#general-modding

1 messages Β· Page 28 of 1

hazy sky
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huh

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alr time to test the new model and textures

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the one on the right is the new one

sharp vortex
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the new one is definitely better, especially the scope, though I kind of like the darker wood on the old one

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or maybe im just fond of it being slightly crusty lol

hazy sky
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yeah the shading was better on the older one but the textures are better on the new one

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here comes my favorite part

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redoing the scope

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fucking hell

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i want a bigger sight picture for starters

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oh wow

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common godot crash

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i sure hope my progress from the last 40 minutes are saved

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hmmmmm

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this might explain the left ear enjoyment

hazy sky
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imagine,,

pure jackal
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Mmmm

hazy sky
hearty notch
hazy sky
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@pure jackal the idea to use cutout textures is so cool i love that protective front sight guard and the scope's lip

pure jackal
hazy sky
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i think this model came out the weakest so far

pure jackal
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shows an immaculate meal
"Nah this shit weak"

hazy sky
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this is a reoccuring event

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this happened once already

wraith beacon
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It do be that way sometimes.

hazy sky
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what gun should i do next

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list of planned stuff

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wait no

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like this, took off the already done weapons

limber bramble
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1911

pure jackal
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g43

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or the Kg m/21

merry lotus
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textures too

pure jackal
limber bramble
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Hell yeah

wraith beacon
hazy sky
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so fucking funny i know

merry lotus
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making it so that if you don't have cs:s installed every texture is missing

stiff thorn
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XD

hazy sky
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but include every texture in the game, just not use them if css is not installed

stiff thorn
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Even better

hazy sky
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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

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you could in theory create ADS with this now

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will be a cool addition to the SDK

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stil gotta figure out why the fov gets stuck SOMETIMES when i release the button

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it happens so randomly

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okay found the reason

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game is literally playable now

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man this is shaping up so nicely now

pure jackal
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πŸ’ͺsunglasses3dverycool

hazy sky
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i'll need further tests done to make sure nothing breaks

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can't wait for pornad to break it again the moment he sets foot in game

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recoil "patterns"

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left is the gun on it's own, right is me trying to control it

pure jackal
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I want to use that

hazy sky
sharp vortex
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oh man I really like the reticle moving with the recoil

slender knoll
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ye I love it

sharp vortex
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dunno if that's intended to stay but honestly it should

hazy sky
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it does

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the crosshair is projected from the barrel of the gun so the crosshair's position is almost always a hit

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I say almost because of some minor random inaccuracy

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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

shrewd hemlock
azure flume
# hazy sky

When do you plan to implement the main gameplay loop? (aka combat)

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you have been at it for years already and still don't have the main thing lol

hazy sky
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wym years

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I just celebrated the first anniversary

pure jackal
hazy sky
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bro doesn't know I'm not a AAA studio

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I'd say progress is pretty good now

slender knoll
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indeed

hazy sky
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I'm gonna 1v1 so many people on my game

pure jackal
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Oh god he's going for netcode

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🫑

hazy sky
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not yet

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clearly I have to add combat first

drowsy rose
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anyone make doom maps

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for the classic dooms, 1 / 2

hazy sky
hazy sky
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FUCKING FINALLY i found out why the weapon sway didn't work

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it was using fucking physics_process of all things instead of _process

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had to record this in 60 fps for the full effect

merry lotus
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i'm really proud of this particle system :)

wraith beacon
hazy sky
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they seem unshaded, i'd say a lot

limber bramble
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glorious

limber bramble
merry lotus
hazy sky
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on further inspection, medal of honor and underground seems to use shape keys for the animations

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or something similar because im not seeing rigs and the models deform in ways I couldn't do so with bone rigs

tranquil oracle
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It would have been regular vertex animation

