#general-modding
1 messages Β· Page 25 of 1
fnaf andy
chat this doesn't work
having two armatures and exporting into godot it not working confirmed
and i just wasted so much fucking time with it
blender why
Adding all the shaders I can find for some seconds of gameplay
got so pissed off i started remaking the beretta model i did earlier
transparency works in quake e1m1 for some reason
once again it is proven that quake is a beast you cannot tame
chat what if i made the models of my guns irl out of styrofoam or clay, painted them by hand and then photoscanned them into my game
how is it
i think maybe the pre-baked lights are too strong here and there
i'd call it an upgrade tho
maybe a smaller texture size would fit it tho
yeah it does look better
finally looks its size as well
beretta 1935 my beloved
still need to do the silencer
one in the chamber reloads so you can top an extra bullet into the mag if not dry
plus the reload checks for the slide status so if it's locked open it'll play the slide release animation on reload
added being able to put your lamp out to hide from enemies
but you can't move while it's not lit
why not
I thought it would be scarier
and also you can't see in the dark
I'm not sure if it's a good idea or not
its not
at least put a very small ambient dim light
and make the player move very slowly while the lights are out
so you can still almost maneuver the monster
its more tense when you can do something about it but have to be precise with your moves than stand in place prop hunt style
I think if you can't move while your lamp's off, but you can't see at all, people are very likely going to be confused the first few times they turn their light off and try to move
unless it's made very clear to the player that they aren't moving while the light's off
which is why you add a dim light so you can at least tell some surroundings
you could make it slowly get a little brighter as if your eyes adapted
what if you added traps into the game
you could set them up and walk through it with the light on but have a 50% chance to proc it yourself without the light on
some serious gourmet shit right here
okay so i added some ergonomics
case in point is: your weapon takes time to aim to the center
adjusted on a per gun basis
i will valuate this based on the weapon's performance and/or logical sense
eg a front heavy weapon like the panzerfaust will have a bad ergonomic rating because of the weight and because it's a fucking rocket launcher, not a sniper
the webley is nice and comfortable to hold, therefore it is a bit more stable than the awkwardly small beretta
and the c96 is a mix of both
stocked weapons will generally stay more still
still need to figure out how to link the viewbob from the player into the guns because i also want to customize it per gun
so you're not always cod mc steadyhands
i'll be balancing out the gunplay with some awkward to use features but still trying not to handicap the players too much
also since the weapons shoot exactly where you point, i felt like i had to add some random weapon inaccuracy as well
just so it's not so easy
how about this
you have a small light that illuminates the surroundings close to you and you move 50% slower
not sure why i said ambient
make it's range a bit bigger and give it a bluish tint
because usually darkess is bluish
yooooooooooo
how do i export the textures of a blender object to use in unity alongside the object
crosshair lag π
ergonomic rating
gonna need to install a patch
chat
since I'm going to elaborate on different weapon quirks
should I also have the scoped weapons have functional 3D scopes or just overlay a 2d picture
a shitty half life 2 style cubemap
oh you mean like when you scope in?
2d picture ftw
The klassic wepon
i'm still not a huge fan of the small dark light idea because now there's pretty much no downside to not having your lamp lit other than moving slower and lower view distance
dude i'm going to ditch the whole goldeneye 64 style aiming
this shit outright creates more problems than pros
make it dimmer tho
also "there are pretty much no downsides to breaking your legs other than walking slower and needing external help if you want to use the toilet"
if my screen is 90% black as opposed to 20% im not going to go lamps out all the time
yeah like actually working scope but 2d scope is cool
like fuck that
i might just make a secondary fire for some weapons and that's it
Dual rendered scopes,
Nuke performance for it.
ok
also added a stamina bar
crowmen can run faster than you but like seen in the video you can try moving around to throw them off (unintentional feature that is now a feature)
and eventually i'm gonna add things you can hide in
swoos
zoomer condemned
Is that a butcher's creek mod?
Fallen aces looks good
*Fallen Kingpin?
you're playing on home turf here don't do me like that 
im fuckign dying
dude these animations are so fuckin punctual
they got such PUNCH to em
π«‘
there's a ton I didn't post - there's a whole ass combo system, kicking thugs into thugs, parries vs blocks
Fshagsdhdnsbdbs
zoomer kingpin life of crime
but the leadpipe is actually useful here
and the animation doesn't look like it's straight out of thief
chat i am fucking losing it
the killer 7 remake looking good
also somehow made the shotgun into the Apex mastiff
holy shit chat!!!!!!!!!!!!!!!!!
