#general-modding
1 messages · Page 23 of 1
also how does using multiple instances of the same material make it work with baked lights?
just fine
it's a weird thing in itself
i mean you still have multiple faces using the same UV for example
what difference does atlasing mean in regards to that by technicality?
sure having seperate materials is good
but this is still happening
anyways- i decided to just assign materials rn and work on other shit later
i sorted the rooms by color
(i dont know what they mean as of now)
got the skybox from when i was making this game in unity and put it in as a little test
need to remake it
i don't remember i made it like over a year ago
i guess i just took some fluffy brushes in krita and used those for the clouds and the moon was just a circle with some clouds drawn on
now i wanna remake it so that the moon's smaller, the colors no longer look compressed,, and also to add some hills in the background
did you make it as a cubemap or a panoramic image?
i made it as a panorama but i used this tool to turn it into a cubemap
Convert a 360° panorama to a cubemap.
only problem was that the website makes you download each image separately and i had to stitch them all back together
howd you make it look so pixelated? was the krita image just at a really low resolution?
no the image is 3840 x 1920
and it doesn't look that pixelated to me
unless you're talking about the colors
if you're talking about the colors i did that by putting the image in pixlr and using the posturize effect
i really like it
ill see what i can mesh together with all this knowledge, thx for the answers!
colorbanding my beloved
i think the compress and color banding looks good, maybe make it slightly higher res so it's just that less apparent
if you mean giving the pixels the hard edge, thats usually nearest neighbor/closest filtering
Well, the core combat loop is finished
looks like a gameboy game
ok yeah i love this
before & after
the moon's a little distorted but i can worry about that later
i'm just gonna put this here if anyone wants to play around with it, find bugs, or give feedback
i put a .txt of known bugs and issues in there too
oh yeah and one thing i forgot to mention in the known bugs thing is that doors that have their spawnflags set to 1 have their positions messed up
oh no
i really love this skybox
though i feel like i should make the image bigger
its 256x128 rn
explore every corner mr little robot and find the Extra Content
i think i did the exact same thing
and i like this one better
but i think i should dither it a bit
looks too goopy to me
a remake of a horror game I made in 2021 this time with an actual story this time instead of my just throwing stuff at the wall and not even caring if it sticks or not
Twitter: twitter.com/ThePlaz42
Tumblr: tumblr.com/plazmindev

hey yall, been working on this thing for a minute now, go and give it a spin if youd like
https://billybobcletus.itch.io/uberslaughter-demo-v10
and this is a little showcase of it
https://youtu.be/ApIWVv3bBf0?si=624ourCmgWQeHZK-
This game looks like an acid trip and I'm here for it
2021 vs 2024
i also added this because i thought it would be cool
That's a super cool idea
Damn that looks awesome
TrenchBroom 2024.1 Release Candidate 1 is here: https://github.com/TrenchBroom/TrenchBroom/releases/tag/v2024.1-RC1 - make sure to read the release notes!
Eyo???
Sumotori menu moment
Development going at insane speed, soon we'll get a round object tool!
Bro GOLDSRC DECALS?
this dude making shit 200x cooler than I was at his age
fear him
hey this looks familiar
So when you make an image for a skybox, what is the aspect ratio of the image?


Added some game feel improvements. Camera sway that doesn't break the trick system, tweaked projectile physics (at least for the snowball), got rid of the seam in the split screen grid, added hitmarkers, made the screen flash blue when hit, and animated the crosshair
cum sky
How does one post videos on here? Whose soup do I need to microwave in order to get such priviledges?
aye caramba i gotta start grinding then
fuck it, Retrowave's now a Death Wish 3 adaptation
just needs some idiots falling of roofs and fire escapes for it to be complete 👌
https://youtu.be/n60V_OCHg1M?t=126 also ngl, tempted to include the wildey pistol as one off lol
based honestly
There we go, now that's a professional snowball fighter
papers that you can pick up and read
i didn't wanna add this at first because i thought it was pretty cliche but i thought of a really cool horror sequence earlier today that would work great with this
slindorp and the 8 fimshes
Dude is making his own engine so he doesn't have to use unity
Madlad
Does anyone know how to get an object to render in front of other objects? I tried setting the render priority on the Label3D but it doesn't seem to do anything.
I want my damage numbers to render on top of everything, except the HUD
Also, watching this back, yellow was probably not the right call here
tony hawk skater pro?
I was thinking more along the lines of SSX or 1080 Snowboarding (but as an online arena shooter), but yeah, kinda
i like cheese
Mouse-like paws typed this post
M o d the skulls to be colored cheese.
i am not asking
They've got cheese over in #ultrakill-modding
OIooOoooo
i have asked. they havent answered
would you guys say ULTRAKILL's movement is kinematic or physics-based? I'm wondering since I am new to unity and i wanna make a fast paced game
I want to make it movement based and I am not sure exactly how to make the controller
Its kinematic probably
Judging from the slide physics and just the general movement. Minos leap too
When the game is slowed down you can kinda see it mostly just be kinematic maths (especially true for the rocket launcher)
Rather than having physics imposed on them with consideration of mass and gravity
add some VERY cool paper noise when turning pages
didn't touch godot in a while but wasn't there a depth test option inside the materials?
that should basically draw it on top of everything
not sure if labels have materials
That got it sorted, thanks
oh yeah
do you have any idea where i can start with learning that? all of the searh results are open source, which i want to make my own from the ground up
how could i achieve this
Haven't posted in a while. V2 rendition of my TTT map
Hell yeah dude
Going for a dirty-abandoned-parking-lot-esque feel
bridge
#screenshotsaturday #gamedev
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Ok, so I just updated to Godot 4.2 and all my resources are "not declared in the current scope" now
Do I have to use an include statement of some kind now?