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Skeletal animation is quite CPU intensive which would have been hard to do efficiently on the PS1

wraith beacon
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Yea it would've been vertex animation because skeletal animation with non segmented characters was super uncommon on the PS1

wraith beacon
tranquil oracle
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uhhh probably 360 era? Dunno

earnest lily
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it was simply cheaper to do, hardware wise. Although it had a fair few limitations of its own - such as no additive animation support

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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

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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

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so much so that Quake sourceports even realized this and went "we could do with a skeletal solution ourselves" hence iqm omegalul

hazy sky
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bruh

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makes sense tbh

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but MOH animations are really detailed and they combine together sometimes, it's hella good

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on a side note should I add burst fire weapons

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did ww2 even have burst fire weapons

earnest lily
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combining together =/= additive

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"burst fire" as it exists in games ( one click = more than one bullet ) didn't quite exist irl

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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 )

earnest lily
# earnest lily combining together =/= additive

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..

hazy sky
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I know that

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I'm just saying MOH doesn't have any of that

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I have the models extracted and everything and each "frame" is it's own model basically

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which is why I said shape key

pure jackal
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Yeah thats how vertex animation works

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Every frame is literally just a copy of the model

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In that position

earnest lily
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but under the hood you have one model with its vertices getting deformed

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or in some plugins you have a bunch of shape keys for each frame

blissful arch
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material importing (these colors are diffuse values from the materials, not vertex colors)

hazy sky
earnest lily
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dembones

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but I can't suggest lifting other games' animations

hazy sky
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what

earnest lily
hazy sky
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did they really make one

earnest lily
hazy sky
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that's gonna come in handy

earnest lily
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there's some guides on how this functions but some of its modding applications including recreating rigs for Unreal Tournament and Quake 3 characters

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( mostly for Gmod, go figure )

hazy sky
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I'm not gonna lift the animations directly, but for direct reference

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I still have no idea how people animate stuff in place

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like a dude running in place and stuff

merry lotus
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i think i'm gonna try to tackle navmeshes and navigation now

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oh wait i should probably finish collision first

hazy sky
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chat,,, something is brewing

pure jackal
earnest lily
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Main Menu

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& title reveal I guess

merry lotus
hazy sky
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so cruty i like it

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cruty

earnest lily
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so cruty we got no S for SMOOF

hazy sky
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okay hold on

pure jackal
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WHAT IS THAT

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IS THAT THE GUN GROM TIMESPLOTYERS?

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WHERE'D IT GO

hazy sky
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here

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man i cannot fucking wait for the release and seeing all the cool shit people will do with the SDK

hazy sky
slender knoll
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GOTY

hazy sky
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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)

slender knoll
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yea I was wondering whats up with the aiming

hazy sky
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I didn't use it here

earnest lily
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hype shit

slender knoll
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then what do you mean with normal aiming?

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looks pretty normal to me I mean

hazy sky
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right click, do aiming

slender knoll
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ahh ADS

hazy sky
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like the scope except it doesn't zoom

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in actuality it just doesn't unlock the mouse

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the weapons are very modular so you can do ADS on them via code

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the other thing is you can swap out the melee for secondary fire, or vice versa

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I'll include a slamfire secondary on the trench gun with a shit ton of recoil but semi auto fast fire

hazy sorrel
hazy sky
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today big day,,

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finally streamlined the base weapon script

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no duplicate code in guns

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only if absolutely necessary

pure jackal
hazy sky
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found a cool trail rendeder but it doesn't seem to work,,,,

hazy sky
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found an even cooler trail renderer and it seems to work

pure jackal
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Show

hazy sky
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still configuring

hazy sky
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its gonna look so fucking good mate

pure jackal
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THE ANTICIPATION

hazy sky
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will show soon

hazy sky
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man

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i can't believe the trouble it takes

hazy sky
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FUCKING HELL MATE

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i hate this entire thing

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although it might be working now,,

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the billboards really don't like being behind me

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it fucks though, i love the way they look like

pure jackal
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Ok

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Are you gonna include a Wolfenstein esq wacky weapon somewhere?

