#general-modding
1 messages · Page 20 of 1
boolet
yeah and up the damage for welrod im guessing
just for balance
both will be good enough tho for one hit headshots
at close range etc
not damage, just damage multiplier
ahh fairs
since i'm planning missions where sneaking is possible/mandatory, there will be an ambush mechanic
like unaware enemies already take twice damage
otherwise all the welrod is gonna be good for is to pop the helmet off
that being said, not all levels will have different firearms per player
gotcha 👍
WHY are the sounds in the PS1 MOH games so satisfying tho
just the M1 garand and 1911 alone
m1
1911
Spielberg
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
Ideally when I get character models made I'll add them in to the diorama
yeah, the devs did a good job 23 years ago
send me the mesh and I'll center it for you in blender if it's difficult in trenchbroom
Get it Now on:
itch.io ► https://actiondawg.itch.io/pixel8r2
Ko-fi ► https://ko-fi.com/s/1f35b9011c
Follow me ► https://twitter.com/ActionDawg
Special thanks to the Core Decay, Graven, and ULTRAKILL teams and to all the artists showcased.
just got this filter for substance
can't wait to try it
Bullet time with Automatic weapons! 🔥
#IndieGame #Gaming #ScreenshotSaturday
if you want to 'center' something in godot, just make it a child of a node and rotate the node instead of the model
i mean you can do that, but it's as easy as three quick clicks in blender to get the absolute center of something
The .map file?
the what file
Ok, here we go, got it as an obj file, i'll send it over
it's VERY nice, well worth the money it costs
why is trenchbroom incapable of drawing square shaped textures on a square
what the hell
these do not look like square to me
yet it claims it's scaled 0.25 to 0.25
Yes, but when you angle a square its still a square, why do the textures change shape
a texture scaled 1:1 should not fking stretch ???
Idk, I guess just mess with the x/y scaling a bit until it looks right
there's another problem with that, when exported to godot it does not match what I see in trenchbroom
this makes no sense whatsoever
Try making a godot texture with the same name as the texture image, and place it in the textures folder
^ see
If you do that it will use that texture on import
i obviously do that
What angle is the wall sitting at?
45
Try setting the x scale to about: 0.17678
Or actually is it being smushed on the y axis?
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
i mean it's not bad for a first try
i can't pass height information through for some reason into pixel8r
also this is 100% procedural, i didn't touch anything just yet
that's a nice model man
Lil rough draft for a desktop icon/logo (100% original, btw)
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
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
not ba
motherfucker thats INCREDIBLE
hows this?
me when the bunny is hop
no it's not i tried baking down high poly info to a low poly mesh but the high poly mesh is like the low poly with extra polygons that look absolutely fucking horse shit
i might have to unwrap the model by hand tho
not sure how poorly will substance handle it
that's pretty good
now vertex paint some details on it
speaking of vertex paint, is it possible to hook vertex paint into emissive?
i feel like it shouldn't be just yellow
give it an outline
or make it 3D and make the sides a different color
or bevel it
give it some 3D shape for shading
somethings wrong
when i press WASD he rotates like that
float verticalInput = Input.GetAxis("Vertical");
Vector3 inputDir = orientation.forward * verticalInput + orientation.right * horizontalInput;```
something's probably wrong with this
are you setting the rotation of the model or an empty parent gameobject
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
i fix
still feels kinda CGI and not like it was taken from a real photo and degraded but i'll manage
maybe i'll overlay some to it and call it a day
my man only you can look at THAT and say it's not good
for some reason godot really pushes those mipmaps aggressively
only on the webley tho
another fit check
i might have to reduce the texture quality
also fix the fucking seams on the beretta
fuck you godot i already fixed it before
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.
