#general-modding
1 messages · Page 26 of 1
plazmin's e1m1 redo video reminds me of the snow level from pd
man I can't wait to have a finished product and see what the modders do with the game
H
https://fxtwitter.com/GameDevKS/status/1805203363153199361 tweaking bike level
So can you still teleport whilst on a motorcycle?
Yes. Yes you certainly can!
#Indiedev #Gaming #Retrowave
what does this mean for tf2?

does it work?
just ship it as a debug build if that means the game will compile 💀
ohh this looks cool i will try tomorrow
what are those lines towards the tip
strings
might turn them into faces
i may have gotten sidetracked
this looks cool
anyone know where to find the textures for the street cleaners?
ah my favorite
un-realistic architecture
Definitely very yes realistic building
shit looks like cortex castle
dude this shits amazing
Gives me Luigi's Mansion vibes somehow
Looks very cool 
it might just be me but i want this to be taller
behold, really crude textures
gg
so awesome
decided to do a pseudo-wireframe via texture so the player can understand what is a wall and what is floor
Mostly got over the burnout I've been having with the Gone Fishing Boss Update (i promise it'll be out soon)
And also started designing the alternate ending inspired by a cool video i saw
#screenshotsaturday #gamedev https://t.co/VaIuUKrL6I
💖 0
@wary trout any more progress on ur game?
Its really cool, is that in blender? Ehat are your plans for it
Fr
Been working on remaking this: https://pinho13.itch.io/labyrinth-of-eclipse
It's a hubworld for a game I'm working on
that sounds awesome, wanna share anything about the game? u got me quit curious
ill give you a hint
my pfp has one of the characters
it looks fucking awesome, glad to see other game devs around tbh u inspire people and that fucking castle is fucking awesome
keep sharing ur work, looking forward to seeing it
I personally am more of a programmer so seeing stuff look that great is fascinating
i just realized it looks like a question mark
fucking genius
ay cool
I'm gonna make a sonic.exe game lol
but it will be named sonic.iso
yknow, emulator file
instead of sonic.exe or sonic.xyz
its called goonED cos it does whatever u say, boss
Awesome
Thanks
Ah I see
just decided to put some SPM music on it
https://www.youtube.com/watch?v=UNeW8USiPqI
Provided to YouTube by DistroKid
Castle Bleck Introduction · 405Okced
Super Paper Mario Wii (Original Game Soundtrack)
℗ 405Okced
Released on: 2023-05-18
Auto-generated by YouTube.
its more like cortex castle in design
what you can try and do is add a rimlight shading to the model so you don't need to rely on harsh outlines to give you detail
i did that with this one but i didnt really like it
would be too hard for the player
black building in a black void
How is your game doing @hazy sky
oh that aint my model XD
thats from super paper mario
its what im basing it off
but i want to not just make the exact same model
i dont want people to look at it and go "thats just castle bleck"
been procrastinating for a while now, life and sleep schedule just doesn't allow me to spend time on developing it
tho once i make time again I will waste no time and start working on some levels for the demo chapter
rimlights
it would look especially good on the rounded parts of the castle
oh yeah
it does have that
bit i dont think its in the render, i forgot to turn it back on
địt con mẹ mày thg hoàng anh
construct 2 slop (don’t mind the door bug i already fixed it)
It's for a ps1 style game, if anything I should make it lower poly
oh shit, then by all means do so because it's in the limbo in between rn
I learned how Neural Networks work and applied that knowledge to two simple tests. Hope you enjoy!
Itch: https://pinho13.itch.io/
Discord Server: https://discord.gg/Xps52cwkpY
Music track: Onion by Lukrembo
Source: https://freetouse.com/music
No Copyright Vlog Music for Videos
made this a while ago in pygame
just to test how they work
kinda cool
Added a second matcap for metal.
WHOA
fire stylization here
whats it gonna be for? or just fucking around with shaders?
Long term game project
how are we supposed to compete with you hatsu
Who said it's a competition?
Yea that
Okay but why though.
mind your own business 👍
But why though
does faith have mods
only one but its regarding chapter two's audio but thats it really. surprised there isnt one that changes the language to latin or like stuff to make it a bit easier like TBOI does
tbh faith is the one game I cannot imagine getting mods for because of what little there is in terms of things to mod
after I finish the gone fishing update I'm considering rewriting all of dead end in c#
that way I could get some advantages that come with c# and also clean up the already existing code
trenchbroom 
In this one i'm gonna show you how you can turn your blender into a texturing Beast and replace adobe substance using this free addon
Add-on Download: https://thefauxrogue.gumroad.com/l/ravage?a=630615635
▼ Real-Time Character Creation Videos & 3D Object files:
🟠 Patreon: https://www.patreon.com/PixelicaCG
🟣 Gumroad: https://pixelicacg.gumroad.c...
Guys me and 2 friends made a gaeme for the mini jam during the weekend!
We even made a trailer
Made in 3 days for the Mini Jam 162: Heat with mich and SteveRSound in godot!