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Also AAAAAAA WHERED THE AMMO COUNTER GOOOOO

hazy sky
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its still there

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im just adding the legacy ammo counter as well

hazy sky
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imagine cod raygun

pure jackal
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Vichy Zombies confirmed

hazy sky
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I HATE IT

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wait

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if it's flipped on the Y axis i'll fuck someone with a cattle prod

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it shouldn't matter tho

toxic hemlock
pure jackal
muted stirrup
hazy sky
slender knoll
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eject magazine and the chambered round

pure jackal
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You can tell cause the music just instantly stops

wraith beacon
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Eject mag and chambered round, lock slide back so that it's quick to get back to loaded once the threat echo is done.

pure jackal
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Harsher than the normal tapes

slender knoll
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altho pretty rarely in a situation where you gotta be ready to shoot instantly after a tape ends

wraith beacon
slender knoll
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yeah besides the game is about handling a firearm

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doin that shit is the fun part

tight light
wise creek
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ye

hazy sky
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ye

hazy sky
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major refactoring happening,,,

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also wtf

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someone didn't install cs:s here either

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trying to finally separate the mounted gun's script into a class

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its not working so well so far

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okay i think it stopped working entirely

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i have fucked everything up

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guess the game no longer has mounted nests πŸ’€

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chat the power i hold is immeasurable

hazy sky
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it was the longest surviving script and scene after the restart

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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

hazy sky
hazy sky
slender knoll
hazy sky
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gonna make it an unlockable cheat

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or

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OR

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say hello mr woo,,,

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nah, i'll keep stuff like this for either new game unlockables or fun campaigns

hazy sky
boreal turtle
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nice

hazy sky
hazy sky
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I think I'll turn the HUD into a class tomorrow to allow for different or custom HUDs

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gonna make an entire framework out of it bruh

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could come in handy because I kinda wanted different compasses for the different characters you play as

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think I was gonna need a HUD framework anyways because of online/multiplayer things anyways

hazy sorrel
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Sick

slender knoll
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πŸ‘Œ lookin real good

hazy sorrel
hazy sky
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godot

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I'll create a cool little firing range with a shoot house like in COD4

hazy sky
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chat

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reworking the HUD today,,,,,,,,,,,,,

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i'm not sure it'll work properly after that for a while

merry lotus
hazy sky
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first i'm trying my hand at decoupling the messages from the HUD

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then make the HUD it's own thing where you can replace stuff if needed

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essentially i'm making a platform and i would gladly create new stuff for side chapters

hazy sky
hazy sky
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new messaging system kinda working

hazy sky
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its not working byeaatch

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i forgot text formatting in godot was a pain in the ass

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okay it kinda is working now

hazy sky
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three types, Typing is what you see first, Instant is pop in, and Fading is what you see at the boxes

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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

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oh, and you can set the text position so you can further customize the messages

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so if you'd like goldeneye 64 kind of messages, you can set that as well

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there are also sub-messages, with it's own position

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they could be killfeed, could be ammo pickup, even objective text etc

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they work identical to the messages, but they are separated

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you can set the message duration, the animation durations, etc

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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

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and the message vertical offsets and the amount of messages as well

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its pretty modular

toxic hemlock
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i would have sex with this message system

hazy sky
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godot 4.3

hazy sky
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revenue thing?

