#general-modding

1 messages · Page 20 of 1

hazy sky
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generally speaking i could balance things out like beretta is faster but welrod has better range

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which in theory it doesn't, but who cares

uncut agate
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boolet

muted stirrup
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yeah and up the damage for welrod im guessing

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just for balance

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both will be good enough tho for one hit headshots

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at close range etc

hazy sky
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not damage, just damage multiplier

muted stirrup
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ahh fairs

hazy sky
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since i'm planning missions where sneaking is possible/mandatory, there will be an ambush mechanic

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like unaware enemies already take twice damage

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otherwise all the welrod is gonna be good for is to pop the helmet off

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that being said, not all levels will have different firearms per player

muted stirrup
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gotcha 👍

hazy sky
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WHY are the sounds in the PS1 MOH games so satisfying tho

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just the M1 garand and 1911 alone

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m1

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1911

pure jackal
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Spielberg

crimson tapir
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Still needs a few tweeks like the dioramas rotation axis being off center, having an actual skybox, and the snow particles being a bit off, but I think I've got the foundation for how I want the main menu to look

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Ideally when I get character models made I'll add them in to the diorama

crimson tapir
hazy sky
hazy sky
# crimson tapir

send me the mesh and I'll center it for you in blender if it's difficult in trenchbroom

hazy sky
hazy sky
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just got this filter for substance

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can't wait to try it

hazy sky
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good enough

azure flume
hazy sky
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i mean you can do that, but it's as easy as three quick clicks in blender to get the absolute center of something

azure flume
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Effort

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We lazy, we need simple quick hacks

hazy sky
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the what file

crimson tapir
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Ok, here we go, got it as an obj file, i'll send it over

rotund garden
azure flume
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why is trenchbroom incapable of drawing square shaped textures on a square

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what the hell

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these do not look like square to me

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yet it claims it's scaled 0.25 to 0.25

crimson tapir
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Because the wall is angled I'd assume

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The Hypotenuse is longer then the sides

azure flume
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Yes, but when you angle a square its still a square, why do the textures change shape

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a texture scaled 1:1 should not fking stretch ???

crimson tapir
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Idk, I guess just mess with the x/y scaling a bit until it looks right

azure flume
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there's another problem with that, when exported to godot it does not match what I see in trenchbroom

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this makes no sense whatsoever

crimson tapir
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Try making a godot texture with the same name as the texture image, and place it in the textures folder

azure flume
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^ see

crimson tapir
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If you do that it will use that texture on import

azure flume
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i obviously do that

crimson tapir
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What angle is the wall sitting at?

azure flume
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45

crimson tapir
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Try setting the x scale to about: 0.17678

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Or actually is it being smushed on the y axis?

azure flume
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i mean if i have to do stuff like that for every angled wall in my game id rather uninstall trenchbroom and get something that fucking works

azure flume
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and even if i do that, it still looks wrong in godot

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expectations vs reality

hazy sky
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i mean it's not bad for a first try

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i can't pass height information through for some reason into pixel8r

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also this is 100% procedural, i didn't touch anything just yet

spare scarab
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that's a nice model man

crimson tapir
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Lil rough draft for a desktop icon/logo (100% original, btw)

crimson tapir
# azure flume expectations vs reality

hmmm, idk man, there's probably some kind of trenchbroom discord or forum you could check out with people who are really experienced with it and could tell you exactly what to do

hazy sky
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it's kinda rough around the edges tho

uncut agate
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im wondering on how i should make the title name for my game
should i do what medievil did or should i do something like Petscop

pure jackal
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not ba

pure jackal
uncut agate
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hows this?

inner shuttle
hazy sky
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i might have to unwrap the model by hand tho

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not sure how poorly will substance handle it

hazy sky
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now vertex paint some details on it

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speaking of vertex paint, is it possible to hook vertex paint into emissive?

uncut agate
hazy sky
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give it an outline

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or make it 3D and make the sides a different color

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or bevel it

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give it some 3D shape for shading

uncut agate
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somethings wrong
when i press WASD he rotates like that

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        float verticalInput = Input.GetAxis("Vertical");
        Vector3 inputDir = orientation.forward * verticalInput + orientation.right * horizontalInput;```
something's probably wrong with this
merry lotus
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are you setting the rotation of the model or an empty parent gameobject

uncut agate
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I think it's the rotation of the model

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The rig Mainly

merry lotus
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it's probably the way you exported it

there's 2 solutions, either re-export it and in the transform settings (right side of the file view) set "apply scalings" to FBX All and check apply transform or set the model to be the child of an empty gameobject with no rotation, set the rotation you want for the model, and make it so it rotates the empty parent instead of the model

hazy sky
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idk man it feels weird

hazy sky
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i fix

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still feels kinda CGI and not like it was taken from a real photo and degraded but i'll manage

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maybe i'll overlay some to it and call it a day

pure jackal
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my man only you can look at THAT and say it's not good

hazy sky
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for some reason godot really pushes those mipmaps aggressively

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only on the webley tho

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another fit check

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i might have to reduce the texture quality

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also fix the fucking seams on the beretta

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fuck you godot i already fixed it before

azure flume
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Ok so turns out you have to select 'Valve' as your map format when making maps for Godot if you don't want your textures to be fucked.

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Thanks Gabe

merry lotus
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and apply transform is under there too

hazy sky
uncut agate
inner shuttle
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i'll tell you how

hazy sky
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alternatively set Up to Y Down

uncut agate
hazy sky
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you don't work

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what goes wrong there?

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try fiddling with the forward as well

uncut agate
merry lotus
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how are you rotating the model

uncut agate
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        float verticalInput = Input.GetAxis("Vertical");
        Vector3 inputDir = orientation.forward * verticalInput + orientation.right * horizontalInput;```
like this
merry lotus
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yeah but how are you setting it

uncut agate
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with a public transform
thats got the rig in it

merry lotus
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no like

are you doing transform.rotation = (however you set the rotation) or something like that

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or transform.eulerAngles

uncut agate
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    {// player orientation
        Vector3 ViewDir = player.position - new Vector3(transform.position.x, player.position.y, transform.position.z);
        orientation.forward = ViewDir.normalized;

        //rotate player
        float horizontalInput = Input.GetAxis("Horizontal");
        float verticalInput = Input.GetAxis("Vertical");
        Vector3 inputDir = orientation.forward * verticalInput + orientation.right * horizontalInput;

        float horizontalInput = Input.GetAxis("Horizontal");
        float verticalInput = Input.GetAxis("Vertical");
        Vector3 inputDir = orientation.forward * verticalInput + orientation.right * horizontalInput;

    }```
no im doing something like this
merry lotus
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so is the model the orientation variable

uncut agate
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its a gameobject

merry lotus
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yes but is the orientation gameobject supposed to be the model gameobject

uncut agate
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no

merry lotus
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i don't see anywhere in the code where you're actually setting the rotation though

uncut agate
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https://youtu.be/UCwwn2q4Vys?si=cV8KHZ5xHS-P6T8u
this is what im following, and its exactly like my code

THIRD PERSON MOVEMENT in 11 MINUTES - Unity Tutorial

In this video I'm going to show you how to code full third person rigidbody movement. You can use this character controller as final movement for your game or use my other tutorials to build things like wall running, climbing, sliding, crouching and much more on top of it. (And of course you ...