after 3 days of troubleshooting i finally found the issue in a completely unrelated script that caused this issue where my aim always snapped to a random location
beautiful
okay i take that back everything is fucking ruined
i hate game development
the weapon sway functions really don't want to work properly
what doesn't help is the fact that the guns are not directly linked to the weapon manager
so i'll need a complete do-over
@shadow mist
YOU MEAN THE TITANFALL MASTIFF
no the Apex mastiff duh
you can't read or what cuh
kaboom
maybe i shouldnt make mods
Maybe you should make more mods
BRUH when will the fucking issues END
I have the answer but it can be misconstrued as "give up" which is not the intent
see that fucking curve on the top and bottom when aiming
i'm FUCKED
why can't anything go smoothly
i have no way to actually clamp the numbers so the movement is nicely square shaped
and since i'm not really pointing the gun towards the mouse, its gonna be even harder
but using look_at(mousepos()) is such a fucking bad way
it completely kills the idle breathing animation
thus making every gun 100% accurate
its an entirely different thing that the 3D sprite i'm using for a crosshair still gets shaded even though i turned shading off
they havent even begun
they did
had to rewrite my entire weapon handler script
specifically to allow for the fucking viewmodel sway
dont worry it will get worse
what the heck was that
I made a mod where the bullets from a mini gun are mini nukes
hmm is it possible for it to shoot junk or cars
I donβt plan on releasing the mod
Someone plz make an ultrakill mod that spawns the 2 virtues form the weezer room of p-2 at the beginning of every level, put 2 idols in the exit elevators as well to make the virtues unkillable until you reach the end of the level
try asking there instead
Thanks
Fascinating how often thie happens
overlay blending my beloved
myhouse.wad
Zoomers when they see brutalist architecture.
chat what if I incorporated SOME randomization in my game
like one route being blocked, or a room is open/closed based on randomness
or a room being completely different each time you play the game
but the route randomization would be cool though
and once you finish the game you'd get to set the seed to a constant value so only the chosen route is open, which would make speedrunning more consistent
sounds like a ton of effort for something only 0.0000001% playerbase would even notice
cost vs reward
pretty cool
Idk I feel like having different routes is good enough by itself
If you make it randomize only when the level is selected then players would likely never notice it but if you make it randomize on death you run the risk of frustrating players because they can't trust the game to give them constantly accurate information
Which could be fun in some other game
yeah i'm not trying a roguelike
But I don't think it meshes well with the rest of yours
sounds like me, i like small details that enrich the game
if you don't notice it at first, but have a second or third pass and realize, it's a lot more valuable than having someone immediately point out the thing and brush it off as normal
this is why you can still find new content about MGS1 and 2 still to this day. minor, overlooked details that you wouldn't notice otherwise
i would go the extra mile to make the game more fun, this is a passion project first and foremost
and i'm making a game i would love to play as well
so yea,, it do be like that
also 100% correct
maybe a separate mode
or the joke campaigns could have some randomization
or maybe make an entire Due Process styled multiplayer mode where the rooms you have to defend are randomly generated
Keep the scope in check, you are just one person project, you can't compare yourself to MGS1 and 2 team of 100+ people
You can enrich the game in places that have way more impact for way less effort.
Weren't you supposed to finish the enemy AI in like next week?
didn't have nearly enough time sadly
if only I worked less in full time
best I could do is fix and polish up stuff
baby's first shader
took a god damn fucking day to figure out what's wrong
i hate shaders
Hello modders
I' m gonna need help with something
I wish to learn how to make translation mods for games that aren' t in my mother tongue
Where can I find a guide to learn how to create those?
This is a very, very vague question
the answer boils down to "it depends on the game"
There is no single answer for every game out there, and you'll have to look up this info for each of the games you wish to start translating
I've translated stalker mods into english, and that was a huge can of worms, and those games support localization by default with relatively simple xml files
Alright, got It
But are there, like, programs or something that I need to use regardless of what game I' m translating/modding?
Like something to extract files and such?
This also depends on the game
It will also depend on the way you yourself personally choose to go with your workflow once you actually have the text to translate on hand
There wont be a single unversal solution here unfortunately, you'll have to work these issues out on a case-by-case basis
Pick a game you want to translate and start unraveling it bit by bit, ask the modding community local to that game, google a lot
etc etc
that's about the best advice i can give on it
the difficulty of this can range anywhere from editing .txt files graciously placed in the game folder to having to employ the assistance of code savvy people
I've translated Alien shooter 2: conscription into english via that first method for example
Alright, thanks a lot for your help
If it's a small indie game, you may even have some luck asking the devs for advice on it, im sure people appreciate having their games be accessible to more people
Ok
Maybe I will
you cannot
each game handles localization differently
if a game supports different languages from the getgo, you are in luck
otherwise have fun because changing text strings can break the game if not used properly
i think most unity games handle localization differently tho so you should be fine with most of them
had an idea for how to implement a main menu like an hour ago so i started implementing it and here's a very early main menu map with an very early logo
not sure how I'm gonna handle buttons yet considering ui images and text are handled separately
my biggest challenge is going to be giving the game a title
that like actually fits, and is memorable
Honor of Duty Call
Medal Of Solace
The shooty shooty bang bang game
medal of freak
and instead of killing enemies you goon them
i made the shotgun from borderlands 2
you do what
just compiled a very basic build of my game
I finally published on steam, lots of work still ahead of me
https://store.steampowered.com/app/2595540/UBERSLAUGHTER/
ty mate!