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oh you mean fucking over the entire consumer base

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yeah

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honestly godot is not hard to learn

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althought it is a much inferior engine still, sadly

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in the process of disintegrating the HUD as a whole

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ammo and health is gonna be it's own thing, the scoreboard as well

hazy sky
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chat do you think it's a stupid idea to incorporate the HUD into the gun itself

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like the fancy ammo stuff you see

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i think it would be the best if it was in the guns

hazy sky
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what

toxic hemlock
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bro thinks hes halo ce

hazy sky
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not like that

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just the HUD so its paired to the gun, not the HUD

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structurally

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behind the scenes

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you wouldn't notice a single thing as an end user

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it would mean custom ammo counters are far easier as well

toxic hemlock
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yeah i think making like the shell graphics and maybe even some of the counter anims should be adjustable on a per-gun basis

hazy sky
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whats counter anim

toxic hemlock
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like if u had a tube-fed shotgun it could animate differently from a box magazine pistol

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and that would be like a checkbox on the gun itself

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or a double stack magazine as opposed to a single stack

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it would just be like a drop down menu on the gun's property tab with whatever animation type u want

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idk what im saying im insane

hazy sky
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oh im not sure if i want to overdo it like that

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i was thinking of that though, but this one struck the golden middle ground i think

hazy sky
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i thought multiplayer would be much harder

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Godot allows for multiplayer sync it seems

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tomorrow we'll find out just how much it allows me to create a multiplayer session

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although i just tried spawning multiple instances of the player scene, and i'd say hit registration is nice

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feels good to murder the shit out of a replica who's mirroring your every move

wraith beacon
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Netcode ohno

wise creek
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E

hazy sky
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yeah, but it is documented at least

hazy sky
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gonna go ahead and try to decouple the recoil from the player script

hazy sky
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i'd say that's a success

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only issue is the recoil being able to negate the damage punch on the camera but if anything that's alright

muted stirrup
hazy sky
muted stirrup
hazy sky
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i want murder

muted stirrup
hazy sky
blissful arch
hazy sky
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do you think i use version control

blissful arch
hazy sky
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i needed the link to the video tho

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so i could post it where there are no boosters

blissful arch
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yeah good luck finding that build

hazy sky
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i don't need that build tho

blissful arch
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huh oh

hazy sky
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pretty sure it's on my google drive tho

blissful arch
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cool awesome

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uhh how about you start managing a git repo

hazy sky
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idk how to

blissful arch
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mf its just git commit over and over

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you even have a gui

hazy sky
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no i dont

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it has been removed for me

hazy sky
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i figured this amount of space will be enough for a small run

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intrusion

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vertex painted texture blending semi working

pure jackal
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Ooooo

waxen plover
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hope u fix it in the final result

pure jackal
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Nah, keep it

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Its accurate to the times

hazy sky
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let me show you what i mean

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this is the tilemap from MoH:U

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they have like 3-4 variations of each texture when its supposed to tile

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plus vertex colors

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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

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i can do it by hand, i just fancy the shader do it for me

hazy sky
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CHAT

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i have found a shader that allows for the type of vertex color blending i needed

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holy shit

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this is big

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it also allows for world direction and etc

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looking much nicer now

hazy sky
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holy shit chat

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ps2

hazy sky
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what the hell, even Deus Ex for PS2 used a goldeneye 64 type aiming?

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what next, Half Life?

floral barn
pure jackal
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What the fuck does that have to do with modding

hazy sky
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coming up with a floor plan for the killhouse is pretty tough

hazy sky
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oh shit i found a cool dnd floor planner

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i love these things

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could come in hand for anyone

hazy sky
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gonna have to make the interior ceiling smaller because the player's move speed feels sluggish while it is not

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also i think there could be a second floor instead of outright exiting

wraith beacon
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Lightningℒ️

hazy sky
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but hatsu why does lightning darken everything

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isn't it supposed to be doing the opposite

wraith beacon
hazy sky
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what if it flashed white before going dark

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well not white but a slightly brighter shade

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that way your rims stay in the showcase

wraith beacon
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Eh mayb, I just want to avoid any kind of quick rapid flashing on the lightning.

hazy sky
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don't make it quick then

hazy sky
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the concoction that's called sound is so much more powerful yet in game it sounds so weak

hazy sky
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(side note i have 0 idea why the tracers curve like that)

hazy sky
blissful arch
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more lighting stuff: directional light (arrow in the middle), point light (orb at the top) and spotlight (flashlight at the bottom right)

hazy sky
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that looks hella comfy

blissful arch
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i think the last thing to do before moving on to physics is automatically loading textures