▶ Play video
merry lotus
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so i'm assuming this is how you're setting the rotation

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if so then you probably have to go with the whole setting the playerObj variable to an empty gameobject that has the model as it's child

uncut agate
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i have found out that the (transform.position.x, player.position.y, transform.position.z)
affect the rotation

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so ill tweak with it

unique trellis
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you know what is one of my favourite things to do when placing things for various difficulties (in doom mapping)
placing corpses and occasional pickups at the places where the enemies on the harder difficulties would be
kinda tells a story imo

inner shuttle
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(talking about the hexagonal grids moving, the input overlay is an OBS thing)

hazy sky
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gives it a really cool PS1 feeling because back then a lot of these sci-fi games tried making the HUD interactive

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look up Codename Tenka

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the entire HUD is on your gun there

inner shuttle
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why the fuck not

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cursed existence

earnest lily
uncut agate
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is there such thing as the cinemachine collision modifier in unity?
or does it exist
i wanna use it to make my camera not clip through stuff

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wait i found it

junior bluff
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anyone else got all their texturebuttons and shit broken after updating to godot 4.2?

uncut agate
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ignore the fact it looks like it was filmed on a CRT

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it adds to the charm

hazy sky
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delay the camera's following a little like in Mario 64 or Crash Bandicoot

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also make your character accelerate to a max speed as opposed to instantly full speed

hazy sky
shut raft
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Weird question, is there a general game dev channel here?

sudden imp
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this?

shut raft
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Thats what I was thinking but I wasnt sure if there was like a "Game Dev" general chat or something

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im bad a discord lol

crimson tapir
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Hehe, I just though of a funny cosmetic to add to my game if I go down that route

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Make an achievement for 2 players freezing each other at the same time, and for that achievement you both unlock one of those "I'm with stupid ->" shirts

hazy sky
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i just realized my biggest hurdle for my game

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what makes Medal of Honor so good is the soundtrack

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how the fuck am i gonna compete with that

pure jackal
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Stock 🙂

azure flume
fast vault
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Hey guys, thoughts on which UI looks better? It's for health, ammo and energy

tropic token
azure flume
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I also prefer the third

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Hate the first one with passion!

hazy sky
hazy sky
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obviously try going with the third or second one

crimson tapir
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Although I think you should stick the lightning icon on the orange bar, like in the second one, for readability

fast vault
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Alright thanks guys

crimson tapir
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Anyone know of a way to make smaller integer variables in godot? The default int size is 64 bits, and I don't want to have to send 8 bytes of info over the network every tick for the player input when only 1-2 bytes are needed.

crimson tapir
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Ok, revising the question, does anyone know if there's any additional overhead to sending it as a packed byte array?

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Because it seems like that would be the smallest way to send those inputs over the network

crimson tapir
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Seems like the upload and download is on average slightly better with the packed byte array, so ig I'll keep it

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From what I can see, a difference of about 0.12 KiB/s

pure jackal
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I like 1 but I also like 3

crimson tapir
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Does anyone know any good snow or winter sports themed fonts?

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I'm getting tired of everything being the default godot font

fast vault
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Or does it seem too confusing?

uncut agate
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that
looks
awesome

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maybe put words on top of the bars
so people can know which is which
like E for energy or something like that

fast vault
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I'll see if I can implement some kinda icon for the different bars

uncut agate
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or you could try something like metroid

crimson tapir
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This one looks really good, bu maybe just add back the little icons the bars had from the ones earlier

uncut agate
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oh yeah im working on another hubworld
its on my school computer so ill just make a floor plan of it so you guys can see it

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its ment to be da vinci's studio

crimson tapir
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Dont think it dont say it
Dont think it dont say it
Dont think it dont say it

uncut agate
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what

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oh no

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what are you thinking

crimson tapir
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mogus

uncut agate
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i was thinking of mario pissing

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i gotta figure out how to play animations inside my state handler for my character movement

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i wanna make an enemy that is just nightmare fuel
like the mannequin from ultrakill or anything else

fast vault
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Those are always fun to make

uncut agate
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i kinda like this wall

crimson tapir
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Might need to bump up pannel opacity looking back at this

fast vault
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Looking solid!

muted stirrup
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oh yeah...

hazy sky
hazy sky
# crimson tapir Might need to bump up pannel opacity looking back at this

to be honest you should look at clean main menu designs, you could easily enlarge the menu options and shrink the background a bit to better match the size. you could also move the menu to the middle, lower the opacity of the background or add a blur effect to the background itself or something

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background as the menu options blue background

hazy sky
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you could go for a grungy 2005 font as well

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some street-ish font that is chunky

hazy sky
hazy sky
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give me cool ww2 rifles between 1940 and 1945

crimson tapir
hazy sky
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make the background blur the level in the back, and make the spinny level maybe centered and bigger

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or make the background be the map of your multiplayer level, and do flyby's around

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you can do video players in Godot so if you wanted, you could also prerender the videos to play in your menu

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wish i could find an actual screenshot of the halo reach title

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i'll just grab some from videos

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in reach, there were these videos playing in the background for motion where the fight is happening

crimson tapir
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Making the background a level could be a good idea, would definitely let me position around a few more characters for action shots

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Oh actually, I'm trying to go for a winter Olympics/Winter Xgames type vibe with this game, maybe I could base it off of like an Olympic opening or something

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I could totally do something like this for the scoreboard when you press tab

fast vault
crimson tapir
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Nice, I like that it reacts to the knock back a bit

crimson tapir
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This better?

merry lotus
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looks awesome

drowsy escarp
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Anyone else having difficulties implementing tab containers that support controllers?

uncut agate
pure jackal
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heck yeah

uncut agate
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tried making a floor
accidentally made something from kirby

fast vault
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That looks pretty dope

uncut agate
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i was trying something like these floors

pure jackal
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Temple of tiem 🙂

uncut agate
crimson tapir
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Ok, maybe now it's time to start making an actual character model. I hate looking at this 💀

crimson tapir
hazy sky
hazy sky
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or just unwrap the trees better

crimson tapir
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I'll dust off blender and start doing some actual modeling here soon though

fast vault
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Anyone know of a Blender add-on that can just auto-generate a forest to fill out a space?

