#general-modding

1 messages · Page 31 of 1

noble umbra
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Also how you get to certain places will mostly be determined by the gear you have on you when you get there.

hazy sky
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just don't do whatever dead island did

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having obligatory "all players must be present" areas is bullshit

noble umbra
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Ideally not.

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Theoretically you could get all of the gear that the game has to offer without character-exclusive stuff being implemented. The catch is actually managing to get your hands on it without being eaten.

noble umbra
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I hope I can somewhat make it seamless for most biomes.

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There's several planned biomes like deserts, swampland with huge bugs, coastal areas with marine reptiles and bony fish, etc, etc.

hazy sky
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bonefish mentioned

noble umbra
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Yep. The mix of animals is going to vary per region, but the niches will be somewhat the same, save for the marine areas because obviously nothing actually walks there.

pure jackal
noble umbra
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The hardest thing is deciding which animals you want, really.

hazy sky
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I feel ya

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it's always hard to decide what to include

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so I just mostly include everything

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"no chat I will only have like 12 guns tops" I'm now at 16

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and I still have plans to add more

noble umbra
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"How did you end up with 200 species of dinosaur?"

Decisions weren't made.

hazy sky
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I'm sure you can get away with one skin for a lot of dinos

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I'm thinking about using behavior trees for high-level decisions and state machines for low level control

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not sure if that makes sense

noble umbra
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I mean, to me it does.

hazy sky
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okay because it doesn't for me

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this is very new

dusky pivot
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I tried shadows and changing fog, the colors of the bottom part are also a bit stronger, now it should be much easier to the eyes to figure out depth

desert shard
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Added an exploding hotdog guy

unique trellis
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Reminds me of a certain fella

waxen plover
spare scarab
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Holy shit is that amon gus.

pure jackal
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He's alive

hazy sky
hazy sky
pure jackal
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First time shooting the glock at the range

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Thats very funny

hazy sky
hazy sky
hazy sky
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the glow is now applied to everything and is animated properly to mimic it as well as i can

toxic hemlock
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u should remake the SMOD hud

hazy sky
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i love this so much

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technically i'm using nothing from HL2's files, the fonts used are system fonts, the icons are made using a panel with rounded corners and a label with a + in it set to subtract, and the energy icon is an SVG set to subtract as well

dusky pivot
hazy sky
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looks good

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love the gradient

blissful arch
hazy sky
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I love it too, there's so much you can tune with them and they will never feel repetitive

idle vapor
hazy sky
dusky pivot
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Thank you <:

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I made a little vid about it before sleeping yesterday

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Ill send it

merry lotus
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wrote a program to package assets into a .bin file for Dead End

i'm only gonna use it for stuff like non-map textures, models, and shaders

tranquil oracle
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Packaging into a .bin (or even just .zip) has big advantages since it keeps everything together on disk (big deal for HDDs) and you don't waste large amounts of space on small files (there is a minimum amount of space a file can take up, so lots of small files add up and waste tons of space)

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So you might see pretty nice benefits doing it for other assets too

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The downside is of course the fact that you need a packaging step and modifying files afterwards is a bit more annoying

hazy sky
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starting to get the hang finally

tranquil oracle
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now let's see the firing animation

hazy sky
tranquil oracle
hazy sky
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its procedurally handled in game

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i only need the equip, deselect, pump and reload animations

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mostly

pure jackal
hazy sky
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not sure how the extra motion from the pumping will look like though

pure jackal
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Only one way to find out

hazy sky
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i hate how the wrist twists upon itself

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for no apparent reason as well

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i think i will just simply apply the pumping motion without the shotgun moving all over

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but i'm having issues aligining the gun in-engine

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since i cannot export two rigs at the same time, i have to adjust shit inside of godot

unique trellis
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Anyone know how to make adaptive dynamic music in phases? I made 3 test tracks and wanted to use them but I couldn't find any good tutorials for what I was looking for.

hazy sky
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what engine again

unique trellis
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Unity

hazy sky
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damn

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doesn't unity have fmod or whatever the hell it is where you can modulate music

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i hate to bring it up but even ultrakill uses it

unique trellis
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I'll look into fmod today and try to figure it out

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Because right now the music is just playing from an audio source

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Also I'm thinking of using blender or learning how to use trenchbroom for mapping

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I know trenchbroom has units less than a pixel which is great so I don't have to scale the map by 4x in jack

tranquil oracle
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Unity has fmod but you can't directly interface with it

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There is also a separate official fmod plugin for Unity which I always found funny because it means you have fmod loaded into your program twice

modern temple
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We need a mod that makes v1 a microwave and turns every single sound into the sound of a microwave exploding

tranquil oracle
# hazy sky why not?

