#general-modding
1 messages · Page 19 of 1
Yeah, those guys
technically the king and the enchantress have hair yet roy doesn't
so its canon that he's bald
either that or he has short hair on the top of his head
unironically looks better than whatever that orange you were going for
vivi,,
no more like the heartless from Kingdom Hearts
there's gonna be a long line up of comparisons to other characters, im just fueling the fire
for example
make skeletons
with mind boggling jraphics
to be honest they were correct, but used the incorrect picture
they should have used Symphony of the night
the graves next to the church could have a easel that leads to a graveyard level
SPIN THE WHEEL
THE RIDE NEVER ENDS
"father i want to get off of Mr Bone's wild ride."
make it so you need to find the family heirloom shovel to be able to access a secret catacomb level
because regular shovels can't put a dent in the ground floor
but roys family are painters
magic
everyone is a farmer or something else in the pastel fields
so roy's family is kinda outcasted
but not hated
bruh paint a well on the floor and use it to enter the catacombs then duh
Medal of Honor Underground PSX HD Mission 2 Chapter 1 Gameplay
here's some gameplay footage of someone playing my gmae 💀
it's always crazy to see early progresses on projects
in hindsight i feel kinda bad using the assets from the games
wait
you made that?
thats so fucking cool
love the bticrushed sounds
the music really reminds me of the lego batman game on the ds
really want to try to find a soundfont thats like something you'd here from the ps1
that or i can bitcrush them enough to make them sound like that
you gotta start somewhere, it's fine as long as you're going to replace it eventually
Can I add a comparison?
Sure
https://fxtwitter.com/GameDevKS/status/1729122917143965921 did a thing lol
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
🫵 this person's game has a t rex in it
Four nameless marines find themselves at a forsaken warehouse, or is it something more? Fight your way to uncovering its secrets, though you may not like what you find..
Get the first look on the new "WAREHOUSE", dropping on 1 December 2023 on all platforms.
Peak COD
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"
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
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
thought your idea was cool, could show that every level has a hidden area that gives you a collectable
Hello Screenshot Saturday,
Introducing the third level of the game, 'House of Murder!'
#indiegame #screenshotsaturday #gamedev #IndieGameDev #indiedev
💖 37
i made the code, not the assets on the video
the later videos actually show my progress
could use a FEW more frames for the guns
it's tacticool with the slanted grip but doesn't move enough to feel that tacticool
it's not that hard though
ok
either you download a VST that bitcrushes the stuff for you, or compress the sound for 11025 or 22050 hz
it doesn't need much bruh either have slightly bigger motions or a few more frames
that is if you wanna make them feel satisfying
Maybe unlockable cosmetics worn on a single base character model is the way to go for customization
A thought I've recently had is that cosmetics do kind of impact gameplay, because it impacts how you interact with other players
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
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
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
WHY
how the hell am i supposed to align textures when they don't align the same in trenchbroom vs godot
what do your import options look like? I know sometimes UV might not be fully precise so this shit happens
Where would I find those?
these are all defaults pretty much
Maybe I'm missing a settings menu somewhere
Maybe it's tbloader issue and I should use qodot instead?
do i add grenade spamming enemy fucks to my game
like green robe cultists from postmortem
Yes, grenades = good
considering the mutant aesthetic i am going for, this will be a variant of the “spineshooter” enemy that will shoot pods of corrosive blood
that basically act as explosives lmao
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 💀
You don't want to build a level when you don't know what your enemies can do yet
True too
I already have some level concepts and it would be best to place enemies accordingly
And that means I need to get the episodic enemies done too
new versus old
nice
what if you smooth shaded the sides of the fountain?
unless the polygonal look is the style
forgot to shade smooth
noticed that in medievil 1 and 2 everything is a grid
take Kensington for example
like i said it was
the level designers used quads to make the tiles and seams work
from their point of work, it makes complete sense that they would design something that looks good while being easy to work with
my imagination and power can't learn this skill
it's really not that hard
any tips...?