Gonna try out the demo now.
slam fire shotgun
thank ππππππππππππππππππ
bruh
what
Aw hell yeah
GIVE LINK?.
Please do.
plz
DO IT NOW
tho i'm already working on a bit more bug free version
Mine is even worse.
uploading
check your dm's scallywag
anyone else up for a taste of honor? 
Its very crunchy
okay I'm back from breathing fresh air.
No longer sleepy.
Gonna play that funky build of yours now.
Contrinue
Contrinrure
Crontrinrurer
Found the name for your game
straight for the jugular
Doctrine
rules of engagement : shoot nazi
lol your ladders are special kind, only work when you are looking north

Progreess: Checked β
You may Contrinue development.
wait what
no fucking way
i think i swapped the right direction
supposed to be the player's right direction
might be taking the ladder's right
idk, didnt test too much, but i struggled sticking into the ones in the back
Speaking of bugs and mechanics. It's probably something that can be easily fixed by limiting the shooting speed, but when I were testing out the shotgun I was able to get to -1 shells in the chambers.
Did that by shooting the gun really fast.
As I've said, nothing that serious, but still wanted to let you know.
Just have like a 1 in a 100 chance of the Continue button turning into Contrinue.
1/10000 chance to say Contrinue instead of Continue
And all of it's variations.

no animations actually so that's why
Makes sense.
the firing mechanics use signals to await the animation finish signal
Gonna note that for my own game.
Also, loved the semi-automatic rocket launcher.
Have one hidden in some sort of secret.
your not adding the reloadable one from vangaurd
in the armory
pick up the ammo boxes
bound it to one of them because didn't bother with world models yet
you want me to add them or what
https://www.youtube.com/watch?v=MQQ4DfIngRc probably going to be doing this in the future and upload samples here
-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
problem is
the program became overpriced as fuck
dude said it's gonna stay 100% free but slapped a 80β¬ tag on it
maybe even more expensive
plus the program is jank as fuck, but released it anyways for the steep asking price
im planning on doing third person animations is going to be jank for that?
im doing it for the 3d beatem up im making
depends on the headset
i just need simple key poses granted im not very good at posing arms
pulling my hair out because for some reason openal plays audio low quality
fuck you (monos your stereo audio)
i wonder if you can use steam for multiplayer
like i wouldn't have to create peer to peer shit but route through steam for multiplayer
that would be very cool
with my limited knowledge i would be creating severe security risks just from launching the game π
i'm very happy with all the feedback i was given tho, thank you all
why are you orange, i dont recognize you any more
who is this man
saw this message and was like "yeah maybe that's the problem" and i checked and every ogg file that's being passed in says it has 1 channel even though they're supposed to have 2
but no matter what i do i can't figure out how to make stb_vorbis keep it as stereo
i think i'm just gonna have to use a different audio library
We all have to start somewhere, and this is the second mod ever made by Dr_Cosmobyte! This is a pretty fun if slightly scuffed and not quite so polished weapon set given its age, but I still had fun playing around with it on my own so I thought someone might enjoy it. :)
Sourceport: GZDoom 4.11 - https://zdoom.org/downloads
Map: Shooting Range...
i wonder where this sound is from
@hazy sky can i get that Medal of Solace early build 
no
βΉοΈ
Making something for bullet hell jam
Showcase of the new OSA underground firing range located in Malta which will be featured in 5.0.
RealRTCW on Steam:
https://store.steampowered.com/app/1379630/RealRTCW/
Support Us:
https://store.steampowered.com/app/1508910/RealRTCW__Supporter_Pack/
Discord:
https://discord.gg/fgZKaWvebB
Twitter:
https://twitter.com/wolfplayer0
spent like half the day trying to add .wav audio to my game to see if it would work better than ogg but even after all that, even though the program says itself that it's a stereo audio file, it still sounds like crap
Using the speed boost power-up when passing speed cameras will now set them off! (Don't worry - no speed ticket included...π ) πΈ
#IndieDev #Gaming #IndieGameDev
^ very important and crucial mechanic that needed to be added
That weapon sounds like quad damage
damn that's really cool
yeah i dont remember how i even made that sfx months ago
its always a pain in the ass to do looping sounds, or so ive experienced
but i think i just suck at vfx
sfx********
thanks!
it could benefit from a wind up/power down sounds before/after
that could work but it'd have to be really quick eh?
i have such a windup/powerdown system for the minigun but thats for a long windup
well "long" i mean like half a second or so
was bored with just making game stuff so i was working on importing half life bsps and i got lightmap parsing working for that
without textures
plazmin
?
