean...

#

better than nothing

#

i guess lol

hazy sky
#

actually i kinda need some gun ideas for ww2 before 1945

muted stirrup
#

de lisle?

#

welrod but longer edition lol

hazy sky
#

not a bad idea

#

when did they make the first m3 grease guns?

muted stirrup
#

there was a one with a sterling stock as well

#

i thiiiink 41 but ill have a quick google lol

#

'43

hazy sky
#

good enough

#

can cheat a year and say it's a test run

muted stirrup
#

still pre 45

#

wait i gotta another gun pre 45

hazy sky
#

i'm planning the story to be around 41 and 45

#

i should also make a revolver

muted stirrup
hazy sky
hazy sky
#

wait it's 44

muted stirrup
#

nah they was prototyping that shit

#

and sending it to front lines

#

as early as 42

hazy sky
#

yeah

muted stirrup
#

so as a niche thing could be used

hazy sky
#

actually there was a level in medal of honor underground where they were making the "super weapon" and it was the stg 44

muted stirrup
#

lol cool

hazy sky
#

if memory serves right you had to disrupt the facility

muted stirrup
#

im asumming you mean the mk6 then?

hazy sky
#

or at least the supply

#

exactly

muted stirrup
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the top break with highest stoping power

hazy sky
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six shots

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more than enough for anything that moves

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i might just do this one tomorrow

muted stirrup
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its funny cos iirc historically they went the .38 model enfield revolver or webley (cant recall which) but due to supply shortages early on, they kept the big old .455 in service

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which i guess makes it a cool manstopper for gameplay reasons

hazy sky
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i think it was the enfield

muted stirrup
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probably, think it was hammerless as well

hazy sky
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the pistols in general are gonna be strong in themselves

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they're generally way slower than smg's so i have to balance it

muted stirrup
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yeah thats fair

hazy sky
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so the pistols aren't just fallback weapons

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my favorite part in medal of honor 1 and underground was how the pistols were just as reliable as the large weaponry

muted stirrup
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yeah, have em forge that nice niche

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question tho, and this i just the history nerd asking this...

hazy sky
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there were chapters where you used the 1911 for four levels, and i was trying to find out if i use it all the way through without problem because it's sound is sooo fucking satisfying

muted stirrup
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will the lee enfields have high fire rates compared to other bolt actions?

hazy sky
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i didn't say i'm gonna have smle tho

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i'm thinking about the nagant

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and mas-36

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and kar 98 obviously

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although maybe only as a scoped variant

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i was thinking garand, but realized i don't want american firearms other than the 1911

muted stirrup
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the funny thing is....in most games .45 m1911 is sidelined for alot of revolvers, even tho 45 acp is slightly more powerful than 455 webley

muted stirrup
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but leaves room for lesser known ww2 weapons

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so good

hazy sky
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exactly

muted stirrup
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but yeah going for more obsure ww2 weapons is always nice to see

hazy sky
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story-wise it's gonna be about a resistance group who follow along the history of WW2 and setting up/cleaning up events

muted stirrup
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ahhh, yeah thats the pefect chance to showcase lesser known guns

hazy sky
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so no OSS in there

muted stirrup
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any chance of the liberator tho?

hazy sky
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maybe during briefings

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i WAS thinking about it

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but then came the welrod

muted stirrup
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ahhh yeah

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decisions decisions lol

hazy sky
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the way i'm going to implement different firearms is

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drumroll

muted stirrup
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maybe as a starting gimmick?

hazy sky
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coop

muted stirrup
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ohhhh

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that be interesting

hazy sky
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aiming for split screen coop

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INITIALLY

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so player 1 has the beretta for sneaking, the other has the welrod