Thanks Gabe
apply scalings?
please tell me you have an elaborate way to handle multiple weapons with the ability to pick them up i'm in dire need to rewrite my weapon handler script-
i did that now he's doing a handstand
its literally easy just dm me
i'll tell you how
check within unity then and see if he's flipped
alternatively set Up to Y Down
doesnt work
this is what's going on
how are you rotating the model
float verticalInput = Input.GetAxis("Vertical");
Vector3 inputDir = orientation.forward * verticalInput + orientation.right * horizontalInput;```
like this
yeah but how are you setting it
with a public transform
thats got the rig in it
no like
are you doing transform.rotation = (however you set the rotation) or something like that
or transform.eulerAngles
{// 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
so is the model the orientation variable
its a gameobject
yes but is the orientation gameobject supposed to be the model gameobject
no
i don't see anywhere in the code where you're actually setting the rotation though
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 ...
so i'm assuming this is how you're setting the rotation
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
i have found out that the (transform.position.x, player.position.y, transform.position.z)
affect the rotation
so ill tweak with it
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
god i love weird input feedback
(talking about the hexagonal grids moving, the input overlay is an OBS thing)
make it bounce with the walking bob
gives it a really cool PS1 feeling because back then a lot of these sci-fi games tried making the HUD interactive
look up Codename Tenka
the entire HUD is on your gun there
oh god sure
why the fuck not
cursed existence
I had the same issue with Unreal - can you change the mip map bias / not load mip maps at all for some assets?
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
wait i found it
You can tweak them, yes
anyone else got all their texturebuttons and shit broken after updating to godot 4.2?
its awesome
ignore the fact it looks like it was filmed on a CRT
it adds to the charm
delay the camera's following a little like in Mario 64 or Crash Bandicoot
also make your character accelerate to a max speed as opposed to instantly full speed
you can play with them per texture in the import settings
Weird question, is there a general game dev channel here?
this?
Thats what I was thinking but I wasnt sure if there was like a "Game Dev" general chat or something
im bad a discord lol
Hehe, I just though of a funny cosmetic to add to my game if I go down that route
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
i just realized my biggest hurdle for my game
what makes Medal of Honor so good is the soundtrack
how the fuck am i gonna compete with that
Stock 🙂
money
Hey guys, thoughts on which UI looks better? It's for health, ammo and energy
I'd say number 3, but I guess 1 could also work depending on the style and genre of the game
nO
first one if you want cruelty squad level of HUD, second if you want readability and third one is also good because it reminds me of gunfire reborn
obviously try going with the third or second one
definitely 3
Although I think you should stick the lightning icon on the orange bar, like in the second one, for readability
Alright thanks guys
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.
Ok, revising the question, does anyone know if there's any additional overhead to sending it as a packed byte array?
Because it seems like that would be the smallest way to send those inputs over the network
Seems like the upload and download is on average slightly better with the packed byte array, so ig I'll keep it
From what I can see, a difference of about 0.12 KiB/s
third one is my favorite
I like 1 but I also like 3
Does anyone know any good snow or winter sports themed fonts?
I'm getting tired of everything being the default godot font
3
that
looks
awesome
maybe put words on top of the bars
so people can know which is which
like E for energy or something like that
I'll see if I can implement some kinda icon for the different bars
or you could try something like metroid
This one looks really good, bu maybe just add back the little icons the bars had from the ones earlier
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
its ment to be da vinci's studio
Dont think it dont say it
Dont think it dont say it
Dont think it dont say it
mogus
i was thinking of mario pissing
i gotta figure out how to play animations inside my state handler for my character movement
i wanna make an enemy that is just nightmare fuel
like the mannequin from ultrakill or anything else
Those are always fun to make
i kinda like this wall
Looking solid!
oh yeah...
make a fuel indicator needle as the bar progress
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
background as the menu options blue background
look up SSX, or snowboard ads and try and find the fonts to them, see if you can find something similar that's free to use
you could go for a grungy 2005 font as well
some street-ish font that is chunky
the shake effect is dope as fuck
give me cool ww2 rifles between 1940 and 1945
I was going for the Halo 3 look, but with the title moved to the top left
my point stands
make the background blur the level in the back, and make the spinny level maybe centered and bigger
or make the background be the map of your multiplayer level, and do flyby's around
you can do video players in Godot so if you wanted, you could also prerender the videos to play in your menu
wish i could find an actual screenshot of the halo reach title
i'll just grab some from videos
in reach, there were these videos playing in the background for motion where the fight is happening
Making the background a level could be a good idea, would definitely let me position around a few more characters for action shots
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
I could totally do something like this for the scoreboard when you press tab
What do you guys think of the HUD in motion?
