#general-modding

1 messages · Page 21 of 1

uncut agate
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i thought he was

hazy sky
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give him a nice hood

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i had a very cool picture somewhere that could be reference but can't find it

hazy sky
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casual 4:41 am godot shenanigans

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did a quick touch up run on the game

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other cool stuff like the weapons reloading when you put them away and the panzerfaust having no rocket inside of it if you run out of ammo

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oh and the damage falloff now no longer takes distance into it's approximation

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it rolls a random number between 1 to 3 for the petrol explosion linger damage and 1 to 5 for the normal explosions but for a shorter duration

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you generally don't want to be near these

humble herald
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Great stuff - love to see your updates

young wolf
desert shard
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Ayo peeps

Need some help with the indicators on the sides and the bottom

Are they visible enough ?

oblique lotus
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are those incoming attack indicators?

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if so they're almost TOO visible if anything, obviously they're very distinct from the game palette

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plus the quick animation makes them stand out even more

wraith beacon
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I feel like they're too opaque?

oblique lotus
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yeah maybe if the alpha was related to how close the attack is or something

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or if it flickered once then faded

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i mean obviously they're doing the job as-is and you wouldn't want to detract from that

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but yeah its almost like jarringly distinct atm

oblique lotus
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crunchy

inner shuttle
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very happy with how is coming along

hazy sky
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now with extra letterboxing

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are you doing the viewmodel bobbing with code?

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also the hyperrealistic gun in a crunched setting really reminds me of amid evil

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you will never run out of games that remind me of your game

inner shuttle
inner shuttle
long leaf
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merry chungus from john adastral it works on windows now

uncut agate
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mer crimter

uncut agate
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feeling like making his left arm just a robotic arm cannon

uncut agate
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which should i go with?

plush cobalt
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left one

uncut agate
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the limbs look off in that one
the legs look weird

plush cobalt
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yes

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that's the reaspm

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reason

hazy sky
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reaspm

hazy sky
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maybe try taking a page off the early game dev books where they had a square shaped leg but rotated 45 degrees

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also his arms the twice the size of his legs

uncut agate
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so i uh

hazy sky
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nice

uncut agate
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he does remind me of the old fps game main characters like doom or quake

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but
hear me out
his right arm is a arm cannon
like samus sorta
but more grey and it looks more like a gun

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we now have hands

low forge
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are the mods fixed yet?

crimson tapir
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Mods for what?

uncut agate
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now to figure out clothes for this guy

uncut agate
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as far as my knowledge

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hm
i kinda like that

hazy sky
uncut agate
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He's not rigged yet

hazy sky
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all these voices inside of my head

uncut agate
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But I do have his arm cannon

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Imagine the 5 things around the barrel spinning

hazy sky
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how

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it's not even rigged

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what if i made Medal of Honor.EXE

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and the gestapo looked directly at me

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not at the camera, at ME

pure jackal
hazy sky
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i felt his pixelated eyes staring directly into my soul

pure jackal
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Tha k you fir this christmas gift

hazy sky
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chrimsand gif

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did your medal of honor alarm sound off or something

fast vault
crimson tapir
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So I left my beer in the outside fridge last night visiting my parents for Christmas and it got too cold and exploded.
While cleaning it up my very first thought was:

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"This is a ballin' idea for a grenade object in Snowdown"

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You grab a can of beer, huck it at an enemy, it plays an animation of the can frosting up and explodes

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To cook the grenade your guy shakes it up before throwing

long leaf
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I like it, I think its kinda goofy

pastel wharf
# long leaf

i kinda wish it stood still after the first few rotations, and then it flew after getting hit by the main menu

long leaf
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might do that

uncut agate
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redid the arm, i like it a whole more

hazy sky
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epic

uncut agate
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now to figure out what he should wear

uncut agate
pure jackal
uncut agate
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i hate texture painting
it keeps saying that there is no texture yet there is

fast vault
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Oh yeah, don't you have to assign the texture in the material?

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I've had that happen before

uncut agate
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got it to work

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yet the uv rotation is off
so the pixels look askew

uncut agate
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really like how this is turning out

uncut agate
crimson tapir
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Maybe fuck up his face a bit more, give him a big scar or something

uncut agate
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made interpolation closest so it looks more pixelated

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and i love him

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what should he be named?
i mean
most old fps games just had the characters name be something like (blank)dude or (blank)guy
like doomguy and duskdude

merry lotus
uncut agate
unique trellis
uncut agate
amber lava
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hey, this is less of a modding question and more of a game dev question but does anyone have resources or examples for me to look at for structuring enemy controllers in game?

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specifically for unreal

uncut agate
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oh
my god
i found a name for him

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Dirk "IronFist" Conagher

crimson tapir
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Alrigt, now that I'm back from Christmas time to get cracking on actually implementing split screen

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My idea is to have 2 seperate ids, a network Id, shared by all local players, and a splitscreen id, that is a number 0-3

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These then form a combined id where the network id is bit shifted left twice and the split screen id is added

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To get the network id from the combined id, bit shift it right by 2, to get the split screen id take modulus of 4

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so for example, if you are the server host, meaning your network id is 1 and you are the third player on split screen, your ids would be:
network = 1
splitscreen = 2
combined = 6

merry lotus
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this area in a secret game i'm working on is a recreation of a recurring dream i've been having for a long time where a bridge near where i live is replaced with a bar in the middle of the ocean and you have to get there by walking across planks on top of barrels

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it doesn't really make sense in the context of the game but i wanted to put it in my games for a long time and since this game is about the ocean i thought it was a good excuse

hazy sky
crimson tapir
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Does anyone know how to get the window size from code in Godot?

amber lava
crimson tapir
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Seems like get_viewport_rect().size was lost in the jump to 4.x or something

hazy sky
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oh fuck

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sorry

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(im not an ue guy)

amber lava
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no problem

hazy sky
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made a tilemap of the MGS1 VR missions levels

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if someone wants the blend/fbx/texture i can send it here

uncut agate
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is there a way i can make these bones face upwards? cuz when i try to rotate them in pose mode with local rotation, its not how i want it to be

hazy sky
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what the hell am i looking at

inner shuttle
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i am normal and can be trusted with enemy design

pure jackal
oblique lotus
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nice

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sorry to bury but

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our (free) game demo just got a major update, lots of bugfixes, accessibility options, gameplay options, and new content

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You are The Crusader, the last member of an ancient order of holy warriors pledged to defend the mortal plane against horrors from the abyss. The realm has been quiet for centuries. Your fellow defenders have all been slain or lost to the mists … but something is stirring. Something evil. Rumours of horrors stalking the wilderness have reached y...