you don't have to incorporate everything from age old norms to make things look good
true
i generally work better if i have limitations, complete freedom overwhelms me
when i designed my level for the medal of honor game i did, i generally kept the topology quad based
complete freedom is what i suffer from
Adhd fucks with people
kinda
i find that constricting myself to certain things help my workflow and makes me more creative to work around the limitations cleverly
it doesn't make much sense, but it does to me tho
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
or 11k
since most levels in medievil 1 are around that limit
Cemetery hill for example
why not keep that limit for the level itself but an extra 2-5k on the backdrops?
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
well the backdrop of the mountains in here is about 200 tris
makes me wish someone would just step up and reverse engineer both PS1 games
what engine will you use?
unity
ill mainly use visual coding for code of my own
unity has visual coding?
yeah
i did train myself to learn about medievils design by making the entire outside of zarok's lair
nice
but looks a bit way too smooth
like it looks like a lod model you were supposed to only see from afar
that may be the lighting
cuz the whole front of zaroks lair was shade smoothed
could be
let me see real quick if every model is smoothed
i still yearn for the game that perfectly replicates that Medal of Honor, Small Soldiers or Spyro level of PS1 lighting and mood
yep
everything's smooth
like vertex lights are so good mixed with these graphics
well actually this entire game's mood is kino
the soundtrack is the cherry on top
like bruh it's all lit so moody and colorful
nowadays you get fullbright or mushed lightmaps
never learned how to vertex light
only colors
so i am gonna have to add my own shading
but it might pay off
hint: most vertex lights are vertex painted by hand
but for example Godot actually lets you use vertex lights
i dont know about unity
i'm sure you can also find some methods for unity
like it shouldn't be too hard
but if i were you, i'd hand paint the lights
tedious but costs no extra on the hardware
yeah
however you might also need to bake a similar lightmap so the character also gets affected
hm
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
i also figured out the first 4 chords of the ghost ship
Playstation 1 came out in 1994 and for its time it was amazing how the devs had to figure out creative ways to implement lights when there was no real way of adding multiple lights to the scene which caused to be some really interesting look effects and gave the ps1 signature look
In this video i talked about a few interesting ways the devs had...
forget the message i just deleted
dude specifically targets unity for the vertex colors
just found some dude using vertex colors as light
it's on the Godot engine tho but it's vertex colors
like no lights here
and it's really clean
looks like pokemon
i think that was the inspiration
yea
holy shit
bro
Crocotile 3d is a tile-based 3d modeling editor that allows you to create 3d scenes using tiles from tilesets. Great for pixel-art style graphics or other low resolution styles. Designed to be simple without the bloated features of other complicated software, Crocotile 3d allows you to quickly create scenes and models without becoming lost in co...
this is what you need
and me as well
Credits: Amad Nose
Cynthia battle from Pokemon Platinum Pearl and Diamond or the one in Pokemon Back and White bring Vietnam Flashbacks
this is LITERALLY the way these old games were made
if i showed you how the Medal of Honor levels looked like, this is basically it
holy shit dude
you can actually paint vertex colors in here
simspons reference
i drew a picture of homer on my english paper
and wrote The Simpson
just the one
Iirc thats pretty much how a lot of old games did lighting
Silent hill 1 as a prime example
👀
I know
I'm just not sure how they made the models also react to the light
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!
mage gets laughed out of the summoner circle for showing up with dollar store summon
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.
It is basically a cracked out prehardmode Nebula Arcanum in terms of movement.
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
nevermind i found out how to do it
So I have this issue where if you try to slide while holding an object, the object will block you.
The hand node is where the object goes when being grabbed
How tf did Half Life 2 have it so it didn't get close to you if it was on the ground?
