#general-modding
1 messages Β· Page 28 of 1
the new one is definitely better, especially the scope, though I kind of like the darker wood on the old one
or maybe im just fond of it being slightly crusty lol
yeah the shading was better on the older one but the textures are better on the new one
here comes my favorite part
redoing the scope
fucking hell
i want a bigger sight picture for starters
oh wow
common godot crash
i sure hope my progress from the last 40 minutes are saved
hmmmmm
this might explain the left ear enjoyment
imagine,,
Mmmm
friend and I made a mod for risk of rain 2 that buffs and lets you nearly fully customize Chef https://thunderstore.io/package/nickal/BetterChef/
@pure jackal the idea to use cutout textures is so cool i love that protective front sight guard and the scope's lip

very basic but yeah it'll look something like this
i think this model came out the weakest so far
shows an immaculate meal
"Nah this shit weak"
It do be that way sometimes.
what gun should i do next
list of planned stuff
wait no
like this, took off the already done weapons
Hell yeah
π«‘
making it so that if you don't have cs:s installed every texture is missing
XD
but include every texture in the game, just not use them if css is not installed
Even better
finally worked out the scope aiming
now i'm giving a choice between retro aiming (default), scope aiming (uses separate sensitivity) and free aiming, which is unused for now but it acts like the scoped one, while using the default sensitivity
you could in theory create ADS with this now
will be a cool addition to the SDK
stil gotta figure out why the fov gets stuck SOMETIMES when i release the button
it happens so randomly
okay found the reason
game is literally playable now
man this is shaping up so nicely now
πͺ
i'll need further tests done to make sure nothing breaks
can't wait for pornad to break it again the moment he sets foot in game
recoil "patterns"
left is the gun on it's own, right is me trying to control it
I want to use that
oh man I really like the reticle moving with the recoil
ye I love it
dunno if that's intended to stay but honestly it should
it does
the crosshair is projected from the barrel of the gun so the crosshair's position is almost always a hit
I say almost because of some minor random inaccuracy
in Medal of honor, the crosshair dictated where the bullet went, I flipped it around and made the gun tell the crosshair where to go
When do you plan to implement the main gameplay loop? (aka combat)
you have been at it for years already and still don't have the main thing lol
Dog he is one person working on this in his spare time and learning as he goes
indeed
I'm gonna 1v1 so many people on my game
fuck yes bullet bending like wanted
FUCKING FINALLY i found out why the weapon sway didn't work
it was using fucking physics_process of all things instead of _process
had to record this in 60 fps for the full effect
added a cone emission shape, 2 colors that can blend together or just be one of the 2, and random rotation + scale over time
i'm really proud of this particle system :)
How many particles can you have before perf tanks?
they seem unshaded, i'd say a lot
glorious
drops to 30 fps around 30000 particles
drops to 20 fps around 50000 particles
drops to 10 fps around 100000 particles
and from 300000 particles onward the fps stays around 2-3
on further inspection, medal of honor and underground seems to use shape keys for the animations
or something similar because im not seeing rigs and the models deform in ways I couldn't do so with bone rigs
It would have been regular vertex animation
Skeletal animation is quite CPU intensive which would have been hard to do efficiently on the PS1
Yea it would've been vertex animation because skeletal animation with non segmented characters was super uncommon on the PS1
When did we start getting games/hardware that supported GPU skinning.
uhhh probably 360 era? Dunno
Zombie beat me to it... but considering it's PS1 -- it's probably skeletal animation that has been baked down to Vertex animation ( which today we call "shape keys" ) - it's actually the same workflow as the first few Quake games
it was simply cheaper to do, hardware wise. Although it had a fair few limitations of its own - such as no additive animation support
to achieve an effect like that today, you would want to combine skeletal animation either with Shape Keys / Blend Shapes ( today we limit them to faces, mostly ) or... add more bones to the rig lol, although that's not free either
animation blen ding techniques, the vertex position accuracy required & the massively increased vertex count in today's meshes made full body Vertex animation simply not worth it
so much so that Quake sourceports even realized this and went "we could do with a skeletal solution ourselves" hence iqm 
bruh
makes sense tbh
but MOH animations are really detailed and they combine together sometimes, it's hella good
on a side note should I add burst fire weapons
did ww2 even have burst fire weapons
combining together =/= additive
"burst fire" as it exists in games ( one click = more than one bullet ) didn't quite exist irl
the M16 didn't fire three bullets per trigger press, the internal mechanism would cut itself off after three rounds had been fired ( SQUAD models this properly )
a "trick" some games employed to utilize multiple animations at the same time ( such as rtcw or quake 3 ) was to physically split the legs from the upper chest, so you could have a running animation while the upper chest did firing recoil etc..