Release Date

Coming soon

▶ Play video
slim lanceBOT
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@idle mulch, please keep all discussions in English.

hazy sky
hazy sky
# pure jackal

also this has strong HL2 Beta meets Perfect Dark vibes

inner shuttle
hazy sky
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damn that's a lot of stairs

pure jackal
hazy sky
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bruh stfu y'all

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smh

hazy sky
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tilemap coming along nicely

uncut agate
hazy sky
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he usually has a brown jacket but in Time Crisis 3 he throws it away at you

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bro also has an assortment of guns for his arm

uncut agate
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so i assume that i need to change him

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since they look similar

hazy sky
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no

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wild dog is cool as fuck

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his boss theme is forever living in my head rent free

uncut agate
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im thinking of having the game be a mix of quake and metroid prime
quake's movement with primes upgrades

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since the arm cannon is a blaster like samus'

hazy sky
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bruh weren't you making a medievil game

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that's kind of a jump between medievil and quaketroid prime

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coloner ,,,, what the hell is happening to my 100% realistic VR simulation??????

uncut agate
merry lotus
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what do you guys think of this run animation

hazy sky
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its good tho

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goes well with the low poly aesthetic

earnest lily
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more horrorkino

uncut agate
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what im thinking is that this guy is a retired war vet who left to be with his family, got a job at a meuseum
but how should i make him use the CHRONOS project and go back in time?

merry lotus
uncut agate
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yeah but why should he use it?
out of curiosity sounds wrong
he would know better

merry lotus
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well he's a retired war vet

maybe the war didn't go so well and after a time machine got invented he's asked to go back in time and stop whatever happened that made it turn out bad

I don't know what story you have in mind for the game though

uncut agate
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he goes back in time, and makes his way trying to get back to his time
before he does
he accidentally warps to the big bang and fights it

merry lotus
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maybe someone pushes him in

idk

fast vault
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I'm planning on having unlockable player skins for my game, but instead of doing it through a menu, it'll be a mini level where you have explore and find the different unlocks to purchase them. What do you think?

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Kinda like MK's Krypt

crimson tapir
uncut agate
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yeah

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but what should make the player wanna use the time machine?

crimson tapir
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Go back in time to stop the war he lost his arm in?

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Hmmm, might be a bit too virtious

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To cheat the lottery and get rich?

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Go back in time to steal a bunch of historical artifacts?

uncut agate
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lets say
he's a retired war vet that lost his family in the war
sees the machine, wants to use it to prevent the war

hazy sky
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or like how it was in Resident Evil 3 where you go into a separate level and you can go into dressing rooms and come out in a different dress

hazy sky
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is it like the time machine from Dishonored 2

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where you have to juggle between present and past to progress on one level?

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or like in Titanfall 2?

uncut agate
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Think of a blue cybee stopwatch
Dirk can use it to pause or rewind time in gameplay

crimson tapir
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For my game I've been brainstorming a bunch of ideas for cosmetics unlocked through achievements where you can wear a hat and a body cosmetic that can be swapped around freely

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Cuz I'm not doing any form of micro-transactions in my game

uncut agate
crimson tapir
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The nine is backwards blud

uncut agate
hazy sky
uncut agate
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now how does it look

pastel wharf
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pushin 9

crimson tapir
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I'd say just flip the 6 upsidedown and use that as the 9

pastel wharf
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yeah itd fit better

uncut agate
hazy sky
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just the other way around this time

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you drew the filigree but no detail

oblique lotus
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oh shit is it P oclock already

uncut agate
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its supposed to look like this

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what do i need to do for detail?

hazy sky
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add some lights or shadows to it

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you need some cool baked in details

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you must do it for lowpoly-low fidelty stuff

crimson tapir
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Bro, there are so many prerequsites to gettin splitscreen up and running

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How do we tell the local players apart? Add a local player id and incorporate that into every player specific RPC and method
How do we let the split-screen players have different names and cosmetics? Create 4 different savable profiles
Ok, now we need a system to save and load from these 4 profiles

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How do we make sure the server knows how many local players are joining? Well send that data before instantiating any players
Ok, so then we need to hold players somewhere who have connected but not sent their data yet, and restructure it so that the server waits to instantiate players untill it recieves the nessicary data

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How do we do this as well as letting players decide wetehr to spectate, or select a team to join?
We need to have a landing page where they select that before instantiating the player but after joining the server

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How do we dynamically resize the viewports to fit in the grid correctly?

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Write a function that has an algorithm to do that automatically based on the existing window dimensions

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How do we make sure each player has a seperate input device?
Idk I haven't even gotten to that step yet

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What about if player 2 wants to leave? Should it disconnect everyone on the splitscreen connection, or just player 2?

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What about if the inverse of that? Should additional splitscreen players be allowed to join once already connected to the server?

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If one of the players is vote kicked, should everyone on the splitscreen be removed from the server?

pure jackal
merry lotus
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why

fast vault
# merry lotus

Oh man, for a sec I thought you'd already coded your own animation system for your engine

pure jackal
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Makes him seem more animalistic and dangerous

merry lotus
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i'm using assimp to load the models so actually importing the animations was easy

actually displaying them on the other hand

hazy sky
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just make them both leave then

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simple as it is

hazy sky
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when i'm sitting down for a game with a buddy next to a beer and some snacks, i'm not gonna bother naming myself and shit

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cosmetics sure

hazy sky
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chances are people aren't going 4:3 so you can just go with 16:9

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and since the game knows it's split screen you'd just use a predetermined set of viewport displays

hazy sky
hazy sky
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maybe list everyone as a separate device so you can kick people with more players from one specific device

uncut agate
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i honestly like it without

crimson tapir
hazy sky
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It's been 22 years since this game's original release, and I'm still seeing things I've never seen before! The level of detail in these games is truly astonishing.

*Edit - Thank you all so much for the views! 🥹 clearly a lot of people are as surprised as I was! When I uploaded this video, I never even expected to get 10 views... and now we're a...

▶ Play video
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damn i love that nikita animation

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the hud is so good in this game

crimson tapir
crimson tapir
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These 2 ids are then combined into one master id where you take the network id, bit shift it left 2 and add the splitscreen id

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So for instance if you are player 2 on network id 1 (the host), your combined id would be 1 bit shifted left 2, which is 4, plus 1 for the splitscreen id making the master id 5

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the network id is what is used for actually sending messages and the splitscreen id is sent along with it so once it gets to the client machine it then decerns which player to do the function for

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That way things that would be common for each player on the splitscreen like if some other remote player gets frozen is only sent once instead of once per split screen player, saving bandwidth from redundant RPC calls

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If you want to get a player's network id, you bit shift their master id right by 2
And if you want their splitscreen id you take their master id modulus of 4

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So if you were to kick a player, you just kick the network id and they all disconnect because there is only one actual connection between the 1-4 splitscreen playerds

uncut agate
# uncut agate

this really reminds me of the crash bandicoot 3 clocks

long leaf
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adastral alpha 1 dropped

primal sand
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how in the darn do i install mods

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to ultrakill

hazy sky
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since its on the unity engine I'm guessing either from the thunderstore/r2modman or install bepinex and put mods in there

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although I'm 100% sure the mods author also tell you how to install them in the description there's just no subway surfer on the side so you didn't pay attention

long leaf
hazy sky
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got the background done

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good thing the level color changes the background as well

hazy sky
crimson tapir
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Got the player profile system up and running, you now have 4 distinct profiles that can have different screen names, colors, and later cosmetics and flags

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I also plan on expanding this to settings that can be different for each player like mouse sensitivity or FOV

inner shuttle
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I lost a little bit of sanity today spending hours on writing janky C++ GDExtension code in an effort to make programming enemy behavior fun

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Implementing my own behavior tree, Utility AI and blackboard solutions

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I kinda need them, especially the behavior tree and blackboard