azure flume
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Anyone knows a godot add-on that can just auto-generate a game for me based on a prompt I write?

crimson tapir
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Anyone know an AI add on that can generate an AI add on to generate AI add ons?

fast vault
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In Unity, I think there are assets that can auto populate an area with prefabs. I wonder if Blender has something similar

hazy sky
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fuck yeah PC crash I love starting my progress all over

hazy sky
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would've liked it better if i could hook the transmission value up to the shader material but this is cool as well

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i could in theory hook up stuff to the script and make the bottle play sloshing sounds when reaching the high limit of wobbling

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this feels a bit more correct in terms of oily viscosity and surface tension movement

hazy sky
plush pasture
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for a sec i thought that was a 2d image of your real hand

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but no it's a very convincing 3d hand

crimson tapir
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And that's the last final for the semester, I'm between jobs, and the gf is 5 hours away, as of right now I'm a full time developer, and I intend to take full advantage of it

pure jackal
hazy sky
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wish i had more time

fast vault
uncut agate
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i kinda like this wall texture

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makes the place feel dusty

hazy sky
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what am i looking at

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is this a sticker

uncut agate
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no its the texture

hazy sky
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nice

uncut agate
uncut agate
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what should the roof be

pure jackal
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make your own fake cistine chaple painting

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go for the bit

crimson tapir
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Meet the contestant, absolutely BEEFY lad

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His head looks kind of weird and small but that's cuz the different head gear and hat models will go over it

uncut agate
pure jackal
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exactly

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the joke is perfect

uncut agate
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i really wanted to put him in the renaissance isle but he wouldn't fit
since all the bosses are the main bad guys baddies

crimson tapir
#

I put his thumb

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On the wrong side

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dammit

uncut agate
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i was looking through images of da vincis studio and i came across a stop-motion movie about him
and the VA is Stephan Fry
i will now forever think that da vinci sounds like that

crimson tapir
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So can I get this model to unwrap and then use the unwrap as the basis for how I draw the texture in gimp?

pure jackal
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yes you can unwrap the UV to your liking and then hit UV>EXPORT UV LAYOUT

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then load it up in whatever you want

crimson tapir
#

Ok, cool. Is there some kind of plugin that lets me see the paint getting applied in real time, or do I kind of just have to wing it?

pure jackal
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probably but I don't use it

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I just save the PNG and load it into the material and adjust as needed

crimson tapir
#

Aight, thanks

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Ok, so if I used the mirror mode to model the character how do I make the other side "real" so that the texture doesn't have to be 100% symetrical

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Nvm, got it

uncut agate
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i hate myself sort of
but still
working on my drawing skills is something i can do for fun other than work on my game

pure jackal
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resolution should be in the export settings

crimson tapir
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Ah, ok thanks

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One last thing, in Duskworld you're able to custom color different parts of the model in game, how does that work

pure jackal
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vertex color I'm guessing?

crimson tapir
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Sonic Unleashed E-Rank Music

hazy sky
fast vault
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It's a shame substance painter is only available via creative cloud and not a one time purchase

pure jackal
#

Service economy my wretched

hazy sky
crimson tapir
#

Anyone know a way to have a vbox not change the sizes of its contents?

crimson tapir
#

Maybe I should just nab a character model from DUSK or something until I can get one that actually looks good put together

inner shuttle
hazy sky
#

nice dithering and quantization

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what program do you use?

hazy sky
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you should get as many placeholder stuff as possible so it doesn't slow you down when you actually need something

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i have this curse where i MUST finalize something in order to say "good enough, next thing"

inner shuttle
cloud bloom
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For both painter and designer

fast vault
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Wait really? I'll have to check that out

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Lol I wonder if it ever goes on sale

severe cobalt
fast vault
#

That's looking good!

unique trellis
#

I am such a fucking nerd even by programmer standards. I just took my programming final, right? I had to write a for loop, but once it found the first 0 in a list I wanted it to stop there and not find anymore

Tell me why my first instinct was to look up the maximum digit a 64 bit computer could hold before it goes into integer overflow, and set my counting variable to that instead of just adding the length of the fucking list to my counting variable and being done with it.

hazy sky
hazy sky
#

nothing wrong with getting some feedback either

severe cobalt
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the 'ok' I said before was 'ok' as a 'wow good feedback'
and yeah more frames = better

azure flume
#

oh jesus

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"You will get free updates on Steam up to the end of 2023"

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"This license does not include access to the Substance 3D Assets platform (previously Substance Source)."

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Surely there are FOSS alternatives to this?

fast vault
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I think Blender is the closest one?

crimson tapir
crimson tapir
#

So does the Node.move_child() function swap two children, like if I say move child from index 3 to 5 does child 5 then go to index 3?

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Or does it just smush everything over when the child is moved

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Really hope it's the former because it will leave me with a few less hoops to jump through before I can get my scoreboard working, cuz I'm using a quicksort algorithm for ordering the players from highest score to lowest

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(I take every opportunity to use quicksort that I can because I think it's neat, lol)

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Nvm, there's an easier way to do this, I'm just being dum

crimson tapir
#

Ignore all the shit on the screen like the bars in the top left, or attacker -> victim thing in the top right, that's just stuff I haven't wired up yet

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Also I swear the quality is only this bad in the vid so it can be small enough to send over discord, lol

hazy sky
fast vault
hazy sky
#

you can enable that in the emitter

azure flume
hazy sky
#

i was about to suggest the godot engine based substance alternative first and foremost, not sure if i can post itch links here since it's kind of like advertisement

vague bough
#

Dusk penis

hazy sky
#

i hate adobe with all my heart

vague bough
#

Windows movie maker?

inner shuttle
hazy sky
#

how the fuck do you make so much progress bruh

#

do you also quantize the materials in designer?

hazy sky
#

hmm

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doesn't feel right

crimson tapir
#

Also the scoreboard was kind of a rare development opportunity, because I actually got to use a bubble sort algorithm

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Because the data set is small (16 max) and the list will probably be mostly in the right order anyways, under these very specific circumstances bubble sort is actually a viable option, which is neat

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And the whole algorithm is like 8 lines of code so that's neat too

crimson tapir
# hazy sky doesn't feel right

Maybe it looks too metaly? Like it might just be because it dosn't have the right shaders applied to it in the screen shot but it looks more like it's made of green painted metal instead of glass

severe cobalt
hazy sky
#

don't know how to make glassy looks inside painter

hazy sky
#

you also need levels that are set at night with only those huge ass lights giving you your light

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i always love that mood so much, SSX3 on PS2 was a treat because of it

desert shard
#

Added some health mechanics to incentivise kicking the bat

also added a combo meter kek

fast vault
#

oh man it's been a while since I've seen this

crimson tapir
crimson tapir
#

Really want to have a lot of man-made elements on the stages like artificial lights, barriers, television cameras, billboards plastered with the logos of different sponsors, and stuff like that to sell the high budget winter sporting event vibe

drowsy escarp
#

Anyone else have issues with ragdolls stretching when they are launched a by force?

severe cobalt
#

another Screenshot Saturday. Haha.