was confused on how to load textures then i found an old zombie message from when he was helping me with loading textures (thanks again zombie) and now we got goldsrc textures!
only problem is for some reason it runs at 30fps
RTX ON!
removed the X2 multiplier for lightmaps when showing the lightmap visualization and I forgot to add it back in after taking the newer screenshots
https://vxtwitter.com/billybob_c10781/status/1790699241578299749
instead of 20 reflections its now 1000
It didn't crash!!
cinematic console level performance
its basically nintendo switch ready now
tf
that smoke at the end looks really nice
simple batch program i made for building maps easier
oh cool
spispopd
god damn i love this gun lol
when will you ever get image pems
i'll be real honest these look like payday 2 animations which aren't a bad thing in itself, but it doesn't fit for some reason
like the weapon is completely stationary, but reload animations show it bobbing and bouncing around
there's a huge stark contrast between how animated the gun is, and then the 0 frame idle pose
even the firing animations is like, back and forth only
nothing dynamic about it, and the reloads are overanimated compared to that
oh hey
thanks for the feedback
While Im mostly agree on the things you pointed out - Im still gonna settle with those anims for now though. Dont have time our resources to give those another pass. But I always return to things that were left behind.
Initial implementation is always rough, but im pretty satisfied with the results i got for 25+ guns
rtcw anims are pain in the ass
maybe someone will pick up on my work heh?
i didn't tell you to change anything tho, i'm just giving an honest opinion why things might clash the way they do
they look good, just out of place
lack of time shows yeah, i get ya. Im not offended or anything. Thanks for the honest opinion!
yea but the stock robotic animations fit better because the guns are literally not animated aside from the reloads
i think they knew this, which is why they have these animations
imagine the tools and PCs they had back in 2001 hah
lack of time too, they pushed it too hard
i mean halo 1 was also 2001 and those anims looked miles better
I agree. Even some of the old MOH games anims looks better.
Well the insides i got from rtcw devs tell me that 50% of the team were novices, and time was tight asf. They crunched on it hard.
Its a miracle that game released as it is
But in the end those novices paved the road for call of duty
to preface I'm trying to make a game self contained on a floppy. I ran SDL2 through UPX and got it from a few thou KB to only 730
@west lichen, please keep all discussions in English.
@west lichen, please keep all discussions in English.
@pseudo basin, please keep all discussions in English.
@west lichen, please keep all discussions in English.
@pliant rain, please keep all discussions in English.
Finished my bullet hell jam entry kek
e
nice, dude
could someone help me manually mod my summer car? i can't figure out what im doin'
Made another video on my game after a while
https://youtu.be/Z-q9NX6en24
Messing with handpainting matcaps for specular and rim lighting.
Still no idea if I like it.
Still needs a bunch of tweaking if I were to end up going with it, which I may not.
Henry 
what game is that
uuuuuuuuuuh
The illusive prison scene
Turned up the shininess on the cacti as a meme.
Guyssss what is the swearing style meter mod in ultrakill?
ooo
first map is tar/oil refinery
playable minos prime, guttertank and gutterman mod when?
have you tried using the correct chat yet
oh ok
the circle must get bigger each time this is posted
why is he a H
Why not.
I wanna eat this
H
H
@past wraith, please keep all discussions in English.
how can i type in server ultrakill jaket
I love how the hats have a hole for their H-shaped head <3
oh sorry
where to ask mod troubleshoothing
it would be funnier if the hat also had a H shape
Finally getting around to actually having audio tweaks for le Doom 3 mod.
Actually figuring out how to implement new sounds specifically for the flashlight idle was hard but it sort makes sense but not really and isn't quite fully synced.
I broke all of the weapon sounds accidentally which was kinda funny.
Oooh you making it more of a horror survival game or leaning more into horror shooter, and are you keeping it in the Doom verse or making some unique monsters?
God I want to design the monsters for a horror game one day!
Hes reanimating the gunz
yeah doom 3's file structure is so fucked up
wanna add an extra sound to the machine gun?
no problem, u have to edit and replace the single file that defines every sound for every weapon in the entire game
wanna change the amount of damage an enemy does?
easy, just replace the entire enemy script file with a modified version because their damage type definition is part of it
chat
new glossiness mask experiment
goes way too hard
How could one access the amid evil creature/enemy models and textures
if thats even possible
AE is UE4 iirc so gildor's UEViewer should work fine
Thank you ππΏ
new backroom entity 
thinkin bout game where you kill gnomes
gonme
duende
when do we get a unity version of godotVMF?
he would have died if it wasn't for his godlike reaction speed
kingpin but good
holy fuck
i got custom maps to work with steam workshop and trenchbroom btw, for UBERSLAUGHTER
3 weeks into release
insane
here's me trying to show off what the melee combat is meant to be like
https://fixvx.com/DomAnt2/status/1796865422249120126
Some more #melee combat footage from my WIP " thug'em-up "
My hope is to incentivize extreme aggression - by combining the ability to crowd control large groups of thugs combined with a health recovery system!