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as much as I love Godot, handling stuff like state and behavior trees is a nightmare because Godot doesn't let me keep a table of records

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So I have to go deep into the C++ of it all and write my own way to do that, and then write my own interface to display in the engine for that

crimson tapir
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Now just imagine an actual character model instead of the ugliest collection of 3 meshes ever assembled

inner shuttle
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amongus 2

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also if anyone has a better and saner idea than making my own blackboard and behavioral trees please share

crimson tapir
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Well what I would do is i would set them up like a state machine so the enemy AI has several states like perusing player, fleeing player, idle, flanking player, etc and those determine the behavior given the position and state of the target and their own position and state

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So for instance, the enemy is in the idle state until the player crossses its line of sight so it switches to persuing, the player pumps a couple shots into it and now it is on low health so switches to the fleeing state

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You could also set up "hive minds" where enimies in the same area have the abilitty to see what's going on with the others

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For instance if one enemy goes from idle to persuing, the other enimies in the area switch to an alert state, where the don't quite know where the player is but are looking around for them, and when they see the player they switch to persuing too

inner shuttle
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I can't really do an SM

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I need a BT

crimson tapir
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Ok, so like, it keeps a record of the previous states it was in and can traverse the tree to previous states

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How about a structure like this where the tree is stored in a 2D array, and each state has a pointer to its parent state, and an array of any child states, as well as whatever relevant state information exists

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Actually, you don't even need pointers, just an index in the array for the parent state and an array of ints for the child states

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And if you can't have an array of ints you could store a single int that holds the indexes of the child states as powers of 2

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For instance, state 1 has child nodes S2 and S3 so 2^1 = 2 + 2^2 = 4 so the child_states int would be 5, and by using an algorithm to get the powers of 2 max->min that could only ever come out to indexes 1 and 2

hazy sky
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chat how would you pull off an inventory like this

merry lotus
crimson tapir
hazy sky
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i don't mean the inventory itself, i would do a dictionary

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it's moreso about the visuals

crimson tapir
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Oh, idk then, lol

hazy sky
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i tried making a path2D and make the elements go 0.1 progress forward but it quickly breaks

pure jackal
hazy sky
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the horizontal space isn't enough

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vertically it works

crimson tapir
hazy sky
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yeah

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it can scroll left and right, and it would scroll in an L shape

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so if you would scroll to the left, the top part would start moving down, the bottom one shuffles to the side and the list continues

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you can see it in motion in the youtube video above

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it's timestamped

crimson tapir
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Then use move_child()

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When you scroll down have it take the first child of the vbox and move it to list.get_child_count() - 1

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The vbox orders children based on order in the hierarchy

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Once a child is at the bottom of the list and you scroll down, move that element to the "active" spot, and reparent the child in the active slot to the end of the vbox child list

hazy sky
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i'm not sure i get that

crimson tapir
hazy sky
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i understand but Element4 has to scoot over to Element5's place

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to my knowledge i cannot do that with vboxes

crimson tapir
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The active slot is a seperate thing

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Unparent element 4 from the vbox and parent it to the active slot

crimson tapir
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Been thinking more about balance questions with split screen as I'm working on coding it

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Like, what if some guy playing alone plugs in a controller for split screen, makes player 2 spectate, and places it somewhere on the map, now he just has a second set of eyes giving him an unfair advantage over everyone else. Should split screen players not be allowed to join as a spectator?

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Also I think having split screen players be able to come and go as they please would also cause problems

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Like quickly fluxuating player counts and players able to grief by plugging in 3 controllers, having them all join the enemy team and go afk

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So I think split screen needs to be something set up on the home menu before joining a server

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And if one player presses leave server, they all leave

crimson tapir
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Also been thinking about weapons and ammo

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Right now I have about 10 weapons that can be picked up drawn out

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The way I'm thinking weapons should work is that there is a set number of each weapon on the map and each player can only hold one at a time

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In something like Quake or Unreal, the gun you start with is dogshit by design to urge players to pick up a real gun, but in Snowdown, the base kit is already pretty good, the snowball is already a pretty effective tool for freezing opponents, so I'm thinking weapons should be treated more like a power up than a "weapon"

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I also think whenever a weapon is picked up it should send a little anouncment in the feed who has it now

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That way it will create a dynamic where a guy gets the big gun, everyone knows he has the big gun and they want to take it, so they're all attacking the guy with the big gun and the guy with the big gun uses the big gun to defend himself from the onslaught of players trying to take it from him

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I think that could be a fun dynamic, because in Quake there's nothing special about having the rocket launcher, if you want it, just go to the spot where the rocket launcher spawns, which is a fine system for Quake, but in my game I think the weapons should be a bit more scarce and powerful because the weapon you already have by default is pretty good

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Also thinking about how ammo should be handled

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I still want snowballs to be refilled by smacking snow piles with your shovel, that's not new, but what about the other weapons?

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The idea I have now is that there are 4 ammo types: Snow, Ice, Water, and Beer Cans

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Snow for instance would be shared between the snowball and another weapon like the snow blower, however, the snowblower is a pseudo-minigun so it should eat through ammo differently. There would be a max of 200 Snow ammo, the snowblower uses one piece of snow at a time, while the snowball would use like 12

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When dispalying the ammo, the ammo on the snowball counter would be equal to the total 200 floor divided by its ammo consmption of 12

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Beer Cans would act as hand grenades but also ammo for the rocket launcher and grenade launcher stand in, but it would be awful if players could hold an entire rocket launcher clip worth of hand grenades, but be equally awful if the rocket launcher could only hold like 4 shots, so maybe those weapons could work under similar ammo consumption rules as the snow ammo with how you magically have sextuple the number of beer cans on you when you pull out the can launcher kind of just hand waved away?

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This games concept does not lend itself to logical ammo typing very well

uncut agate
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how can i make this better
a pixel-y shader?

merry lotus
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wdym

hazy sky
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wdym2

uncut agate
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it just feels off to me

hazy sky
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what pixel shader do you mean

merry lotus
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do you want it to look PS1 styled or late 1990 to early 2000's PC game styled

uncut agate
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early 2000's pc
like quake

hazy sky
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you want to palettize it

merry lotus
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well idk if it's possible in Godot but lightmaps are a good way to go

also maybe a screen shader that limits the colors (or a color pallette like solace said)

uncut agate
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im using unity

merry lotus
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oh

hazy sky
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it is possible tho

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you can bake light

uncut agate
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dont see a palettize shader in the asset store

merry lotus
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well then in that case lightmaps should be easier

hazy sky
merry lotus
merry lotus
hazy sky
hazy sky
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although it wasn't vertex light

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similar to it

merry lotus
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half life 1 still used lightmaps

I'm not sure how it handled realtime lights though

hazy sky
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but Silent Hill 2 is still handling stuff with vertex lights

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at least on the PS2

merry lotus
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true

hazy sky
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you get total control over the output, you have several options to limit palettes, a palette editor, you can limit colors, the dithering type, the quantization method

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this is what i used for my medal of honor project

merry lotus
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also for materials I personally recommend a standard material with specular lighting and the smoothness turned down and specular set to black

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I'm pretty sure that's what dusk uses

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not sure tho

hazy sky
merry lotus
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I used img2pixel back when I was working on the unity version of blood drive