No, it's a thing I made
(You can tell I made it because of the terrible grammar in the comments)
And it was fine before upgrading
But now it, and the rest of my classes that extend resource cannot be found
Wait hold on, I think it might have just randomly fixed itself
Ok, so PeerInfo specifically is fine now, but the other classes that extend resource are not
I have no idea what happened to fix PeerInfo, but I hope it happens to the other too, I guess 
probably just have to open the scripts of each class and resave them
I pressed save all earlier, but that did nothing
Well, maybe that only works for files you changed, which is fair actually
Ok, no, manually saving all of them did not fix it
This engine creates mustard gas in my brain sometimes
If it was Unity you'd already be dead
True, but at least there would be a tutorial by some guy on stack overflow 7 years ago explaining exactly how to fix it
Annnnnnnd, it works now
How? No idea.
What did I do? Nothing.
What was wrong in the first place? Doesn't matter now
Godot works in mysterious ways
(It literally does not, it's open source)
Time to dig into the source code and find out!
https://youtu.be/E2ZrJKMQn68?si=1X7-MscUsFBm3JUH
Intense round 21 gameplay
Ok, so it's a horde shooter?

Finally implemented the flashlight animations.
Whack whack whack
Actually better video of shootgun™️
I love how all of these have the "classic position" in the idle examination animation
test enemy + billboards
guys what if i create a level that is from another game inside my own game as an easter egg
can they sue my ass if i do that
like 80% same, the layout for sure would be the same but maybe the textures not
elaborate what are we looking at
Doom 3 mod, I reanimated the flashlight
You could probably get away with it, I don't think Epic owns the concept of two towers facing each other connected by a bridge, for instance
very early gun
it doesn't do anything right now because I don't know how to test rays against AABBs and google hasn't been much help
where's the VERY late gun
i mean actual level
like as if you could play doom level in quake
except its okay there because it's their own product
Uhhhhh, I think if you change enough and don't directly lift anything you would probably be fine
Like I have a map idea in my game that's very similar in layout to Campgrounds from Quake 3 but The layout is changed some, and the theme is completely different with it taking place in an icy cavern as opposed to whatever Campgrounds is supposed to be in universe
My test map is literally just Block Fort from Mario Kart 64 but with ramps and grind rails too
https://youtu.be/-YNkLm1iNOM finally got around to making an early access trailer
NICE BRO
do yall know the closest font for ultrakill in gimp
You can import fonts in gimp, just download the font and move it to your system front folder
Added foliage system from ET to RTCW-SP. Forest level is not that flat anymore.
Makes a world of difference to have an actual sky, lol
Does anyone know how to set the render layer of a model in godot with code?
I need the player 1 model to be invisible to player 1 but still visible to the other players
got guns working
hard to aim since i haven't added a crosshair yet
set_layer_mask_value(xxx, false/true)
Yess
Best game of 2024
Unless something major happens it's not coming out this year lol.
can someone make a mod that brings back 7-4 lobotomation?
how do i fix chain IK doing this
add pole targets
how
Finally finished my bossrushjam entry lol
More source stuff
Nah, TF2 got that one
Overhauled garand
Doosk update coming february 14th.
Here, an moddb article explaining some of the changes.
Doosk
how is it snowing if not overcast tho
hes cooking
someones shooting paper pieces in the air
Sure hope i am lmao
there was a game that released just recently where you control a drone/rc car exploring caves for missing people
gui textures + prototype axe model
i feel compelled to make a really easy to code game
like an atari game
something about theseus stuck in a labyrinth
werent you working on a game previously?
embarrassed to say, but
i never finished the museum
i honestly feel bad for not doing it
but well
i know jack shit about scripting anything
so even if i made cronos, it would be a huge pile of tutorials meshed together
but that doesn't mean im quitting on it
also, unity kinda sucks
since im using it for free
so if i put cronos on steam
you'd get that "made in unity" garbage
and i don't want that
you know you can just like
i do however, have godot on my computer
remove that
only real way i know is to pay for the other versions
but there maybe another way i don't know about
well regardless
unity has, among other things, a massive advantage over godot in having tons of people using it
for a long time
meaning it's easy to ask the wise sages for their knowledge or just google things
true
it's up to you, but i'd stick to unity and start making things while looking up information as you go depending on what you need
and dont obsess over small things like whether a texture on one edge of your area is perfectly UV'd
there's a lot to making a game, and even more when you do it alone
ive observed some games that are old, and inspired by the ps1 or n64
like psudoregalia or any of the new blood games
and there are some off textures, so your kinda right
i shouldn't obsess 'bout those really
besides
cruelity squad has no uv mapped shit at all
yet its great
teams of people with different skillsets each focusing on an entire chunk of the game still take a lot of time to get to the finish line
when you're a one-man-unpaid army, you have even less resources, so don't chase yourself into a corner by making sure everything about your game is perfect
again especially when starting out
focus on the end result and the big picture, you'll learn a lot along the way
i think i have an idea.
most textures in the n64 (and sometimes in the ps1)
are stretched to fill a whole face.