I know that
I'm just saying MOH doesn't have any of that
I have the models extracted and everything and each "frame" is it's own model basically
which is why I said shape key
Yeah thats how vertex animation works
Every frame is literally just a copy of the model
In that position
Ripping them would spawn a thousand unique models, yeah
but under the hood you have one model with its vertices getting deformed
or in some plugins you have a bunch of shape keys for each frame
material importing (these colors are diffuse values from the materials, not vertex colors)
could get a blender plugin to create the animations from the shape keys, create a rig and re-bake the animations
EA made a tool for this
dembones
but I can't suggest lifting other games' animations
what

did they really make one
that's gonna come in handy
there's some guides on how this functions but some of its modding applications including recreating rigs for Unreal Tournament and Quake 3 characters
( mostly for Gmod, go figure )
I'm not gonna lift the animations directly, but for direct reference
I still have no idea how people animate stuff in place
like a dude running in place and stuff
i think i'm gonna try to tackle navmeshes and navigation now
oh wait i should probably finish collision first
chat,,, something is brewing


so cruty we got no S for SMOOF
okay hold on
here
man i cannot fucking wait for the release and seeing all the cool shit people will do with the SDK
back to the roots I guess
you can create cod guns as well, I included an option that allows for normal aiming (don't think I'll use it but it's there for later)
yea I was wondering whats up with the aiming
I didn't use it here
hype shit
right click, do aiming
ahh ADS
like the scope except it doesn't zoom
in actuality it just doesn't unlock the mouse
the weapons are very modular so you can do ADS on them via code
the other thing is you can swap out the melee for secondary fire, or vice versa
I'll include a slamfire secondary on the trench gun with a shit ton of recoil but semi auto fast fire
today big day,,
finally streamlined the base weapon script
no duplicate code in guns
only if absolutely necessary

found a cool trail rendeder but it doesn't seem to work,,,,
found an even cooler trail renderer and it seems to work
Show
still configuring
its gonna look so fucking good mate
will show soon
FUCKING HELL MATE
i hate this entire thing
although it might be working now,,
the billboards really don't like being behind me
it fucks though, i love the way they look like
Ok
Are you gonna include a Wolfenstein esq wacky weapon somewhere?
Also AAAAAAA WHERED THE AMMO COUNTER GOOOOO
also yes
imagine cod raygun
Vichy Zombies confirmed
I HATE IT
WHY DOES IT DO THIS
wait
if it's flipped on the Y axis i'll fuck someone with a cattle prod
it shouldn't matter tho
me rn
stick with the prod. it'll stun your opponents or knock them unconscious
Reciever 2
Now thats a vibe 
receiver 3
played enough of that game to know instantly whether the tape is good or not
eject magazine and the chambered round
You can tell cause the music just instantly stops
Eject mag and chambered round, lock slide back so that it's quick to get back to loaded once the threat echo is done.