Added inertia to weapons and UI, and modified walking animations. The game has become even more dynamically responsive.

#indiegame #screenshotsaturday #gamedev #IndieGameDev

💖 2 🔁 1

▶ Play video
granite tusk
vivid lichen
inner shuttle
#

i have a whole system

inner shuttle
hazy sky
#

reminds me a lot of FEAR

inner shuttle
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having teal as your main color doesn't make it fear

fast vault
#

How'd you handle stairs with your fps controller?

severe cobalt
#

looks really good

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love this game already

inner shuttle
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here's also a WIP of something i plan to do later down the line (LUT-based color quantization, in-game)

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i love how it affects the color of the grenade burst

#

very aesthetic

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my main issue with it is that sometimes shadow can look a bit.. banded

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like here

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too much power

crimson tapir
inner shuttle
crimson tapir
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Or you could take the lazy route, make the stairs a slope and disable collision on the actual stairs

inner shuttle
#

best way to do it is either TestMove or a shapecast in movement dir

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you don't want the player to go up stairs if they get pushed by recoil

crimson tapir
inner shuttle
#

i think you're confusing snap length

crimson tapir
#

But yeah, shapecast is the proper way to do it

inner shuttle
#

there's no step height param

crimson tapir
#

I'm not at my computer rn so I can't look at it rn

inner shuttle
#

snap length is useful the other way around, to keep you glued to stairs

crimson tapir
#

Yeah I know, I had crank up the snap length to get the snowboarding physics working, keep the player from bouncing their way down the slope

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Idk, maybe I just imagined whatever I'm talking about, I'll look at it later

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Huh, guess that isn't real

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Ok so just have a raycast at the players feet facing forwards then have a "stairs" collision layer and when the raycast detects stairs and collision with the stairs is being made add some upward force

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Or actually just make the raycast really short instead of specifically checking for collision, and maybe have it be angled by input direction instead of just forward so you can walk up stairs backwards or sideways

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Or alternatively, position the ray up at your step limit, and if you collide with a wall in the direction of input, check if the ray is colliding with anything. If it isn't, the wall is short enough to walk over so add upward velocity, otherwise if it is, the wall is too tall to walk over and don't add upward velocity

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This way you don't need to have a specific collision layer for stairs

merry lotus
#

or alternatively you could use slopes for colliders and use stairs just for graphics

crimson tapir
#

Well yeah, but if you do that then the stairs don't act like stairs in other circumstances like a physics object rolling down them

merry lotus
#

true

crimson tapir
#

I mean, I guess you could have the stairs collision layer not collide with players but do collide with physics objects, but them mapping becomes a lot more of a chore in the long run having to do that with every set of stairs you have

inner shuttle
crimson tapir
#

Wait really they can't?

inner shuttle
#

a much better approach for a raycast based logic thing in Godot is to directly make a physics query to the physics direct space state by accessing the scenetree's space state and using intersect_ray

inner shuttle
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raycast nodes are very static

#

if you want fast, accurate and reliable data (at the cost of having to put some more code and work) use physics server queries

crimson tapir
#

Oh yeah, I used intersect rays for explosion physics

inner shuttle
#

nice!

#

that's one usecase yep

#

effectively acting as occluders

crimson tapir
#

Yeah the documentation for physics server queries are TERRIBLE though, lol

inner shuttle
#

yeah the physics server queries are a bit unloved

#

mostly because they use dictionary returns

#

and until we get typed dictionary support in Godot, that'll remain the case

#

dictionaries are a bit unloved in general

crimson tapir
#

So how significant is the performance difference between raycast/shapecast nodes and server queries

#

I use the nodes to detect ground, because that's something you never really want turned off

inner shuttle
#

pretty marginal, but you do get a lot better access to data and a lot better access to mapping a lot of data points to a lot of collision checks

#

so basically you'll have a much more fun time doing physics checks for collections and sets using physics server

#

not nodes

crimson tapir
#

Gotcha

inner shuttle
#

i personally use C++ for LINQ, since I'm very much like, a declarative-type programmer

#

I love to just say what computer should do and computer does it

azure flume
tranquil oracle
tranquil oracle
#

Getting collision on "real" stairs to feel right for a player controller is difficult enough to justify it imo but I definitely understand why it's annoying for mapping

#

Especially when your tools are janky (looking at you, ProBuilder)

crimson tapir
#

Lol, I miss probuilder

tranquil oracle
#

Nobody should miss ProBuilder

crimson tapir
#

Godot has a few equivelents like Cyclops but it's just not the same

crimson tapir
tranquil oracle
#

lmao

severe cobalt
hazy sky
hazy sky
hazy sky
#

basically wrote up a system that keeps track of the bullet evex frame and checks for intersection each tick, if intersected then put it back where it was when it happened and bullet go poof

#

every*

fast vault
chrome warren
#

meh why cant i post my creations?

hazy sky
fast vault
#

Man, I like working on gameplay stuff, but when it comes to actually building levels, I fire blanks

crimson tapir
#

I remember in the unity build it drove me up a wall writing the gravity physics for the snowball because I accidentally made the time variable an integer instead of a float

#

So the projectile would just go perfectly straight for one second on t = 0 then dive bomb when t = 1

crimson tapir
crimson tapir
#

I'd imagine a water cooler would be the most logical "exploding barrel" object for this game

inner shuttle
crimson tapir
#

Yeahhhhh, maybe invisible slopes is the way to go

inner shuttle
#

i want this

#

i want the janky broken quake physics

#

i want to climb 1px depth stair

crimson tapir
#

Aight, sounds like a plan, lol

inner shuttle
#

this game is broken beyond belief, and its all intentional

crimson tapir
#

I've placed some stairs in my test map as well cuz the stairs discourse has got me interested

inner shuttle
#

you can bhop, you can launch yourself into the moon with well timed series of grenades, you can literally sustain jumps with shotgun recoil because I'm calculating it just as an external force without any checks for ground or whatever

crimson tapir
#

Aight I think I got stair logic working

#

Mine shoots out 2 rays, one just above max step height and one as low as possible without detecting flat ground