Asβ¦
π 0
not sure why but reminds me of battlefield heroes
A brand new trailer drop is now less than a week away!
#IndieGameDev #Gaming #Retrowave84
I work on 3 different mods atm! Worked on several others I finished work with.
If youβve ever wanted to play half life alyx but donβt have VR or canβt use VR due to health limitations. Our NoVR mod will take care of you!
I wonder if it's the excessively top heavy build
combined with the exaggerated animations
I really loved BFH and it's art direction so it's a big compliment to be reminded of that
god I miss battlefield heroes
tutorial on how to make custom maps for UBERSLAUGHTER
same thing
its the url it gives you when sharing a youtube link
kind of annoying that I still can't have embedded videos in this server yet
wtf. I thought you were talking about ultrakill. Bruh, well ok.
with this perspective? yeah
all you have to do is talk a little in any of the channels, but i personally told you so many times man
that what Iβm going forβ having the player be constantly disoriented
no, ultrakill modding is literally the tab above this one
CASEOH PLAYED GONE FISHING WTF
yeah I saw that
I had no idea who he was until someone commented on the trailer saying he played it
it didn't do much for sales though I only got 7 new ones after he released his video
the 2 boss fights he didnt manage to beat didn't help that's for sure
Shows you why you should have someone test the game
tbf the second boss fight was my fault because what happened to him was actually a glitch that I fixed right after I saw this thing both boss fights actually were both badly designed yeah
yeah
I'm redoing them right now actually
and when I'm done I'm letting everyone in the nbk discord test it
those people are too hardcore, you need more casual testers
need your mom to beat the game without help 
@past trench, please keep all discussions in English.
I second this suggestion
Adjusted the viewbob and weapon sway. What do you think?
This is for Half-Life Alyx NoVR
Making this mod with no Source 2 SDK has been a joy haha
THANK YOU PLAZMIN
this guy is 12
Why do I still share a mutual server with this guy, Mods what are you doing
Worked a little more on this thing lol
fair warning that violates server rules and discord ToS
OFF lookin' mfer.
bluds about to purify hell for real.
who wanna join me in ultrakill mutliplayer mode
to anyone who has some experience with rdr2 modding, i have a mod (AMOO) that gave arthur a different gunslinger jacket color, i removed the files that gave said gunslinger jacket it's color but the gunslinger jacket still has that color, any help?
my primary guess for the reason is a few merge files mayhaps
Quake 4 rip version 1.5 available!
5 multiplayer levels, custom texture pack for you to make maps with, optional monsters pack, new multiplayer mutator, toggeable music, bugfixes and more!
Just so you know, I consider this to be the final version of the mod, don't expect any big major update anytime soon.
So, I may make one or two minor updates, bugfixes related or stuff like that, but I don't have any plans to make any more levels or add anything extra fancy, I consider this mod already done, so i'll be moving into a different mod.
Finally, after a long time hiatus, here's another q4rip update!
featuring a bunch of tweaks and bug fixes, but also:
- Optional multiplayer mutator: Upgrade frenzy (most weapon reload and have singleplayer upgrades behaviours)
*5 new multiplayer levels, to enjoy against bots (or humans)
*Optional q4 monsters pack (taken from qcde, tweaked so it...
NEW RETROWAVE '84 TRAILER IS NOW LIVE!
Can also confirm that the game will feature exclusive tracks both @PRIMEVAL AND @jasperbyrne !
#IndieGameDev #Gaming #Screenshotsaturday
new trailer....and got one of the hotline miami composers on board 
I would
react you if I could. looks great
thanks π€
holy BASED
yup π
biblically accurate kiryu
RealRTCW 5.0 - coming on 30th of June!
RealRTCW on Steam:
https://store.steampowered.com/app/1379630/RealRTCW/
RealRTCW Agency Weapon Pack(coming with 5.0):
https://store.steampowered.com/app/2993200/RealRTCW__Agency_Weapon_Pack/
Β
Support Us:
https://store.steampowered.com/app/1508910/RealRTCW__Supporter_Pack/
Discord:
https://discord.gg/fgZ...