my museum consists of a bunch of 2x2 faces, so if i lower that and make the whole museum with less the uvs will look a bit more nice
as i want the walls to look like they have grit in them
so a wall looking like this is kinda bad (IMO)
if you look at one of the castle walls in mario 64, theres just one big texture on it
this honestly looks better to me
sure the borders are wide, but idc
perhaps i should indent the rooves, make them more rounded
i think that would look nice
I made a mod for Palworld, I love my derpy Meshes https://www.nexusmods.com/palworld/mods/586?tab=description
im imagining a huge ray of light beaming down from the center of the room
like in princess peach's castle
i also feel there should be a rim on the indent
i think im starting to really love it!
it just needed pillars?!
man, i love this
ive decided to remove the 2nd floor, as the stairs were too steep
but as you can see, im putting something in it's place
another area that should be the area that holds the stopwatch
and some other exhibits
all i need to do is figure out how that should be built
and in the center area, i put this raised ceiling
really love the spider-eque rafters
we now have this giant room here
im thinking it should be the entrance
since its so big
heres the view from the entrance
although
it is way bigger than the exhibits
should i redo it?
feels way too open
i could put shit in it we'll see tomorrow
im tired
Rat mode
here's the full top down view of the museum
there's 10 exhibits!
now i just gotta figure out where the first ones should be
maybe i should have it so you have to clear all of the ones in the entrance before moving on
but you can still deal with them in any order
for a bit of freedom
i feel like the museum should have smaller versions of things you may see in the period
like some famous artist was hired to make a smaller sculpt of a famous monument for this museum
Gun ™️
quite zesty
I won't reuse it in my main project but I wasted my time doing a fun building effect
Ayyy
this is what i told you to do in the first place
make variations in the patterns, make the faces 2x2's and apply the textures in UV
as if you were doing tiles in 3D
"A man is lost in the mysterious Lego City Labyrinth!"
I add a green light some green water and its lego city sewers
actually kinda works
do you think i should have it flat?
i personally like how shade smooth makes it look more like a ps1 game
yet the flat makes it look like the n64
dont know which style i like more
were the levels in quake smooth or flat?
Pretty sure they were flat
got it
the models themselves were smooth though
similar to super mario 64
and most n64 games
ive got a bad idea- wait i just realized it wouldnt work
had an idea of making a world based on musicians like bach or beethoven
but they arnt gods
so that wouldnt work
god of music
as far as ive seen, that's apollo
could put him in greece
Doosk 4th anniversary update available now!
4 new multiplayer levels (for a total of 10), 2 new singleplayer test levels, one horde mode level, asingleplayer mutator that swaps your totem with the Dark claw, bugfixes and more!
A man is lost in the fog
Trying to make the edges on cliff faces look less uhhhhhh, bad.
Honestly they look really good
the trim be doin work
CLEAN
very nice
i think i should index all the textures to a certain palette
do you guys have anywhere to start, I want to make a kinematic character controller yet i h ave no idea how to do it or where to start
im so very confused on how i could begin
I have no clue what does that even mean, can you even move without being 'kinematic'?
Honestly i may not be too sure myself, I'm looking to make a good movement system that isnt physics based, and I want it to be fast paced
Im not too sure on this stuff as im new to actual game engines
I started out with youtube tutorials
Follow along, modify, combine elements from different tutorials and so on
MAKE them gods
create the church of fred durst
how would that work
pantheon of music?
Have instruments or some stuff represent elements?
Strings with water, piano with thunder, ect.
yeah make a whole-ass greek pantheon of gods based on famous composers or musicians u like
they can be embodiments of fucking whatever like greece literally had a god of wine
i could make a whole world based on musicians
bach is the final boss of the world
Messing around with func_tankrocket
redid an old Doom mod I made a year ago
Implemented a Mouse Look in my crawler and changed the assets for the walls
the code for my mouselook is the dumbest known to man because I couldn't figure out how to write the rotation for x,y,z between 2 vectors in godot
so I used their look_at function which is a setter to do it for me and went back, which is ugly but works
is it possible to port a game from unreal engine 3 to unreal engine 4
If you are asking if there is an automatic process that does this for you, no.
hey i need some help with modding a unreal 5 game
is their a way i can access that game and make it so i can modify the game im new to modding
unreal 5 engine
https://youtu.be/pyjV28Y3zvU?si=yVMGIehLfm2Y7Wxq gHello gemeral modding
A project I have been working on in rpg maker for a while.
Chior is (or will be ig) a dungeon crawler of sorts where you must use your senses to progress and solve puzzles. This is a small teaser.
music by B.S: https://basementschnitzelsshithole.bandcamp.com
Doing a TTT Gmod map for a contest (25-100 $ depending on the place)
is it possible to export multiple fbxs pose per pose of animation similar to how you can do it for creating and rendering multiple pngs for an animations basically this example however each png is an fbx of a different pose per frame, ive tried asking the blender discord server and havent gotten a response in over a week
why would you want to do that
just animate it using bones and the blender timeline
and if you want it to look choppy just use the constant animation easing
im try to port each models poses in the animation frame by frame into clipstudio paint the problem is that clip doesnt import entire 3d animations and i have to export the animation poses frame by frame . its complicated what im trying to do.
Couldn't think of any new Gone Fishing things to post for #screenshotsaturday without spoilers so here's a preview at endless mode, which gets unlocked after beating the game
(the leaderboard ui is still wip)
#ga…
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it's missing a big wet meaty sound when you deposit the fish into the box tbh
yeah I forgot
so i tried exporting a retargeting animation from serious editor that being a retargeting test and i ended up getting this in blender. im not sure how this happened since exporting animations from serious editor doesnt causes any problems.
