#general-modding
1 messages Β· Page 27 of 1
because I can see the view from both the camera's perspective and my perspective
and I don't have to edit the layout view
ah and also how do u make those type of bones like ( - - - - - - ) cant find any tutorial about them
what do you mean
if u look at bone that hold arms and camera from tip to starts of arms going that - - - looking line
oh those are bones that are parented to another bone but they're not connected
you can disconnect a bone by pressing alt+P and selecting disconnect bone
then you can move the bone and the parent bone won't follow
ah i see thanks
the lower tier goons don't
the top tier goons have caused almost all my testers to ragequit
and you didn't let me test,,,,,,
it's extra jank
the best
I'm the most familiar with the game and I can 1v6 the top tier ( what I call internally "difficulty5" ) goons
but I still eat some shit, I can never do a flawless run
difficulty 5 thugs run faster than you, attack much more often and have the ability to attack together in the same turn
whereas lower tier thugs are slower and will give you more breathing room between individual attacks
an important meta mechanic I want to implement is scoring runs
the goal isn't so much "finish the level" as much as "get a good score to unlock cheats and extras"
and do you have some levels done for the game or is it just the test levels?
test levels right now. One is basically a corridor with 4 arenas in a row
smash tv,,
I had a more traditional test level done earlier with some scripting in the OGest iterations of the game
April 2024
i love the bouncy playful nature of the animations tho
that's something i want to add to my game as well
also you really need to share your underground hip-hop playlist with me bruh
lol that's dre&dogg in the video ain't no underground
didn't mean that one particular song, but just in general
Dawg thats a dude
hell yeah brother, started my 7th run-through
the unrelenting attacks in god hand is one of the first things I added to my game, it's way too much fun to be able to fight 3-4 enemies at once and come out on top, especially without the breaks most enemies in other games give you
(sorry for the ping btw)
looks good I also participated
Game made for the GMTK Game Jam 2024, hope you enjoy!
Game here: https://pinho13.itch.io/scaelar-trials
My discord: https://discord.gg/Xps52cwkpY
Music made by SteveRSound
gmtk game jam
it's fine
I 100% want to make a coop side scroller God hand game
working on loading armatures and i'm doing
something
coop side scroller? quite the weird direction for a god hand game π
Exploring the new map, "Holiday Haven"!
Play Golden Souls here: https://batandy.itch.io/
My Twitter: https://twitter.com/Batandy_
finally new enemy flying axe
adding some shapes here and there to make it look mysterious
opentk is so weird
when trying to send an array of matrices to the gpu it only sends the first item in the array
and every solution i try online doesn't work
Have you tried Silk.NET?
OpenTK is pretty old and I'm not sure it's even maintained anymore
well opentk handles the game loop so I'd need to rewrite a bunch of stuff
but I guess it's worth a shot
@tough dove, please keep all discussions in English.
got silk.net implemented (with an opentk backup just in case this doesn't work) and nothing's rendering
this is gonna be fun
made some trims and a shader so the trims would automatically align themselves on the mesh based on UV
very basic texture but yeah
byeah
i hate hand painting normals
Solace chill bro its just medal of honor π why u gotta cook up a 5 star meal bruh
can do
need to do some imperfections though like roughness alterations and some height differences
it looks way too uniform
badass
anyone know the download of sniper trickshot mod?
sniper trickshot mod for what game, sir
#ultrakill-modding is my guess
okay i feel like this is the last polish pass on this material
man i hate this fucking engine
trying to work on dynamic snow directions but each change in direction fucks up the trailing effect i've worked so hard on
Little fps prototype with a command console and a viewmodel arm
comically wide snow
the godot discord server is such a big help
(it isn't im being sarcastic)
whenever i ask something, its like im invisible
then dude is like "how make game" and 92 people instantly reply to him
you arent even on the godot server
wrong one
that was the official discord server if i recall correctly
not sure why it was rebranded
it's not any more
But anyway, they'll probably ignore you on the official server as well 
which one is that
Brutha, the only consistent way I've gotten help on that server is in vc
Otherwise it's pretty much the same experience
What do people think about this mechanic?
-The player can hold shift to start running,
-If the player does a sharp turn it will be slowed down,
-You can mainly go forward,
-As you run on the ground you gain more speed
Would this fit in a movement shooter? any ideas?
Feel like there is less kids on the Godot Engine one because they moderate a bit more ?