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it's a useful tool

hazy sky
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it's fucking amazing

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but now i just use pixel8r

uncut agate
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so
somethings odd with blender
i try to save the texture painted image
it comes out all blurry

hazy sky
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odd

merry lotus
hazy sky
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where did you try to save it?

hazy sky
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in the UV tab?

uncut agate
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no
in the texture painting tab

hazy sky
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go into the UV, and save it under image and see if it works

uncut agate
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comes out like this

hazy sky
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also try save as and check if there are options

merry lotus
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did you save it as a jpg or a png

hazy sky
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for me everything came out properly

uncut agate
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png

merry lotus
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weird

hazy sky
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also what resolution

uncut agate
hazy sky
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but i might have bad news for you tho

uncut agate
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what?

hazy sky
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since you painted in blender itself, the paint strokes might not be registered as pixelated but smoothed out

uncut agate
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i copied the image and it came out fine

hazy sky
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is it pixelated inside the UV tab?

uncut agate
hazy sky
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nice

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now quantize it

uncut agate
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but when i try to save it it saves as a WEBP

hazy sky
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can you try this as an example

uncut agate
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still WEBP

hazy sky
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as in on the model itself

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or does blender not allow webp?

uncut agate
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it does

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but the quantize thing doesnt support WEBP

hazy sky
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what's keeping you from converting it to a png

uncut agate
#

i change it but it wont load

hazy sky
#

you literally import it into any image editor and save it as a png

#

these go hard feel free to screenshot

uncut agate
#

now what do i do
ive loaded it into the editor and now i have to assign a pallete

hazy sky
#

bro says i spammed but won't delete the "spam" in question

uncut agate
#

i love the cut off "fuck you"

#

now how can i make this texture look like the ones we see in the website

uncut agate
#

should i have it as no dither?

hazy sky
#

maybe a bit too extreme

#

limit the colors to 32 for start

#

lower the dithering to give only a slight texture

#

also it's generally easier if you have a better unwrap

#

like use the texture space efficiently and go for higher resolution a little

#

this is a 256x256 texture and i'm still not using the texture space perfectly good

#

you can just see how much detail you can pack into such a small pixelated texture size

#

i think this is even less than 256x256 and there are still lots of details present

#

judging from the chunky pixels of your model, you probably just went for cramming pants UV into one corner, jacket UV into the other corner

uncut agate
#

Its my first time actually making a one texture image character, usually I'd just have several textures to form one character
Thought that would hinder the game

hazy sky
#

i mean, it doesn't really it's just more handy to have it all neatly in one spot

#

what you could try and do is try using projecting stuff from view

#

or use seams and unwrap

#

but only unwrap one thing at a time, put the UV islands aside for later, unwrap next thing, next thing until you have everything unwrapped

#

then select everything, select pack islands and Blender will conveniently pack those islands as efficiently as it can

#

you are still better off doing it by hand, but for starters it's also not bad

#

out of curiosity, can you send me the model in DM? i wanna try and texture it as a practice

uncut agate
#

Maybe tomorrow, I just turned my pc off so I can sleep.

hazy sky
#

same

#

also what you can try and do is mirror certain parts you know are gonna get reused

#

like the pants

#

for low poly art i usually enable snap to pixels in the UV tab so i can precisely merge the islands together

#

the face, pants, even the hands can get mirrored to save on space

uncut agate
#

Hm

hazy sky
#

wish i could send videos that show you how to do it properly but i can't think of any now, i sorta learnt it myself

crimson tapir
# hazy sky

glances over at 3 mesh bean character model
damn...

hazy sky
#

mgs1 still holds up in the modern retro market

crimson tapir
#

Yeah, the late 90s Half-Life esc look is the eventual goal

wraith beacon
#

I'd recommend looking at old and modern ultra low poly + low res texture art in general.

#

The stuff people do for things like 256 Fes for instance.

crimson tapir
#

Yeah, I've tried a few times, but I'm just not really artistically inclined

#

I'm a software engineering major and a pretty left-brained guy by nature. Art, modeling, and especially music don't really come naturally to me. If I want my game to actually look good, I think I'll just have to recruit an artist at some point.

wraith beacon
#

I made this duck with 128 triangles a while ago but never got around to texturing it.

wraith beacon
crimson tapir
#

True, I'll take another crack at it once I finish implementing online splitscreen

pure jackal
crimson tapir
#

Bro, I really wish I started this game with splitscreen in mind, I'm now having to redo a lot of the HUD because when you have multiple players on split screen having multiple timers, kill feeds, and chat feeds is redundant and takes up space, so now there are going to be 2 separate HUDs, an independent and a shared HUD with the shared HUD being drawn on top and each independent HUD being in each of the splitscreen viewports

unique trellis
#

Any Into the Breach fan here?

hazy sky
#

oh fuck

hazy sky
#

what's better

#

MGS1-2 style

#

or Peace Walker-ish style

hazy sky
hazy sky
#

guys will see this and go hell yeah

hazy sky
#

okay now it's very crude i know, i just used an animation player for the inventory

#

thinking maybe i should lay down a set of nodes and make the items just go to the next spot with each button press

#

and if the node's position overflows then set it to the start or end

uncut agate
#

i really like it

hazy sky
sonic shard
#

do ultrakill mods work for yall guys

night swallow
sonic shard
#

nvm they are broken cuz of the violent update

azure flume
pastel wharf
hazy sky
crimson tapir
#

In the very unlikely event I add a campaign mode, I thought of a story for Snowdown:

#

The games are losing popularity because people feel like it's becoming too corporate and losing its traditional roots so the organizers hatch a plan to let anyone who can pass the very easy qualifier course (tutorial) compete to create the illusion they're still preserving the everyman nature of the games, all while partaking in a betting scandal where they cheat and rig the games against the new comers making them easy snowball fodder for the "real athletes" while they bet against them

#

The plan works at first with thousands of randos enlisting only to be embarrassed on international television by getting pummeled by the previous champions, and they get eliminated in droves, all acording to plan.

#

Except for you

#

Just another faceless contestant from some no name town who was brought in to be a subject of an "epic fail" clip by the hands of a tournament veteran, but despite the unfair odds and rigged games, you hold on round after round. The organizers start to worry, because they're banking on you losing, so they start to get more intense with their cheating, but you defeat their champions one by one, inching ever closer to the title of champion.

#

After defeating the final champion, with viewership at an all time high, and everyone cheering for you all across the globe, the CEO refuses to crown you champion. He hops in his giant snow tank hell bent on freezing you one way or another. Screaming at you that you were never meant to win and that you cost them untold millions as he does everything in his power to freeze you, but you defeat him.