Nice, I like that it reacts to the knock back a bit
This better?
looks awesome
Anyone else having difficulties implementing tab containers that support controllers?
got the model to my home computer
heck yeah
tried making a floor
accidentally made something from kirby
That looks pretty dope
Temple of tiem 🙂
Ok, maybe now it's time to start making an actual character model. I hate looking at this 💀
a lot
also if you want better seams on your trees, try making a triplanar snow texture
or just unwrap the trees better
I just cobbled together the trees in trenchbroom
I'll dust off blender and start doing some actual modeling here soon though
Anyone know of a Blender add-on that can just auto-generate a forest to fill out a space?
Anyone knows a godot add-on that can just auto-generate a game for me based on a prompt I write?
Anyone know an AI add on that can generate an AI add on to generate AI add ons?
Unfortunately, that might not be too far out. And then we'll really see Steam get flooded
In Unity, I think there are assets that can auto populate an area with prefabs. I wonder if Blender has something similar
fuck yeah PC crash I love starting my progress all over
would've liked it better if i could hook the transmission value up to the shader material but this is cool as well
i could in theory hook up stuff to the script and make the bottle play sloshing sounds when reaching the high limit of wobbling
this feels a bit more correct in terms of oily viscosity and surface tension movement
also unf that fucking metallic roughness map
for a sec i thought that was a 2d image of your real hand
but no it's a very convincing 3d hand
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
I crave more of this pls ty
go get em tiger
Ever since 2015, I've wanted to film a speedster character
no its the texture
nice
what should the roof be
Meet the contestant, absolutely BEEFY lad
His head looks kind of weird and small but that's cuz the different head gear and hat models will go over it
didn't michelangelo make that
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
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
So can I get this model to unwrap and then use the unwrap as the basis for how I draw the texture in gimp?
yes you can unwrap the UV to your liking and then hit UV>EXPORT UV LAYOUT
then load it up in whatever you want
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?
probably but I don't use it
I just save the PNG and load it into the material and adjust as needed
Aight, thanks
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
Nvm, got it
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
resolution should be in the export settings
Ah, ok thanks
One last thing, in Duskworld you're able to custom color different parts of the model in game, how does that work
vertex color I'm guessing?
sampong deltrune..........
Sonic Unleashed E-Rank Music
this is why I use substance painter
It's a shame substance painter is only available via creative cloud and not a one time purchase
Service economy my wretched
hmu I think I can aid you with that
Anyone know a way to have a vbox not change the sizes of its contents?
Maybe I should just nab a character model from DUSK or something until I can get one that actually looks good put together
plank
obviously
you should get as many placeholder stuff as possible so it doesn't slow you down when you actually need something
i have this curse where i MUST finalize something in order to say "good enough, next thing"
i make my textures in substance designer
Found out recently there's a permanent license available on Steam
For both painter and designer
improved some animations
That's looking good!
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.
didn't they actually take that back? I remember when adobe bought Substance they got rid of all options for getting a permanent license
yeah mate that's a thousand times better, I told you to either make the animations more fluid or have a frame or two more to make it feel more lively
nothing wrong with getting some feedback either
the 'ok' I said before was 'ok' as a 'wow good feedback'
and yeah more frames = better
oh jesus
"You will get free updates on Steam up to the end of 2023"
"This license does not include access to the Substance 3D Assets platform (previously Substance Source)."
Surely there are FOSS alternatives to this?
I think Blender is the closest one?
If you're going to do that just use a while loop at that point, lol
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?