Just an impression tho
yeah seems like it
i'm really thinking about ditching godot tho,,,
whenever i make something work, something else also breaks during that time
like the snow effects for example
I get you I get you huhu
Seems that Godot really benefits from having prior knowledge
no godot really benefits from 2-3 more years of updates
my scope is simply too complex for such a small engine
the stuff i would need, usually needs engine rewrites to incorporate what's already there in say, unreal or unity
problem is i hate both unreal and unity so fuck me i guess
Join the dark side and write your own engine
I mean I get ya, but shit like that's gonna happen with any engine
my 2D project I had spent a year in just one day randomly broke after saving it
didn't even change much, just a couple of UI adjustments
not to stop you if you wanna try a new engine, but just keep it in mind
Oh yeah, for sure. Always some thing that annoys the hell out of you.
added viewbob
okay but those engines are much better documented so I can actually figure stuff out by watching documentation
here if something goes bad, I have to pray to God before i even search something up about it
a fair point. Though I'd say that godot's documentation is plenty good (at least for me), unity and unreal do have the advantage of being popular for longer and thus more specific answers to problems from others in the community
which is a thing that godot's catching up on as well with the boom in recognition
π
I like how guy just does insane Slides and Jump and his hand in this moment:π
havent posted anything here in months but still working on this
since then got the style meter going and some water tiles
that's sick as hell
oh my god it's doing it again
time to revert all my changes
(but keep a backup just in case)



used an opengl debug thing called renderdoc and apparently the matrix values ARE being sent to the GPU but for some reason only the first matrix works
oh that probably has something to do with it
finally
A game where you cut and eat grass!
Game page: https://pinho13.itch.io/grass-eater
Discord Server: https://discord.gg/Xps52cwkpY
Music made by SteveRSound
#godot #gaming #trailer #officialtrailer #grass #touchgrass #cutgrass #idle #gamejam
i really wish i had more time and motivation for my stuff
I get u man
friend made and animated the worm it looks super cool
He has 6 eyes like earthmover
not on purpose ahah, it's just a dice game, so I put 6 in a lot of places
https://twitter.com/GameDevKS/status/1828747179156287959 making 2 games at once cos fuck it why not lol
i realized i'm using explosion particles as muzzle flashes
should i go the toon way by creating some cartoony flashes or use realistic-ish ones?
something like this (this is the sparks created by the bullets btw) or something more like
this is how they look like rn
so fucking cool
godot gave up
i can't even launch my game
we are so back chat
yeah okay something isn't right
this shit is giving up on me
It canβt handle the epic muzzle flash
I feel like the hand not moving looks a bit wierd
you gotta juice it up with 10000 lbs of screen shake

fr tho looks good. I like your ammo UI
been doing this in NBTDS for years
kino
is it possible to prevent collision snagging with clipped stairs in quake or is it doomed?
smooth the clip
fuck you galv you are the sole reason the game is not done yet
!!!!!!!!!!!!!!!!!!!!!!!
new flash btw
i hate how the particle clips through the gun though
its so visible
its doneβ’οΈ
gonna add some variety to the muzzle flashes as well
SMG's and AR's will have wider/bigger flashes while pistols and rifles gonna have these ball-like flashes
fucking hell this game is looking really clean
really interesting to see how its working out
i love how the snowfall effect came out, just wish it didn't break as soon as i touch it
slowly but surely
yes
looks kinda meh without the animations but here's the final muzzle flash for the automatic weapons
Splitzy
new stitch texture
before / after
after i fix the animations i'm gonna try reimplementing particles
right now bone positioning works but the matrices being passed in from the animations are wrong (i think it's a bone index problem)
for some reason the library i'm using for gltf doesn't give you basic information like the root of the skeleton so right now it's hardcoded for this one specific model
wouldnt the root bone just be the first bone with children and no parent?
~~no
for some reason the root is all the way at the bottom of the nodes list and it's sandwiched between the rest of the bones and the meshes~~
oh wait
i didn't read your message correctly
let me actually try that
it works (ignore the weird bone positions that's just for testing)
thanks for telling me that went completely over my head
np sis glad i could help
we're back
thumb
thunb
something something heavy tf2
where's light tf2
some guy posted this on a game dev server
this does not go against him, but how can anyone love this "art style"
Is this a multiplayer game
"Low poly"
i hate flat shaded low poly art
like fuck you enable autosmooth at 35 degrees at least
ugliest fucking art style ever
how hard is it to make sharps sharp, and rounds round
I feel like I saw these assets years ago in pavlov vr custom maps and unreal engine shovelware
Dude just learning no ?