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since right now i only import texture paths from materials

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so next is actually importing textures into shaders automatically

blissful arch
hazy sky
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me when I find the ghost orb in phasmo

pure jackal
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Resistance member is SPITTING HOT LEAD

pure jackal
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But thats in the eye

river bridge
# hazy sky (side note i have 0 idea why the tracers curve like that)

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

hazy sky
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yeah feels like the shader connects the trails together once they're near enough

hazy sky
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what's funny is how this only happens when billboard is on

hazy sky
river bridge
hazy sky
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they're all coming from the barrel as you can see

river bridge
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something is going on here im referring to that

hazy sky
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but yea

river bridge
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i get that but you still have a visual effect thats not coming from your gun barrel

hazy sky
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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

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but it happens anyways

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the bee flies anyways

hazy sky
pure jackal
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Are you gonna have supressor add/remove animations like counter strike or are they gonna stay separate weapons in line with classic MOH?

hazy sky
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i feel like you're never really gonna remove the suppressor anyways

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i think i'll stick with suppressed/unsuppressed variants

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added variable so i can mess with the trail size on the fly

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gonna be handy for the shotgun since lots of particles

hazy sky
blissful arch
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looks awesome, i hopw to get my engine to this level some day

hazy sky
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you cannot compare an open source game engine with thousands of people committing to it to your own one-man developed engine

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it's already a big deal that you've gotten this far all alone

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just imagine the progress and experience you'll have in the coming years

blissful arch
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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

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ideally i'd be finished in a few months

waxen plover
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psychotic

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If i get enough experience i might try it though

hazy sky
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yeah thats the point i was trying to make

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i'm just half braindead from this fever

blissful arch
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not that hard

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its just following tutorials but ofc at some point you have to start making your own shit

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im almost there

hazy sky
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yes

pure jackal
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Is that a radio game

toxic hemlock
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explain to me in detail why i shouldnt make my own game engine inspired by chasm the rift

wary trout
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-why shouldnt I make my own game engine

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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

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-inspired by chasm the rift

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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

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Hope I was able to help

hazy sky
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there are still some issues with the states, but other than that it's pretty accurate to TS2 astrolander

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i still have to get the camera down

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the basics are in place, i'm just dumb

hazy sky
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i only need the high score now and its basically function ready

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reuploaded with better audio mixing

waxen plover
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coded in pascal i think

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no clue how the guy did it but

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he did

waxen plover
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but it's boring

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you'll have to code a lot of stuff, materials and textures etc

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it's very intricate

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yay i can upload files now

hazy sky
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chat when will I ever reach the same heights as this dude

wraith beacon
azure flume
wary trout
# hazy sky

Cool project! U decided to enter a jam or do something extra for fun?

hazy sky
blissful arch
# hazy sky contradictions

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

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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

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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

spare scarab
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you'll save yourself a lot of headache down the line

blissful arch
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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

blissful arch
spare scarab
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it's very clear the guy is just there to shit talk and feel superior - not give criticism

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therefore not worth engaging with

blissful arch
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yeap

hazy sky
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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

blissful arch
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yeah he's just an ass

hazy sky
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chat should I go all out on the TS2 radar games or

pure jackal
blissful arch
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directional light shadows

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time for cleanup and to extract the new code to a separate module

serene pendant
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So i'm doing a funny Faith crossover :333

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embed fai-

merry lotus
hazy sky
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it is almost done

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need a high score list and it's 100% done

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i think i'll release the project, hopefully free radical/crytek won't pursue me

blissful arch
hazy sky
hazy sky
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not sure why, it's literally apply local Y velocity when thrust

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the UI elements took longer than the entire game

blissful arch
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the collision system was my first thought