Game here: https://pinho13.itch.io/bombdozer
My discord: https://discord.gg/Xps52cwkpY
His discord: discord.gg/22JkMNbW6k
His Youtube: https://www.youtube.com/@_michdev
His Links: https://yooomich.carrd.co/
looks great :O. At first, youtube was really mean to your game and would only show me a blurry mess :s but then it loaded
still taking forever to tweak my combat stuff around here
oh shit it's 50MB video
5mb instead
good to hear! appreciate that
that looks so awesome!
Thanks a lot :D
tried... making a model of a character that's mine
no head ?
soon
Awesome modeling skills
very cool
shapekeys
Can't wait to eventually be able to mod in team Chaotix into Fallen Aces
Vector as Mike
Espio as Pete
Charmy as Glassjaw
No modding of enemies, or any other characters, nothing to make it seem more cohesive. Just the 3 detective-adjacent characters looking & sounding like team chaotix
ye
Cool af
quake 1 ahh fire
decided to try and remake that one castle i made a while ago
Smooth shading 😭
btw i'm 17 now
Music:
Kevin Macleod - Monkeys Spinning Monkeys
https://www.youtube.com/watch?v=NPdgPZ0u3zQ
video about all the games i've made and the games i'm working on
happy birthday plazmin
🫡
thanks guys
happy birthday plazmin!!!
sorry for being late
happy bday!!!
Happy birthday
happy berdtay plazmin
thanks everyone :)
PLEASE TURN OFF THE AUTOSMOOTH
No
It is intentional
smooth shading my beloved
Happy late bday plaz!!!
what mods u recomend
honestly REFRAMEWORK for the new Resident Evils as it gives you some extra graphic options and allows for proper 6dof motion control VR play on PC.
what makes fps games fun...? besides cool guns
everything that would make another game fun
it depends on the game really
flow of gameplay, interactions with the environment, good levels
im really interested in the way portal carries momentum in its movement
its really fun launching into the air and everything connecting
so... perhaps the gameplay revolves around doing stunts while shooting stuff
Polish
valve spent a lot of time making sure the portals felt right, sometimes even cheating by adding triggers that added velocity to the player and stuff
finally got deccer's cubes
after procrastinating for months
i guess now the last thing to do for my 3d renderer is make the animator
and some lua or c# bindings so i can start making the actual game engine
why is this one sprite name in bold why is it evil
https://youtu.be/lNEvUuhCJKA?si=2v9wdmUteLfLfU1K&t=98 dude if you want to make a proper PSX themed game, take notes from here
Iketsuki: Witness the Last Breaths of a Dying World in this Weird PS1 Styled Fish Farming Platformer
Read More & Play The Full Game, Free: https://www.alphabetagamer.com/iketsuki-game-jam-build-download/
i have a bad idea
quake, but you're van helsing
sorta like castlevania... but with guns
press button and virtual thing explode
mmm dopamine
exploding knuckles. punch something and bombs stick to it
m2 to blow them up
Graphic design is my passion.
I can see that
implemented basic animations to my renderer!!
(currently only step but i'm getting there)
i am surprised that i did this
looks good
i like the character designs you've come up with
idk much about the game itself but seems neat
yeah, i like doing that kind of stuff
making characters, models, music
its when it gets to coding that things get hard
luckily, Godot has its own visual scripting addon, so no need to use unity or unreal
Why dont u partner with someone that codes
In my case I like coding but Im terrible at art, music, etc so I usually work with others
doesnt that cost like
spondoolie
It costs like
Nothing
Its called working together on a passion project and having fun
If u want I could work with u, tho Ive been a bit busy but overtime I get stuff working, if u are able to put the stuff together on godot that already saves a bunch of time for me to code systems
There is a bunch of people who do game dev for money somehow, I just like releasing projects and share them with the world and make fun stuff
And learning
i would love to have you help
coding usually makes me quit make a game, hardest part for me
Yup I do get that, it can be annoying for people who dont enjoy it, glad to help :)
made a crossbow
leonardo bout to turn you into his next work of art
linear interpolation
i guess it's not much to show but im prood of myself :)
next is cubic spline interpolation
love that a lot of us are on linux (I use arch btw)
i use NixOS btw
looking real nice, btw I almost forgot for now Im a bit more free if u ever want to work on a game
proud of you too ae you making it with opengl?