#

After his rampage the cheating scandal was exposed and the games were brought under new management with an organizer for a smaller independent tournament that you met earlier in the game taking the mantle. This results in a new golden age of the games, and this is when the multiplayer canonically takes place

#

It would be really short and pretty much just offline matches against bots with a few boss fights added in

hazy sky
hazy sky
#

not too satisfied with the outcome

#

how about now

crimson tapir
#

Keep the bit of text at the bottom, but I think it looks better with the filters dark instead of red like the first one

hazy sky
#

i feel like the filters are not defined enough

#

what if i do this

#

no that's worse

crimson tapir
#

Yeah, now they look too busy

#

In reality any of these designs look good and you can easily tell what they're meant to be at a glance so it's up to you

hazy sky
#

this is the final retake, i'll leave it like this

hazy sky
#

swear there's a time crisis 3 soundtrack that sounds like the MGS1 VR weapons OST

uncut agate
#

ive been stuck forever on one issue that could help my game's movement feel better:
how do i tilt the camera when you move?
like in quake or dusk (or ultrakill) when you move left or right the camera tilts in that direction
i really love that and want to put it in my game but idk how
there arn't any tutorials for it

azure flume
#

plenty of tutorials that explain how to make your weapon move around slightly when turning camera, just adopt that code but move camera instead of the weapon.

uncut agate
#

i dont mean like that
like the tilt slightly when you move left and right

azure flume
#

i mean the code remains the same, just different thing triggers it

crimson tapir
#

So I got the welcome page as well as sending over player info from the savable profiles like name and color working, and in theory, split screen should work now (except for each player having a different input device which I'll take care of later) but now...

#

THE MOUSE LOOK BROKE AGAIN WHY!!!!!

#

None of the code I changed had anything to do with mouse look, how does that seemingly simple code always break when I change something completely unrelated

#

Well if it's anything like last time it will magically fix itself somehow, so whatever

#

Also interesting quirk about how GDscript is compiled, the bit shift operator does not seem to have an earlier order of operation over addition like multiplication or division does

#

So if you did
var x = 1 << 2 + 1
instead of x being 5, it would be 8

#

So anyways now I have to add a lot of parenthesis

uncut agate
#

i think i have an idea for how to move the camera side to side

#

all i need to do is make it so that when it detects horizontal movement, it'll rotate the gameobj that has the camera by a certain amount on an axis

crimson tapir
crimson tapir
# uncut agate but how could i do that...?

Well how does your horizontal movement already work, surely in order to move the character left and right at all it has to use some kind of velocity or at least detect some kind of input

uncut agate
#

its using a vector3 for the movedirection, it also uses this to as well

    {
        //calculate movement direction
        moveDirection = orientation.forward * verticalInput + orientation.right * horizontalInput;


        //on slope
        if (OnSlope() && !exitingSlope)
        {
            rb.AddForce(getSlopeMoveDirection(moveDirection) * moveSpeed * 20f, ForceMode.Force);

            if (rb.velocity.y > 0)
            {
                rb.AddForce(Vector3.down * 80f, ForceMode.Force);
            }
        }

        //on ground
        if (grounded)
            rb.AddForce(moveDirection.normalized * moveSpeed * 10f, ForceMode.Force);

        //in air
        else if (!grounded)
            rb.AddForce(moveDirection.normalized * moveSpeed * 10f * airMultiplyer, ForceMode.Force);

        //turn gravity off while on slope
        rb.useGravity = !OnSlope();

    }```
crimson tapir
#

Use horizontalInput then

uncut agate
#

but this is code is on the player
i think i need to make a whole new script to tilt the camera

crimson tapir
#

export horizontalInput and reference it from the cam tilt script

uncut agate
#

how would i do that?

crimson tapir
#

throw an @export in front of the horizontalInput variable declaration and now it's global and can be referenced from other scripts

#

or create a second variable that is exported and set that to horizontalInput every process update, if you want to protect the scope of the real horizontalInput variable

uncut agate
#

im typing @export in the float for horizontalinput, yet i keep getting a red line

crimson tapir
#

Oh wait you're using C# not GDscript

uncut agate
#

yeah

#

im using unity

crimson tapir
#

make it public

#

ok, then just put the word public in front of the declaration

uncut agate
#

yeah

crimson tapir
#

heap variables in C# have programmer controlled scope, public means anyone and their dog can use it, private means only this script can use it, protected means this class and the ones derived from it can use it

uncut agate
#

i do know this, the really only thing i know of c#

#

but the public HI variable is in slopehandling

crimson tapir
#

Then in your cam tilt script reference slope handling and get the horizontal input from it

uncut agate
#

would i do the same thing here?
add a public

crimson tapir
uncut agate
#

the slope handling isn't its own script, its a public void in the playermovement script

crimson tapir
#

Ok, then reference the playerMovement script from the camTilt script

#

or just incorperate the cam tilt code into the playermovement script and reference the camera object

#

Ah yes, ideal gameplay experience

uncut agate
#

so- public gameobject for the cameraholder, yet where would i call for it?

crimson tapir
#

Well in your playerMovement script add in something along the lines of:

#

[serializable field] private gameobject cam;

#

then drag the cam into the slot in the inspector

uncut agate
#

i know that, but where would i go like
gameobj is rotate when horizontal movement is this

crimson tapir
#

Well I'd assume in your update function you would make a call to a cam tilt function where you would lerp the cams rotation to some target rotation multiplied by horizontalInput

#

It's actually not that bad with only 2 players

uncut agate
#

what's a lerp?

crimson tapir
#

linear interpolation

#

Basically it picks a number between 2 numbers given a value between 1 and 0

#

for example, say I said
int x = lerp(0, 2, 0.5)
x would be 1, because it is exactly 0.5 of the way between 0 and 2

uncut agate
#

a whole lot of this is really new to me, so i hate to ask this
but how would i make this work?

crimson tapir
#

Nah, it's fine, you can ask questions, that's how you learn

hazy sky
#

interpolation

#

it makes motions gradual

#

it makes just about anything gradual

#

you don't go from 0 tilt to 4 degrees instantly, you ease the camera

crimson tapir
#

What I would do is set a constant "max_rot" multiply that by horizontanInput for the target value of the lerp function, with the current rot of the camera as the value being the "from" value, and for the interpolate value set it to some kind of rotation speed multiplied by deltaTime

hazy sky
#

or just clamp the rotation so it cannot get above a certain number

crimson tapir
#

that works too

#

but getting it to return to zero takes a few more hoops to jump through if you do it that way

uncut agate
#

so ive looked up the lerp function to try and understand it
i would put the delcaration in my cameratilt function, is that right?

crimson tapir
#

You don't declare lerp it's built into the library

#

Just call it

#

I'm pretty sure unity standard already has a lerp function, so just use that one

uncut agate
#

mathf.lerp?

crimson tapir
#

mathf is a floating point math class that I'm pretty sure would have to be imported

uncut agate
#

hm
so whats the unity standards lerp function?

crimson tapir
#

Wait no that is the unity one, my Unity C# is just rusty, lol

#

Mathf is already in unity standard by default

uncut agate
#

so id use mathf.lerp

crimson tapir
#

Yeah

uncut agate
crimson tapir
#

const float MAX_ROT = insert whatever you want the max rotation to be;

#

const just means constant, as in this does not change

#

Usually constants are all caps, but they don't need to be, it's kind of just standard practice (The MF DOOM rule)

uncut agate
#

so...
what would you recommend the max rotation be?
is it like a percent orr

crimson tapir
#

idk, that's kinda up how you want the logic of it to work

#

If you're going to work with degrees you could make MAX_ROT = 5 for 5 degrees for instance

uncut agate
#

so 5 for 5%

crimson tapir
#

If you're going to use percentages I'd make it 0.05

#

that way 100% = 1.0

uncut agate
crimson tapir
#

0.05f

#

stick an f at the end

uncut agate
#

oh yeah
only floats can be decimals

#

ints are whole

#

my bad

crimson tapir
#

Nah, there's also doubles, floats better (in most situations)

uncut agate
#

thats better

#

now with this, what would i put in the lerp?