the idle swaying animation really ties it together this time, good job
Just some casual Bunny Hopping and Rocket Jumping
#gamedev #indiegame #indiedev https://t.co/Ein3v82Wo5
π 0
finally i get the embedded rights
my god
finally free
are you just creating great value ultrakill
Holy shit Solace you fucking killed a man
I think itβs more reminiscent of Quake
Quake but like faster which is unholy
Good work tho, I really love how fluid it is
how is it anything like ultrakill, if anything it looks more like cruelty squad with serious sam/cod zombies gameplay loop
ty lol, yeah im trying to just take things that I really like from a bunch of different games and putting it together into some kind of frankenstein monster
originally the idea was just "cod zombies with quake movement and verticality"
Sounds like an awesome idea
thank you! it also has custom maps support with steam workshop (making maps using trenchbroom) which is pretty neat
:D
the game also has a fairly unique map rotation system, where every 3 rounds you get seamlessly put into a new map, including custom maps if you have any. So in the main menu you have a list of all maps (custom maps + in-built maps) that you can pick from for your run. Then during your run it will pick one map at random from this pre-selected pool of maps to generate every 3 rounds
I wish more games did that
I'd love to play cod zombies and say you start on kino der toten then every few rounds it teleports you to another cod zombie map without any loading screen
but haters gonna hate and say its just an ultrakill copy lol
it's probably because of the name
Ultra Kill | Uber Slaughter
yeah thats fair I didnt think that through lol
many people have started calling it ubers laughter
maybe i just need to start pretending thats the actual name
guys i wanna use reshads but idk what api ultrakill uses
Duke Nukem Forever Returns
OUT NOW - DOWNLOAD FOR FREE
To celebrate 2 years of the DNF 2001 build leaking we have a new build and maps ready to launch now!
The new maps work with any other version of DNF 2001 even the original leak, so long as you have properly copied the Maps, Music and Textures folders and their contents to where you have ...
Latest level I polished up
i got bored
House
haus
5 seconds in trenchbroom, 10 hours in blender 
post this to jumpscare a trenchbroomer
Trenchbroom fans when they need to make something that isn't orthogonal.
What is this sorcery
Does anyone have any idea of if Gloomwood runs on Mono Unity or anything else? I'm looking into using BepInEx to mod it
Wait no it is Mono, it has MonoBleedingEdge π
wha
so anyone know the tank that da vinci made
yeah its the roof
wow
All the textures are drawn, so it looks like someone drew it sorta
indeed
i need to start progessing again,,,
wdym by that
haven't touched my game in months
me neither
i dont think i talked about it here
that one paint game
where theres like da vinci and dali
and you play as this lil guy in a hat
not bad
its bad
ive gotten interested into this old game i tried to make after playing playing Psychonauts
its not supposed to work like this
really inspired me with level design
inspiration is always good
the recent burst of inspiration came from selaco
and how chock full of details it is
and how i know i want my game to have this much details in it as well
it already does, kinda
hm
psychonauts showed me that it doesnt really matter if your game looks odd, it adds to the charm
plus, shape language
a ton of my characters looked just like blocks
definitely helps if it stands out
yeah
well, best of luck to you on your project man
I will stand with godot
understandable
but better
although it's very different to unity
yeah
but i can understand how unreal would appeal to you
that engine is literally built with games in mind
i mean
look at Pseudoregalia
it was made in unreal
and it controls great
I would also use it but I find the epic games store a bit redundant, and the engine itself is heavy as fuck for what my project is
hm
I feel like unreal 4 or 5 would be overkill for my projects
mine though, its gonna be big
speaking of which, i updated the textures a bit
this place is the renaissance isles
its da vincis place
nice
however his workshop is gonna be far from the actual town
im gonna add more to it, but section it out into isles since it is the renaissance isles
swear tomorrow I'll start working on a level as well
not florence
no rush, just do a gray block level
and see where it brings me
got stumped on some animations and it really knocked me off track
those usually work for fps games, im doing something like spyro
only more wonky
speaking of which
i might redesign the main character
OH YEAH
his name was Roy
since
red orange yellow
Roy Campbell,,
im sorry why is this so good
ALL I DID WAS ADD FRAMES
and ive already remade Roy
i love him
i like how i went back to the idea of him having a cloak, that was planned for his design when he was just being created
and i managed to make it look great
from this
to this
way more simple, but it gets the point across that he likes to paint
Been messing with a Portal 2 style surface embeded sprite shader.
tease
Ahh yes the og pipe gun
yeah but will replace it with the Sterling L2A3
this model is ripped from medal of honor underground
yeah, i was oddly inspired by the fact most cute characters are animals
so i just decided that he can be a bird
that and also i wanna make it so he can fly, like spyro
@pastel wharf is this you
Neat fella
Very similar
his name is Roy G. bivulean
i wanted his last name to be funny
also because of cerulean blue
he can now be posed
i made a shape key for his beak opening
i feel like i should plan the game out first on a document
but how should i start that...