I should shut up because my environments are not much better ~
i think it's less about actively wanting this style and more about how simple it is to do and get things going
which is not a bad thing at all imo
those trees are just slightly squished subdivided cubes stacked on top of each other
which prolly took no time at all to make and sped up the process of actually makin the game
I feel like Ive asked it already, what engine were u making ur game?
he bought the art pack
so it took even less time
this is the only time when i'll accept this art style
because gunfire makes it unique and not all flat
anyone who uses flat unshaded polygons and isnt trying to emulate superfx-era 3d should be killed with hammers
ah bruh
whenever I see something like that it reminds me of roblox
why are the arms so close to each other
chat should i incorporate cel shading into my game
not like sharp banding cel shading
but minor stylization for the character models
it's like 4 lines to do in shader plus the two uniforms is why im asking
compare cel shading and no cel shading and see which one you like better
do two-tone cel shading and use ambient occlusion as a mask for a hatching effect
i feel like two tone and textured shadows wouldn't work well with pixelated textures
also i'm gonna have a hard fucking time texturing the enemies
holy shit
there is a really good sky shader up for grabs for godot
asked the dude about it and he's all into me using it so i'm gonna rewrite most of it to suit my needs
"clothed"
dreamy
very dreamy
i feel like this is the first time i've shown my game during daytime
its not gonna be a common occurence
also who tf said the bullets were fast in moh
just breezed through it again and sometimes the guy in front of me took an entire 0.1 second to catch a bullet
hitting moving targets is pain
so the values i've given the bullets were accurate
Horrible
I went through something similar last night diagnosing some horrible issues with Fallen Aces' new shadow maps implementation
You'll figure it out
this is how peak male body looks like
hairless hagrid
https://fxtwitter.com/GameDevKS/status/1830571000880054350 its getting there π
Outnumbered? The combat shotgun can even the odds!
#IndieGameDev #Gaming #IndieFPSGame
thinking it may be a parenting problem
when trying to rotate the right arm it only rotates that bone and the children are stationary and when trying to print that bone's child indices nothing shows up
man i fucking love that cobblestone shader
added some extra sliders to the clouds so i can set it's color independently from the sky's colors, blend them or let it use the sky color
versatility of the sky shader
Finally. After a year of development...
https://lastbreath622.itch.io/the-black-plague
after a year, embed fail,,,
Happens XD
EMBED DEEZ
Hey guys, been a while. Worked on this little janky demo of "Sparking Zero" last month
I was curious about trying to replicate Sparking Zero's gameplay from scratch, so I spent a few hours making this in Unity.
fortnite piccolo model spotted
is he using a trombone
rusty trombone
Why his torso like that
trusty rombone
talked to some professional recently and I was roasted for the flat shading in my game ; n ;
Guess I need to get better
Who is the target audience of your game? A professional or a random gamer?
You really shouldnt care about random opinions of 'a professional'
found the low poly flat shaded "art style" enjoyer
I trust the vision of the developer!
Where do you get the skybox from? it looks beautiful, also nice job on the game!
a dude on youtube posted his skybox, so i asked him if i could use it and he gave me permission, and rewrote like half of the shader for more customizability
k
βΊοΈ Stylized Sky: https://github.com/gdquest-demos/godot-4-stylized-sky
βΊ GitHub Source Code: https://github.com/tailsc/tailsc
βΊοΈ Join Discord: https://discord.gg/bQTPTc5Qrt
βΊ Ko-fi: https://ko-fi.com/crowgames
Chapters:
Comment chapters and ill input them here
0:00 Intro/Showcase
0:23 Shade...
okay i made a cool spray pattern function for my shotguns
basically draw a shape using a polygon2D and it'll be the spray
mature
rated m for mature
bullet concentration at high fire rate
there is always variation due to the spread still affecting EACH bullet, not the entire spray
so you're always guaranteed to get at least the middle bullet in from a distance
dude
i realized i can control GPUParticles in script
refined particles and randomized shit
and just generally feels better to control
and looks better
plus better bullet collision detection and visuals
at this point the gunplay is almost polished to a mirror sheen
i think at one point im gonna add melee to the game
but only in certain campaigns as a first weapon that actually breaks
like one hit, enemy is incapacitated and you get your first weapon
after that, you can no longer swap back to it
like a wooden plank, stick or something and it breaks on impact with the enemy
plus you can already melee with the guns so
i can't wait for the enemies to be done...