I really want to get in opengl soon
do it now
Learn OpenGL . com provides good and clear modern 3.3+ OpenGL tutorials with clear examples. A great resource to learn modern OpenGL aimed at beginners.
already downloaded the pdf
I will but I have like 10 thousand projects on the making
yah I really should just start
would u recomend starting with C or C++, I already have experience with a bunch of languages
but what do u think
use what you like
if you like c, use c
if you like cpp use cpp
if you don't have experience with any of them, learn one
and don't learn a language with opengl at the same time
I just have less experience with it
well I made a falling sand simulator with C in raylib so Im all set up in terms of C
oh you can definitely use c
but learning C is the same as learning the basics as C++ and I already have experience with oop wich is really handy
just havent used it in particular with C++ but others
yeah... there is NO oop in c
do not try to do that
yup I know
so I might go with C++
it wont be learning any new concepts but more adapting them
I really want to do another engine
if you're going with c++ then you pretty much lose nothing
with c you depend on C api of stuff like imgui, assimp, etc.
yah thats true
in the end if you use c then i recommend using nuklear for a gui
c++ use dear imgui
get these things out of the way because i could not use these libraries after pretty much implementing the engine
imgui is the best fr
OR stick with raylib
fr? damn
raylib does the work for you
hell nah
that defeats the point
Ive also messed with sdl
sdl is just another opengl context manager
yup
it's not much different to glfw
I was going slowly
how old are you
17, u?
as in do you have time for this stuff or do you need to focus on school
on summer break rn, tho Im repeating some exams soon
but I am doing like a trilion game projects
looks like someone failed
so its been hard having time
nope, actually one of the best students
its national exams
its to go to uni
Ive done the first phase which have gone pretty well but I want to have the second just incase
Im portuguese
eh close enough
anyway if you're gonna do all of this and use c in the end, i recommend making some lua bindings or something with actual oop or gc
yah Im gonna go with C++ for sure
I aint doin all that
like I love implementing stuff from scratch
honestly you can do this opengl stuff in rust or even c#
and I would love to implement classes from scratch but thats not the goal for now
it's not hard, it's just an issue with documentation
nah we going all in with C++
its fast
and I want to use it
make sure you actually know cpp though
don't learn it with this project, you'll have a hard time
i tried making a nes emulator with cpp following a tutorial and i still struggled lol
because the thing is, cpp is super complex, the language has so many ways to do the same thing
lmaooo yah I get u
it's got more negatives than positives imo which is why i went with c (at least for the 3d renderer)
I know C#, python, GDscript, C
I have used C++ before
but nothing much
with arduino only
u did? damn
I might try it in C first than
you might struggle a little with making non oop shit
but it's generally worth
because the 3d renderer is not really that dependant on oop
you take an array of meshes and loop through it and you're done
but with game development you need to do function callbacks, parent-child/entity component systems
it'll get super tedious with c
but idk 
like maybe or smn
i'd honestly suggest doing this stuff after school, you're closing in so don't risk uni for shitty 3d renderer
i'm top of my class and also lobby the government so it's alright for me
just kidding i'm not top of my class
Can I not pretend that I have oop with making structs with the adresses of functions?
And they pretend like they are methods
you mean like function pointers?
yeah you can actually
it's just gonna be hard to "add events" if you know what i mean
trust me and make just the renderer in c
you can use cpp or any other language you like (rust for that matter) and it'll be perfectly fine
I have finished school, this is like just a if u dont get in the uni u want at first try u can do these so u have a second chance but I have bigger average than the uni I want in the last 3 years
ah i see
Thank u, I added u I'll let u know how it goes
here you have to take national exams at the end of 12th grade to get your final evaluation and go to uni based on that
i'll accept it in a moment
cheers mate
Same here, but here there is a second phase, its like unis have a few extra openings and so in the second phade u might get in on those if u didnt on the first
U can also just try and make ur actual internal grade from that subject better
I have nothing to lose and I basically have already studied everything so its not a big deal
yeah we have that too, like if you had a really low grade on a specific subject you can retake the test in december
well you know you more than i know you
go ahead, it's gonna be fun
Well here it us in the national exams
Idk why but after u have studied its actually kinda fun doing exams
cuz you would otherwise feel unsatisfied
you study more than 4 hours a day for nothing?
no of course not
Nah
I dont study 4h a day but yah that is true
There is something satisfying about knowing stuff
During the first exams it used to be all the time I was awake
But since they were so close together I had like 4 days to study for each
i don't know how people see it in the west but we study in the day and revise for exams at night
and by night i mean 4 am
Lmao I used to do that
Like untill 10th grade I didnt even bother to study
Stuff was easy
lots of people do it here, it's a thing of religion but it's honestly beyond that
After that I kinda started studying rhe day before
oh no i study weeks before the exams
This year I had more time so I studied a bit more and I got to say it is way healthier and u stress less
Aaa I see
im actually almost done with this semester's curriculum
i've been studying since the start of summer break
God damn
which is like a month
What
yeah im not fucking around i wanna get top of the country
Damn my summer break is like 2 or 3
summer break started on the 8th of june
Dude has no chill, what country?
I see
it's like a month and a half or so
jordan
you'll see me on the billboards
just kidding im not famous
not yet
Hahaha
Both of us
hopefully
we seem really similar i think you can do it as well
i wouldn't be so surprised
Not my goal to be famous but ut may happen😎
True, yah I definitly can
People only cant when they dont think they do
damn keep some bitches for the rest of us 
top 10 hardest quotes in anime history
Nah u can have them mate
Lmaooo
Well I have training rn cya
later mate
I'll pop back here after
ite
oddjob
ty, and alr i'll let u know when I need u
Looking good
how's the gun texturing process @merry lotus
chat i've been thinking
what if i made a few bundles of PS1 styled assets
for dirt cheap like 2-3€ each
think like sci-fi, retro, modern and fantasy stuff
Thatd be cool
yeah but is there a need for such a thing?
been wanting to ask around because im not sure how much market there is for something like that
If people buy assets at all and if ps1 styled games are popular, why wouldn't there be?