Is it possible to add completely new sounds to Minecraft instead of just replacing the currently existing ones?
smooth shade his poncho
datapacks probably
shaded the hat and poncho
much better
what next?
im gonna make some side characters for the first world, pastel plains
the name is pending
maybe i should design da vinci instead
he looks like a potato
I want to see what it was
i like it more
wow
that looks WAY better
bushy beard man
i like how the beard slowly transitions into the hair
however he has a low tri count so its hard to vertex color him
the one on the left reminds me of the old man from Tomba
i feel like there should be more to him
the colors are bland IMO
perfecto
though i think the blue is out of place since the main color is magenta
most ps1 games utilize both texture and vertex color for characters, however im using only vertex colors
all i gotta do is make the characters more vibrant so that they stand out
Security door
ayo he cute
Carpet bombing.
(Inspired by the air strike rpg in TF2)
#screenshotsaturday #gamedev #indiegame https://t.co/aDsLO9Q0an
π 0
Mooostaache
https://cdn.discordapp.com/attachments/1161980794940690495/1252000948080087131/2024-06-16_21-43-45.mov?ex=6670a03f&is=666f4ebf&hm=2d918c2c43da0693209d5ad894f2415667f2ea6c7ba9379ab8bbc8fcc15e9a4d& sick ass wizard does backflip and OBLITERATES capsule with magical crystal
perfect dark
hm
i didnt think this through
Van goghs face is oddly triangular, but how could i make him look different from dali
i like the idea of putting van gogh in a straightjacket
since he was put into a mental hospital for a while
what if youre both? 
hear me out
then you're me
the game will never be done π
me on the right
create god hand for pc
quitter mindset
Give me an original idea that has the potential to go viral and takes about as much effort to develop as iron lung or buckshot roulette
That's the kind of ideas that ideamen need to come up with
not 'clone x game'
i might be on the OG idea spectrum
Okay so theoretically speaking, if I wanted to change the view models of fallen aces, would I just replace the image with my own image?
it seems you took my joke message way too seriously, sorry about that. Besides, going in with the motivation of "I want it to go viral and be low effort" is gonna kill your momentum real quick
I don't want my game to go viral
I want my game to be genuinely enjoyed by passionate people
Exactly
same but anything i make going viral wouldnt do me no harm π
anycase, im happy if my current game makes a couple grand if that and is received well overall
@everyone Auto-Rig Pro is free to own on Blender Market
one of the best tools for rigging characters, and it's an expensive one
so get it now while it's free to own
also it's only available for free TODAY
holy shit, I just finished modelling a human
you're a saint, akdov, many thanks π
getting this for when i learn blender.... which i will do.... eventually.....
i think this hubworld is getting out of hand
FUCK YOU AKDOV WHY DIDN'T YOU PING EVERYONE I MISSED IT
I can't ping everyone lol
I'll send u the files regardless
@everyone
try if the offer is still available
I'm not logged in and it's still telling me it's free
just gonna
yoink
yyyyyyyyyoink!
added a town
...
zombro and sirloin sam
you're welcome
I hope the real trailer looks exactly like this with no changed
it's not a trailer storyboard sorry I should have clarified
it's a storyboard for the level 1 opening cutscene
that's p. normal stuff
probably
but for the ps1 idk
Keep in mind on the ps1 these environments were never rendered all at once
made the asylum, its a mini version of the one in saint-rΓ©my-de-provence
whooaa
yeah the ps1 could run 12,000 polygons per frame for 30 frames per second
and thats polygons alone
i kept the whole thing wonky, as i wanna go for a tim burton style for this hubworld
Thuggin on em IN STYLE
Mobile flip phone ratio 
I can re-record in full screen? Don't really see the point though .
Why they built like the State of Decay Bloater
rigorous bread, cheese and salami diet
Damn
Not complaining, it has soul.
damn
New addition we added. More to come
meh attempt at modeling and texturing the boss
might redo later
I'd say extrude the snout a lil?
started to paint it
is your game first-person?
Cyclops Level Builder 1.0.4 is out now. This release provides a bunch of new features and bug fixes, and also has some important changes to underlying data structures.
Get it on Github:
https://github.com/blackears/cyclopsLevelBuilder
Help support my videos!
Ko-fi://https://ko-fi.com/Y8Y43J6OB
Patreon: https://www.patreon.com/markmckay
0:00 ...
cool level editor/builder for godot 4.x
hey guys i modding my game and today a file popped up onto my computer "TopMOGGED" inside was "YOU ARE NOW TOP THE LOADER!" what does this mean? am i hacked or sometin eeelse
what
why do the hands have foreskin
what
accidentally made this and thought it looked funny
idk if i should keep him like this because it looks kinda goofy with that smile
yeah this looks a lot better imo
not perfect but better
OKay, how difficult is it to make a game??
depends on what type of game
its generally hard
a small game can be pretty simple
a polished and fully shiped game is very hard
and if u are talking about a somewhat successfull one its even harder
programming - 3d art - 2d art - UI design - game design - sound design - music design - marketing - trailer making
this is the basics for a fully released game
and it can end up being not succesfull
looks awesome, what engine
I see, thanks for responding! I'd consider myself being a somewhat skillful programmer but I want to get into gamedev since I love playing indie games and wanted to make one myself.