i'm really gonna have to look into finding an animator for the enemies
I pray it works out habibi
not much success? It doesn't have to be super perfect for an older-style game, in my opinion
Shovel Thug is in
in my opinion, that is exactly the reason it needs to be VERY good
as the enemies animation was literally half the soul of the original game it is based on
ah, is that the case? then apologies, hope you find someone to help you with that π
I myself tend to dread working on elaborate character animation sometimes, and that's like half my earnings, so I understand the sentiment
here you can see the AI casually bouncing back a molotov on me
medal of honor had a lot of motion capture work done with many variants to account for... a lot of things
in a game from 2000
think Goldeneye 64
goldeneye 65
but honestly I'd be surprised if there ISN'T a motion capture library that covers most of what you need
was it motion capture though
definitely
sure there would be, but the usability of such a product would be up for debate
not to mention that it won't have the same passion put into it
however i could probably take the animations and just modify them
that's usually what ye do for mocap
oooh, didn't expect motion capture in the mix
i would do mocap if the piece of shit luxor app didn't turn up to be a paid app
it won't be easy and you will be stumped at plenty of points but it's a road worth exploring. My RTCW clone was all hand animation and it got tedious super fast
mixamo is mocap π³
the author said he wouldn't charge a single buck for it
plus the bajillion mocap assets out there
mixamo is shit
it's a good start to get assets you can modify however
mixamo as-is has a ton of problems but it's got plenty to start
not shit, just very recognizable
then there must also be asset packs you can use at a base
problem is, i have no idea how to set up such an elaborate system with massive libraries of animations
like the enemies can walk around, investigate stuff in their path, be idle in like 10 different animations, poses for pistol, SMG, rocket launchers, gazillion location based pain state, 213124 death animations
like the number of death animations in medal of honor has to be in the 30's
one step at a time homie G π«
sure but its a massive amount of animations i'd have to check for which to play
its not that i can't animate, it's the fact that i have no idea how to structure such a system
I mean, I hadn't either for the rtcw clone or tugg initially
and they turned out to have diametrically opposite requirements
one step at a time π«
cmon don't take it like that, brutha probably just has shit to do
I was taking my monthly shower
monthly?? π«¨
pulp fiction game
remember what they took from you,,,
kino
o9j0?
what if i made the player pose a threat to the NPC's based on what weapon they have
so players with an SMG would make enemies behave more defensively
i feel like that would make the medal of honor spirit happy, while making the player kinda frustrated
then again you're gonna probably rush everyone anyways
Had some time off between this video and the devlog, i realized i'm not good with running logs or vlogs of this sort. Here's some showcase of visuals and some features about my game, which heavily takes after Medal of Honor and MOH: Underground.
I hope this game finds good place in the heart of it's players once it's ready
The soundtrack is in...
some cool shots here and there
and to generate some nostalgy
damn that looks good, keep pushing king π
Are those streetcars?
No, I mean streetcars.
what are streetcars?
Found on Google from lagaleriehotel.com
Slight differences to trams, mostly just the name. Same purpose, but theyβre in the south
I should probably specify southern USA then
i only mentioned because that particular map is set in Hungary's capital
that is a borderlands weapon if i see one
also the debug shapes are basically the Nikita launcher's screen from MGS1
dude why won't this work correctly
its supposed to bounce off the wall
what i get instead is bullets stuck inside the wall
I forgot this was a thing in MoH
old man,,,,,,,,,
at this point the entire source code of moh is in my head
reminds me of timesplitters 2 chicago now
still have ways to go about this, i might not even allow for free crosshair during scope aiming
did you fix the weird screen edge issues with freeaim?
not yet,,,
didn't take the time
it's not hurting anyone so it's still in
maybe i should use look_at_from_position so i can still have the weapon idle bobbing while looking at the crosshair to potentially fix it
but yeah i'm not sure if i want the scope to be free aim like in timesplitters
don't be this guy
(for context i have specified this is medal of honor inspired to the core)
"inspiration rip off" π₯Ά
why do people have to be pissed off all the time
just let people be and do their own thing tf
fr
puddingtopf rings a bell
this is in the timesplitters rewind server
chat my video blew up and i have COMMENTS asking about the GAME
i can't handle all this exposure,,,
revamped my engine's input system
now it's more bloat
at least it's more intuitive than hard coding buttons and axes into the input source file lmao
ty ty
i feel like there's a bit too much background movement with the snow and that mist both at once, and you dont exactly see mist moving like that either
but it's just me
Reminder! Bullet time isn't your only powerful and unique ability in Retrowave '84! π
#IndieGameDev #Gaming #IndieGame
might just be me but when in fullscreen i have a bit of a hard time reading the text
it's not exactly the most breaking thing but just wanted to say
the video?