That Luger and that 1911 are huge
Bj just has smol hands
I love checking three different Godot tutorials, and each of them has a different process since the specific version that you use is VERY important it seems
work
spooky face
Hatsumetric™️ fog
De_dust
ultra fun guns is fun
maybe game will be funni one day
working on actual guns (model is temporary)
oh yeah and i added screenshot functionality
got a magnum weapon in (doesn't work rn), weapon switching, and automatically switching to a weapon when picking it up
i also had to implement the ability to enable and disable entities (dunno why i didn't do this before)
i might actually get this in a playable state before the science fair
Trying something for Acerola game jam
Let's see if anything comes of it lol
Reworked machine guns anims and sounds
The weather isn't the only source of Thunder here!
#IndieGame #FPS #Gaming
Still deciding on what the game will be like
But I sorta finished the environment lol
Guys doas anyone know what the fov was in the original wolfenstein? I'm making a raycaster and I wanna make it look like wolf 3D, but I can't find any info about the fov on google, and the wolfenstein subreddit is slowly turniing into batmanarkam, so no luck there.
hey i'm doing raycaster stuff too! ID Software released the source code for wolfenstein 3d so the FOV value is probably in there. link: https://github.com/id-Software/wolf3d
You can send the link. Just not how you did it.
oh, thanks
also i'd recommend lode's raycasting tutorial over 3dsage's. it explains things a lot better imo. link: https://lodev.org/cgtutor/raycasting.html
Oug
is this pronounced "chai-or" or "chee-or"
Quior.
Chorruption
just ported in this model from serious editor 4 no clue as to what this texture or face problem is
How tf do i mod L4D2 from the workshop? I put some mods but it says an error
Like a missing texture of an enemy or something
playtestin' trying to add an energy resource to your skills and rerolls, that is not replenished between combats unless you rest
You can YEET vampires now
train stompin vampires 🙂
got a working flashlight
i sthat a mod or like your own game
regardless of which, looks good ngl
it's a game i'm making in java
ah
thx
no problem
been really burnt out this weekend so i've been making a new dungeon generation system for that gloomwood fangame i was making a while back
Just made a dev commentary video on the first 2 scenes of Call From Within, the game I released a few months ago
https://youtu.be/RWo1Ht7RCSE
i dont understand
Dodging and shooting using SMG! 💥
#IndieGameDev #FPS #Gaming
Phew, finished this
I released a patch for Part 1 of my visual novel/point and click game and the trailer for Part 2 recently
drop by the itch page if you're interested:
how people manage to make things like this in the span of a game jam is still beyond me
Years of experience and a huge pile of previous projects to lend code and assets from
Also this jam was 2 weeks, not the usual 48 hour thing
this lol
Honestly the only thing I re-used was like an old player character controller ( which still needed modifications lol )
I could've re-used the camera system as well from one of my other games, but I still needed to modify it quite a bit lol
I mean you have done a similar camera system before so it's gonna be way easier to do it again even if it's not 100% the same
well i mean most of it is years of expereince
chat i need renewed energy to start working on games again
https://www.moddb.com/games/doom/addons/epilepsy-warning-headache-simulator/#8736038 my first modpack... dont run if you have epilepsy
Gaming™
if you do not do it then the last thing medal of honor related will be Above and Beyond and it would be a sin to leave its legacy as such
Gmod TTT map for a contest
https://steamcommunity.com/sharedfiles/filedetails/?id=3186809218
based as fuck
Tentacles
#screenshotsaturday #gamedev
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if this causes the death of somebody I’m not responsible
does anyone here have experience in serious editor and can kinda explain what is going on with the one on the left, ive asked the croteam offical server and i couldnt really find an answer
im also bad at tposing
im also currently trying to that now before you ask ive tried mixamo and yes it does work however the auto rig doesnt really match sams model or posing set meaning dynamic posing is more difficult
To me the left one seems like an LOD model, though I'm just guessing
me when gamemaker crashes for the 100th time when i try to add a single effect/overlay
What type of game should I start with to get familiar with game development?
Anybody got the jaket mod ?
wrong channel meme collector
where get ultrakill mods
So you're saying they're in #dusk-modding?
pong
Also gonna go with pong. Start with the simplest thing you can think of, you'll be surprised at how complicated even a simple game can get
Five years ago
(Ignore the fact I missed the anniversary by like, a couple of hours, I've had a lot going on)
based as hell
yeah I know,,,
I really need to start from square 1 tho
got the models and everything
need to absolutely start every single script over
with everything I learned so far
maybe a text based rpg or a platformer
as old as the average ultrakill fans age
I made a new blood launcher modI made a new blood launcher mod
https://x.com/IvLukah/status/1770181188751089673?s=20
why
boredom
BRO ITS PILL GUY
H
H
gotta love the mgsv reflex mode visuals for the reload
Working on a small engine with scriptable game objects. I hope I won't abandon this one like my previous projects.
a friend pointed out i could do a rainbow cycle effect on the hud so here it is
heavily considering adding like a quad damage type thing but making it mariocore by having your HUD go into the rainbow cycle mode
and as it runs out the cycling slows down until it returns to the hud color the player has set up
Gaming
particles
YIPPEEE
holy shit that UI is incredible
thank youu
Another video of the new game I've been developing
https://youtu.be/SGUy-lFlTOI?si=9bcdPMEZljhs3K0I
😍
How many particles are you able to have simulating rn?