Or does it just smush everything over when the child is moved
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
(I take every opportunity to use quicksort that I can because I think it's neat, lol)
Nvm, there's an easier way to do this, I'm just being dum
Scoreboard is up and running
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
Also I swear the quality is only this bad in the vid so it can be small enough to send over discord, lol
i know a few alternatives like i said, if you want me to elaborate you need to dm me tho
Progress is looking great! I like the Unreal Tournament-style ready up
something to do for later, do turbulence for the snowflakes falling
you can enable that in the emitter
Sorry but piracy is not an alternative.
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
Dusk penis
also paying monthly/annually for spyware isn't exactly ethical either
i hate adobe with all my heart
Windows movie maker?
yippeeeee
how the fuck do you make so much progress bruh
do you also quantize the materials in designer?
sure you can
You mean Material Maker?
Aight, I'll look into that tomorrow
Also the scoreboard was kind of a rare development opportunity, because I actually got to use a bubble sort algorithm
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
And the whole algorithm is like 8 lines of code so that's neat too
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
yeah actually that's what occured to me as well
don't know how to make glassy looks inside painter
bruh if you make multiple levels, you should do a camera flyby with the UI showing the game mode and map name like this
you also need levels that are set at night with only those huge ass lights giving you your light
i always love that mood so much, SSX3 on PS2 was a treat because of it
Added some health mechanics to incentivise kicking the bat
also added a combo meter kek
oh man it's been a while since I've seen this
Good idea, in fact if those fly bys are prerecorded, they could possibly be used to disguise loading screens
Yeah, ofc. I think at some point I made a giant list of props I wanted to add and those were one of them
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
Anyone else have issues with ragdolls stretching when they are launched a by force?
SMG shredding today! 🤘
#screenshotsaturday #Indiedev #Gaming
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
Progress of the week >: D
this looks fucking amazing, why am i only just now seeing this
i will be watching your career with great interest
yes
i have a whole system
yippee! yet another texture test!
reminds me a lot of FEAR
How'd you handle stairs with your fps controller?
shapecast that moves with the player direction and checks surface normal
here's also a WIP of something i plan to do later down the line (LUT-based color quantization, in-game)
i love how it affects the color of the grenade burst
very aesthetic
my main issue with it is that sometimes shadow can look a bit.. banded
like here
also apparently DOF effects work with this?? what
too much power
Few ways, the Godot character controller already has built in step logic, so you could use that if you want
are you talking about contact separators? those are ok at best
Or you could take the lazy route, make the stairs a slope and disable collision on the actual stairs
best way to do it is either TestMove or a shapecast in movement dir
you don't want the player to go up stairs if they get pushed by recoil
I haven't added any stairs to my game yet so I'm not certain, but there is an option for step height that lets you walk over steps of certain heights
But yeah, shapecast is the proper way to do it
there's no step height param
I'm not at my computer rn so I can't look at it rn
snap length is useful the other way around, to keep you glued to stairs
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
Idk, maybe I just imagined whatever I'm talking about, I'll look at it later
Huh, guess that isn't real
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
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
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
This way you don't need to have a specific collision layer for stairs
or alternatively you could use slopes for colliders and use stairs just for graphics
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
true
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
raycast nodes are easier to set up but less versatile and can't be executed from code
Wait really they can't?
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
not to the extent you'd want
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
Oh yeah, I used intersect rays for explosion physics
Yeah the documentation for physics server queries are TERRIBLE though, lol
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
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
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
Gotcha
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
invisible ramps is the only correct solution.
Generally you make those slope colliders only impact the player, and then you have the "physical" ones just underneath to handle props and such
Yuppers ^
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)
Lol, I miss probuilder
Nobody should miss ProBuilder
Godot has a few equivelents like Cyclops but it's just not the same
I mean, it's the equivalent of missing your asshole hamster who would always bite you and piss all over you but you still loved him anyways
lmao
no sound effects yet 😭
yes it does shut up
well yeah but CSGO also used slopes for stairs with it's clip brushes
I use intersect rays for my projectiles
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*
Cyclops is nice, but I found my project just continually crashing after the level became a bit larger and more complex
meh why cant i post my creations?