this looks pretty cool
yeah i meant the video text, like i said it's probably just me
unless your charles bronson 
Yeah I think this is a detail that you can allow through as part of spielberg whimsy
Accurate or not
still looks cool?
if only my shinternet would download this video
chill with the camera but this is kino
mf this is a m1 browning
you don't chill with the camera
this is very tame as well
MOH camera shake was brutal
chat look at this shit
the original hotchkiss from medal of honor underground
You should have the shake get worse as firing goes on
its fine as is
its kinda inaccurate by itself
plus im kinda lazy to add another layer of complexity
plus new water shader
yeah and it sucked LOL
Focus on rotating without throwing aim off, otherwise it's nausea city
using one of my debug commands for prototyping, do you think it looks too disorienting?
i'm divided on it but it breaks up the "plainness" of the firing
that I agree with
this looks neat 
fuck
I have some pretty violent shaking on Tugg which I need to turn down
paging dr @wraith beacon for further professional opinion
its a dev command for punching the camera, i just put it on mouse 1
so it punches whenever i press fire
not tied to the gun, it's just for prototyping
I could've sworn it felt "stronger" - I am also eepy as fuCK
its random my man
picks a min and max number for each axis
plus attack and recovery
so how hard it punches and how long it takes to recover
i use it for my damage indication
(unrelated to the camera shake for explosions)
great great asset
holy fuck
i have integrated it without a fucking hitch
i am so smart
(the gun references the player whenever the bullet is sent so the bullet knows it's owner and cannot hurt yourself with them, and since there was a reference anyways i just put it there)
now i can just put some extra variables for customizability
holy fuck i can just create categories for the exports
its so much tidier
borderlands shotgun still going strong
six shooter
its funny
its not gonna be like that tho
fruitful i'd say
but now i have to make the script work differently because i realized i use the same for the damage camera punch and i cannot aimpunch like this if i get hit
so in a way the damage would either amplify or reduce the kick of the guns
or interrupt it
pretty good
I unno how physically correct it is but it looks cool.
I'd suggest mostly going for pitch, yaw or translational shake and minimising any shake on the roll axis.
so no Z roll like half life and quake
I like movement Z roll but I feel like rapid shaking on roll can get a bit nauseating.
i'll keep it minimal and only on slow firing guns
make the view roll when strafing and turning like in turok
make it turok
I'll squeeze your hog
this mist particle is so good,,,,
shame it halves the FPS basically
i wonder what gives
i don't even have a lot of them in place
i understand that alpha calculation can be a pain but it's next to unshaded at this point
also they're animated at like 5 frames a sec
okay making them unshaded does help
clever trickery incoming
a GOD
if i didn't tell you what changed, you wouldn't notice how the mist is not shaded
a bit dramatic innit
Indeed, doesnt feel natural
that's a joke on the system not working correctly
the camera reset function doesn't interpolate for some ungodly reason
i think i'll stick to textures
what is this
my attempt at vertex lighting
to make a level that shows off the engine's capabilities
i think i kept the vertex warping
The vertexes look like they share the same light level
this looks bearable but gives next to no feedback
it doesn't look that bad
ricochets finally working as they should
my own
W dev
did some optimizations so 881 bullets wouldn't melt your cpu
okay realistically this shouldn't happen like this
speen
correct, there is no lighting
how is there gonna be shading then
imagine if i were to design the maps in a way to support vertex colors as lighting and i would just bake down lighting information into the vertex colors for low end pc's or retro enthusiasts,,,
I will be using vertex color on everything and fog to make fake darkness
Because it will be a cold day in hell that I make a model thats able to bake fuckin normals
going the quake 3 route i see
didn't quake 3 also use a vertex color shader for fog that would draw over stuff to simulate fog
volumetric fog*
im gonna implement it
you know that model isn't like done or anything lol
no
its looking good, this is in godot right?
yeah it is
i can make orange rhyme with banana
rendering the cool showcase of the game's development rn
its not a long video, but it shows how much the game went through in its phases
like holy fuck man, it feels just like it was yesterday when i started bombarding this channel with footage
now that i think about it you really did progress a whole lot
i remember the very first stages
how long have you been working on your game anyway?
a bit more than a year
i started June, 2023
I felt like I was due with a proper short length conclusion of what went down in one year after my first video went online. I am still heated by passion, and I am going to give my 100% on this game. I hope when the time comes, you will also enjoy the work put into it.