crimson tapir
#

Lerp takes 3 arguments, the first being what you're lerping from, the second what you're lerping to, and the third the lerp ammount

#

So something along the lines of Lerp(from_rot, target_rot, rot_speed * Time.deltaTime);

uncut agate
#

so...
Mathf.Lerp(0,f 0.05f, 2 * time.deltatime)

crimson tapir
#

instead of "0f" plug in the current cam rotation

uncut agate
#

so
gameobject cameraholder.rotation

crimson tapir
#

Well that's a quaternion, you would want to have a stand in variable for the rotation and then set the rotation on a specific axis using that variable

uncut agate
#

how would i do that?

uncut agate
#

or is there another way to find the current cam rotation

crimson tapir
#

You could use Euler angles if you're not planning on having it rotate 360 degrees

#

Just get localEulerAngles.z

uncut agate
#

actually-
now that you say that using a quaternion makes the camera rotate 360 instead of side to side, i actually like that more

#

makes if feel like the player is actually moving

hazy sky
#

yeah but always do footage of it and send it around to see the reaction

#

camera movement is an iffy topic

#

you might think a camera tilt or rotation is cool and stylish but in reality it's annoying or distracting

#

when it comes to that, make some footage and ask around if it's the correct amount

uncut agate
#

yeah
not to much, not to little

#

but im still stuck on what to do with the lerp

hazy sky
#

how are you stuck

#

elaborate

#

elaborate as in explain which part you're stuck at

#

you have three parameters

#

value A is the value you want to linearly interpolate

hazy sky
#

value B is the value you will interpolate it to

#

value t is the time

#

how do you handle movement?

#

if i were trying to do camera tilt, i'd probably tie it to the player's direction

uncut agate
#

what i think is that it goes like this
Mathf.lerp(0f, 0.05f, idk)

hazy sky
#

okay so

#

first things first

#

define a variable for the initial rotation

#

that will be 0

#

or at least it'll be the default for now

uncut agate
#

so
private float initialCameraTilt = 0f;

#

and then type initialCameraTilt instead of 0f in the lerp

hazy sky
#

gimme a sec trying to look up how to do this in unity

#

this is different than gdscript

uncut agate
#

good luck
no such tutorial

#

ive checked

hazy sky
#

not talking about tutorials

#

i wanna write psuedo code but don't wanna make utter bullshit up

#

okay so

uncut agate
#

oh
my bad
i didnt get the interpretation

hazy sky
#

make a float for the sway speed

#

it'll be the multiplier for the lerp speed

#

make one for the strength

uncut agate
#

i have a const float for the max rotation

#

set to 0.05

hazy sky
#

float Sway_Speed = 2f;

#

Vector3 Sway_Strength = new Vector3(2f, 1f, 1f);

#

Vector3 Sway_Rotation_Min = new Vector3(-10, -2, -2);

#

Vector3 Sway_Rotation_Max = new Vector3(10, 2, 2);

#

now i need some time to digest

uncut agate
#

got it

#

me too

#

are the min and max floats as well?

hazy sky
#

obviously

uncut agate
#

thought so

hazy sky
#

is Update() called every frame?

#

that's correct right?

uncut agate
#

yeah

#

theres fixedupdate as well but i dont think it really makes a difference
just updates harder is what i think

hazy sky
#

actually

#

hold up

uncut agate
#

i call for the function cameratilt in the update function, so i have a private void that has that function

hazy sky
#

i found this randomly

#
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerCam : MonoBehaviour
{

    public float sensativityX, sensativityY;
    public Transform player;
    public Transform cameraPosition;
    public Transform orientation;

    float xRotation;
    float yRotation;

    public float _tiltAmount = 5;
    public float _rotationSpeed = 0.5f;

    void Start()
    {
        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible = false;
    }

    // Update is called once per frame
    void Update()
    {
        Tilt();
        transform.position = cameraPosition.position;

        float mouseX = Input.GetAxisRaw("Mouse X") * Time.deltaTime * sensativityX;
        float mouseY = Input.GetAxisRaw("Mouse Y") * Time.deltaTime * sensativityY;

       
        xRotation -= mouseY;
        xRotation = Mathf.Clamp(xRotation, -90f, 90f);

        yRotation += mouseX;

        Vector3 v = transform.rotation.eulerAngles;
        transform.localRotation = Quaternion.Euler(xRotation, yRotation, v.z);
        orientation.rotation = Quaternion.Euler(0, yRotation, 0);
       
    }
    
    public void Tilt()
    {
        float rotZ = -Input.GetAxis("Horizontal") * _tiltAmount;

        Quaternion finalRot = Quaternion.Euler(xRotation, yRotation, rotZ);
        transform.localRotation = Quaternion.RotateTowards(transform.localRotation, finalRot, _rotationSpeed);
    }
  
   

}```
tranquil oracle
hazy sky
#

motherfucker

#

there is an answer also down below if that doesn't work

#

i'll be honest, c# is kinda complicated

uncut agate
#

you can say that twice

hazy sky
#

actually it's not

#

just the syntax is more extensive

#

from what i can gather gdscript is very straightforward compared to most languages

#

anyways what i'd probably do is tie the camera tilt to acceleration and not to velocity, if you figure out how to do that

#

that way the camera swivels back to normal if you hit a wall

#

or it won't tilt that much if you go to the side at a slower rate

#

like when forward strafing

uncut agate
hazy sky
#

nice

uncut agate
#

i cannot express the amount of happiness i am feeling right now
ive been stuck for god knows how long trying to figure this out

hazy sky
#

sounds like you didn't check hard enough

#

i found like four different topics discussing code that serves the same purpose

uncut agate
#

man
feels like a huge weight has been lifted from my head

#

i also kinda feel kinda dumb for not checking anywhere else other than youtube
but i know a bit more now

#

what would you think's a decent tilt amount?
im thinking between 2 or 3

uncut agate
#

hold on
recording

hazy sky
#

i'd say go slightly higher

#

not too much, just make the effect actually matter

crimson tapir
uncut agate
#

aaaahhh
thanks i forgot

hazy sky
#

so it's like Godot's _process() and _physics_process()

crimson tapir
#

Pretty much

uncut agate
#

id say i like it

azure flume
hazy sky
#

perfect amount

#

what's upper snake case

uncut agate
#

perfecto
now that im over that hurdle
i need to figure out how to move the arm with the camera since his arm is the gun
sisyphus script

azure flume
#

Variable_Name_6

#

this is upper snake case

#

I guess it matters when you arent a solo developer

hazy sky
tranquil oracle
#

In C# it's standard for local variables, parameters and private fields to be camelCase and most other stuff to be PascalCase