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unless this is all in godot

hazy sky
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this is all godot

blissful arch
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still interesting how you procedurally generate levels

hazy sky
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its not procedural though, i create them by hand

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the game however creates the outlines procedurally by drawing lines where the polygons are

blissful arch
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must have been fun to make

hazy sky
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these are the collisions for the levels

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plus the spawn points for both the lander and the goal post

hazy sky
hazy sky
blissful arch
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i like it

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would be nice if you changed up the font though, something like vib-ribbon's font (vibri)

hazy sky
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that was the plan initially, I'll see if I ever touch the project again

slender knoll
slender knoll
hazy sky
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gonna test some multiplayer stuff,,,

edgy cargo
#

ultrakill is in c#, yeah?

wary trout
edgy cargo
#

cool, thanks

hazy sky
#

okay this shit is broken

#

i might need someone to help out later,,

wary trout
#

Im not an expert in godot but I can try

earnest lily
hazy sky
#

violently ragdolls through level

hazy sky
#

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"

muted stirrup
#

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

hazy sky
#

dude

#

godot can create multiple windows of itself

#

i'm adding a dual window split screen mode

hazy sky
blissful arch
#

i hope i dont come off the wrong way but just because they used it doesnt mean you should

#

your choice either way though

hazy sky
#

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

hazy sky
#

all it needs now is a high score board and it's 100%

hazy sky
#

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

merry lotus
#

redoing the swinehead's texture

merry lotus
#

before & after

#

actually maybe i should make the head white again to make it seem like a skull

#

perfection

hazy sky
#

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

merry lotus
golden coyote
#

anybody got jaket and wanna play ultra kill with me? i dont have any friends who play ultra kill.

hazy sky
#

what the

#

can't download anymore

limber bramble
hazy sky
#

this is an actual challenge on hard

hazy sky
hazy sky
#

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"

merry lotus
#

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"

merry lotus
#

in-game

hazy sky
#

chat how would you make a snake behave like this

#

no grid, all procedural

blissful arch
hazy sky
#

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

hazy sky
#

fuck i'm stupid as shit for this

hazy sky
#

didn't wanna resort to this but i might need to turn to reddit,,,,,,,,,,

hazy sky
#

fucking excuse me

hazy sky
slender knoll
#

lol

hazy sky
slender knoll
#

I know 1+1=3

stiff thorn
#

isn't it 4? πŸ€”

hazy sky
#

death

azure flume
hazy sky
#

snakes and ladders

unique trellis
#

i just made marksman alt/slab shoot faster, and its coins weaker.

muted stirrup
limber bramble
#

Nice

#

I like the pistol in the top right. Reminds me of Hl1

muted stirrup
hazy sky
#

reminds me of the blockland gun

earnest lily
sudden imp
#

Messi!!!

hazy sky
hazy sky
hazy sky
blissful arch
#

nice

earnest lily
wispy elm
#

Can anyone tell me where to download the ultrafunguns mod?

slim lanceBOT
#

@compact perch, please keep all discussions in English.

hazy sky
#

is this what i think it is

hazy sky
pure jackal
#

Thats rad
But the compass ;A;

hazy sky
#

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

pure jackal
#

😎

muted stirrup
#

looking slick btw catsup

hazy sky
#

direct replica of it

#

( i mean mine)

muted stirrup
#

aye its a classic style

#

not too common though these days sadly

merry lotus
#

i don't get that style of healthbar

like why does it do that

muted stirrup
merry lotus
#

ok fair

muted stirrup
#

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

muted stirrup
#

I need to get the odd white outlines sorted tho around the edges where the text 'lights' outlines are

muted stirrup
#

aye its VCR mono

#

i didnt notice till it was too late lol

hazy sky
#

so where's the outline

muted stirrup
#

it says danger, its got this odd white part around the top edges

#

comes on when hp is low

hazy sky
#

do you just put a texture over it?