The game takes heavy inspiration from the first two or three Medal of Honor g...
correction: i think i remember the very late stages
the very late stages of the very first iteration?
the opposite, i remember it being almost-polished
kinda like the left image in your thumbnails
well, it did make that impression but it was spaghetti bolognese behind the scenes
the new codebase works a lot better and it more polished/future proofed
Thats awesome
Watched the video, really cool to see visible, tangible progress like that π
That snow building up on the cobbl still looks so cool too...
Hope you keep it up man, your dedication encourages me to also not give up on my project, so thanks π π
@pure jackal @spare scarab @rotund garden i member,,,,,,,
zased as hell
Absolutely BASED
do I get to say "I WAS THERE" now

you were there tho weren't you
got damn
it's evolved so much
amazing work can't wait to see what's next :)
Titan update coming next week.
Centered weapon upgrades, new multiplayer mutator, new deathmatch level and optional KEX/MBF21 support
https://www.youtube.com/watch?v=jzGwQ-Ba-x4
https://www.moddb.com/mods/titan-alphaents-doom-16-rip/downloads
A Doom 2016 weapons rip made by AlphaEnt. It features most weapons from snapmap, alternate arcade mode, partial heretic and multiplayer with bots compatibility and optional centered sprites amongst other things.
Now with completed angled/centered weapon upgrades and even brightma...
I think I'm gonna have to rewrite most of my animation code to find what's causing the problem
started writing out my plans, chapters and roadmap to a trello
i'll share once i feel like i've covered most of what i wanted to share
finally got the brainfart to start structuring chapters
similar to medal of honor vein, there is a grand objective that several levels lead up to
so naturally the first chapter would be about retrieving a family member to remember the roots i started from
okay, so i've been wondering...
the chapters are broken up into levels on purpose since the PSX couldn't handle levels that big
should i just make each chapter a large level?
only now did i realize trello is fucking piece of shit and won't let me post the roadmap so others can see
i've written so much into each stuff
i should set up a trello thing...
i'm surprised how many stuff i could write down when i put myself to it
can't wait to model the FG42
Trello's good, but I'm a cheap fuck and I don't wanna spend money on it.
same
chat help me come up with a name for the game please
whatever i come up with my mind's instantly telling me no
one name that tickled my brain was Beneath the Front but that doesn't sound too catchy
Call of Honor: Medal of Duty
call to honor
you know what that actually fucks
but no
that's so obviously a mix of the two that it hurts
chat...
at least 4 people messaged me about wanting to join the project
is this finally happening
damn
can i join as an ideas guy πΌ
no way im the ideas guy,,,,,,,
no dude i have so many ideas trust me
noooo resolve crashed on me,,
The name will be promptly replaced once i've come up with a name.
Hello! I've decided to showcase some aspects of my game in depth. in depth, as in more in the comments because I wouldn't wanna make you read a wall of text overlaid on the video.
Various people have been asking if the game's structure will resemble the ones found in the games f...
some breakdown on how i achieved my objective system
ooo
"Pièce de Resistance"
Go full stupid nonsense :]
piss de resistance
chat what if i put anaconda inside my game and you could play it on radar equipment on a specific level
You should put the radar game of table tennis in the game
Like in an infiltration mission just have a radio room with one
and you could play together when coop
I did include spawn flags for cooperative play after all,,,,
pudlΓ©s
myes pΓΊdle
i was literally studying puddles today in the rainy weather
i can dictate how harsh the edges of the puddle should be
it can be used to vary absorbance
so concrete would usually have harsh edges while grass/ground would have soft feathered edges as the soil is drinking in the water
oh, plus the color of the puddle
would love to do some actual depth trickery but i'm way too stupid for that
would be cool to do an oil spill effect on this
tinkering with the settings more, you can invert the normal map of the noise texture for a pooling body of water with high surface tension
just make the feathering harsh so it looks the part too
Today, the Doom 64 modding community has released a half-dozen new Doom 64 mod demos for Boomstock, all free for Doom 64 owners! Watch the trailer below, and grab the demos (and more) here: https://www.doom64.com/boomstock/
Trailer: https://youtu.be/yMD95RfkdAs
BOOMSTOCK is here, and Doomstock 64 is back showcasing some of the best Doom 64 mods, free for your enjoyment! Visit: https://www.doom64.com/boomstock/ for more! Big thank you to @FulqrumPublishing for promoting the Doom 64 Community, at this year's BOOMSTOCK!