Also I'm guessing they're CPU particles rather than GPU?
anyone knows if there are mods to faith?
my pc is able to render around 50,000 particles before dropping below 60fps
and yeah they're cpu
messing around with medievils textures
Trying to get Gone Fishing released this week
#screenshotsaturday #gamedev
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i believe in you man
looks awesome! I'm guessing you're doing some kind of instancing/batching in that case?
yeah it's instancing
huge fan
huge fans 2
Suckel fucks
terraria modding is fun
(this isn't a hotbar item, it's a retooled version of the grappling hook Skeletron drops that deals damage instead of grappling)
RATTLE ME BONES
what about making the color change based on the direction you're looking in
that would give it some cool interactivity
can't believe you're doing this all in designer
truly brutal how good medievil's textures look man, i've been playing the same with medal of honor's textures (and giving them normal maps and roughness metalics)
the one real problem with giving seamless textures normal maps is making their normal maps seamless
the other problem is i used a lot of UV trickery where i'm rotating and flipping the UV to give texture variety and the normals generally don't like to align with each other
if you think that was cool wait till you see this
ive been experimenting
and have considered going from unity to unreal
i mean
What the fuck this is SICK
would be cool if you could also rotate the fan without messing with the other stuff, and add it as an animated texture
thats the idea eventually
you are cooking
Thank youu
Still pretty proud of these remodels I did for that dementium 2 project that got shafted
silent hill 2 bed
I mean I guess
need to make some tweaks though
hi
make sure you have both the required dependencies for said mods as well as have said mods enabled in the loader
chat give me strength for tomorrow (i will start my game over from scratch)
🫡
Good luck.
y tho
(good luck)
i feel like it would benefit it the most, im no game dev and the code base is stuff of nightmares if i showed you
transformation matrices (glfw)
a
woke up and decided to make this
will put into engine in a sec
free me from this mortal coil
hi
Damn the dusk announcement as a I was bout to post my game here https://emberger.itch.io/duat made for the dungeon crawler jam that finished yesterday
very system shock
new character controller
in progress tho but its already much more streamlined
YIPPPEEE
some rudimentary aim punch when landing and getting hit, just to have a bit more feedback
kinda amplified the effect so its more visible
i wanna tie it to the height you fell from but i have to figure out how to track that
so larger jumps punch the view harder
@pure jackal tell me your honest opinion
Trying to add depth to the story of my new game by making the ARG a bit more interesting
https://youtu.be/5hKEr6Z6QmM
added crouch jump function so you can jump higher with it
well, yes and no
keep it in the second one thats more punchy
your textures look soo cool
tysm!!
what if explosions caused chunky camera shakes like in the game
actually lemme consult the actual medal of honor game on the intensity
okay so this is way too fucking much
this is way less intrusive while also giving chunky feedback
some comparison
Yeah it lasts longer than the moh one but I like it lasting the length it does here when compared to the original
i'll play with the values a bit
i always thought moh also had this lasting effect because it makes the explosives beefy as fuck
question
do you think i should make the movement feel a bit more "quakey"
DO NOT PLAY WITH THE VALUES
less overall air control
Keep them as they are
Explosion shake
or the long explosion
This
Its still longer than MOH but its as long as we remember through rose tinted glasses which in this case, is a better vibe to hit
well, i am aiming for a nostalgia trip but i'm also planning to make quality of life changes where they're due
i think i'll give the explosions an extra 0.2 seconds to last
just so you can hit those satisfying explosions
Jumping is not medal of honor 😔
THROUGH OUR CONNECTOR, LIKE A SPEED DEMON
ADMIN HES DOING IT SIDEWAYS
LET HIM COOK
please dont make source style bhopping where its stupidly difficult for no reason
Correct
Implement anti-bhopping mechanics
If fuckers want a movement shooter there's plenty of em
yeah no worries, I was just wondering if I could
it's really rough under the hood anyways so yeah, I'll probably get rid of the air acceleration
I just wanted a better feeling controller than what I had using wishdir
or just probably cap the air speed so it's not faster than being on the ground at all
the friction is high enough that you cannot go A-D-A-D wiggle like in counter strike for example
guess we'll see how this will turn out
No
If you want it, make it.
its really just right there
I love ultra big and long rifles with peculiar muzzle brakes!
i got this demo if u guys wanna try: https://billybobcletus.itch.io/uberslaughter
I fucking love how jelloy the tree leaves are
5
this a bug or a feature?
if you hold space while sliding for a while, then stop sliding, you jump real high
it'd be cool if you fleshed out that "feature"
any suggestions
maybe some indication that you're building jump.
it could also boost you in the direction you're looking at instead of just vertically up
thats a shout actually. in that case ill need to give it a cap xd
yeah, and you could raise the cap via leveling
absolutely could do that actually
best DRPG feature 😎 (mayeb loud)
this entire game looks like a forbidden snack
hmm what does this game remind me of
he should go under the tree to avoid the rain
well since i cant 3d animate for shit im just gonna use vr mocap
isn't mocap super hard and expensive
depends look at something like vr chat
like if you just want simple motions in which im kinda going for then its probably not that expensive i guess
like i dont care if its shakey im not going for 4k acting like in ubisoft titles
I don't know what this means but 👍
mind your own business 👍
keep in mind you still gotta touch up the mocap data
you cannot put raw mocaps on and call it a day
also holy fuck
i might animate my viewmodels using VR 
i dunno ive seen that something like vr chat has gotten limbs working with very little calibration
if they can mimmick a system similar to that then it wouldnt be much of a problem still though im unsure as to how difficult touching up the mocap data will be
did you see mocap fusion vr
my only problem with it is how the program used to be free
and the guy did say its going to stay free
and then he just listed it on steam for 100€
otherwise rock solid mocap experience, you can motion capture multiple characters in the same time and shit
-Skip to 0:52 for the end result-
Hey, I got an Oculus Quest 2 last week and tried to mocap viewmodel animations using APS LUXOR. It was pretty cool. Also, the world's fastest fullauto MA5B/C/D/whatever it is!