Theres like 10 ps1 style horror games coming out every day
And it increases during events like ps1 horror demo disc shit or dread x
If you want to make a game but dont know how to make assets, you either get free ones (overused and likely not great quality), make them yourself (time consuming to learn and make), or buy them
i see, thats about all the answers i needed to hear
because people been asking me left and right about the process im using for my assets but my answers quickly turn them away because im using a very specific workflow that is like, comfortable to me only because im used to it
like there is an interest in the style
well i know you said that you either use real life pictures or substance painter but since i don't have substance painter and real life seems tricky with UVs i just used textures from ambientcg and baked the textures with an area light for the highlight
I think making your own assets is more fun/makes you proud of the final result of the game
looking good
Make sure you don't get your assets stolen
add secret watermarks on textures
etc
i agree, but first you need to learn how to do it
and some people dont have the patience to do so
that is a pretty servicable workflow as well, but using IRL pictures is not hard if you can unwrap your models according to the geometry and the picture
nah, why would i?
the paid users would suffer from that
make it invisible unless pointed out
don't make it show on the model
put it outside of uv maps
and also
put it in itch.io
in that case, you either learn or just don't and put free assets in
or you buy some quality ones, some people do that too
or that yeah
ngl I love the dev process
to the point that I give up like 50% of the way through and never release the game
did that with 20 projects so far
turn the watermarks into branding like what real guns have stamped into them
do other texture artists do that
and just how long do you think it would take to be edited out of a hand drawn dithered low resolution texture
i feel so called out rn
i pinky promise that's not the case with my game engine
more like pinky hope but
then whats the reason
not like i can track who bought what
i would say its justified because each category would have subcategories, think modern/industrial or modern/countryside, fantasy/rustic, sci-fi/blade runner etc etc so 2-3€ for each pack sounds good
then if i make enough subcategories, i'd bundle them together and sell it at a discount price so if someone wants the entire art set then its possible to get for like 10€ or so
someone steals your assets and puts them up for sale claiming it as their own, you can get them taken down by pointing out the watermarks in the textures
easy
well I actually started 54 projects, only 20 are 50% done, others are just concept gameplay n stuff
do you think they cannot just remove them, and even if they tried to resell the assets I have full ownership of the project files and the listing date is there to prove my right so it's really unlikely they can get away with it
plus I really don't see it happening all that much so I don't think it's as big of a deal
you'd be suprised how much stuff people get away with these days
alright then
I just don't feel like that's an issue for now
i feel a little more called out
I see lol
Damn u just like me fr
yea seeing a project to completion is a skill by itself
Yah I do too and when it is almost done Im like, time to restart the project and do it properly
Ive been pretty overwhelmed with all the shit Im in
that's why I asked you if we could collab on a game
helps with finishing the projects
you know I actually have an idea
lemme send u in dms and lmk if you're interested
alright go ahead
I have like 3 projects as well but I'm never gonna finish them through like this
Bitchin
decided to redo the crossbow
just gotta figure out how to make the top part not stretched
“I live… again”
why do i have a feeling i know that reference

Anyone know how you fix saves loading you under the map in unity?
If you're in the editor, I'd check the player coordinates when you load. It could be that you're being warped to the origin point of the world, which can typically be under the map
Dunno how to fix that as I'm not a programmer, but I hope it helps.
Making something for pirate jam
i looove animating cutscenes it's so much fuuunn
on the plus side the gone fishing alternate endings are finally finished
it took way too long because i kept procrastinating
now to finish the bosses
hopefully I can get this done by the end of july
love how you did this model, textures look very good
better unwrap???????
MARANAX INFERNUX
ayo whats this
thanks il give that a look ssee if this could help pinpoint the cause
Good luck. Save systems are a pain.
whats the game
Still a WIP haven't really come up with a proper name yet flawed flesh and flesh and wire are two working names
Good UI
Looks promising
I like how the reticle folds when reloading
Its a very neat touch
Every gun has a different reticle too
Respect
New reticle for each gun is an art form lost in modern games that I'm happy is making a comeback
Perhaps I have treated you too harshly
Keep up the good work 👍
Always good to see another project in here to look forward to
its fine ive moved away from most of the stuff you disliked about me anyways
getting somewhere
Hell yeah
just gotta figure out how to make the torso and face better
ive always wondered, how does one get new blood to publish their game anyway
based
asking because it looks familiar and thought its a game I saw somewhere
🔥
Guess your product needs to fit the "editorial line" and show that it can earn more money that they will spend ? Probably some cool demo. Though I do not know where you would send it.