Harsher than the normal tapes
that too
altho pretty rarely in a situation where you gotta be ready to shoot instantly after a tape ends
Eh yea but I just like my gun being in ready condition at all times in it.
frfr
ye
ye
major refactoring happening,,,
also wtf
someone didn't install cs:s here either
trying to finally separate the mounted gun's script into a class
its not working so well so far
okay i think it stopped working entirely
i have fucked everything up
guess the game no longer has mounted nests π
chat the power i hold is immeasurable
behold
it was the longest surviving script and scene after the restart
but now it has a lot in common with the weapons and i'll rework the MG's in depth once i gain enough strength to decouple everything that's in need of it
@sudden imp @hazy sorrel
YOOOO
gonna make it an unlockable cheat
or
OR
say hello mr woo,,,
nah, i'll keep stuff like this for either new game unlockables or fun campaigns
puddle so nice
nice
snΓΆw
I think I'll turn the HUD into a class tomorrow to allow for different or custom HUDs
gonna make an entire framework out of it bruh
could come in handy because I kinda wanted different compasses for the different characters you play as
think I was gonna need a HUD framework anyways because of online/multiplayer things anyways
Sick
π lookin real good
chat
reworking the HUD today,,,,,,,,,,,,,
i'm not sure it'll work properly after that for a while
health + wip death screen
first i'm trying my hand at decoupling the messages from the HUD
then make the HUD it's own thing where you can replace stuff if needed
essentially i'm making a platform and i would gladly create new stuff for side chapters
press r to
new messaging system kinda working
its not working byeaatch
i forgot text formatting in godot was a pain in the ass
okay it kinda is working now
new messaging system at work
three types, Typing is what you see first, Instant is pop in, and Fading is what you see at the boxes
might add two more to Typing-Fade and Fading-Type where the first starts by typing and fades out, and the other is the other way around
oh, and you can set the text position so you can further customize the messages
so if you'd like goldeneye 64 kind of messages, you can set that as well
there are also sub-messages, with it's own position
they could be killfeed, could be ammo pickup, even objective text etc
they work identical to the messages, but they are separated
you can set the message duration, the animation durations, etc
oh and it uses the scene structure so you can just create 2D scenes for your messages where you can tune your font and it's sizing and instance that
and the message vertical offsets and the amount of messages as well
its pretty modular
i would have sex with this message system
godot 4.3
revenue thing?
oh you mean fucking over the entire consumer base
yeah
honestly godot is not hard to learn
althought it is a much inferior engine still, sadly
in the process of disintegrating the HUD as a whole
ammo and health is gonna be it's own thing, the scoreboard as well
chat do you think it's a stupid idea to incorporate the HUD into the gun itself
like the fancy ammo stuff you see
i think it would be the best if it was in the guns
bro thinks hes ut99
what
bro thinks hes halo ce
not like that
just the HUD so its paired to the gun, not the HUD
structurally
behind the scenes
you wouldn't notice a single thing as an end user
it would mean custom ammo counters are far easier as well
yeah i think making like the shell graphics and maybe even some of the counter anims should be adjustable on a per-gun basis
whats counter anim
like if u had a tube-fed shotgun it could animate differently from a box magazine pistol
and that would be like a checkbox on the gun itself
or a double stack magazine as opposed to a single stack
it would just be like a drop down menu on the gun's property tab with whatever animation type u want
idk what im saying im insane
oh im not sure if i want to overdo it like that
i was thinking of that though, but this one struck the golden middle ground i think
i thought multiplayer would be much harder
Godot allows for multiplayer sync it seems
tomorrow we'll find out just how much it allows me to create a multiplayer session
although i just tried spawning multiple instances of the player scene, and i'd say hit registration is nice
feels good to murder the shit out of a replica who's mirroring your every move
Netcode 
E
yeah, but it is documented at least
gonna go ahead and try to decouple the recoil from the player script
i'd say that's a success
only issue is the recoil being able to negate the damage punch on the camera but if anything that's alright
progress
foliage looks nice 
i ahte doing grass textures
i want murder
fairs lmao, still tho, good stuff π
old build ( i need the link π )
you could try going backwards from your git repo
do you think i use version control
...
yeah good luck finding that build
i don't need that build tho
huh oh
pretty sure it's on my google drive tho
idk how to
i figured this amount of space will be enough for a small run
intrusion
vertex painted texture blending semi working
Ooooo
clear repetition
hope u fix it in the final result
its actually not
let me show you what i mean
this is the tilemap from MoH:U
they have like 3-4 variations of each texture when its supposed to tile
plus vertex colors
i made some variations myself on the grass texture i just suck at shaders and have no idea how to make it so random faces get random textures
i can do it by hand, i just fancy the shader do it for me
CHAT
i have found a shader that allows for the type of vertex color blending i needed
holy shit
this is big
it also allows for world direction and etc
looking much nicer now
what the hell, even Deus Ex for PS2 used a goldeneye 64 type aiming?
what next, Half Life?