Want to get APS LUXOR? Check it out here:
https://blenderartists.org/t/animation-prep-studio-free-vr-mocap-for-blender/1163267
I remember another game proudly wearing the "we got mocap viewmodels!!!" and they were mid
which to me says most of the juice comes from the polish phase
100% the case. it doesn't matter what you use if you don't polish shit
you need to spend at least 2-3 passes making sure it looks good before going on
also reverted to the old character controller
had enough of the source style satisfying but slippery movement
back to the age of the shitty movement
however polished up the controller's stuff
i'm using tweens to crouch and shit, and the tweens often just overridden each other
plus a few other stuff
this is once again starting to feel good
new standardized interact method
every interactable scene has a node called interactable
and if it has, it calls interact()
its hella cool
can't wait to do the gun stuff
but that's gonna be hella hard
also not gonna be overambitious again
i'll just handle each gun's ammo within the gun itself
look man all I'm saying is if there's a luger and an MP40 it'd be really sick for them to have the same ammo pool
i mean yea
but i have no idea on how i could achieve that
then again i could just make a player resource that stores the player's stats like each ammo type and shit
it doesn't have to hold onto it for long though since you don't really have it for long
like 3-4 levels tops
also i might not do luger
we'll see what the future brings us
i know for sure i want a c96 though
constantly debating about the weapon selection though
but if one gun doesn't make it in, i'll still make it for the trophy collection system
and maybe multiplayer
also i want an entire joke chapter with some of the most wacky shit ever
oh man we are so back
so that's the basic gist down, the player can move, navigate and interact with the environment
compass functionality once again working
is this supposed be medal of honor
kinda
Man the medical canteen sound is so good
those do be some good sounds
made a much more complicated, albeit more flexible message system
using some antique game mechanic like in Duke3D where each message is a new instance
and some message queueing
also checking some really interesting way to implement checks
by checking if object has a node called player in it, only then interact
sure i disabled collision with enemies and stuff but it's cool to be extra sure they cannot pick it up
aaaaaaand now we have colored messages as well

is this custom engine mr solace?
no is godot
i wish bruh
its godot 4.1
streamlined a lot of stuff under the hood
like for example the explosion checks
this is my first project and it really shows
what is have right now is pretty good actually, it actually feels like a game made by someone who knew what they were doing
all these lines of code is what drives the messages on the screen
i absolutely HATE asking people for help on the Godot discord server tho
like they always say shit like XY shouldn't know about YZ
like stfu man why complicate stuff
what do you mean?
chat
i am VERY divided now
new rain effects, which one looks better?
the top one is 100% unshaded, VERY slight distortion
the bottom one is shaded, refracting
you can see the raindrops refracting the lights they pass for example
both look very good, and i really love the refraction... but i think the top one looks better
for the sake of visual clarity
i think i have made the best of both worlds
Name!?
no name yet, I'm still developing stuff
I'm thinking about cool multiplayer game modes where you utilize a photo camera to defeat other players
or where everyone has a name plate and you'd have to call the numbers on their plates to eliminate them
and you'd get like scouts who got binoculars and radios
limitless possibilities apart from the obvious CTF and TDM modes
Mans got stick arms but he aint afraid to use em
2 players have a camera, one kn each team
The rest have guns
Guns do nothin unless someones been flashed
we'll see,,, we'll see
i see you are a fellow fist gameplay enjoyer
I'm not actually but I'm reanimating every weapon in Doom 3 and that means reanimating fist™️
fistm
if you talked a bit in the general chat, you'd have embed perms for these stuff
Yeah I really should talk a bit more in general 
for anyone using godot, what would be the best way to setup a style system like dmc?
like how would i collect data like how many enemies a player killed, the weapon they used, whether they combined it with another weapon etc
I guess you'd make a class named StyleMeter
actually scratch that, I'll share my thoughts after work
okay so you'd definitely have to create a Style handler script somewhere within the node, you could create a new class that extends Node for example
and in that, you would basically create a few variables called style_points(for the end of the level screen), current_style_points(for the current combo streak), an array or dictionary for the style ranks like D-C-B-A-S etc. etc
you could make a few functions inside this class that determine how much points get added per hit, per defeated enemy etc
you'd create a timer system or something that would start subtracting the points if you're not keeping your style up, and other functions that you suit your needs
next up, create an enemy(class) with a signal in it called something like enemy_slain
put the enemy into a group called Enemies
and in the style handler script you can get all nodes in the group called Enemies, and just do
for enemy in group Enemies:
enemy_slain.connect(function that you want called)
and inside the enemy's script you'd declare the health variable as a setter, if health 0: death() and call enemy_slain.emit()
to be extra modular, you could create an @export var points:int variable
and you could send that variable in the signal so the point amount from the enemy gets signaled, and you can add them to your current_style_points and style_points variables
might be a bit hazy but this is how I would do it
oh, and in the player you'd probably have a weapon manager that keeps track of the currently used weapon, you could probably set up some data system for the stuff you need
like create an array variable that collects the enemies that the player killed, and with which weapon
and the end of the level screen could consult to that to determine which weapon was the favorite, and how many enemies each player killed
hope that's enough for you to get started on a nice system
(or since we're already talking nodes, you could add a new node for each killed enemy as a child of the style handler node, each killed enemy would emit the signal, and the method inside the style handler could append the new child into the killed enemies array and the node would hold information on who and what killed it)
Yeah I think having your skill thing listen to whatever event you generate on hit/death/weapon switch is the most sane option, and you probably need all of thoses anyway for removing ennemies/updating UI ect...