#

if the low one is going off, and the high one is not, and the low one has a normal angle between 89 and 91 degrees then there are stairs, so add upward velocity

azure flume
crimson tapir
#

I mean you need to drink lots of water in the mountains, if you don't you get altitude sickness

#

And the idea of it is like if you throw a snowball at it the impact knocks it over and makes it spill everywhere

crimson tapir
#

These stairs are too tall which is why it looks so choppy, but I wanted to use them because they are the tallest possible stairs the contestant can walk up

#

In an actual map the steps would probably be like half that height

#

Also because of the way I implemented the stairs, if you jump at a short wall at the right angle you can gain extra upward velocity because it treats it like stairs, which is neat

#

I love how you can fly up the stairs if you balst jump or bhop up them, lol

junior bluff
cunning wing
#

looks like weenor!!!

granite tusk
#

(it's a joke because I don't do it in the nice way)

oblique lotus
#

if you interact with stairs that way you should also interact with floors that way

granite tusk
#

funny thing is that you can

oblique lotus
#

press enter to floor

fast vault
#

Should go full Resi3 and have a cutscene play when walking on stairs

hazy sky
#

I have a very cool level idea since it's WW2

#

the demo will be set in Hungary instead of the planned England

#

the bombing of the bridge Elisabeth

#

with cool snow effects, and the level will be set at night

#

can't wait to finalize it, but I need some good textures if anything

azure flume
granite tusk
#

you can just press forwards as well

fast vault
muted stirrup
fast vault
#

For sure!

crimson tapir
#

Does Godot have a built in equivalent to Unity player prefs, or do I have to do that manually?

crimson tapir
granite tusk
#

yeah, it's a dungeon crawler, so you move like lands of lore/Etrian Odyssey/Wizardry, it's "turn based"

crimson tapir
#

Cool, yeah you probably don't need complex stairs logic for that

tranquil oracle
#

PlayerPrefs is terrible why would you want an equivalent lmao

crimson tapir
#

Also speaking of stairs I improved my stairs a bit more but I can't show you because OBS just crashes my computer now apparently

tranquil oracle
#

It stores that shit in the registry

crimson tapir
#

Wait wat

#

I imagined it just made a text file somewhere

tranquil oracle
#

No it uses the registry it's terrible

crimson tapir
#

Dang

#

Ok so then does Godot have a built on system for storing things like screen names that is better than player prefs?

#

Or do I just need to gets started making that myself

charred pumice
#

Listen what is the point of having a registry if you can't put entire game save files in it.

azure flume
#

it has configfiles system

granite tusk
#

ah

#

didn't even know

#

I just put a Save folder and dump configs and player saves as filthy json

azure flume
#

nothing wrong with that

inner shuttle
#

current font is placeholder

#

nvm (had font issues)

hazy sky
hazy sky
hazy sky
#

peak turn based RPG games

hazy sky
hazy sky
crimson tapir
#

Because I don't want the player to have to manually enter their screen name every time they open the game

hazy sky
#

did you know you can save resources to file

crimson tapir
#

No, no I did not

hazy sky
#

and have the game load the resource at start

#

or you could make a global script that stores stuff like that

#

resources sound like the way though

crimson tapir
#

Yeah, it's a matter of just figuring out what tools Godot has because I've only been using it for a couple months versus the 5-6 years I've used unity

granite tusk
#

I was reading somewhere that loading resources can be the vector for malware in Godot but I don't know how much of that is true. Potentially, you could hide something in the save file and it would be loaded, and executed. People talk about it here but I could not find the original description of the abuse: https://github.com/godotengine/godot-proposals/issues/4925

inner shuttle
#

also you'll be happy to know 4:3 is getting the same kinda love

hazy sky
#

i'll be real honest this legit looks like a xbox 360 arcade title menu screen and that's in the best possible way

inner shuttle
#

yessss

#

that's what i was going for

#

that sort of early 2010s / late 00s vibes

hazy sky
#

also a little bit of timesplitters with the hexagons

inner shuttle
#

i just love hexagons

#

can't get enough of em

#

they're also on my HUD

hazy sky
#

bruh the actual timesplitters 2 title OST started playing in my head

#

i need to play it again

#

man i wish i had time for my own game

#

i'm full of ideas that torture me

inner shuttle
oblique lotus
#

hexagons are sexagons

inner shuttle
#

*bestagons

crimson tapir
#

Every other shape gets rektagon'd

inner shuttle
#

truly

crimson tapir
#

Do you guys think split screen multiplayer would be worth implementing to Snowdown?

#

Like what you can do in COD or Halo multiplayer where you play online matches with split screen

#

If it is going to be implemented it should be sooner rather than later, and I already have an idea of how I would actually go about programming that, but would anyone even use it if I did?

#

Like most PC shooters don't bother with it, it's usually just console shooters that have it as a feature, but would it be appreciated if I had it or just a waste of significant development time?

fast vault
#

Idk it might not be worth it if you're short on time, considering most people wouldn't really huddle around their desk to play a party game

oblique lotus
#

i think worth it for a console game but not so much for a pc

crimson tapir
#

Yeah, you're right, if they REALLY need split screen, then do this

#

Actually, yeah if I just make it so the player can launch multiple instances of the game on one machine and set it up so they can have multiple user profiles, and each instance reads from a different input, then this could kinda work for the 3 guys that actually want it

#

Is there any way that I can allow players to run upto, but not more than 4 instances of the game?

crimson tapir
#

Ok, you know what, scratch that, I just added controller support and it's borderline unplayable, lmao

#

Nobody is going to want to split screen this

#

Doing tricks and blast jumping is practically impossible

oblique lotus
#

well i mean

#

you could probably fix that

#

over time

#

i only had one person play our game with a gamepad and it incentivized me to add aim assist and some other features

crimson tapir
#

I mean yeah I could probably improve it, make it so the stick sens increases when you do tricks, add aim assist, and that, but I think just by the nature of this game controllers will kind of always be an inferior way to play it

oblique lotus
#

mmm sadly you cant control what players do/want

crimson tapir
#

I mean, DO players play games like Quake or Unreal with a controller?

oblique lotus
#

apparently

#

like steam deck users and such

crimson tapir
#

Well, I guess I will go ahead an improve controller support for all 4 of them, but I'm probably not adding split screen

hazy sky
#

I'm aiming for split screen in my games because there are a lot of people who would play those games. it's gone poof in recent days and everyone is missing couch coop stuff