What the fuck does that have to do with modding
coming up with a floor plan for the killhouse is pretty tough
oh shit i found a cool dnd floor planner
i love these things
could come in hand for anyone
a progression of this seems okay
gonna have to make the interior ceiling smaller because the player's move speed feels sluggish while it is not
also i think there could be a second floor instead of outright exiting
no fucking way it's him
but hatsu why does lightning darken everything
isn't it supposed to be doing the opposite
I wanted to show off rimβ’οΈ lighting.
what if it flashed white before going dark
well not white but a slightly brighter shade
that way your rims stay in the showcase
Eh mayb, I just want to avoid any kind of quick rapid flashing on the lightning.
don't make it quick then
why does it sound so weak
the concoction that's called sound is so much more powerful yet in game it sounds so weak
i'll settle
more lighting stuff: directional light (arrow in the middle), point light (orb at the top) and spotlight (flashlight at the bottom right)
that looks hella comfy
i think the last thing to do before moving on to physics is automatically loading textures
since right now i only import texture paths from materials
so next is actually importing textures into shaders automatically
me when I find the ghost orb in phasmo
Why did some of those shots shooot out of the mouth
Resistance member is SPITTING HOT LEAD
skullgun
But thats in the eye
so this is coming from someone who's never tried modding anything but it looks like bullets that leave your barrel are straight and the ones that come from the center of your playermodel fly in a line to catch the trajectory of a bullet leaving the barrel and then turns to follow it
yeah feels like the shader connects the trails together once they're near enough
also there are no bullets coming from the center of the playermodel
well idk where theyre coming from but visually you have some that are not leaving from your barrel
they're all coming from the barrel as you can see
i get that but you still have a visual effect thats not coming from your gun barrel
what's weird is that the trail is even supposed to be ahead of the bullet itself so there's ZERO chance for this to happen
but it happens anyways
the bee flies anyways
this trail doesn't seem to have this issue, however it doesn't support textures
okay that was easy
Are you gonna have supressor add/remove animations like counter strike or are they gonna stay separate weapons in line with classic MOH?
i feel like you're never really gonna remove the suppressor anyways
i think i'll stick with suppressed/unsuppressed variants
added variable so i can mess with the trail size on the fly
gonna be handy for the shotgun since lots of particles
looks awesome, i hopw to get my engine to this level some day
you cannot compare an open source game engine with thousands of people committing to it to your own one-man developed engine
it's already a big deal that you've gotten this far all alone
just imagine the progress and experience you'll have in the coming years
thanks! im a good chunk of the way there, the only stuff left to do is shadows, physics engine and sound system and i'll be pretty much done with the actual engine
ideally i'd be finished in a few months
making an engine from scratch is
psychotic
If i get enough experience i might try it though
not that hard
its just following tutorials but ofc at some point you have to start making your own shit
im almost there
Is that a radio game
explain to me in detail why i shouldnt make my own game engine inspired by chasm the rift
Lets divide that into 2 questions:
-why shouldnt I make my own game engine
Well u shouldnt if u dont have time and will do it just because of ego and to show off. Tho u should do it to learn more and because its cool af and u would be proud
-inspired by chasm the rift
If u dislike it u shouldnt do it inspired by it, but if u do there is really nothing stopping u, depending if the voices in ur head are controlled or not
Hope I was able to help
there are still some issues with the states, but other than that it's pretty accurate to TS2 astrolander
i still have to get the camera down
the basics are in place, i'm just dumb
i only need the high score now and its basically function ready
reuploaded with better audio mixing
hrot was made in a custom engine
coded in pascal i think
no clue how the guy did it but
he did
it sounds cool
but it's boring
you'll have to code a lot of stuff, materials and textures etc
it's very intricate
yay i can upload files now
chat when will I ever reach the same heights as this dude
Polishing up this effect some more.