Ah forgot to use reply function ~
i feel like my idea is interesting enough, i just have to make it fun
we plan to split the game into chapters, mainly 4
that way there are more environments
🔫 make a playable >: 3
it is in godot since i thought i might give it a go after realizing that cruelty squad uses it
Yeah, my game is in Godot as well, it works for my level of expertise
Shaking up combat with an update, including weaknesses and finishers.
https://fixupx.com/KNIFERUN_Int/status/1815437862332207565
A normal grid like fantasy dungeon crawler
keep trying to make my own skybox but i keep getting seams
godot is really easy tbh
yeah
After lots of procrastination and burnout, the Gone Fishing Boss Update is out NOW
Plus 2 new secret endings (they're not really that worth it but I thought they would be cool)
#gamedev #indiedev
https://plazmin.itch.io/gone-fishing https://t.co/4Hy3AtWJPh
💖 0
Well, I finished the combat mechanics
skeletal animation is going well...
fugues are hard
trying to do something dracula esque, but i dont wanna just do toccata and fugue in d minor
rewriting Dead End in C# since I hated doing it in Java
and also maps that took a couple seconds to load in Java now instantly load in C#
I'd recommend using the built-in System.Numerics.Vector3 etc types over a manual Vector3, Plane, Quaternion, etc btw
Those ones have special recognition in the JIT and so will perform much better because they'll have better code generated for them
removed my implementations of those and replaced them with the System.Numerics versions
and also got textures working again and the way they get loaded is a whole lot better than how they got loaded in the java version
now to re-add lightmaps
does anyone know how to make dusk maps?
i know it doesn't look like it but i'm making some good fucking progress right here
YOOOOOOOO
i have no idea what im looking at but it gives me juice galaxy vibes
awesome
this is very cool
I image a hotline miami fangame in this style
it would be awesome
cool!!!
audio, recursive tracing (no support for multiple models yet) and lightmaps
Godot does not like the jellyfish monsters material but somehow it barely rendering over the crystal making it look like you're seeing it through the crystal kinda goes hard NGL
I think Godot doesn't like anything transparent yeah :s
Thank you!
quake styled water
How long ago did you start this rewrite?
👍
Do you have generic mesh rendering or is it just BSP loading right now?
i have a separate renderer for rendering bsps, there's another renderer for rendering generic meshes
👍
THATS SOME GOOD FUCKING PROGRESS
i feel like i'm going insane trying to figure out how quake handles raycasts on multiple models
i made my own solution in the java version but it didn't work sometimes
and looking through the quake source code there are a ton of variables where i can't figure out where they're assigned
bro
Nintendo C&D imminent.
consider the effect DONE
looks sick
im not making a whole game im making a rom hack for sm64
Nintendo C&D imminent
normal map moment
i definitely need to port this to my game and see how it looks like on a level
and its almost 4 am
yes
what about star road or mario 74?
those still exist and nothing happened to them
kitty kart 64
what about it?
dont see anything about it
animated texture support
you can add flipbook animations
i could probably layer it nicely
so the main grid doesn't animate, nor do the outline
only the highlights
ty bro
Back on the MoH grind?
sorry guys false alarm
i only got the initial skeletal pose
skeletal animation is a bit fucked tho
i think i got it right this time
nvm
just doing small stuff to try and get back to it
working on my own immediate gui thing
gui anchoring
the initialization looks a lil sketchy
wdym
from what it seems, the buttons are initialized every frame
yeah that's what immediate gui does
opentk handles all the input stuff
With an immediate-mode GUI, you specify what will be drawn every frame rather than having some kind of predefined layout for the interface
Behind the scenes it will likely cache a bunch of data to avoid completely reinitializing and reallocating things though, of course
alright, never heard of that before.
text rendering is back
text + buttons
added a doom styled console
What engine? Thats really smooth
Torque 3D
I have to search that up hahaha
Why did you choose that engine?
I had to
Ohh open source, and it was developed by the mit?
Whaaaat hahaha by a friend or something?
damn you've been powering through this rewrite
Yea it's looking sick.
thanks :)
new temporary logo and entities
right now the only entity i've added are doors and since i still have no idea how quake does raycasts on multiple models you toggle them all by using F
oh and line breaks
working on a new collision detection system
the original worked but i want a system where you don't need to build the bsp with brushes included
Not having the original brushes is why clipnodes exist, they're kinda hacky
Pretty much all BSP versions after Q1 (aside from GoldSrc) include the brushes for that reason
Doing collision on the raw BSP without clipnodes is a lot harder and if you want it to be fast you'll have to do a bunch of preprocessing (turn leaves into pseudo-brushes, which is what the SDK does)
I think I remember seeing a quote from Carmack where he said he probably would've included the brushes and not used clipping hulls (which is what he eventually did in Quake 2) but didn't have time to do it before Quake 1 had to ship. Can't seem to find it now though
so I guess I gotta stick with the BSPX brushes
Unless you switch to Q2 or Q3 format BSP, yeah
You can opt to use Q1 without BRUSHLIST, it's just harder and slower to load since you have to generate brushes from the nodes
(The alternative is of course to use the clip nodes, but that means you can only do collision checks on objects with a specific size, it's not a general solution)
GJK + EPA algorithm implemented
u made ur own engine in C#? thats crazy
no way you're using the blockland engine
what's the font used here?