shotgun go boom https://fxtwitter.com/GameDevKS/status/1736373215771987974?s=20
When you need a bigger boom, use bigger gun! 💥
#IndieGame #Gaming #indiedev
supressed shotty
Really need to finish this project up someday
Also this
Man, I like working on gameplay stuff, but when it comes to actually building levels, I fire blanks
Yeah the snowballs and icicles operate in a similar way
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
Oh yeah, I remember seeing this one ages ago. Really cool concept, I love this one
I'd imagine a water cooler would be the most logical "exploding barrel" object for this game
mm yes staire detectione
Yeahhhhh, maybe invisible slopes is the way to go
no no you see, this used to not work like that
i want this
i want the janky broken quake physics
i want to climb 1px depth stair
Aight, sounds like a plan, lol
this game is broken beyond belief, and its all intentional
I've placed some stairs in my test map as well cuz the stairs discourse has got me interested
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
The contestant is very excited for stairs physics, lmao
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
Ah yes, cold water! Maybe an ice cream truck too! Perfect for freezing weather!
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
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
There we go, nice and "smooth"
I love how you can fly up the stairs if you balst jump or bhop up them, lol
plush
looks like weenor!!!
sorry my art badd
me wheen u when ur IK not good rithgt
https://cdn.discordapp.com/attachments/319878790237126658/957288289675649094/oh_god.mp4
I don't see what's so difficult about stairs 
(it's a joke because I don't do it in the nice way)
if you interact with stairs that way you should also interact with floors that way
funny thing is that you can
press enter to floor
I love mantling stairs!
Should go full Resi3 and have a cutscene play when walking on stairs
I fucking love level design, if someone told me I had to design levels for the rest of my life in order to provide for myself I'd die happily at old age
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
This is exactly how I feel about all the games that require pressing buttons on stairs!
you can just press forwards as well
Dude if only my team had the money to hire you. None of us have much experience with level design lmao
https://fxtwitter.com/GameDevKS/status/1736736165821104484?s=20 Gonna shill moar stuff lol, reflections honestly made a big difference
Cleaning up the streets with the Auto Cannon be like... 💥💥💥
#RetroGaming #Indiedev #Gaming
For sure!
Does Godot have a built in equivalent to Unity player prefs, or do I have to do that manually?
So stairs are interactable and play an animation? That definitely a viable option for slower paced single player games
yeah, it's a dungeon crawler, so you move like lands of lore/Etrian Odyssey/Wizardry, it's "turn based"
Cool, yeah you probably don't need complex stairs logic for that
PlayerPrefs is terrible why would you want an equivalent lmao
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
It stores that shit in the registry
No it uses the registry it's terrible
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
Listen what is the point of having a registry if you can't put entire game save files in it.
it has configfiles system
Inherits: RefCounted< Object Helper class to handle INI-style files. Description: This helper class can be used to store Variant values on the filesystem using INI-style formatting. The stored valu...
ah
didn't even know
I just put a Save folder and dump configs and player saves as filthy json
nothing wrong with that
me neither but it's not hard, i like designing pretty places and logical stuff
bruh this looks like a polished title
you could just do it the wolfenstein/doom RPG way and have forward trigger the animation as well
peak turn based RPG games
why not make a resource that collects the players into an array or dictionary?
also man what wouldn't i give to be in a proper team that takes the stuff seriously
Because I don't want the player to have to manually enter their screen name every time they open the game
did you know you can save resources to file
No, no I did not
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
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
yeah it works that way as well 👍
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
aaa thank you
also you'll be happy to know 4:3 is getting the same kinda love
i'll be real honest this legit looks like a xbox 360 arcade title menu screen and that's in the best possible way
also a little bit of timesplitters with the hexagons
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
hexagons are sexagons
*bestagons
Every other shape gets rektagon'd
truly
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?
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
i think worth it for a console game but not so much for a pc
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?
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
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
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
mmm sadly you cant control what players do/want
I mean, DO players play games like Quake or Unreal with a controller?