#

or do you disable the text altogether from rendering?

muted stirrup
#

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 πŸ˜…

hazy sky
#

probably texture filtering

hazy sky
#

i could probably make a new message scene to mimic alien:trilogy as well

merry lotus
#

is this replacing the old ui

hazy sky
#

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

merry lotus
#

oh ok

hazy sky
#

its using all the same functions

#

gonna remake the timesplitters 2 HUD as well

hazy sky
#

added armor

#

not gonna use it myself but its great to have it

#

timesplitters fans can create timesplitters in its entirety

hazy sky
#

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

hazy sky
hazy sky
#

what if we could reach peak again,,,

hazy sky
#

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

stiff thorn
#

sounds cool, if not time-consuming... but why?

hazy sky
#

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

stiff thorn
#

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?

hazy sky
#

okay this could work

#

bitch turned into apex

#

which is oddly funny because some devs from the OG medal of honor actually work on apex

pure jackal
#

Not OG iirc

#

Just moh3

hazy sky
#

underground as well

#

the guy who created the weapon sounds still works for EA and on apex

pure jackal
#

Huh

#

Wowie

#

I wonder if he worked on above and beyond

hazy sky
#

bet

hazy sky
#

someone just sent this into the godot server

merry lotus
hazy sky
#

chat i just realized rokoko exists

#

with their video "mocap"

#

i could try and squeeze some animations out of it

hazy sky
#

i wonder if i could do 2D sprite weapons

merry lotus
#

medal of aces

hazy sky
#

its possible,,,

hazy sky
#

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

earnest lily
hazy sky
stiff thorn
hazy sky
#

state machine

stiff thorn
#

yes but why is it a mosaic

hazy sky
#

babushka knitting

stiff thorn
#

you know what? that's my cannon answer now

boreal belfry
#

e

hazy sky
#

e

plain mist
#

O

hazy sky
#

woah buddy flying too close to the sun

hazy sky
#

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

hazy sky
#

i need killing

#

i'm rewriting the entire weapon handler

#

DEATHDEATHDEAHHT

nimble harness
hazy sky
#

embed,,

#

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

hazy sky
#

chat i feel like the compass is very brightly colored now

hazy sky
#

seems better?

hazy sky
#

this look good?

#

or should i only keep it for the armor?

pure jackal
#

Wym it?

#

The segmentation?

hazy sky
#

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

pure jackal
#

How is armor going to work

#

Is it a second healthbar like in goldeneye or is it like quake

hazy sky
#

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

pure jackal
#

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

hazy sky
#

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

raven zinc
#

the shoot sounds could make me sleep

#

and the graphics are also pretty nice

white night
#

Very nice.

hazy sky
#

i agree the sound is a little bit puffy and not punchy but i kinda like it

hazy sky
stiff thorn
#

Ain't nothing bad about prefering one over the other. It's your project, after all

stiff thorn
hazy sky
#

maybe I'll make an option to toggle

dusk dove
hazy sky
#

learn to read

blissful arch
#

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

hazy sky
#

why does mouse know color

hazy sky
#

wdym too many hud elements

pure jackal
#

This is that dark souls meme

hazy sky
#

which

hazy sky
#

which dark souls meme

slender knoll
#

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

stiff thorn
#

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

slender knoll
#

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

pure jackal
#

I was thinking of this technically

pure jackal
stiff thorn
pure jackal
#

NOT ENOUGH HUD ELEMENTS

desert shard
#

Trying to make a horror game

hazy sky
#

fixed angles my beloved

#

you could make the angles a bit more managable tho

hazy sky
#

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

limber bramble
desert coyote
toxic hemlock
#

petscop but GOOD

hazy sky
#

I was unironically thinking about making a petscop game in Godot

#

now that I know game dev the sky is the limit

pure jackal
#

I thought there already was a petscop recreation

spare scarab
#

Yea there is. Quite an extensive one too

#

Even a parody version that has even more content

hazy sky
#

disregard my idea

pure jackal
#

I mean you can always make a successor

pure jackal
#

Very gΓΌtt

hazy sky
#

this recoil is nothing compared to the animation i want to give it

#

this recoil is just the additive recoil

hazy sky
#

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

pure jackal
hazy sky
#

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

pure jackal
#

I was about to ask why its ammo counter was using rifle bullets instead of the pistol ones