#

from the looks it really doesn't take much to implement at all

#

also both quake remasters came packed with split screen coop and multi so I suppose there is a market for it

oblique lotus
#

i mean if its not too hard to implement then all power to you

#

imo it depends on the type of game, fps is pretty heavily impacted by having less visibility

crimson tapir
#

Ok, I made it so Y sens increases when tricking and moved the inputs around so shoulder buttons are jump and sled

#

It's kind of all right now

#

May be tolerable if I add a bit of aim assist

#

I managed to get a perfect landing on a controller, it passes

#

barely

crimson tapir
oblique lotus
#

understandable

#

having to push two sets of packets through would undoubtedly raise a bunch of issues

crimson tapir
#

Yeah, my game is exclusively online multiplayer, there is no single player mode

#

Although, if it is that in demand, I could probably set up an offline multiplayer mode with split screen

unique trellis
#

I should have an automatic taser to shock me every time I try to detail the map before thinking of it’s layout and encounters

granite tusk
#

Amen

oblique lotus
#

detail is for chumps, the real money is in episodic releases, just release 50 lines of the map at a time

hazy sky
hazy sky
crimson tapir
#

I booted it up to check yesterday, and I found offline split screen but couldn't get online split screen up

hazy sky
#

yeah we played through steam

crimson tapir
#

Huh

#

Guess we splittin' this bitch then

#

also, it just now dawned on me that I will have to make entirely separate logic for handling analog joystick movement input since the keyboard and mouse input is sent over to the server as a single byte with each bit representing a boolean input

hazy sky
#

I mean it still can be representing a bool right?

#

you just have to specify the velocity

crimson tapir
#

Then you would have to still send a vector, there would be redundant information sent a Ross the network in that case

#

The server needs to recreate the clients movement in order to calculate the correct position to beat speed cheats, and in order to do that the inputs must be sent, and with analog movement, you need to send the action strength of the input, not just a 1 or 0

#

So for controller inputs a shortened version of the input integer not including WASD will be sent with the 2 action strength floats

crimson tapir
#

We are not off to a good start adding split screen ohno

crimson tapir
#

Ok, so definitely closer but now the trick system is doing this cancer instead of working right

#

The right side of the screen is just nothing rn because there isn't a second player

hazy sky
#

man I so fucking hate this

#

on my ONLY day off my head wants to explode with the meanest fucking migraine ever known to man

#

was so hyped yesterday for being able to work on my game

spare scarab
#

it happens man, sorry to hear
there will be another day off

#

and you'll crank it out

hazy sky
#

crank that ho

crimson tapir
#

So it seems like the problem is that the camera's x rotation refuses to go over/under 90/-90 degrees

#

Idk why, none of the actual logic of how mouse look works has changed, only difference is there is now a cam proxy node that the actual camera is constantly told to follow

#

Does a subviewport restrict rotation or something?

#

Seems like the players visor is rotating all the way around like it's supposed to though

#

In this clip I am only moving the mouse straight up, after hitting 90 degrees it starts going back down the other way, then hits -90 and starts going back up

#

Anyone experienced this before and know how to fisx it? The camera is parented under a subviewport, which then is being projected onto a texture rect on a grid container

#

The camera rotation code is unchanged with the only difference being that the cam is parented under a subviewport told to take the position and rotation of a proxy node every process update, which is the stand in for what used to be the camera object

hazy sky
#

a bit better

#

wonder how the softbody mesh will turn out in godot

#

the rag will swing around

crimson tapir
#

That looks better, having higher contrast between the dark and light parts of the bottle make it look more like glass and the appearance that the inside of the bottle is hollow

hazy sky
#

that's what i thought as well

#

i had three lights focused on it and it looked more like a metal drum than anything

#

so instead i have two focused on the same spot and one lighter shine

#

also made the material a bit less rough so the light would bounce more

crimson tapir
#

Good stuff, the model and texture looks fantastic

hazy sky
#

thanks

#

wish i unwrapped the rag a bit better

crimson tapir
#

Yeah I get that, if there's one thing I hope AI gets used for in the future it's finding ideal ways to unwrap models

hazy sky
#

yeah some sort of automatic unwrapping would be cool

#

smart UV isn't bad, it's what i used here as well

#

it just needs a lot of tweaking

#

now to test it in Godot

hazy sky
#

how the fuck do softbodies work in godot

uncut agate
#

what do you guys think the floor should be
trying to go for a rustic renaissance mansion feel

hazy sky
#

put white marble with black patterns

#

AND lay down red carpets

#

but this is more victorian

#

otherwise consult RE4 Remake for proper renaissance castle/mansion feel

uncut agate
hazy sky
#

a bit too basic

uncut agate
#

im using da vinci's studio as reference

#

trying to do this

hazy sky
#

wanted to say do caramel-white colors and black tiles can be used as variation

#

you may need to create a tilemap

azure flume
#

wait till this is implemented into jolt and install jolt

hazy sky
#

i hate it

uncut agate
uncut agate
#

failed at making the floor colors right

hazy sky
#

why

#

also keep in mind that these tiles only look like this because of the warm light

#

desaturate your tiles a bit and let the in-game light do it's wonder

uncut agate
#

ok now i like it

hazy sky
#

that's better

uncut agate
#

i have a feelking that if i render it like this it'll be seamless

#

my eyes

they burn

hazy sky
#

mfer you aren't supposed to tile it like that

#

either make trimsheets or tilemaps

hazy sky
#

also if i were you i'd make the tiles a bit bigger, or make better distinguishing between each tile so your eyes aren't so overwhelmed

#

but what i would do is create at least a few different textures like for the corners, a straight one that i can rotate where needed and one without the side trims for the middle

#

optionally one where the tiles are in a different order or variations like cracks in the tiles or something

#

and then divide the floor into quads so i can arrange the textures like sprite sheet

uncut agate
#

maybe limiting the materials

hazy sky
#

what program is that tho

uncut agate
#

blender

#

also i think a sort of cross color could work

#

but then again it looks like a picnic blanket

uncut agate
#

this is kinda worse

#

it looks more like carpet than tile

#

🤢

pure jackal
#

Get some texture in that grot

uncut agate
#

trying to do this

pure jackal
#

Yea you need some grode in that grot

oblique lotus
#

the grout will stand out more if your tiles have more saturation

#

(and even more with n/s or pbr mats)

azure flume
uncut agate
oblique lotus
#

grit, noise

uncut agate
#

each texture has noise

inner shuttle
#

am back with updat

crimson tapir
#

Bro your graphics are genuinely so good

oblique lotus
#

i likey esplodeing

inner shuttle
#

also unpalettized ver

crimson tapir
#

What does palettizing mean (genuine graphicslet brain)

inner shuttle
#

above image has less total colors

#

below image has more total colors

crimson tapir
#

gotcha

inner shuttle
#

also i got basically almost 1:1 quake movement here

crimson tapir
#

Nice

#

I had that at one point but kinda theseus shipped it into something else

wraith beacon
#

Messing around with Mosa Lina's level editor, designing levels for this game is uhhhhhhhh, hard. But also fun.

crimson tapir
#

That's
Not
150

#

Why
Are
You
Like
This
Godot

#

global_rotation does the same thing

inner shuttle
#

have u heard of

#

radians

crimson tapir
#

Dammit

inner shuttle
#

also some more art fun stuff :3

crimson tapir
#

The allergy congestion brain rot is real

inner shuttle
#

i was listening to some music and this came to me

crimson tapir
#

Nope, still busted converted to rads

crimson tapir
#

What kind of music?