Well, I guess I will go ahead an improve controller support for all 4 of them, but I'm probably not adding split screen
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
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
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
Not in the online deathmatch
understandable
having to push two sets of packets through would undoubtedly raise a bunch of issues
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
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
Amen
detail is for chumps, the real money is in episodic releases, just release 50 lines of the map at a time
yes in the online deathmatch. we played like that with my cousin
it's not bad to have a visual reference of the style you're trying to go for though. you can always make backups of the maps in order to look back and see what you liked in it
On the PC version?
I booted it up to check yesterday, and I found offline split screen but couldn't get online split screen up
yeah we played through steam
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
I mean it still can be representing a bool right?
you just have to specify the velocity
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
We are not off to a good start adding split screen 
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
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
it happens man, sorry to hear
there will be another day off
and you'll crank it out
crank that ho
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
a bit better
wonder how the softbody mesh will turn out in godot
the rag will swing around
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
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
Good stuff, the model and texture looks fantastic
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
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
what do you guys think the floor should be
trying to go for a rustic renaissance mansion feel
Reuploaded because uploader got terminated.
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
a bit too basic
wanted to say do caramel-white colors and black tiles can be used as variation
you may need to create a tilemap
i mean godot physics dont work in general
Demonstrates Soft Body physics as simulated by Jolt Physics. Soft body physics can be used for things like cloth and soft balls.
wait till this is implemented into jolt and install jolt
i hate it
i feel like i should also change the walls into this type of wall but i cant emulate it well
failed at making the floor colors right
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
ok now i like it
that's better
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
maybe limiting the materials
what program is that tho
blender
also i think a sort of cross color could work
but then again it looks like a picnic blanket
Get some texture in that grot
trying to do this
Yea you need some grode in that grot
the grout will stand out more if your tiles have more saturation
(and even more with n/s or pbr mats)
if this is your goal, your colours change way too much
what do you mean by grode
grit, noise
each texture has noise
am back with updat
Bro your graphics are genuinely so good
i likey esplodeing
also unpalettized ver
What does palettizing mean (genuine graphicslet brain)
color depth
above image has less total colors
below image has more total colors
gotcha
also i got basically almost 1:1 quake movement here
Messing around with Mosa Lina's level editor, designing levels for this game is uhhhhhhhh, hard. But also fun.
Dammit
also some more art fun stuff :3
The allergy congestion brain rot is real
i was listening to some music and this came to me
Nope, still busted converted to rads
Looks a tad warm
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
Provided to YouTube by C418
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Released on: 2018-07-19
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@crimson tapir this
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 
I think that's enough coding for tonight
yeag
also i made color more colorful
dusk
HL2 air exchange
No it's a 3d model
like I said, you need something to break the pattern, not introduce even more pattern
for tiles you need everything you can get to break repetition, let it be carpets or anything
I make my textures by rendering a 500x500 image then scaling it down to 64x64 and dither it
Why 500x500?
Usually you use powers of 2
yea
mfer Godot sometimes doesn't save shit, if something doesn't work, save all your scenes and restart the editor
worst case scenario it won't do anything, but this can save some headaches
Lever action or SMG? How about both! 💥
#Retrowave84 #Indiedev #Gaming
i actually like it
Finnished adding full controller analog support
The only additional bandwidth overhead is a single vector2 that stores the action strength of the analog stick
lowered the color on the lighter boards
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
decided to add frames
im thinking of putting one of Da Vinci's paintings up there
but which one should i chose
perfect
You should make a stylized version of the last supper using characters that look like the ones in your game
there's a painting of this lady in medievil
not really stylized
does masqurade divinty no longer work?
This channel really should be moved to the modders basement group
some more rough light testing
I have a pretty cool idea for this place and I'll be expanding on it soon-ish
nope
just spitting
Underwater movie theatre entrance
(When I first looked at the pic that was my first thought)
it's a giant lavish penthouse of a CEO atop a skyscraper
the white stuff is going to be imitation marble with like, statues of Atlas carved between each pillar
Cuz if he was green he would die
like i said
looks like a pantheon for a greek god
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
Needs to have fountains, several of them
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
also this gave me the idea to dump like 10 pools in that level, thank you
like the fancy curved pools
i really like this design
yet it looks more japanese than italian
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
school assignment, needed to be a for loop
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;
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.