#

It's not common to see snake_case or Upper_Snake_Case except in really specific circumstances

hazy sky
#

oh i just typed like that for readibility

#

i usually go snake_case or all lowercase

tranquil oracle
#

GDscript is pythonic where snake_case is common/standard

azure flume
#

ijustwritemyvariablenameslikethis

hazy sky
#

EPICVARIABLENAME

tranquil oracle
#

hello BASIC programmer

uncut agate
azure flume
#

I dont yell my variables at the game engine

hazy sky
#

are you planning on using a third person model in first person

#

because it's not impossible, but it's pretty damn hard to get right

uncut agate
#

yes
i plan to have some multiplayer

hazy sky
#

mate

#

do a separate rig

#

set the visibility layers so the player doesn't see his own TP model

#

and just animate the hand separately

uncut agate
#

hm

hazy sky
#

like how most games do it

uncut agate
#

also
i have an idea for the cronos project (the stopwatch)
basically so that it doesnt really interfere with multiplayer, i can have it so it makes a huge circle that slows down everything except the person who activated it

hazy sky
#

that'd be super fucking annoying, mind me saying this

uncut agate
#

sure

hazy sky
#

you're better off just making the player faster

#

never introduce gameplay hinderances that can be exploited

uncut agate
#

well, the player can get really fast pressing shift or sliding down a slope

hazy sky
#

then you don't need time slowing

#

or maybe you do, but it's definitely not the way

#

imagine if in quake 2, the grenade explosion broke your legs and slowed you down for 10 seconds

uncut agate
#

then what could the watch do?
im thinking that it should have a use in gameplay, otherwise my game is just watered down quake

hazy sky
#

listen

#

titanfall 2 had a time machine portion, yet it wasn't included in the multiplayer

uncut agate
#

hmm

#

ooooo

#

wait

hazy sky
#

play with the idea before trying to implement

uncut agate
#

what i could do is have the watch removed in multiplayer yet have it in singleplayer

#

ill think on it

hazy sky
#

yeah

#

or make it a powerup

#

in multi i mean

#

if you wanna make it like quake, you need to understand what made it as good as it is

#

powerup management, rotations, movement, ammo placement

uncut agate
#

im taking a page from ultrakill and having no ammo problems
since the dudes arm is a plasma cannon

#

but i do have one bad idea- add a grapple like in metroid prime
more movement

#

but imma consider tomorrow
i am tired

crimson tapir
azure flume
#

no constants in my game!

crimson tapir
#

Literally like the first 50 something lines of my player movement script is all constant declarations, lmao

azure flume
#

god damn it I hate shaders, always some dumb issues like this popping up on the edge of the screen!

hazy sky
#

overscan

azure flume
hazy sky
#

puppetcombo vhs filter

pure jackal
#

Yes I too remember watching recorded footage of my n64 ps1 aesthetical cronenberg from my VHS player after the game broke

hazy sky
#

God i thought I was the only one

uncut agate
#

i feel like i should add a shader to my game
what would you recommend?

hazy sky
#

bro says "a" shader

hazy sky
#

start with a palette/quantization shader

#

if you really want it like quake

#

but i don't recommend using screen shaders

azure flume
azure flume
#

This might come as a surprise to you, but your game already has a shader!

merry lotus
#

many in fact

azure flume
#

Scary, isn't it?

#

How did they get there?

hazy sky
#

they just

uncut agate
#

ok... then how would i make a skybox?
like one that's like in ultrakill or any other fps game like quake

azure flume
#

You make a box... in the sky

uncut agate
#

no- i mean like
how the hell does one make a sky this amazing

azure flume
#

1000 hours in ms paint I guess

crimson tapir
#

For instance, say I have some liquid texture and I want to make the texture look like it's wavy and moving. I would add a shader that tells it to use a sine wave to make the texture look like it's waving back and forth

uncut agate
#

hm.
so then
how would i make it look...
better

crimson tapir
#

Well what do you mean by "better"

#

Better can mean a lot of things depending on what you're trying to do

uncut agate
#

how do i make it look like the fps games of old
like quake
or dusk

crimson tapir
#

Well I'm not much of an art guy, but you have to create textures at a low resolution

uncut agate
crimson tapir
#

For instance most of Dusk's props and environment textures have image sizes of 128x128 or 64x64

uncut agate
#

now-
how could i make a skybox like dusk?

azure flume
#

dusk has just 6 sides of a cube around the map

#

pretty easy to do in blender, just U -> project from view in uv editing

#

quake I think only has a plane above the map and that's it

crimson tapir
#

I'm pretty sure Dusk skyboxes are manipulations of real images

uncut agate
#

unfortunate
where i am the sky is grey and trees everywhere
cant get a good image without getting trees in the way

crimson tapir
#

I mean you could also just look up royalty free sky pics

azure flume
#

completely different way than dusk/quake tho

uncut agate
#

ive messed with a sky image, but when i put it in unity and add it to a material for the skybox, it stretches it into a square

crimson tapir
#

Are you using a 6 sided cube skybox?

uncut agate
#

no
panoramic

crimson tapir
#

Uhhhh, idk wait for one of the art guys to give you an answer

uncut agate
#

k

azure flume
#

i mean panoramic is a sphere

#

you cant just put a square texture on a sphere and call it a day

crimson tapir
#

Bro, why can't godot let you duplicate actions in the input map

#

I have to do each of them 4 times with a different number at the end, come on, I got places to be

hazy sky
#

you can just make skybox panoramas

#

you can do sky shaders I guess but I don't see the point

uncut agate
hazy sky
#

and the problem with panoramic skyboxes is they usually get pinched at the bottom and top

uncut agate
#

like in spyro

hazy sky
#

bruh

#

are there no environments in unity you can change?

#

look up unity skybox tutorial on YouTube

uncut agate
#

considering looking up cubemap skyboxes
but i fear i might accidentally steal some shit
thats what i don't like about taking images online

hazy sky
#

you're putting too much thought behind it

#

don't overthink stuff like that

#

just make sure it's not licensed

azure flume
#

everything allowed, do whatever you want

uncut agate
crimson tapir
#

Does anyone know where the "double sided" option is in Godot?

#

I don't want the player's helmet to render from the inside, blocking the camera

hazy sky
#

or the material

#

material check for transparency or alpha, not sure which

#

and there you can set culling mode

#

back, front or none

#

but why not just turn off the visibility of the helmet in the first person camera?

crimson tapir
#

Because there are 4 local players and I would need to make it to the helmet is on a layer that is invisible specifically to that camera, but not the other 3

#

And do that for each of them

hazy sky
#

bruh

#

each camera is it's own instance

crimson tapir
#

And make it turn off when it switches to 3rd person after being frozen

hazy sky
#

do you not have a separate third person model

hazy sky
crimson tapir
#

There is not a seperate 3rd person model because the local players all occupy the same instance of the game

hazy sky
#

bruh

crimson tapir
#

I know I could set it up that way, but it would be a lot simpler and achieve basically the same thing to just make the helmet not render from the inside

uncut agate
#

;how do i find out what's licemsed and what's not

crimson tapir
#

So I would like to avoid doing all that if the simpler option, that achieves the same thing, exists

#

Actually the problem wasn't even the cull mode, I just made the visor too short and the back face was in front of the camera

#

Wait hold on, I will have to set up a "player1_only" layer for each player at some point for the first person view models, so that player 1s view model won't be visible to the other local players, at some point anyways

#

And the viewmodels will have to become invisible in 3rd person

crimson tapir
crimson tapir
uncut agate
#

hm
got it

#

also
im gonna look up mythologies in order and piece together some eras that the dude can go to