IDK how to describe it
or i could just go the prey 2017 route and have the grabbed object not move up and down with the camera at all
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
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
and make it so you cannot interact with said prop if they're over a certain limit
Is it me or remixing original maps is a great exercise for beginner doom mappers
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
this could work in every other game as well
reverse engineering something that's greatly beloved is a good way to find out what makes them so good
also god knew i'd be too powerful if i knew the syntax for python or any other language to be honest
Well, he had to leave some success for the rest of us
i am only good at non-programming game engines for now
i wish godot didn't ditch the visual script
i wish i could use something that isn’t construct 2
especially with it’s shitty particle system
this is what i am doing too btw
I am just taking certain areas of interests and applying them to the map
Like my E1M1 has a zigzag walkway, courtyard and the armor staircase
But I think it is different enough
get styled on!
having tons of decals no longer crashes the engine, best update!
Tight, I was just about to start implementing decals for when the snowball hits a wall too
ive always wondered how medievil keeps its topology good while having good level design.
cyooobs
what?
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
because ps1
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?
open action editor
change the timeline to dope sheet, then click on Dope sheet and switch it to action editor
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
if you reset the transforms in the initial animation, does it bring him back to the A pose/Tpose?
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
pretty clever, I like how the density has to stay somewhat even to avoid the verp wobble as well
For these older games, do they just model the whole level as one mesh?
most of them
figured it out, but how do i change the time of an individual animation?
if i change the frames in the timeline menu it affects all the animations
Action editor
Have the animation selected
Change it in that animations timeline in the action editor
i dont see it
You're trying to adjust the idle animation timing only, right?
yeah
Are you in pose mode and do you have the bones you want adjusted all selected
yes
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
If there is a specific segment of the animation you want adjusted, just select those specific keyframes then
no, the animation clips at 16
Switch dopesheet back to timeline
it only plays this part
And change the end frame to 40
I have no idea why you can't adjust the frame length of the playback in dope sheet
it also changed the run animations frame count
Its not
Just the blender playback
When you export the run animation will still end at 16
And the idle will still end at 40
Blender is just like this with its playback
alright
now if im gonna do a jump animation, i should probably do a jump and fall animation
thats better :)
now what should the paintbrush do
to make some unique gameplay
I have zero clue what genre your game even is
Hard to make suggestions
Post some gameplay!
its a platformer insired by medievil and spyro
no gameplay so far, working on animation rn
Ok, so, why would the game randomly have a paintbrush item that you have no idea what it does?
Why create such an item in the first place?
Melee attack with one button, and ranged attac where he launches a glob of paint at an enemy with the other. Different paint colors have different status effects
eating paint should heal you!
well i mean
palette disks are coins
and royal paint is a main collectable
so i don't think eating paint is a good idea
draw some sigils to interact with the level
or not sigils but whatever
like, draw something and then a platform appears
but I think it would be very hard to implement
do you think i should make the hubs in blender and the levels in unity?
Status - Crew Expendable... 💥☠️
[Sound🔊=ON]
#ScreenshotSaturday #Indiedev #RetroGaming
made a jump
Springy
finally got around to making my rocket launcher port functonial
i sent wrong vid hold on
ok here lmfao
gotta make more heavy but we ball
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
for coyote I used to keep gravity disabled when ledge detection failed
chad strut
help
trying my luck at designing new MOH-like HUD elements
made a cool new compass but i don't know if it fits or not
no healthbar yet tho
it definitely feels pretty medal of honor but feels out of place, i don't know
i think it's at this point is where nostalgia will pretty much betray me
but once this is done, next up is the font
medievil's topology looks a bit denser
if this is ripped from the game, this is not what it looks like in game because of tesselation
but what i'm guessing is, they had specialized tools for making levels with good geometry
i'll share the funny process when i make my explosion effect
i have no idea what i made but i like it
This thing looks like it has tons of spinny moves
grab you with the pinchers and do this^
im calling it the Junkernaut
For some reason the smoke in this explosion is flicking behind and infront
Probably a rendering order issue, which one do you want to be in front?
the explosion
Ok, so set its render priority one higher than the smoke
Or I guess draw order? Something like that?