I guess there's HDOOM, depending on how I choose to interpret that question
honestly this is better
now how to blend the colors together
made a song for it
quake 2 ps1
this is weird
what do you think i could do instead?
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
hm
im gonna change the roof
why is it black
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
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
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
italians sure fucking like their filigree
Maybe make the arches on the tops of the pillars less smooth
look at assassins creed 2 for reference
i was really trying to do something more like gru's living room sort of
so i don't have to model an outside
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
you could just put a skydome outside
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
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
WAIT
I HAVE AN IDEA
i put an area that leads to the outside, but all you can see is the sky
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
your inside the painting of the renaissance isles
so a painting leading to the outside of the room doesnt really make sense for me
i'm going to put you into the painting of the renaissance isles
something basic right now but i like it
You interpreted it in an entirely wrong way
oh no
NO NO NO WAIT WAIT WAIT
AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH
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)
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?
@indigo olive blast from the past #general-modding message
whod have guessed 3 years later we'd have launched the games and have crossover content!
Oh wow!!!
Time flies like wild, Honestly it's insane how far everyone in that thread has come ❤️
time does move shockingly fast
but glad our projects both worked out
and cheers to any future ones!
what do you think so far?
got the funny test shotgun that a friend made for this in the game
one question about your game-
i know you're using godot, but i was wondering how you managed to get your camera to tilt when you move.
one of my old games i was working on didn't have it, and i never found out how to do it
simple
camera rotation that's gameplay relevant is done by camera
camera rotation and movement that's for aesthetics is done by a parent node
that way the non-essential camera logic can be easily decoupled from the essential stuff
more wacky adventures with paletization
:3
look at it schmov
Is TestMove a built-in function?
Wait a minute! I recognize that shotgun model. I think I saw someone making it in CV11's discord
oh cool! yeah she shared it in a few places (LWMedia too iirc)
you can kinda see it, but i added stones to the walls instead of it just being marble
tweaked my grenades
now you can walk and toss them
to get upwards+planar boost
rustic sure but not too italian
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
paintball peppergun
here you can literally even see what i'm saying
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
Goddammit my brain forgot about using curves to make filigree
I forgot that was an option
and trims
https://fxtwitter.com/GameDevKS/status/1738552797216301230 this coming along nicely 👀
Gotta make every shot count! 💥
[Sound🔊=ON]
#screenshotsaturday #Indiedev #Gaming
fucking around with curves to make filigree
yea
oddly looks like cream
but what else should i add to it
Anybody got tips for matching blender and godot's camera for animations?
Oh yeah, you still developing NB Kart?
If you think you are bad at this, look at these wonderful bulletholes on my water!
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
Dude, that's awesome 
Always impressive to see engines built from scratch
how could i make a badass guy for my game
how badass are we talking on a scale from 1 to 10
like
go back in time to beat the shit out of god badass
-with an arm that can shoot laser beams
like iron man
like this
This guy?
In the words of the original designers "The more we stripped him down, the more brutal and ferocious he seemed"
more into the future
-and more clothed
though im not saying that Kratos isn't badass
think of the postal dude or duke nukem
postal dude isnt badass im sorry to report
hm
any other ways to make someone badass
give them huge delts and a grimace
Well what else do we know about this character? Where's he from? What's his role in the story?
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
are mods fixed yet?
Ok, well if the museum has a time machine then he's got to be from the future originally
no the whole place is from the future
so think cyberpunk or blade runner atmosphere
Yeah, so he's a future cyberpunk criminal, probably with some cybernetic implants, give him some robot legs or a giant mecha arm
Maybe he's a veteran from some future war who's resorted to a life of crime after falling on hard time
so...
grizzled middle age man from future
something like this
(maybe some facial hair)
he looks like an adult villager from animal crossing
or like link in every N64 game
maybe a nose change
paint cannon
no
laser beams
mfer really called postal dude badass 💀