I spent 17 hours to asset flip a game from the asset store and upload it to steam, what is this dude even doing?
it's an extra for fun, going for a 1:1 replica of TimeSplitters 2's Astrolander
contradictions
Thats cool af
anybody can make an fps game, it's not about the style or art (you might even argue it's not even about the mechanics), it's about game feel/polish, intuitiveness, design, creativity/originality
imo the most important thing about making games, for the developer and player alike, is how they feel when being done with the project. no matter how much time you spend, if you feel good about yourself it's a good experience whether or not it "looks" good
and if you play a game with non-pbr/AAA graphics but the gameplay feels so well pronounced and fluid, it'll be impossible for anyone to convince you it's a bad game
it's best to not engage at all when people as such show up
you'll save yourself a lot of headache down the line
in the end it's about audiences, so many people have the opinion of "all indie games are inferior" and for the people who would die on that hill, it's impossible to change their minds
especially when it comes to graphics
it's very clear the guy is just there to shit talk and feel superior - not give criticism
therefore not worth engaging with
yeap
selaco 
I'll delete his comments though because I just saw him comment on others people's comments too to try and belittle Godot and my game so
yeah he's just an ass
chat should I go all out on the TS2 radar games or
Pin that in the comments
The pin of shame
directional light shadows
time for cleanup and to extract the new code to a separate module
So i'm doing a funny Faith crossover :333
Deltafaith, cuz why not
current developments, Menu & Mortis
embed fai-

it is almost done
need a high score list and it's 100% done
i think i'll release the project, hopefully free radical/crytek won't pursue me
more faithful camera
i thought it would be harder tbh
not sure why, it's literally apply local Y velocity when thrust
the UI elements took longer than the entire game
this is all godot
still interesting how you procedurally generate levels
its not procedural though, i create them by hand
the game however creates the outlines procedurally by drawing lines where the polygons are
must have been fun to make
these are the collisions for the levels
plus the spawn points for both the lander and the goal post
yeah it was, part of the charm was the nostalgia tho
a bit further tweaked camera
i like it
would be nice if you changed up the font though, something like vib-ribbon's font (vibri)
that was the plan initially, I'll see if I ever touch the project again
what an asshole
gonna test some multiplayer stuff,,,
ultrakill is in c#, yeah?
Yah unity
cool, thanks
Godot stuff?
Im not an expert in godot but I can try
THUGROBATICS
violently ragdolls through level
i 100% stand for easy fps editor, but the games made with it suck the most ass ever
and my youtube feed is full of these "devlogs"
Gonna be a little shameless and 'shill' for a mate of mine but some of his are decent https://store.steampowered.com/curator/45013750-DOSMan-Games/
as far as short experiences go i rate them, flash of the blade x is basic but fun for what it is
on the plus side i know the engines getting constant support so, thought ive never used Easy fps myself so cant comment on the specifics
dude
godot can create multiple windows of itself
i'm adding a dual window split screen mode
decided to use Arial seeing as it's probably what they used in the original game as well
i hope i dont come off the wrong way but just because they used it doesnt mean you should
your choice either way though
nah i knew the font choice was shit, i just needed the font to not be default godot font
i'd say it's 100% arial
mine just isn't squashed
at this point i'm going the extra mile and create anaconda
also i've implemented the difficulty quirks
eg harder difficulties have your gravitational pull heavier
but you'll have a bit more fuel to burn
that's how i remembered it
on easier difficulties, the ship is lighter, thrust is moderate
on normal it's a balance of rotational power and thrust, this is the intended mode
on hard, rotating is a lot slower, your ship is heavier but your thrust is also harder to compensate, plus a little bit slower fuel burn rate
so inching around is a bit of a chore on hard
redoing the swinehead's texture
before & after
actually maybe i should make the head white again to make it seem like a skull
perfection
how is this even possible
shouldn't be able to land like this
well deserved 0
starting to feel really close to the real thing
anybody got jaket and wanna play ultra kill with me? i dont have any friends who play ultra kill.
wrong chat
manhunt mf
this is an actual challenge on hard
i hate comments like these
"here is some motivation btw you should make something in my favor so i can copy it and claim it as my own"
yeah whenever i find a video showing something cool the comments are usually filled with "can you make a tutorial on this" or "can you release the source code"
in-game
Let's design some procedurally animated animals!