I'll elaborate more once you get started
also since you already have a direct reference (you have hit detection) you can already convey a lot of information
like mostly the enemy has to know which player and or which weapon it died to
you can just put in the player's name, and weapon name into the on_hit method
everything is mostly easy if you have direct reference
Where is the "LUFTenant kill the nazis" objective
the what
also here's the latest update on the objectives
also the objective "neutralize xy enemies" exists, its just that the enemies don't
i'm using a node based approach to the objectives
i can basically drag and drop the objectives into a node, and the handler will know there is only 3 objectives on the level for example, i can go practically infinite amount
also i want certain objectives to only pop up on hard difficulty
@wraith beacon can you give some advice on setting up viewmodels
finally made an arms rig, what do you do for your weapons and arms to match up
https://youtu.be/lSGkAgDbim0?t=468 This video covers a similar constraint setup to what I do.
Quick tutorial on how to rig a gun for viewmodel animation with blender.
I find models on sketchfab, some of my favorite low poly weapon makers:
TastyTony: https://sketchfab.com/TastyTony
Kaan: https://sketchfab.com/KaansArsenal
Hand rigs: https://gamebanana.com/models/cats/19
Music by Hyakkei (in order: Seaside Library, Pleasant Talk, Gata ...
But a TLDR is I add a child of constraint to the hand ik bones.
okay
what about the viewmodel arms
how do you do them
i've cooked up a set of low poly arms
with so-so weights
Uhhhhhh, simple ik setup on arms.
@wraith beacon do you have a moment by any chance
(A joke about how british and british adjacent countries say LUFT INSTEAD OF leiu in lieutenant)
do you have any tips on weight painting rigs
i'm struggling so fucking hard with it
automatic weights said
what if the left hand also made the right shoulder move
Really just uh
Best way is to go to the uhh not material view in blender and check each bone in the face selection view and see if something thats not supposed to be impacted by the bone directly is red
very informative thank you 👍
okay it looks sorta normal
okay nvm
snake head into the survival viewer and cure your broken wrist
why does it do that when the IK reaches its full length
Idk
I don't fuck with IKs
Not yet at least
Barely got a handle of regular rigging
your not using auto rigger?
auto rigger?
you mean automatic weights?
or do you mean the rigify addon
because this is a custom made arm model
i don't think its there
of course its missing the texture and stuff but i mean the rig in general is lacking
i fucking suck at modeling hands
what about the previous hands
oh
damb coulda fooled me that you made them yourself, you nailed the rest of the art style so well that
that you coulda fooled me
by this do you mean you're concerned if changing the FOV will expose the model?
i'm aiming to have it not be a problem
by that i mean i cannot use a viewport solution to render the gun at a different fov
why not
godot STILL doesn't have multicamera support?
it always had it
what about layers
they just broke something in 4.0 and the viewports are not showing the lights on your models
does godot have a camera layer system
you get the basic light from the environment, and not the dynamic lights
it does
but don't tell me you want me to render the lights twice
I'm telling you to render the lights twice
but then again maybe the viewport method wouldn't work either
because the end of the barrel might not line up with the thing you're shooting at
looks off when your gun shoots 45 degrees to the side
but that happens in medal of honor 1 and underground
they didn't use fancy trickery
the gun is rendered onto the scene
no viewport
aim your pistol to the top left corner and shoot, the bullets don't come straight out
I mean the bullets not always lining up with the barrel and mostly going with the crosshair
there are a few cases
but i think those are fallback methods as well
like range checks, or angle checks that fail and use the most logical point it can shoot to
if you noticed, the hand in medal of honor is constantly positioning itself
if you aim somewhere in certain angles for example, your hand extends out
we'll see tho
yeah the arm on the handmodel is comically long
that makes sense
the exported model goes back to the forearm at best
no elbow
well i'm using IK
so it's going to extend out as needed (hopefully)
you could probably have the arm move back/forward depending on fov?
the weapon if it's got a big enough FOV difference to the main camera will rotate sooner/more abruptly
because the pivot point is closer, so to say
i tried it
its bad
dang
best i can do is, maybe not use a fov slider
set FOVs
worst i can do is, use a fov slider and cap it at 70 to 90
its not 45 is it
its not 70 thats for sure
stretched
idk about proper psx hardware but the widescreen mode running it on ps3 and psp/psvita just stretched it for me
try duckstation widescreen cheats
ok but thats duckstation
its definitely not 45 like this
you can see what i'm talking about here
aiming slightly to the left and the gun is already shooting off the screen
seems better
Why the thumb so thicc
easier to stick it up the
Side of the gun to swing open the revolver?