Idk, I'm sure someone here who's better with graphics could tell you exactly how to do that
ok that works, but theres another weird bug i have, the spikes at the start of the explosion, dont face the velocity when paused
they become all vertical
Hmmm, idk about that one, maybe it's something with the billboard settings to where they're set to be always upright?
But if that were the case you'd think they would look like that in the editor view too
when the speed scale is 0 the spikes are completely vertical
"Expected 0 arguments, but called with 0" Yes. Indeed. So what's the problem, godot?
Uhhh, does it have some kind of anguular velocity, are they meant to spin at all? Maybe setting speed scale to 0 is preventing them from rotating?
they dont spin
What the hell
Do they want a differently shaped 0 or something
The problem was that the function actually had 1 paramater that I forgot to get rid of, the debugger just had a blooper, lol
So it lied, neat.
Good luck forward
In fact, you can see the unused parameter warning just 2 lines above
Oh yeah...
speen
i have a similar issue on my behalf, the raindrops flicker all over the place when i pause
why are you running particles on the CPU?
That’s for the circular explosions
Just thought of a funny game mechanic idea for when I implement voice chat
Frozen players voices are supper muffled to the point of being completely indecipherable because they're stuck in a giant ice cube
did a little diorama
i think i have a thought on how medievils modelers made the turns
elaborate
but what I think they've done is make the level geometry and them retopo according to needs for the texture work
i have discovered the funniest way to make shot patterns in godot
step 1: make a 2D polygon
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
you can make any pattern you want
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
step 3: literally just instance your projectiles
enjoy
fully customizable, no need for extra tooling
you can make any pattern you want
Dick shaped shot pattern
you got it boss
also made it better
so now you can have multiple passes of polygons, which is better for readability
and it flattens that into an array of vec2 on ready
That's actually pretty clever
thanks! there's a lot of stuff in Godot where the solution is really simple if you use the full extent of the engine
a lot of 2D nodes actually can be given an alternative use in 3D games as editable data
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:
Call cleanup functions in an animation! It'll declutter your code and make sure everything executes at correct times
There's a load of little tips and tricks like that to make the workflow a lot easier
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
what the hell
sure whatever
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
I can just add one with the node adding menu like a normal Area3D, and use it like its a Godot functionality
i actually have two
Yeah I remember seeing this tip in a video for despawning particles
Those grenades look nice
pulse grenades i call them
so i want to make something that's fast and has a lot of movement abilities
but also follows the sort of more rigid retro shooter structure of no dashes, no ground slams, no flash strafes
so I made this funny grenade that deals no damage but launches you and other physics bodies with an impulse
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
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
as well as giving it a more projectile-esque trajectory
though that launching physics bodies thing has fun side effects
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
as long as you keep hopping
and best part is it's entirely consequence free, since you directly control if you want those to cause damage
very fun to play with
Large caliber rounds + laser sighting...what's not to like?
#IndieGameDev #Gaming #Retrowave
bruh i usually call these stuff from the animations already
like my guns use keyframes for reloading and shit
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
it's honestly pretty neat
also for my other project i actually use this thing to check for other stuff, swap damage for different punches and stuff
also decide whether a move is a low kick, high punch or launch
it would enable the correct hitbox for it
(the moves are assigned a string to know whether it's high, low or mid)
it's pretty neat
that's nice!