#

So when converted to rads it goes to about -59 degrees, 90 - 150 + 1 *<--( for 0 degrees probably?) *, it's still refusing to go over/under 90 degrees in either direction

#

This only started after I parented the camera under a subviewport, does that restrict rotation? It doesn't say anything about that in the documentation

#

I can rotate the camera over 90 in the inspector and it stay like that when the game starts, what gives?

#

It has no issue spinning all the way around on the y axis

#

Wha-

#

It just randomly started working

#

I didn't change any code at all...

#

Why does it work now I didn't change anything...

#

Well, it is what it is I guess, it seems to be consistiently working now

inner shuttle
#

@crimson tapir this

crimson tapir
#

Isn't that the guy who made a bunch of Minecraft's music?

#

Also the look rotation just kind of works now I guess, so I'm just not going to worry about it anymore cursed

#

I think that's enough coding for tonight

inner shuttle
#

also i made color more colorful

hazy sky
hazy sky
hazy sky
#

you draw in blender?

uncut agate
#

No it's a 3d model

hazy sky
#

for tiles you need everything you can get to break repetition, let it be carpets or anything

uncut agate
#

I make my textures by rendering a 500x500 image then scaling it down to 64x64 and dither it

crimson tapir
#

Why 500x500?

hazy sky
#

that's an odd ratio

#

go for 512x512

crimson tapir
#

Usually you use powers of 2

hazy sky
#

yea

hazy sky
#

worst case scenario it won't do anything, but this can save some headaches

uncut agate
#

honestly i think a wood floor would work

#

adding cracks in the wood rn

uncut agate
#

i actually like it

crimson tapir
#

Finnished adding full controller analog support

#

The only additional bandwidth overhead is a single vector2 that stores the action strength of the analog stick

uncut agate
#

lowered the color on the lighter boards

crimson tapir
#

I think you could get the tile to look good if you just made the colors more homogenous and gave them a bit of a glossier, beveled look

uncut agate
#

decided to add frames

#

im thinking of putting one of Da Vinci's paintings up there
but which one should i chose

#

perfect

crimson tapir
#

You should make a stylized version of the last supper using characters that look like the ones in your game

uncut agate
#

there's a painting of this lady in medievil
not really stylized

half halo
#

does masqurade divinty no longer work?

crimson tapir
#

This channel really should be moved to the modders basement group

inner shuttle
#

some more rough light testing

#

I have a pretty cool idea for this place and I'll be expanding on it soon-ish

uncut agate
#

underwater temple

#

better yet
underwater greek pantheon

inner shuttle
#

nope

uncut agate
#

just spitting

crimson tapir
#

Underwater movie theatre entrance
(When I first looked at the pic that was my first thought)

inner shuttle
#

it's a giant lavish penthouse of a CEO atop a skyscraper

inner shuttle
#

the white stuff is going to be imitation marble with like, statues of Atlas carved between each pillar

crimson tapir
uncut agate
inner shuttle
#

With fake plastic grass patches and concrete slab walkways

#

spanning several floors with an open design

#

it's like, meant to be the pinnacle of vanity

crimson tapir
#

Needs to have fountains, several of them

inner shuttle
#

oh absolutely

#

it'll look roughly like (lemme pull up refs)

#

like that's the structural idea

#

the idea is to contrast that with the more bleak and heavy industrial areas to show that while the average population inhales smog, develops black lung and works 18 hours a day in a factory, the pinnacle of society spends their unearned money on vanity housing that takes up 20 times more space than they dedicate to a communal sleeping area for the workers below

inner shuttle
#

like the fancy curved pools

uncut agate
#

i really like this design
yet it looks more japanese than italian

uncut agate
#

im thinking i should replace it

#

something like this

#

but i want them to be windows
so i dont model the outside

#

since it would be to much triangles

unique trellis
crimson tapir
#

Ah, ok, seems like you got it figured out tho

#

int len = sizeof(nums) / sizeof(nums[0]);
for( int i = 0; i< len; i += 1)
{
if (!nums[i] ) return i;
}
return -1;

verbal marten
#

Anybody know any nauseating/confusing/generally weird DOOM mods? Working on an amazing Modpack, so far I have ROOL, DOOM 1 Contorted, Megabounce, and Seizure 1.

crimson tapir
#

I guess there's HDOOM, depending on how I choose to interpret that question

uncut agate
#

now how to blend the colors together

uncut agate
hazy sky
hazy sky
uncut agate
#

what do you think i could do instead?

hazy sky
#

improve

#

i don't know about italian patios like that

#

more like gazebo

#

but if you want something like that, consider the following

#

hexagon shape

#

round top/point

uncut agate
#

hm

hazy sky
#

mfer these are italian, not that greek-ish shid you put up there

uncut agate
#

im gonna change the roof

hazy sky
#

why is it black

uncut agate
#

its a transparent texture

hazy sky
#

you can turn on transparency in blender

#

in the material settings either set it to alpha cut-out or alpha blend or alpha hash

#

but this still feels something you'd find in greece

uncut agate
#

it looks like that area in god of war 3

hazy sky
#

guess where god of war 3 played

crimson tapir
#

Ok, idk shit about architecture, but from the google images I saw when I looked up "Italian Renaissance" architecture, I can see they are maximalist as hell

#

And really seem to like circular windows

uncut agate
#

i do know of the florence cathedral

#

im puting it in there

#

the renaissance isle is ment to have 2 areas
da vinci's workshop and florence

hazy sky
#

italians sure fucking like their filigree

crimson tapir
#

Maybe make the arches on the tops of the pillars less smooth

hazy sky
#

look at assassins creed 2 for reference

crimson tapir
uncut agate
#

i was really trying to do something more like gru's living room sort of
so i don't have to model an outside

crimson tapir
#

Well they have the advantage of glass windows which you could reasonably make cloudy or blury to obscure an outised, yours just goes straight to outside

hazy sky
#

you don't always have to model everything

#

you could just put an overly stylized exterior image out there curved around the gazebo