I was asleep.
wait how is it running this smoothly, are you playing it with keyboard and mouse?
Dicking around with flowmaps on skyboxes (this isn't intended for anything rn)
Made this crt shader in godot
Still needs tweaking to look less muddy but thought it was cool enough to share
Also discord compression makes it look more blue than it should for some reason so open in browser if u wanna see what it's actually supposed to look like
ya
btw it only looks this smooth in the video for some reason, it's still pretty much 25-30 FPS in game
hella choppy
now make very cool shaders like in symphony of the night
What kind of shaders would that be
Aight I'll check it out bestie
ammo pooling now works perfectly, now we need the weapons,,,
already have the base classes and everything written, the only thing that's needed now is me animating them all again
plus the weapon pickup
okay that was easy
just marked the ammo drops with a bool if they can contain weapons
if checked, you need to give it a packed scene that contains the weapon you want the player to pick up
and wrote a function that compares the name and checks if you already have that weapon in your inventory
it if it, it adds it as ammo instead anyways
just like in medal of honor
so now i really only have to make the guns
what engine is the thingy made in
Because they think game engine choice will give them the skills to make a video game
kinda real
Godot is really easy tbh
I have no prior game dev experience
in essence this is my first ever project
and I can't wait to go home and make the ammo HUD
I was thinking maybe I could use a visual representation of the ammo in the mag by having a set of bullets on the corner of the screen
and when shot, the shell would fall off
so 8 in the mag equals 8 on the screen
or is that too quirky?
it'd still have a counter to know the exact bullets tho
maybe add an extended HUD that adds the magazine visuals
Dead N Furious did this on the bottom screen and it was cool
lemme see
actually can you show me because 8% battery
Let me find a sceee shot
sceee
It would change depending on the gun let me see if I can find SCREENshots of the others
It defaulted to the left corner but could be flipped on lefthanded mode to appear on the right
One moment let me clean this up
There
Game was cool
Dead N Furious killed solace
F
i sceee
looks really cool
especially dig the n-gage look
I might implement something like that as well,,,
I'll add the 1911 just to do a double stack ammo counter
actually did the mp40 use double stack?
I think?
Luger didn't
Garand and ghewer did
Mp40 mags are like 2x the length of luger mags but 4x the capamity so unless there was some nazi black magic going in I think it was double stack
yeah mp40 is double stacked to meet the 32 round capamity
what if I accidentally added the double mag mp40
im just asking so i know nothing much else
is that a 7 barreled shotgun i saw
myes
techically most things are in place
blasta
this fucking sucks man
what i really need to do is clip the bullets at like, 15
and smoothly move them down as they are being fired
sort of like a belt
and then when it's under 15, start running out of bullets instead of moving them down
because it's really fucking long like this
plus i'm going to put the weapon name on the side of the ammo strip, sort of like the stripper clip
thanks hatsu
Is this going to be your last major Unity project?
this reminds me of something so bad
shiiiiiiiiiiit we be peace walkin here
i think it was peace walker that had the sideways gun name
kinda
after this I'm gonna dedicate most of my energy to the Java FPS game I'm making
but I still might use unity for the gloomwood dungeon crawler and a new fallen aces fan game inspired by poker night at the inventory
🫡
@gusty flame pin pls.
This isn't a request this is a demand.
5-s but scary
grats
cramming big demon water snakes into my cooler
fishes
needs the magazine/tube bg
it floating on its own is kinda weird
maybe for large magazine stuff have it split in half and the second half of the magazine behind the first half and darkened a bit?
what
i just realized something
● Buy this Game up to 80% off: http://g2a.com/r/discountme
I recently made a better version of this video here: https://youtu.be/MEgCiXt-h40
timestamped
I don't remember that
yeah well me neither
so basically the things with magazines will dump the mag, the things like revolvers and shotguns will reload one at a time (visual only)
plus i have the other ammo counter if anyone finds this one annoying that is much more true to the OG medal of honor games
would be cool if i could somehow keep the empty casings in the counter for the revolver
opengl engine test
box
we makin it out of learnopengl lesson 10 with this one
that's fair
making a 2d game with opengl's relitivily easy
the only hard part is figuring out batch rendering
i want you to have a go at trying to spell that 7th word again
reletivily
man someone's making quake 3 in godot
waste of talent
yeah like quake 3 is already pretty playable and shit on PC
but it's nice to see Godot being able to handle stuff like this
people often say how Godot is weak as fuck but it's not
just make quake 5 in godot!
fuck off make medal of honor in godot!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
that game already exists, make something new!
fuck that, make ultrakill in the quake engine
it'll have accurate graphics to what v1 sees
no
this is also not just me following tutorials because i made it use quaternions
and i have the privilege of almost understanding how they work
the privilege? Did you inherit the knowledge from your grandparents or something?
my great grandfather was william hamilton
hmmm
I think I will redo my bullet visualizer stuff
so it can support spent bullets in the mag
for revolver purposes
plus a new ejection type so it's not always a mag dump
and a new insertion type so it refills the bullets instead of always dumping the bullets
Go for it
Fir a bolt action like the kar it'd be really cool for there to be 5 rounds going in from a stripper clip and excess rounds leaving
Like if there's been 3 shots fired, 3 stay and the other two go back up
brand new test map for blood drive so i don't have to keep testing features in the first level

👈
Sewer