This video is a tutorial/explanation for a simple procedural animation technique I recently learned about. Essentially, it's animation rigging using a 2D chain simulation. I provide an animated explanation of the technique, then showcase a few animals I animated with it.
Source code
βͺ Simulation...
kinda
my one problem is how the snake loses it's shape over time
whereas in the original game, the snake's path was constant and each segment moved the same amount as the other
basically acted like a wall
fuck i'm stupid as shit for this
didn't wanna resort to this but i might need to turn to reddit,,,,,,,,,,
fucking excuse me
maybe it is time to give up
lol
do you know maths
I know 1+1=3
isn't it 4? π€
death
more like laddersnake
snakes and ladders
i just made marksman alt/slab shoot faster, and its coins weaker.
Thanks, its started and is still overall also based on the glock, then it just went to look a little different
reminds me of the blockland gun
Messi!!!
i think its better if i start over
i think it was better to start over
slayyyyyyyy
nice
Can anyone tell me where to download the ultrafunguns mod?
@compact perch, please keep all discussions in English.
is this what i think it is
yes it is chat
Thats rad
But the compass ;A;
i told you, modular HUD system
i'm merging signals so you can reuse each signal
that way you can have compass, aliens motion sensor, halo radar, whatever
i'm gonna have at least two presets, the basic MOH one with the ammo - weapon icon - reserve ammo setup, as well as the vanilla LOH one
π
that looks familiar as well π
direct replica of it
( i mean mine)
i don't get that style of healthbar
like why does it do that
rule of cool lol
ok fair
fr though, someone else redesigned my HUD a whilst back, used to look like this, they deffo used that aliens one as reference lol
cant complain, its a cool style hud
I need to get the odd white outlines sorted tho around the edges where the text 'lights' outlines are
where
also this is just ultrakill font
so where's the outline
it says danger, its got this odd white part around the top edges
comes on when hp is low
do you just put a texture over it?
or do you disable the text altogether from rendering?
i thiiink its part of the image/texture itself, since someone else implemented it for me, so its probs gonna need to be touched up outside the engine, its an easy fix but i havent gotten round to it yet π
probably texture filtering
okay it works now
i could probably make a new message scene to mimic alien:trilogy as well
is this replacing the old ui
no
i'm messing around with new UI to test the waters for what to add and what to generalize in terms of functions
old ui is the base ui
oh ok
added armor
not gonna use it myself but its great to have it
timesplitters fans can create timesplitters in its entirety
yes
basically functionally identical to the alien HUD
armor system now works as following: it just works
nah you have a damage absorption percentage that you can set from 0 to 100%
remaining damage gets transferred to health, and if armor runs out, remaining damage is still damaged to health
here i'm switching between 50% and 33% to mimic doom 1 and 2
yes
what if we could reach peak again,,,
chat
what if i made the movement controls into a component based system
and based on what i want, it would instance that movement control in
so what you see is the vanilla LOH controls
but allow for a quake-style movement set
or a timesplitters one where you're slippery and cannot jump
that way i wouldn't need to make like 21343 character scenes
sounds cool, if not time-consuming... but why?
i said a few times that i intend to create a platform along with the game, to be moddable
creating separate movement handlers to mimic other games from this era is a pretty good thing i think
it's not exactly time consuming as i only have to set up the basic vanilla movement component, and the rest is up to the person modifying the game
and since i already have my movement script at the ready i just have to migrate it from the player to the component
ah, right, I forgot about that key fact
well if it isn't that time-consuming or hard as you say, I don't see why not?