CREDITS:
Organizer / Web designer: @Immorpher
Video Editor: Hyacsho
Voice Over: @s...
Been working on a spooky Half-Life mod
I need to lower the rate of the voicelines a lot but this has been fun so far
(voicelines will be interspersed with new lines on different zombie variants anyway)
YEAAAAAAH SKINNINGGGGG
Hi, i'm creating a game on the quake engine called BRAZILIAN DRUG DEALER 3: I OPENED A PORTAL TO HELL IN THE FAVELA TRYING TO REVIVE MIT AIA I NEED TO CLOSE IT https://store.steampowered.com/app/3191050/AVIOZINHO_DO_TRFICO_3ABRI_UM_PORTAL_PRO_INFERNO_NA_FAVELA_TENTANDO_REVIVER_MIT_AIA_E_PRECISO_FECHAR/
extended magazine
i hate taking breaks after modeling something
now i have to relearn my bad habits
Made a cool lil revolver as a placeholder thing for my future games.
And yeah it has an MG34 Anti Aircraft sight. Kinda.
hi chat
fg42 fall
Totally dumb revolver tuesday.
hunt showdown revolver
Also, mind giving me a hand with the scope, Solace?
sight*
I want to make the inside stuff with plane meshes and stuff, but making it has been a little complicated for me.
might wanna do subdiv for that
or
use planes and use solidify modifier
like make the outer ring from a cylinder, delete all the caps so only the outer part remains (hollow cylinder)
duplicate it, scale it down for the inner ring, and then again for the middle ring
select inner ring, put the 3d cursor there, create a plane and do the cross with it
I decided to make it like this now. This shape is much more fun.
I've created the shwashbuckler revolver.
Please tell me the rings spin with each shot
i have a cooler idea
have it in the middle, and make it spin when you shoot
the end pieces are the line of sight
borderlands revolver
skinning
that is definitely skinned
i was trying to mod pizza tower now it won't give me chef tasks and says to restore the english.txt file even tho it's still there
i hate myself so fucking much
i never really baked any normal maps, always hand painted my shit
Looking good regardless tho π
im gonna fucking cry mate
its so much easier, with so much better results
fuck handpainting
job well done sir
yeah that looks so much sleeker lol 
fuck yeah mate
with normal maps too
really wonder how it looks in game now
i'll call it either Voll Feuerschutz 42 or Adlergewehr 42 since i cannot use it's real name, and it's legally distinct enough to use the gun
which one sounds better, VF-42 or AG-42?
@fickle drum
I did the details on the other side as well I just forgot to shade it with light in substance
Any specific reason why you can't use it's actual name?
Pretty sure there's no one actually keeping trademark rights for WW2 military designations.
But also I'm not a lawyer.
And coming up with fake names for all of the guns is kinda fun anyway.
yeah, plus it's better to be safe than pay a huge fee later
if it's military designations it's fair game
hell yeah looks good
comically small fg42
Ahhh yes, the mp42
tiny gun mate
Reminds me of this lol (only time in any context an fg42 gets compared with a sten
)
chat help me decide if this looks good or nah
the rate of fire should be probably higher
probably should move the gun a bit back towards the camera
Aye sounds nice but yh needs a hire rate of fire, view of the model seems good tho
of course it sounds nice it's from medal of honor π₯Ά
does this feel better?
here?
what about here
definitely need to exaggerate certain parts of the gun to make it feel true to moh
Top one
Are you thinking of making it chunkier on the view model but only from the players perspective?
(As odd as that may sound)
MOH guns (at least the first few games) always had this cartoonish overexaggeration on gun proportion sizes
it looked good first and foremost
Ahh gotcha 
Oooooh baybeeeee
not as characteristic as handmade recoil sadly
well
it's something at least
separate weapon and camera kick
plus the recoil also affects the 3D cursor since it's directly tracking the raycast coming from the gun's barrel
I would avoid kicking downwards tbh
its not technically kicking downwards
it's just the tween bouncing,,,
oh wait
i am bouncing downwards
im stupid
man i need a fucking give_all command
clearing thousands of bullets to make sure recoil feels right sure is tedious
actually fuck
i might animate the entire model with tweens
cool experiment
i'll only animate the integral parts
the rest will be done using tweens
It looks awesome, dude just jealous fr
why would you be jealous
i'm trying to mod pizza tower with the pizza oven mod manager but it keeps failing to add the custom music
gonna try spending this weekend getting armatures and animations working
Good luck.