lol yeah I added a frame of hitstop and squash&stretch to thugs when they get hit
it makes the combat feel super snappy even at 144fps ( where framerate would murder my 30fps animations )
goofy ahh thugs
reminds me of ratchet and clank because that game had really squashy and stretchy stuff going on
also do you have to use MS3D for the models 👀
wait
you do understand that was a joke, right?
you do understand I am not being held at gunpoint

the art style really leans into torque so i was convinced
animator does peak anim brained things
❤️
it's my own custom font atlas based on the quake font
Made in 10 days for the PIrate Software Game Jam 15 with Mich and SteveRSound in godot!
Game here: https://pinho13.itch.io/connectomancer
My discord: https://discord.gg/Xps52cwkpY
Mich Links: https://yooomich.carrd.co/
Music made by SteveRSound
Game made for the Pirate Software Game Jam
anyone?
Well, I finished this for pirate jam
u participated as well? I'll give it a try urs also looks awesome
the game is really really satisfying
that camera shake is really on point and GOD DAMN DOES THE SPECIAL ATACK GIVE ME THAT ADRENALINE BOOST

this deservers a good rating fr
Thank you for playing 🙂
if u have any feedback for mine Id appreciate it too
What's your game. I'ma play after a few mins
Im worried if it runs well on browser
Made in 10 days for the PIrate Software Game Jam 15 with Mich and SteveRSound in godot!
Game here: https://pinho13.itch.io/connectomancer
My discord: https://discord.gg/Xps52cwkpY
Mich Links: https://yooomich.carrd.co/
Music made by SteveRSound
Noice. I'ma play today
nice here is the jam page https://itch.io/jam/pirate/rate/2861297
I tried rating urs
it doesnt let me, is this jam not ratable?
well I guess that makes things a bit more fair but still
who are they?
Not sure tbh
got brushes loading and colliders generating
only problem right now (and this was a problem in the java version too) is that i'm not sure how to handle collisions between multiple brushes
right now the hit normals and distances just get added together
is this yours?
Yeah why do you ask?
no reason, just curious
Give it a try if you want though keep in mind it probably won't be updated
trying to do like a groovy volcano vibe
Eyyyyyyyyyy
yesss chat i love it when godot crashes
im gonna fucking kill myself over the snow effects
how does one improve snow
i want snow to let through light but i cannot find the back lighting option anymore
plus i want a very tiny bit of trail to it but i can't seem to make it
still haven't fixed the multiple brush collision stuff but I've got some simple player movement going
feels a bit nicer
still wish i had my technical know-how to actually pull it off in the way i want to
like adding some dim motion trails behind the snowflakes and stuff
now the only thing i need to figure out is how to make the snow catch up to the player when walking
you can actually outrun the snow pretty easily
i guess one workaround could be by adding an extra layer of snow to the world itself
i could just set a large box around the level with snow in it, but it would as well end up just bunching up on the player
we r so back
yeah i'll try to focus on some levels instead of gameplay this time around
since i have moving and objectives done, i figured i could already just do the levels and add the enemies and pickups later
while obviously planning for enemy encounters in the level design
I'm interested in seeing how you'll balance the game
medal of honor on PS1 got away with what it did because aiming is clunky as a fuck
unless you run around shooting from the hip which also works
more than 4 enemies for sure
medal of honor is still pretty hard even with mouse and keyboard (trust me)
plus some damage values to keep you in check
it will take a great amount of time to get right, but i'm willing to play the game over and over until it feels right
the tricky part will be the co-op part
some levels you can power through like this
mostly due to the fact that EVERY enemy is caught off guard here
other times i'm creeping around corners mario 64 baby crawling mode because the enemy knows where i'm at and their accuracy is like 80% true
but with the difficulty settings, i think i'm going to only adjust the reaction time, the accuracy and stagger chances
maybe SOME health boost to the non-vital areas
SPOILER ALERT
damn shawty didn't know you could be spoiled on a 24 year old game 💀
but yeah that's precisely what I meant 
i mean the levels where the enemies actively patrol you out are piss hard, even with mouse and keyboard they'll fuck you up if you're not careful
that's something i very wish to implore in my game as well
because i think not every level should have the same level of intensity
especially since i wanna build some cool vistas of historically accurate stuff
mind you I'm playing og-og right now - and I'm like halfway through
most of my damage so far comes from the emplacements
oh yeah, the og is cool but underground was so much better for some reason despite not having too many changes
just the setting alone makes it a very good sequel

Shoutout to MOH Heroes on the PSP
once i am done perfecting this shit, the division can step down from the snowy throne
that's it
we have achieved peak my friends
also i just realized vector fields could be used to simulate the division's echo effect
also very sad but i might ditch the goldeneye 64 type aiming altogether
i know its a defining factor for medal of honor but i just can't get it to work properly
chat,,,,
i have a lot of work to do
it all looks so good.. i can see it in my game already
what's the problem with it right now?