definitely need to cook
okay this could work
why is it like this
bitch turned into apex
which is oddly funny because some devs from the OG medal of honor actually work on apex
underground as well
the guy who created the weapon sounds still works for EA and on apex
bet

chat i just realized rokoko exists
with their video "mocap"
i could try and squeeze some animations out of it
i wonder if i could do 2D sprite weapons
medal of aces
its possible,,,
just to get the full picture
hell, if you wanted to, you could probably remake doom now
now that most of this is in place however,,,
i really need to finish the animations
comparison
The suit is like 5k
the camera thing costs exactly 5k less
state machine
yes but why is it a mosaic
babushka knitting
you know what? that's my cannon answer now
e
e
O
woah buddy flying too close to the sun
for being video, this rokoko thing is pretty nice
in theory if you have videos of someone online doing animation practice reference, and you have permission, you could just feed it into the program as well
or movies if the shot is stationary
I moded mc, does it count ?
https://modrinth.com/mod/penguin_madness https://www.curseforge.com/minecraft/mc-mods/penguin-madness
embed,,
OKAY
so, after a while of fucking around, i implemented an RPM system
the system before this took the animation's length and only then declared that you were free to fire
today that has been removed, and instead a timer is created whenever the gun is fired
60 / RPM number is the timer's formula
fuck i left the alien hud on
oh and now the animations interrupt
meaning it doesn't have to wait for the other to finish
i figured that one out a few days ago when making the sprite weapon
chat i feel like the compass is very brightly colored now
seems better?
yea
like the main issue i have with the armor is how there is no clear distinguishing between health and armor
they overlap, which is cool, but i don't know how to make them appear different
How is armor going to work
Is it a second healthbar like in goldeneye or is it like quake
depends
by default its a second health bar
but it can be like quake with percentage protection
what if the armor would be segmented and could only move per segment
If its a second healthbar, having a second ring around the health might help
In general it might be goood to thicken out the health bar part of the compass a bit to be more readable?
It was a pretty thick line in the original moh
i'd say it's still pretty readable
problem is if it was any more thicker it would cover more of the compass
that i don't want
lowkey comfy
this is pretty fucking nice
the shoot sounds could make me sleep
and the graphics are also pretty nice
Very nice.
i agree the sound is a little bit puffy and not punchy but i kinda like it
is it bad that i kinda prefer this?
Ain't nothing bad about prefering one over the other. It's your project, after all
I think this one's cooler though, but that's just my opinion. Especially with the segmented armor half
maybe I'll make an option to toggle
cant read it
learn to read
reverse engineering a gaming mouse driver is really fun considering the repetitiveness
i figured out almost 60% of the packets being sent, which are all the basic stuff like color, dpi, different modes
all that's left is button mapping
why does mouse know color
This is that dark souls meme
which
which dark souls meme
people bitched about how the game has no UI and user experience is dogshit because you dont know where to go
same thing happened with bloodborne
Oh yeah I remember this XD
It's honestly sad that people are getting so used to games bombarding you with UI that you do not need blotting the screen
yeah maybe but I think this usually only happens when a game that doesnt conform to the conventional style of AAA games manages to get picked up by that said crowd
then again what do I know
doesnt matter what it is people on twitter will bitch about something
So true, my friend
But this works better kinda
brutha please, this burns my eyes into liquid
NOT ENOUGH HUD ELEMENTS
same tbh
Trying to make a horror game
i love devlogs like "my game used to suck for three milennias but not anymore" like bro the fuck
just develop the game good
how fucking hard is it
my earlier iterations were not the best either but they felt good, now it feels even better
goes hard
petscop but real
petscop but GOOD
I was unironically thinking about making a petscop game in Godot
now that I know game dev the sky is the limit
I thought there already was a petscop recreation
Yea there is. Quite an extensive one too
Even a parody version that has even more content
I mean you can always make a successor
this recoil is nothing compared to the animation i want to give it
this recoil is just the additive recoil
Very gΓΌtt
original has a very pronounced animation
shit flails around like a fishing rod
i don't want it to be that hard tho
actually i can just do it via the tweeners
Yeah the original kinda feels like a cartoon gun on a spring
this feels fine
what if faster tho
this is 400 RPM
let's try the irl MP40's 500
unfit
also ingore the mismatched icons
I was about to ask why its ammo counter was using rifle bullets instead of the pistol ones
it uses the smg bullets icon
its just comically oversized
rifle bullets look like this
(wip)
I thought the mp40 used the same bullets as the luger
Same with the thompson, I thought that used the same bullets as a 1911
do you see lugers here
cool tracers
now that i think of it i could also just make a weapon called unarmed and basically instance it into the player whenever they need to be unarmed
i already have a remove weapon function with an arg asking for a name
could just remove either that or the first in the index
i SWEAR to god i will start work on the viewmodel animations tomorrow or during the weekend
i'm sufficiently pissed at the incomplete state of everything but the fucking code
9x19mm, which is also the same as the p38
Yeah
Making a start on my cyber punk texture set and possible map. All textures are created by me, nice long process but its worth it.