i really love godot
kinda is
it's much cleaner to work with enums
been thinking i should just hardcode shit
i'm still learning a lot, godot is my first proper game engine and gdscript is my first language
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
It's in C# but the ideas apply generally
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)
would, but my shitty internet couldn't handle streaming video like that
Eh, it's mostly going to be editor view
tried to share my screen to a friend and i had 900 ping on discord
Then I guess I'll just talk about it here
Wait wait
No that's not what I meant
There's a difference between watching a thing and streaming
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
hold up let me put it in better perspective
cs2 update
i hate it here 💀
although it's usually usable at night
Btw this is the tree structure for my grenades
that's a bit dense
A lot of it is custom classes that I can reuse a lot
pretty organized though
you don't wanna take a peek in my project
i should redo the entire thing
liquid.gd is sth else from the Qodot plugin
but yeah I have an area with a door script, an area for blasting away physics objects, an area for consumables, destructibles, destructives
so if I want something to take damage, it's as easy as adding one of those and adding a callback
to it
I have this whole folder of Interactable scripts
like in duke3D
you'd use a signal-based system to emit stuff
i do it as well, but i think it's not the way of doing it
i mean the way i did it is not the way
i'm guessing it doesn't just instance multiple text boxes for every line of text
yeah don't do that
you could use a RichTextLabel and use BBCode to build your messages
That way you get colors, text animations, line breaks
two is reserved for ammo and health pickups respectively and one is for action context for tutorials or something
BBCode?
It's a very old forum posting standard, kind of like HTML
oh
How to Use BBCode: A Complete Guide This article is a tutorial on how to use BBCode in forums and websites. We will start with the most basic formatting and then move on to more complex tags. In some cases we will give tips on good usage practices. Similar to HTML, BBCode tags work with
i'm not talking about player chat tho
yeah I know
oh
Godot uses BBCode to let you create multicolored text, line breaks, text alignment
All of it dynamically, and without having to switch 200 settings
i'll look into it
Inherits: Control< CanvasItem< Node< Object A control for displaying text that can contain different font styles, images, and basic formatting. Description: A control for displaying text that can c...
Introduction: Label nodes are great for displaying basic text, but they have limitations. If you want to change the color of the text, or its alignment, you can only do that to the entire label. Yo...
also reminds me of the Eva-8's pellet spray from Apex
where the spray pattern is just an 8
if i can use custom fonts in rich text, i'm sold
you can use custom fonts regardless?
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
very nicee
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
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
missed a pun with weather
lol
Very cool
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?
yooo
can i see your import settings for your normals?
ah, where can I see that?
aw fuck it was the compression in import settings
I'm so dumb, thanks akai
wanted to ask if it was getting compressed or not
second guess was whether it's OpenGL or DirectX normals
btw make sure you don't import it uncompressed, just set it as high quality and detect as normal map
ah, good to know, will do
basically VRAM Compression is good, but you want it High Quality
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
yeah, imagined that to be the case. Also, since it's baked normal maps, I'm guessing it is OpenGL?
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
you have no idea how big of a help you've been, thank you so much!
no worries! im here if you need any other advice too
I've been using Godot since 3.2
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
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
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
If you wanna jump into VC I can take a look at it
hmmmm
sure we can do that for a bit, I'll set up like a short test level
https://gamebanana.com/mods/481984 we balling
bevel or no bevel?
this cherry cake is missing a cherry
Yeah, def needs to be some kind of collectable or interactive character at the top
working on new textures
going for that kensington look from medievil 2
oooh thats sick!
fun fact: godot has inbuilt systems to make lifts and moving platforms in 5 seconds
starting to experiment with procedurally generated colliders for ladders and railings
Oh shit, that's awesome. I was doing something much more complicated and difficult to scale
ooh they finally made that feature not terrible? Nice to see
the ladder
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
That's awesome. What's the ?? mean in the _ready() function?