#

gives a bit more depth

#

then again i don't really want to dictate your art direction

crimson tapir
#

Or cheat a bit with geography and have that building be on the edge of a cliff or something with the windows looking outward to a view of the skybox outside

uncut agate
#

I HAVE AN IDEA

#

i put an area that leads to the outside, but all you can see is the sky

crimson tapir
#

Oh, or you know what you could do, have an empty easel in front of a door to outside so when entering the room it looks like the sky is a painting sitting on an easel, cuz you're going for the whole painting theme

#

Actually, that might only work in first person

uncut agate
#

your inside the painting of the renaissance isles
so a painting leading to the outside of the room doesnt really make sense for me

hazy sky
#

i'm going to put you into the painting of the renaissance isles

uncut agate
#

something basic right now but i like it

verbal marten
uncut agate
verbal marten
uncut agate
#

AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH

inner shuttle
#

did you even want funny stair detection in your godot videogame? introducing this one function

private void _HandleStairDetection(Vector3 inputDirection,
                                   float speedThreshold = 1.5f,
                                   float angleThreshold = 0.5f) {
  var delta = GetPhysicsProcessDeltaTime();
  var collision = new KinematicCollision3D();
  var length = Velocity.Length();
  var control = length > speedThreshold ? length : speedThreshold;

  var motion = inputDirection * control * (float)delta;
  // Virtually move the player by a single frame of input to see if a stair
  // collision would occur
  var stairFound = TestMove(GlobalTransform, motion, collision, default, true);

  if (!stairFound)
    return;

  var (collisionPosition, index) =
      Enumerable.Range(0, collision.GetCollisionCount())
          .Select(idx => (position: collision.GetPosition(idx), index: idx))
          .MaxBy(col => col.position.Y);

  // if it's not angled like a stair, it's not a stair
  // hint: stairs are usually perpendicular to the way you're going
  var hasStairAngle =
      Mathf.Abs(collision.GetAngle(index) - Mathf.DegToRad(90)) <
      Mathf.DegToRad(angleThreshold);
  if (!hasStairAngle)
    return;

  FloorSnapLength = 0.0f;
  GlobalPosition = collisionPosition;
}
#

works in any 4.x version of Godot

#

(does not handle camera smoothing)

crimson tapir
#

You put your return on the next line down for "if(cond) return" statements but leave the opening curly bracket on the end of the line?

uncut agate
#

that looks a bit better

candid dawn
#

whod have guessed 3 years later we'd have launched the games and have crossover content!

indigo olive
#

Oh wow!!!

indigo olive
candid dawn
#

time does move shockingly fast

#

but glad our projects both worked out

#

and cheers to any future ones!

uncut agate
uncut agate
inner shuttle
#

got the funny test shotgun that a friend made for this in the game

uncut agate
inner shuttle
#

camera rotation that's gameplay relevant is done by camera

#

camera rotation and movement that's for aesthetics is done by a parent node

uncut agate
#

hm

#

noted

inner shuttle
#

that way the non-essential camera logic can be easily decoupled from the essential stuff

#

more wacky adventures with paletization

inner shuttle
fast vault
fast vault
inner shuttle
inner shuttle
#

very useful stuff

uncut agate
#

you can kinda see it, but i added stones to the walls instead of it just being marble

uncut agate
#

although
feels off still

#

trying to do this sort of

hazy sky
#

you are essentially brute forcing textures together with no transitions or details whatsoever

#

with very high contrast at that

#

if you want italian, you better put trims on your trims

hazy sky
#

trims on the fucking trims man, everything has filigree

#

you are missing exactly that

#

but like i said before, i'm not trying to dictate your art style, you do whatever makes you happy and if you see if there are things you could improve, improve them

uncut agate
#

Goddammit my brain forgot about using curves to make filigree
I forgot that was an option

hazy sky
#

and trims

muted stirrup
uncut agate
#

fucking around with curves to make filigree

hazy sky
#

yea

uncut agate
#

oddly looks like cream

uncut agate
#

but what else should i add to it

hazy sky
#

the rest of the texture

#

look up some cool ass trims and try making them

pure jackal
#

Yeye
Use up that glorious wasted space

uncut agate
stiff thorn
#

Anybody got tips for matching blender and godot's camera for animations?

crimson tapir
azure flume
#

If you think you are bad at this, look at these wonderful bulletholes on my water!

merry lotus
#

i don't think i've posted this here yet but here's progress on a game i'm making using Java and LWJGL

it uses the .bsp format for levels which I couldn't have done without zombie's help

it's very early in development but the features i have so far are a working dev console using Dear ImGui, bsp maps, raycasts, collision detection + response using the GJK + EPA algorithms, and a DebugDraw class for drawing lines for debugging

#

i mainly posted about this in #1054772705867608115 but i think that it's starting to learn more towards the gamedev side so i'm gonna post it in here more often

crimson tapir
#

Dude, that's awesome approved

fast vault
#

Always impressive to see engines built from scratch

uncut agate
#

how could i make a badass guy for my game

inner shuttle
uncut agate
#

like
go back in time to beat the shit out of god badass

#

-with an arm that can shoot laser beams

#

like iron man

uncut agate
fast vault
#

This guy?

#

In the words of the original designers "The more we stripped him down, the more brutal and ferocious he seemed"

uncut agate
#

more into the future

#

-and more clothed
though im not saying that Kratos isn't badass

#

think of the postal dude or duke nukem

inner shuttle
#

postal dude isnt badass im sorry to report

uncut agate
#

hm
any other ways to make someone badass

oblique lotus
#

give them huge delts and a grimace

crimson tapir
#

Well what else do we know about this character? Where's he from? What's his role in the story?

uncut agate
#

from- no idea
role- tries to rob a meuseum, almost gets caught, uses portable time machine he finds in meuseum to get the hell out of there
goes through time to try and get back to his og time
time travels to the begining of the universe, fights god

low forge
#

are mods fixed yet?

crimson tapir
uncut agate
crimson tapir
#

Yeah, so he's a future cyberpunk criminal, probably with some cybernetic implants, give him some robot legs or a giant mecha arm

uncut agate
#

an arm and leg

#

leg to kick

#

arm is blaster

crimson tapir
#

Maybe he's a veteran from some future war who's resorted to a life of crime after falling on hard time

uncut agate
#

so...

#

grizzled middle age man from future

#

something like this
(maybe some facial hair)

#

he looks like an adult villager from animal crossing

inner shuttle
#

or like link in every N64 game

uncut agate
#

maybe a nose change

hazy sky
uncut agate
#

no
laser beams

hazy sky