They just simply don't expose FMOD as an API, it just happens to be what their own audio stuff uses under the hood

unique trellis
modern temple
hazy sky
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holy fuck chat a real 1934 beretta in a game beegpog

pure jackal
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THE PROPHECY

waxen plover
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i run into the same issue, i think u should rotate the forearm instead

hazy sky
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then indiana jones comes out and adds it

hazy sky
toxic hemlock
hazy sky
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im gonna edge loop you

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but 3, 2 actual loops and 1 that is the middle and that's the original loop

toxic hemlock
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ig u just need to rotate the forearm a bit to get the volume back into the wrist

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the thing with arms is that they kinda twist a bit when u turn the wrist

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the forearm is made of two bones that kinda twist around each other

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so whenever ur character has to twist their wrist like that u gotta also twist the end of the forearm a bit to smooth out the transition to the wrist

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u can see just how much the forearm twists if u have like a tattoo or hairy arms

hazy sky
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why is it so fucking hard to do anything

hazy sky
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very dissatisfied

merry lotus
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all assets that are packaged in .bin files are all working correctly (except for models but i'll deal with that later since i'm rewriting their whole system)

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there's also this really weird glitch i'm struggling with right now where if i don't render the fuel counter in the bottom right then the entire GUI just refuses to render

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well not really struggling with but it's an issue

limber bramble
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load-bearing GUI

pseudo raven
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anyone know how to fix gforce recorder

blissful arch
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no

earnest lily
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thugz represent

merry lotus
earnest lily
hazy sky
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weapons

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i really gotta get the HEV drip outta here

hazy sky
hazy sky
earnest lily
hazy sky
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manhattan?????????

hazy sky
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good old tommy with the attachments

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originally the mosin and this was made for 7 days to die

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which is funny since 7 days modding is what kicked me off on this entire journey

pure jackal
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Holy damn

limber bramble
hazy sky
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inching towards proper game stuff finally..

merry lotus
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finally got raycasts (or traces as they're called in quake) working in dead end

before they only worked with clip nodes but i finally managed to wrap my head around how this all works with normal nodes

hazy sky
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got the gamerules set up, they control the player's stats like walk speed, jump height, max health or armor, etc

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plus a timesplitters 2-like weapon slot system where my hand places pickups can pick weapons from the list

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so i just place weapon pickups from various slots all over the map and the game will spawn the weapons you select from the menu

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(for multiplayer modes)

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actually i might do this for campaign too

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would make things easier

dry spear
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https://vxtwitter.com/billybob_c10781/status/1865874268489220541

Despite all of its flaws, sometimes Unity really does cook. This is using the wheel collider physics. It took a few days of tweaking stuff in script and in the inspector but now it's so satisfying, it reminds me a lot of how gta car physics work

hazy sky
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wheel collider,,,

dry spear
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yes the wheel colliders you can find in Unity

dry spear
earnest lily
hazy sky
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@pure jackal hello hi would you like a test build tomorrow

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I need fresh pairs of eyes

pure jackal
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Yes

hazy sky
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aight

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I hope everyone is using 1080p resolutions because last time I had a lot of complaint about the screen being too big or too small

merry lotus
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was bored so i set up rich presence

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that's a temp logo btw

blissful arch
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@merry lotus can you tell me in short what your engine is at this time

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like is it just a 3d renderer

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or does it also have physics

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or audio

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etc.

merry lotus
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it's pretty much just a BSP loader and renderer with GUI, Entity, and Audio stuff

I don't think I'm gonna add physics since there wouldn't be that much use for it in Dead End

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however there is convex polygon collision detection and response using the GJK+EPA algorithm

blissful arch
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ah i see

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i presume thats how you got raycasts to work

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awesome stuff you're doing, thanks for the help

merry lotus
# blissful arch i presume thats how you got raycasts to work

well raycasts (at least the way I'm doing them) are reliant on the BSP tree

it's a semi-complicated process that's best explained in this video https://youtu.be/wLHXn8IlAiA?si=YrlE6R0ZGxx7l_ra

I don't know how raycasts work with actual 3d shapes instead of a BSP tree made of nodes, planes and leafs because I've never experimented with that before

An explanation of how Quake, and other games like it, use this revolutionary data structure to stop the player from walking through walls and falling through the ground.

Music Credits:

Guiton Sketch by Kevin MacLeod is licensed under a Creative Commons Attribution 4.0 licence. https://creativecommons.org/licenses/by/4.0/

Source: http://in...