I am positively STIMMING with anticipation
one sec i have reached a breakpoint and have to restart the project
need some checks for the tweens but otherwise fucking kino
chad
you got this
yas
procedural quickscope
now i just have to rewrite the entire character controller to allow me to move the mouse while aiming like this
but i am very happy with this
would be cool if i could access the player's velocity and apply a walking sine wave
uh sorry SharpGltf but i don't think that my viewmodel skeleton consists of just the right middle finger
unshaded half life cockroach
dude this is so fucking good
like it legitimately looks so unbelievably good
luckily you won't be allowed this fast of a firepower
now i just need some refraction
not sure why but it reminds me of the MGS1 PSG scope
okay last one for today
mans racking the bolt like its nobodies business
this is really satisfying tho
like damn
I mean the fire rate
o
left handed rifle
i should probably replace that model
that's the world model anyways
Doors now open when you shoot them. They already have per-weapon functionality with flags based on the projectile, but for some reason the laser pistol projectile is making Unity mad.
good luck with skinning kek
welcome back, perfect dark,,,,,,,
from the looks of it armature hierarchies are loading correctly now
i love when discord randomly scrolls back a year for me
rofl
POOOOG
Hey! As stated, here is the deeper look at the weapons so far. While it's not in it's complete state, I doubt the system would go through that many changes that would change it's behavior drastically (Save for the per-weapon aiming like Scopes or etc.)
The basic premise was to create a robust, modular system that is almost drag and drop. Everyt...
finally got around to making this
where middle finger
wdym
this looks like a GTA3 animation though
Is anyone online in jaket
solace inspired me to create a trello board
hopefully i'll remember to use it
here's the description for the final boss of the first episode because why not
chat do we fuck with this
we fuck with it
hell yeah we fuck with it
yes
so whats da point ?!
look good
so wait what's it like when you ADS ?
a e s t h e t i c
mfer did you not see this
we are everywhere and underwear
oh ok kino
you'd need to redo some of the gun models
and it'd stop being medal of honor tribute and more COD 1 tribute
would be funny as hell if you were able to make a sequel and it was literally just COD 1 lol
some has it though, some doesn't
my art style is not the most consistent ever
hence why I said, some of em π
some
i think i'll lower them all to the kar 98 model's standards
worldmodel gamijg
i'm not sure why but my viewmodel sway is not working on all guns
i really need to start doing viewmodel animations,,
cyube
chat
should i use 2d geometry on my models
like make sight out of plane
and make it transparent in the middle
or should i make everything out of 3d shapes?
like the kar98 front sight shroud here
this feels bulky
that was surprisingly fast
is it me or is it really skinny
not like the kar98 was a chunky piece of wood, but yea it feels small for some reason
maybe it's because its still untextured
it feels okay
time to texture
COOKING
are you gonna try the transparent front sight?
yeah
its just not the final texture yet
i like how the scope barely enlarges shit
main camera at 80, scope at 5 FOV
i love how the sights are 1:1
look at the small scope and where the bullet hits
brutal how little i could get away with in terms of view model...
feel like the model looks off tho
i'll have to keep the scope always on
To me its the bolt
Bolt handle looks a little too simplistic
my left ear liked this video
i know
mono sound and it plays through the left channel only for some reason
"There's more to being a good person than just having a stereo television."
We brought this up during Insomni-Attack!, and it turns out it's super easy to pull off:
Go into Options before facing off against the Hind, then switch the Audio setting from Stereo to Monoaural. After that, load into or play up to the fight, then call the Colonel dur...
feels good man
i really didn't expect it to explode into what it is now
i thought it would just be another niche shooter but it seems like medal of honor is close to everyone's hearts
you know what time it is chat
Making progress on the first level of my HL mod
viewport render time
hl flashlight my beloved
I used to hate it when I was younger but now it's just pure sovl
i hate it now too but its alright
I feel like it has a charm
I can probably make it bigger, gotta check the code
its a simple point light if i remember correctly
that basically follows your mouse
i could probably write something like this in 5 minutes into my game
the actual HL flashlight is a bit more complicated than that in how it's written, but someone did make a guide in which I can write a new flashlight and change it to a dynamic light