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
Oh that's a cool shorthand
Oh wait, in C# it's just one ?
that's why it looked a little unfamiliar
nah its C#
? is ternary
?? is null coalescing
Ah well that'll be a useful tool
I usually just wrote if statements for things like that
sdfgi is weird
airpods shotty
and i've cranked up probe count and density
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
should still tweak the dusty projection cone for the projector but it looks good enough
the volumetric fog just looks chunky and weird
volumetrics are consistent what are you on about
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
a ?? b is roughly equivalent to a != null ? a : b
also didn't look defined enough
Except it won't evaluate a twice
before (sorry for the loud audio)
what was your method for the volumetrics
volumetric fog + spotlights with volumetric lighting?
after (i'm still using volumetric fog, but just not for lights)
fog volume, set it to be affected by light and cone shape
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
hm
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
as you could see here
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
woah, this is shit compared to the one i have now 💀
but it's always so satisfying seeing the crude beginning take form after a while
Gotcha, thanks
And in plain english?
"If a is not null, then set it equal to a, otherwise set it equal to b"
I see, thanks
Basically if it's already something, leave it as is, otherwise make it b
now write up a completely working vertex color based texture blending shader
nah tho, but i wish Godot would come with some texture painting features
https://FXtwitter.com/GameDevKS/status/1732122754898637143 new montage cos wtf not lol
What's Retrowave '84? This 10 sec montage should answer that!
[Sound🔊=ON]
#TrailerTuesday #IndieDev #Gaming
wow
v cute
imagine how clean this would look with vertex colored shadows
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
i have harnessed the power of immediate geometry
what's that
Drawing geometry using code
Category: Core Draws simple geometry from code. void add_sphere ( int lats, int lons, float radius, bool add_uv=true ) void add_vertex ( Vector3 position ) void begin ( int primitive, Texture texture=null ) void clear...
Pretty neat stuff
i would still strongly advise of using vertex colors
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
thats one question i keep asking myself
"how can i make it so i can use both vertex colors and textures in the same instance?"
so for some sad reason the vertex colors don't show in unity
you gotta use a shader that uses vertex colors
i am
im using a free psx shader
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
one line can summarize me trying to make games
"you gotta believe"
Made a little intro + name reveal realed
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
glances at my Godot default font UI
Looks really nice, for real
thank youu
what the fuck
do you really?
in godot, vertex colors show up by default
vertex colors and textures are two different things
one doesn't swap out the other
vertex colors are literally colored vertices, and textures are materials
holy shit that reminds me of FEAR 1
also vertex lit and vertex colors are two different things
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
the hud is hudding
sick
you can also change color
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
you inspired me to finish my new HUD elements
They do? I've tried importing a model from Blender with vertex colors but it didn't appear in Godot
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
Reminds me of Medal of Honor.
niceee
@pure jackal wait until they find out what was the main motivation behind this
Is it because of MoH.
it is because of Medal of Honor
since increasing max movement speed thing feels so much smoother 👀
Oh man, just tested it out and that's awesome. idk why it didn't work before
bro i told you way back that you should increase it a little bit
help
didn't mean to ping that particular message
lol it took a while to update it to steam
cos steamworks is awful to use
also it turned out the movement was slightly bugged
how would you apply a tint on a texture progressbar from a gradient based on the bar's value?
as in once time slow resumes it put the player back down to like, 900 rather than 1000
so it was even slower lel
bruh
i added a funny grenade displasy
now max movement speed is a consistant 1200
you work fast
thank youu
WE ARE SO BACK
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
Is there a full step-by-step guide on submitting a game to Steam?
can't wait for it to be done
I'm on it man, gonna do a major rewrite in the coming days to de-spaghettify everything
Good luck 🫡
shouldn't be too hard luckily, I mainly need to redo the way weapons work
it's just gonna be tedious
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
grenade count updates now
why did i get a notification of a dude saying a very bad word here
grenade speen
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
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
Pretty sure that's in vanguard but its a straight bar
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
vanguard was an okay game, i don't remember much of it though
oh i actually remember now
it was a pure white bar right?
no wait, vanguard was regenerating health i think
It was in chunks
I might be confusing it with Airbone
Which was just vanguard but more
And better
this is what you're referring to
midguard
It walked so airborne could run
that's a stamina bar
My bad then
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
huh, I just realized there's a Medal of Honor Vanguard and Call of Duty Vanguard
funny coincidence
One is EA, the other is Activision, do I need to say more? 