hazy sky
#

it uses the smg bullets icon

#

its just comically oversized

#

rifle bullets look like this

#

(wip)

pure jackal
#

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

hazy sky
#

do you see lugers here

hazy sky
#

gonna make sure the ammo counter goes off screen

hazy sky
#

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

pure jackal
#

Luger 9mm?

hazy sky
#

i don't even have the walther made yet

#

i should tho

earnest lily
pure jackal
#

Yeah

hazy sky
#

this shit fucks

hazy sky
#

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

waxen plover
#

been more than a month since I last worked on it

hazy sky
earnest lily
#

FOO WYD !!!!!!!!!!!!!!!!!!!!!

hazy sky
#

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

muted stirrup
muted stirrup
#

I think for the ww2 setting you going for that be the best approach tbh

hazy sky
#

yeah I don't wanna overdo it

#

I still need to learn some German so the callouts from the soldiers are accurate

hazy sky
#

it is happening

stiff thorn
pure jackal
hazy sky
waxen plover
pure jackal
#

Bison is the superior reference

waxen plover
hazy sky
#

this might overdo the C96

#

my new magnum opus

#

original has a bit more charm

#

should tweak the colors around a bit

#

nice POV

earnest lily
#

I achsually wonder what model the original shotgun is

#

the "iconic" ww2 shotgun is the trench gun

pure jackal
#

Looks like an ithaca?

earnest lily
#

yeah that seems the closest guess at a glance

hazy sky
#

remington m-31

hazy sky
#

its not bad

#

chat

#

does the original viewmodel fov

#

or a more modern one looks better

merry lotus
#

damn bluesky doesn't have video embeds yet

river kernel
#

5 views in 18 minutes, I fell off πŸ˜”

#

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,

hazy sky
#

what is this

hazy sky
merry lotus
#

it's better than twitter though

hazy sky
merry lotus
#

god damn

#

that looks awesome

hazy sky
#

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

limber bramble
#

shit really do be coming together

pure jackal
hazy sky
#

why is it so big

pure jackal
#

Where's the oomph in the pump πŸ₯Ί

merry lotus
#

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

hazy sky
hazy sky
pure jackal
#

At least a lil twist

#

As a treat

hazy sky
#

not sure on which one is better

hazy sky
hazy sky
# hazy sky

this one resets the rotation first then the position

#

bottom one has this bouncy feel while the top one feels like proper racking

hazy sky
#

values are randomized with each shot

#

technically speaking every rack is unique

pure jackal
#

Yeah there we go!

hazy sky
#

most pistols will have a fire rate of 150~ RPM

#

what you saw on the last example

pure jackal
#

I still love the little stripper clip popping out

hazy sky
#

wish i could make it flip and rotate a lot better

#

looks so weird like this

hazy sky
#

killer 7

hazy sky
#

all too easy

hazy sky
#

yeah okay out of no fucking where the shotgun recoil shat itself altogether despite me not changing a single thing

hazy sky
#

what if i made a mobile port for testing

#

i was expecting so much worse from the PS4 port

pure jackal
#

wii port when

#

3ds port when?

merry lotus
#

added the first option and i'm not sure how i feel about it

pure jackal
#

it is nice and orbular

merry lotus
#

but it looks out of place

pure jackal
#

maybe it'll look better in motion with the needle?

#

are there going to be vehicle segments?

merry lotus
#

it's a meter for how many enemies you need to kill

when it reaches full that means you need to get back to the car and any enemies you kill from then on are optional

#

but yeah there will be vehicle segments