I have absolutely no experience in art tho lol
ah so u just like me, either just put animations in cubes or find someone who would like to work with you
my first 2 games are just triangles and rectangles
you'll make a great game if you love the process of making games
you'll make a bad game if you just want the final result
yeah I think you make a good point
New raw gameplay video featuring the past few months of progress.
https://youtu.be/eRzVfVCWCkE
Its looking good, how will you go about variety?
Clarify that, please
Asking what you mean
I mean like, you can punch
And the punch is awesome
But are there any more ways to kills enemies?
Is the punch the only thing that kills?
Thats why I was asking how will you go about adding variety, like what are the plans to make the game more diverse
There's a six-punch mechanic and by the end there will be enemy weak points and finishers for the enemies. We're adding guns but they're less effective than blunt damage.
I'm adding corners like this in my maps from now on
Don't put any items or anything note worthy there
I'll put a graffiti in there to make the player wonder "how did they do that"
Got to love mcmansions!
why
Thats awesome!
@static compass @waxen plover I was going to show you guys this yesterday but I didnt have the perms, this is a simple prototype I might with literally just the basic engine shapes and I animated them all in the engine and despite not being good artist there is always a way to make cool stuff
depends if u are passionate enough
also the background is just a shader
wrong channel
thx

wrong channel, get back into my DM's 

Making a stealth game
https://fxtwitter.com/GameDevKS/status/1804482438355173878 adding more mechs cos wtf not i guess lol
Well aimed shot placement can always even the odds!
#IndieGameDev #Gaming #ScreenshotSaturday
I didnt even notice the combo meter till just now π
, noice 
What if you had a .44 magnum, but you also really liked shotguns?
#ScreenshotSaturday #indiegame #gaming https://t.co/QgkzQWNlTO
π 1
that's pretty good
Yah I enjoyed it too but it was just a prototype I might touch later, working on something else at the moment
how did you get perms?
talked a bunch untill I got it, its pretty weird
its made to stop bots from joining and spamming images apparently
its what Ive been told
pretty cool, what are u making it with
I see
unity
there's also this
There's a lot of games I haven't released
same
go for it man
Im mainly a coder in all my projects
so yah
pretty decent
awesome
I just don't seem to keep the motivation to finish my projects
ones I solo dev
wanna collab?
just for fun
?
maybe in another time, I havent been working in any of my projects either
its exams time for me
kk
tried testing the player model by replacing the shotgun model but forgot to remove the auto rigger pro stuff
damn i really need to rewrite a lot of stuff in the engine
oh yeah i forgot about that
you made your own engine
it's temporary
i need to redo that whole map anyway since it has an awful layout
and i made a devtex wad so i don't have to use quake textures as placeholders
thanks
no worries, but whatever it is you will get there, u just got to start doing something
I just felt like making a more artistical game but was finding it hard to transfer my ideas onto paper and other mediums
get a team, it becomes 100x easier when u do what u enjoy and are good at and ur teammates feel the roles u aint as good
yeah you're probably right
but hey if you want to try and do it all by yourself give pixel art a try, with a bit of training despite it not being very good from thje start
thats where all great artists start
(not in pixel art but start by being bad)
yeah I was already looking into pixel art, seems fun
it is
I love stardew valley asw so atleast I have someone of a standard to compare to
(not that I can achieve it lolol)
exactly! go for it
you dont need to achieve it
you just need to try and always be a little better than yourself from yesterday
did you just use doom to create an engine?
sorta like total chaos
no
I coded it from scratch using Java and LWJGL
oh okay
Isn't it actually easier to create something like that in pascal?
just a bit of math
and your own rendering library π
never used pascal
and I already know java
looking back I should have used c# instead because you can't do stuff like Vector3 result = vectorA * vectorB; you gotta do Vector3f result = new Vector3f(vectorA).mul(vectorB);
Decided to make another quick video detailing my process of making a Viewmodel animation. A more interesting animation this time around
I see
c# is easier
I think
Pascal is terrible
C++ wouldve been very good too
I don't like c++
cut the bloat and use assembly
Binary time
How
Just do it all in a breadboard
Hey. I've made a simple ReShade profile for Fallen Aces to use SMAA instead of the default AA (wow it's blurry) + an additional option to switch Contrast Sharpening and Color Isolation to have a noir mode that's a bit more readable. And also more red.
Where can/should I post it? If anyone's even interested?
when you type "nose update" instead of "noise update"
redoing e1m1
why does half the shit people do in here remind me of perfect dark
i didn't even grow up on that game
I also do not know why half of this reminds you of perfect dark
Literally none of this is giving me ps vibes π
oooo, very nice
It's on Nexus atm if interested
ya you can post a link here if ya want
Managed to finish this lol