Which one in that example is supposed to be the good one, lmao
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.
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
Don't think this is AI specifically, but it's what I've used to make tiling textures:
https://www.imgonline.com.ua/eng/make-seamless-texture.php
Make a seamless texture from photo online. Optionally you can choose the way to create a seamless texture, level of brightness transitions and to crop don't needed edges for best results.
and they're both mid
nah tho Vanguard had really nice atmosphere cursed by impossible weapon customization and over the top skins
i usually tile them myself with some labor
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
I'll check this out, pictures look promising
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
Hey World Gamers, thanks for passing by!
If you are a returning subscriber, THANK YOU for being part of the family!
Today we're going to take a look at possibly the MOST OBSCURE Metal Gear Solid game ever. MGS Mobile. It almost became lost media... How I wish this was included in the Master Collection!
I hope you enjoy the video! And if so, do...
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
Is that the stupid little taco shaped handheld with the vertical screen?
yeah
but there were phones capable of running n-gage
someone is doing a remake of the stalker n-gage game actually on Godot
Video for godot showcase
remake, more like recreation
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
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
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...
a call of duty too
It's real...
there was also a very good 3D fighting game that reminded me of tekken 3
...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?
bruh i remember this one
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
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

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
kinda? I played PS1 and PSP, also GameCube games on my phone and I saw others playing also PS2 games on theirs
also don't forget you can also create highlights with vertex colors, not only shadows
You had gamecube games on your phone back in 2004?
on my current phone I mean
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
what's so hard in blender
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
Idk, guess I just vibe with trenchbroom better
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
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
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
Godot has a few pro builder equivalents that I've tried but I'm not a fan of any of those
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
ok sorry for the ping but i gotta ask one thing...
wassap
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
i mean i could, but that would completely look out of place
ahhh yeah makes sense tbf
trenchbroom gang rise up!!
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
but yea the shotgun is how the general art style is
i don't think i could make the wrap look convincing
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
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
also mp40, mas-36, lewis machine gun, browning and maybe a welrod and a walther p38
remington model 31
the bike pump, yes
i read somewhere it was so it could be
beat me too it lol
was gonna mention bike pump story
imagine betting your life on this piece of shit
actually i kinda need some gun ideas for ww2 before 1945
there was a one with a sterling stock as well
i thiiiink 41 but ill have a quick google lol
'43
the webley for the top break alone
yeah
so as a niche thing could be used
actually there was a level in medal of honor underground where they were making the "super weapon" and it was the stg 44
lol cool
if memory serves right you had to disrupt the facility
im asumming you mean the mk6 then?
the top break with highest stoping power
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
which i guess makes it a cool manstopper for gameplay reasons
i think it was the enfield
probably, think it was hammerless as well
the pistols in general are gonna be strong in themselves
they're generally way slower than smg's so i have to balance it
yeah thats fair
so the pistols aren't just fallback weapons
my favorite part in medal of honor 1 and underground was how the pistols were just as reliable as the large weaponry
yeah, have em forge that nice niche
question tho, and this i just the history nerd asking this...
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
will the lee enfields have high fire rates compared to other bolt actions?
i didn't say i'm gonna have smle tho
i'm thinking about the nagant
and mas-36
and kar 98 obviously
although maybe only as a scoped variant
i was thinking garand, but realized i don't want american firearms other than the 1911
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
ahh interesting take
but leaves room for lesser known ww2 weapons
so good
exactly
but yeah going for more obsure ww2 weapons is always nice to see
story-wise it's gonna be about a resistance group who follow along the history of WW2 and setting up/cleaning up events
ahhh, yeah thats the pefect chance to showcase lesser known guns
so no OSS in there
any chance of the liberator tho?
maybe as a starting gimmick?
coop