right now? i use rotation and not absolute mouse position
if i were to use the mouse position in direct space and point the weapon towards it, it would break the breathing idle animation
that is unless there is a better way to achieve this
problem is, since it's rotation, i cannot cap the crosshair to be at the edges of the screen
here you can see it clearly since it does a curve
nice
started working on a settings menu and added this little value selection thing (I know there's another name for it but I don't remember it right now)
also a new logo + new button sprites that i forgot to mention before
that + basic buttons are the only UI element types that exist in my engine as well 
I call it a switcher but idk what the proper name is
looks good gamer
Watch out S&Box, Plazmin engine™️ is coming to get you.
https://fxtwitter.com/GameDevKS/status/1819679536180523160 ~~think ive been playing too much new vegas
~~
One Man Army on display right here! 💪
#screenshotsaturday #IndieGameDev #Gaming
i have revisited it once again and it looks amazing now, especially when multiple colored lights hit the snowflakes creating this volumetric effect
sadly the video quality does not reflect the actual beauty of this effect
also i was frustrated so i made a ladder shader that would allow me to infinitely scale the ladder texture, so i wouldn't have to make new ladders for every section of ladder but take the ladder prefab and scale it
ladder obby
Oh very nice
something's cooking
oh yeah, that's what I'm talkin' about
had to remove the asphalt for a little because it was ruining the mood
this cobblestone still going so fucking hard
had to polish it further
i can't get enough of this sight
You should sprinkle some snow on the cobblestone
yeah but I'm planning to do that via shaders later
model loader
and a texture for missing textures that gets generated when the game starts
monkey
Cyoob
Ah hell nah Plazmin forgot to install cs source
the servers requiring dod Source were evil
What model format are you going with?
fbx for testing, gonna use glb/gltf later
mainly because whenever i tried using glb i kept getting this error and i was like "meh i'll fix it later"
Weird, that looks like Assimp not detecting it as GLTF
assimp
whats the purpose of gltf though
like how does it differ from fbx or obj
decided to remake vantablack castle, i wanted to add a courtyard area outside, like a gate
floating pillars my beloved
FBX sucks and is proprietary and not standardized (different tools will give you different results and wildly different levels of support)
obj is just pure geometry, it doesn't support things like weights, bones or animation
GLTF is standardized and everything is open source, it's easy to load, and has good tool support
did that cuz i remembered the tower of fate having them so i wanted to put some on it
been trying to redo the transform/camera systems because the transform's directional vectors were always returning the wrong thing (X was inverted) and i got it working
for the camera
now every other object's directional vector is inverted and the map is flipped on the x axis and it sucks
ok just inverted some matrices and i think i fixed it
models rotate clockwise and the player's rotating correctly
now to unmirror the map
world is unmirrored
now to go back to collision detectionnfnngnffff
Godspeed
Released a map for one map competition, but imho it turned out pretty mid
Probably should have planned it on paper beforehand instead of doing shit in Hammer on the fly
And making a big map is a bad idea for map competitions ngl
I guess the church is pretty nice
got a very temporary way of dealing with multiple collisions where the list of collisions gets sorted based on the Y of the normal we collide with
it's not that good and there are some bugs like what happens later in the video but like I said this is just a temporary thing
Has anyone worked with dotenv here before?
my python-dotenv just doesnt see the .env file even though its in the same directory
Bleheheh
chat should i work on my game today
Nah, take a little break. You deserve it.
trying to make my trigger_look copy work
got it
also regular trigger
added support so it can be customized whether it only triggers once, respawn later or keep triggering
also added a trigger target so the target node can do thing
and added a triggerer type so you can set triggers for players, ally NPC's or enemies
Spaceship modeling
It looks like one of those colored movies from 50s, i love the environment
I will figure out how a player can interact with characters later
Solid progress man, keep going
That looks like HELL to uv unwrap
I don’t really need to work on the outside of the ship, it was just me figuring out inside shapes
The “outside” will be made in 2D
But I hope to finish it in a few months when I am done with physics enter exam and stuff
Made a Doom Eternal map I guess technically.
Beautiful
thanks mate
reworking some assets so i can dynamically change shit on it
https://fxtwitter.com/GameDevKS/status/1822235335046070580 Coming along nicely 👀
Have some more combat shotty action!