this shit fucks
Retrowave '84 is really shaping up nicely... π
#IndieGameDev #Gaming #IndieDev
I was thinking about having voices protagonists
but not too voiced
maybe one or two lines per level/chapter
a few more if playing coop
I hate overly voiced characters (basically first two hours of fortunes run)
but I also hate protagonists who are voiced but so rarely speak
like selaco
it would make sense the character speaks less when alone as opposed to having a partner
little gameplay from a underground exploration game I'm doing
been more than a month since I last worked on it
NO NAMES FOO!!!!
especially when you self insert with blatant cringe writing that would fit 2008's edge than 2024's modern edge
FOO WYD !!!!!!!!!!!!!!!!!!!!!
mozah got better later in the game when she spoke less and her lines meant more but the shittalk and the common "document everything i see" trope is so fuckng bad
dawn from selaco is the other way around she has like TWO lines of speech during a 6~ hour campaign

Basically only for narative reasons/set pieces
I think for the ww2 setting you going for that be the best approach tbh
yeah I don't wanna overdo it
I still need to learn some German so the callouts from the soldiers are accurate
Nice man
it is happening
holy shit, that lighting looking crisp, brutha 
Shomtgun
yes
π
you missed the opportunity for a jojo reference
Bison is the superior reference
nah uh
peam
this might overdo the C96
my new magnum opus
original has a bit more charm
should tweak the colors around a bit
good
nice POV
I achsually wonder what model the original shotgun is
the "iconic" ww2 shotgun is the trench gun
Looks like an ithaca?
yeah that seems the closest guess at a glance
its not bad
chat
does the original viewmodel fov
or a more modern one looks better
First look at my new game, Dead End!
#gamedev #screenshotsaturday
damn bluesky doesn't have video embeds yet
5 views in 18 minutes, I fell off π
Oh, yeah this is technically my first time posting in this chat.
I'm making a campaign mod for Ashes: Afterglow, and I saw some people here might be interested in that.
So I might post here from time to time,
what is this
bluesky sucks
it's better than twitter though
comparison
only the texture changed, the topology is 1:1
im kinda starting to like this process
i should probably tie up ALL loose ends and retexture all of the weapon models
i like the casual "it's in a custom engine btw" post drop
shit really do be coming together
good shit
I think the original fov is very imposing but the modern one shows more of the gun which is also good
Where's the oomph in the pump π₯Ί
working on a hud element for the main gimmick of the game which is killing enough enemies to fuel your car
and i'm not sure which design to go with
what
do you want the gun to get YANKED back when pumping?
at this point the entire game will be animated by tweens
not sure on which one is better
this one has the position tween finish before the rotation tween
this one resets the rotation first then the position
bottom one has this bouncy feel while the top one feels like proper racking
l4d shotgun rack
i think i'm good with this one
values are randomized with each shot
technically speaking every rack is unique
Yeah there we go!
cool RPM system on showcase
most pistols will have a fire rate of 150~ RPM
what you saw on the last example
I still love the little stripper clip popping out
wish i could make it flip and rotate a lot better
looks so weird like this
red dead redemption scope effect
killer 7
all too easy
yeah okay out of no fucking where the shotgun recoil shat itself altogether despite me not changing a single thing
what if i made a mobile port for testing
mobile port looks dope
i was expecting so much worse from the PS4 port
added the first option and i'm not sure how i feel about it
it is nice and orbular
but it looks out of place