#

or better yet just go rando

#

i have a bad feeling about adding christian mythology into it

uncut agate
#

found a good set of skybox images for a cube shape, but the top and bottom arn't seamless

merry lotus
#

if you're using a 6 sided skybox then some might be in the wrong places, and also set the texture repeat mode on all skybox textures to clamp

uncut agate
#

they all have words indicating what side they are

merry lotus
#

yeah but unity doesn't abide by those rules

happened to me multiple times

uncut agate
merry lotus
#

you just gotta mess around with the north, south, east, and west texture until it looks right

uncut agate
#

none of them work

merry lotus
#

wdym

uncut agate
#

none of them mix

#

only the sides of the texture do

merry lotus
#

well now you gotta "rotate" the n,s,e,w textures now

#

until they match with the up and down textures

#

just drag the front, back, left, and right textures into the next slot until it fits

hazy sky
#

to me it looks like the top and bottom are just mirrored

#

maybe you need to blend them together

merry lotus
#

downloaded the skybox textures and found the right combination

uncut agate
#

whats the order?

merry lotus
#

it's in the .mat file i just posted

#

if that doesn't work then

+z = bluecloud_rt
-z = bluecloud_lf
+x = bluecloud_ft
-x = bluecloud_bk

and top and down are the same

merry lotus
#

left side is what side of the skybox i'm talking about

right side is what texture i'm saying to put in

uncut agate
#

that works

#

is there a way i can transform this into a cubemap
to only use one image besides 6

polar jasper
uncut agate
#

yeah

#

but i dont want these 6 here
i want em all in one to save space

tranquil oracle
#

it won't really save any space to merge them into one

#

you COULD put them into a cubemap and use the cubemap sky shader

hazy sky
#

trust me, merging everything you can into a single file isn't a good thing either

uncut agate
#

hm

hazy sky
#

don't optimize shit in the prototype phase

tranquil oracle
#

Depending on how you choose to lay out the cubemap image you'll technically use more space lol

hazy sky
#

basically

uncut agate
#

oh

#

well, ive been using that quantize thing to change the texture, yet it saves as 512x512

#

nvm fixed it

#

there we go i like that

#

we now have the fps model

polar jasper
#

why don't we just rename this channel to #game-development

azure flume
#

because people would flood in here asking about development of NB games

#

The ultrakill mod people already get lost in here all the time

uncut agate
#

speaking of NB game development- i found a thread on steam with a response from David Szymanski about how he made the textures for dusk (which really helps me with making textures)

azure flume
#

dont just talk about it, link it

uncut agate
crimson tapir
uncut agate
#

yeah

uncut agate
#

i feel like making a logo for the game

plucky adder
#

I have a question about the bep files

#

Tbh I just need a full tutorial

merry lotus
#

what do you mean

plucky adder
#

like

#

i watched a tutorial on yt

merry lotus
#

what is that file

plucky adder
#

it told me to download and transfer the files to the ultrakill files

merry lotus
plucky adder
#

bepinex

#

oh mb

hazy sky
#

found inkscape, vector art good

#

but now i have a dilemma

#

i like the vector art because i can pack more sleek features into it

#

but i like the genuine simplicity of the pixel art one as well

worldly hinge
#

Personally vector art I think looks better

wraith beacon
#

If the rest of the game is quite low res I feel like the pixel art would fit better.

pure jackal
#

keep pixelart

#

maybe if you can squeeze in a few details like the vector into the pixelart

#

but the pixelart itself is good and iconic to the aesthetic

hazy sky
#

so something like this

crimson tapir
#

Definitely that one ^

uncut agate
#

which do you think the arm should be?
the 2nd makes more sense, since the limitations of a normal arm
the 1st however i like more than the 2nd

crimson tapir
#

2nd one has the little gizmo control panel thing on the side facing the player which I think looks nicer

uncut agate
#

got it
also-
i have a script that makes things rotate, should i have it so when the player presses m2 the things near the barrel spin?
(also increasing the projectile speed)

#

better yet
when they shoot they go back a little
for an extra ompf

crimson tapir
#

It would probably be easier to just make that an animation

#

Unity has a built in animation that's pretty intuitive for doing things like that

hazy sky
#

make it an animation for sure

#

also you could just have secondary fire modes that make the gadget move up

#

or an upgrade

#

like the potatOS in Portal 2

#

just an addon to the already existing gun

pure jackal
uncut agate
#

i have an idea

crimson tapir
#

wot

uncut agate
#

have the gizmo pop out like the sides of a portal turret and thats the grapple

crimson tapir
#

The screen on the gizmo should show how much ammo you have

uncut agate
#

there is no ammo

#

no limit

crimson tapir
#

Ah, ok

hazy sky
#

move it a bit more to the side tho

#

it's pointing past the middle of the screen

#

doesn't look right unless the arm shoots exactly where it's pointed

uncut agate
#

the gizmo or the arm

pure jackal
#

yes

pure jackal
#

both are pointing past the middle of the screen

uncut agate
#

so where would i move it

crimson tapir
#

Maybe just make it smaller

#

And a bit to the right

uncut agate
#

it's like this from the top
looks ok to me

crimson tapir
#

Usually your view model and character model are 2 separate things

uncut agate
#

yeah

#

thats the view model

#

he's meant to also be able to kick as a melee

crimson tapir
#

Well then maybe make his arms a bit smaller

uncut agate
#

hows this

hazy sky
#

bruh trying to make adjustments to the FPS rig by going third person 💀

uncut agate
icy zealot
#

Guys is there a mod where ı can add aim assist for amid evil? (yes ı'm a controller player)

crimson tapir
#

I'd say it's better

uncut agate
#

im thinking about adding a score at the end of each level like ultrakill
yet instead there are 4 ranks
bronze, silver, gold, and platinum

azure flume
#

No Cobalt and Obsidian?

uncut agate
#

no

azure flume
#

I'm uninstalling right now

toxic hemlock
#

coal moment

hazy sky
#

did the LAM give it away?

burnt kettle
#

@hazy sky no, just the whole gun lol. It's very distinctive.

hazy sky
#

yeah but it's easily confused with the USP

pure jackal
#

Nah barrels too long

hazy sky
#

resize picture > 75% on the x axis

#

usp tutorial 2024

rough sundial
#

After more than a year in development, I'm happy to announce the release of Call From Within, a psychological horror game based on early-mid 2000s games
https://youtu.be/wS2OSSNHP3A

azure flume
#

Congratulations on your release! Hope it does well!

rough sundial
#

Thanks ^^

crimson tapir
#

Congrats and good luck, dude

spare scarab
#

Congratulations! I will check it out

uncut agate
#

made a timestop animation

#

still working on it
and also forgot to change the timeline

uncut agate
worldly hinge
worldly hinge
crimson tapir
#

So are you able to set the device index of a controller in godot?

#

Like can I set a controller to be device 1 when it is being picked up as device 0?

uncut agate
worldly hinge
#

Like this new gun model/placement

uncut agate
#

had to move the camera

#

because the camera was too close, and couldnt show everythhing

#

i like them decimated
looks more like spyro font

crimson tapir
#

Are cobalt and obsidian just F and E ranks or do they have special requirements like finding a secret level exit or completing the level under a certian time?