#screenshotsaturday #IndieGame #Gaming
cool multi-tile shader material with PBR support so i can add variation into my textures later
you can tile on both U and V
trying to add random variation so i don't even have to tinker myself
Y E S
i grew tired and redrew the pbr's by hand as opposed to generating them with Materialize
they looked so fucking bad
What’s the plot about
ww2 espionage and spy stuff with some not so espionage and spy stuff
essentially its medal of honor underground
@brisk timber are you proud of me yet
I am
you're not
I am though
first try at a snow texture
working on some vertex paint based texture blending as well
foundations are being laid
the buildup looks so much better now
How do games like gloomwood or ultrakill get the nice looking pixel textures? What software do the use? Currently my models textures look like shit because I use blenders inbuilt texture paint thing
i dont know how hakita makes his textures, but i do know how dusk's textures are made (mainly because david actually said how he made them)
i usually take some textures as reference like the facade of a building, do some adjustments, draw in features i'd like and then downscale and quantize, limit the palette and add dithering
Our latest update is out now for Half-Life Alyx NoVR!
https://twitter.com/hl_alyx_novr/status/1822725748886585454?s=46
Launch trailer!
Bro calm down its MEDAL OF HONOR
YOU'RE COOKIN
theres also a simplier way for unity games if you just compress the shit out of the texture and select "point (no filter)"
what does this mean
can't wait to make the interior shaders
as in can't wait to pull my hair out because of it
you only do that if you SUCK
I know some of ultrakill's textures were simply taken from websites like opengameart and then downscaled
and adjusted in unity to remove compression and such
others were made by hand at the specific resolution
pretty much what david said above
~~Wait you guys' games have textures?
~~
In all seriousness ive always been hit and miss with textures, not one of my strengths tbh
how to mod roblox
Losing my mind rn trying to do my own Quake/DUSK styled modelling but the UV wrapping is killing me
I can't tell if I'm just being needlessly perfectionist but no matter what I do I can't seem to get rid of the texture stretching of my character
idk i never work at specific resolutions
i have a larger texture than my initial one
i work on it, do all the painting at a larger resolution and then crunch it down so the pixels are consistent
less work on me when doing the quantization, and easier to work out the kinks at a lower resolution
but yeah i need the details for the crunching process, but the initial quantization is always the middle product that i further polish up
idk wether this is the correct place to ask this but does anyone have a copy of flash c56?
quake had fucking mad texture stretching all over the place its fine
the way they unwrapped the characters was fucking wack
literally just one island thats the front of the character, one island thats the back of the character, and anything inbetween could just stretch as it pleased
Skillful Helper indeed, because coming back to this after a very frustrated break and letting it sink in for a few minutes has soothed me greatly. Will keep working on my model, texture stretching be damned.
Guess I never really noticed the stretching cuz I was too busy trying not to die
what do you MEAN
yeah
the start of the chapter will have 0 snow
and there will be a global timer that will transfer over levels
if you take your time, snow

Nah, I just paint stuff with rgb values and a matrix

what
This seems like a recipe for technical problems, but also it's a neat idea, so do it anyway.
timer in the shader
I could also randomize it so it can start with snow or not
add real time moss growth and monster breeding
what do you mean monster breeding
General_art is leaking
Small goofy game, inspired by the Madagascar 3 scene where the seal is getting launched.
Game here: https://pinho13.itch.io/foca-te
My discord: https://discord.gg/Xps52cwkpY
Music made by Sputnik
Portal Radio Music Also Used
Madagascar 3 Scene Clip Also Used
#seal #gaming #indie #trailer
small goofy game Ive been holding on to for a while
yooooo godot update
is godot finally good?
With over 3,500 commits authored by over 500 contributors, the latest Godot Engine release comes packed full of new features and improvements.
anyone here good with level design
not level design actually but the process of texturing a level and how it's laid out
I wanna be efficient with my textures and stuff
like I want to use multiple textures per visible surface, imagine the curb next to the sidewalk
what's the best course of action here?
do i split up the mesh where the curb is and use different materials? I don't wanna mirror UV's for opposing sides because the normal maps fuck up as well if I were to make textures where the sidewalk also has the curb texture etc etc
hulk MASH
Dom help me
!!!!!!!!!!!!!!
I'll be hoenst I don't know as much either
brush workflows use tileable material for individual brushes
whereas the more "modern" static mesh approach will have separate models for each "surface" in theory
so i could just separate the details into their own stuff
I reckon that might work. It's something I need to brush up myself
whats the background music tho
it's Godfather Don ( w/ Kool Keith ) - drops some hard language
I can DM if you'd like
I don't know what the rules are
I wish sampling didn't cost a leg and an arm
id say this slaps but 'smacks' would be more appropriate 
This clobbers
its clobbering time
it really is.
ahahaha 
I'm gonna be building out the last few weapons, I need to make a batch of enemy variants then make a demo level
working on an arm rig for dead end
i think this is the first time i've used inverse kinematics in a game
awesome
denim™️
i would position the left hand lower, you don't strangle the axe to swing because you might as well go hand to hand like that
?
yes
much better
you don't thwack someone with an axe, you swing them
its a chopping weapon
Making something for GMTK
It's " Squash-Saw "
Finished it lol
looks like item from ROR2
didn't like how Assimp handled things so i switched to a gltf loader (ignore the stitch being split in half i have no idea why that's happening)
oh that's why it's split in half because past me left this here
and we're back
God i never hated bones that much, before making this enemy 😭
animation for the intro to the first level (music sync is intentional)
btw can i ask u smt
ok