▶ Play video
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honestly I'm considering ditching the whole GJK+EPA algorithm thing and I'm considering just using raycasts for player-world collision like how quake 1 does it (but I'll scale the planes instead of using clip nodes so the player has a sort of ellipse shape)

that way people who want to make custom maps don't have to compile it with brushes even though they're probably the better choice

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I'm not sure if it'll work however

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I'm still thinking about it

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actually no I don't think it would work well that way

blissful arch
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i'm not experienced with this kind of stuff at all unfortunately, i've been postponing getting my own game going until i get some physics stuff going

merry lotus
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are you gonna write your own physics engine or use something like PhysX

blissful arch
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that would be ridiculous

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...of course i'm writing my own

merry lotus
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🫡

blissful arch
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this is all just so i can get hired anyway

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my expectations are not low but definitely not high

blissful arch
limber bramble
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Definitely a good look

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If you're hiring, you definitely want your programmers to be The Good Kind of Crazy

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"made their own engine for fun" type crazy

hazy sky
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I need to create engine-only visible nodes that spawn weapons in the gamerule's slots

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following a similar logic to Timesplitters 2's weapon sets

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I would pre-make weapon sets for multiplayer, as well as allow the host to create a weapon set for the server

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and this very same thing could come in real handy with the campaign as well

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could make sure only specified weapons spawn in the chapter

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plus an extra slot for unlockable gun

minor bear
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cool crate of booze(part of rtcw props remodel effort)

unique trellis
dry spear
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some character faces lol

unique trellis
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The sun is leaking

hazy sky
spare scarab
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U make some impressive stuff

hazy sky
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finally made the engine-only elements for the weapon spawn system

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this will spawn the 1 slot of the weapon roster set that is specified for the level

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these conveniently spawn the thing they're supposed to, and get deleted from the level instantly

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you can also set if they should spawn respawning stuff and stuff

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and stuff

merry lotus
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found a glitch while loading levels but i thought that this looked cool

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i also got camera tilt working

unique trellis
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The no texture room

merry lotus
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just for fun here's the code for generating the missing texture

unique trellis
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Making a custom 3D engine would be cool but I don't have the brain power yet to understand what I'll be doing lol

dusky pivot
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:3

hazy sky
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reception on the small playtest is pretty goode so far

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I'm happy as fuck chat

noble umbra
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Playtest?

hazy sky
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fuck yea

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you want a try?

noble umbra
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Yes.

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Yes please.

hazy sky
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aight one sec

unique trellis
hazy sky
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sure, just don't expect too much because its mostly a showroom than anything

waxen plover
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little retro surveillance cam

hazy sky
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very nice

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hand painted or real photography?

waxen plover
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real

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did the same for a little floppy disk thing

merry lotus
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working on simple realtime lights for a better flashlight (and maybe some effects like muzzle flashes)

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i have somehow managed to create this

pale raft
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The hole

merry lotus
dusky pivot
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Still a bit wip but

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Its looking pretty nice :)

hazy sky
dry spear
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animal crossing inspired dialogue

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ignroe the cringiest dialogue ever written

hazy sky
dry spear
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thanks lol i made it extra goofy especially with the subtle head squishes

hazy sky
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@pure jackal can you tell your friend he made my entire week with this

wraith beacon
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Also good luck implementing rich text if you intend on doing that.

hazy sky
wraith beacon
hazy sky
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I really liked the squishy movement in the ratchet games

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like with each step ratchet would squish to like 0.85 on the Y axis and this small detail was so expressive

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I heard the goons get squished in @earnest lily's thugg too

earnest lily
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I hath been summoned

waxen plover
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love me some snappy combat

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he's just a chill guy

earnest lily
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no he's not

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there's nothing chill about this guy, he thuggin from the onset

hazy sky
slender knoll
earnest lily
earnest lily
earnest lily
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I forgot ping on...... I am ready to be smitten. I must pay for my crime

slender knoll
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also whose dad are those model textures from

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its ok I'm on permanent dnd mode

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I dont get voice notifications

hazy sky
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can someone remind me tomorrow to do the luftwaffe drilling tomorrow

toxic hemlock
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no

dusky pivot
proper barn
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By chance, can the v1 pillow be sent to Brazil?

merry lotus
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trying to animate the stitch again

unique trellis
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Devious name for a devious creature

merry lotus
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i just dragged some curves around in the curve editor and came out what with what i think is a pretty decent idle animation

toxic hemlock
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oh fuck yeah curve editor

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never underestimate what wonders interpolation curves can do for your animations

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shit that looks like actual physical wet dog shit with default interp can be turned to solid gold just by spending time editing curves

slim lanceBOT
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@rose coral, please do not discuss politics.

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@rose coral, please do not discuss politics.

merry lotus
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i should DEFINITELY set up inverse kinematics

unique trellis
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Jason Boyles you devious dog

merry lotus
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i set up inverse kinematics

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now the legs stay in place

dusky pivot
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Idk what is going on but for some reason transparent materials are now getting affected by fog and they glow a lot the more they are into it, I swear I havent touched anything?

merry lotus
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and animating the walk cycle should be easier

dusky pivot
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Does anyone know why this happens

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There is 0 information about this in the intertet, great

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OH

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GOD YES, I love when somehow doing a random thing fixes it

limber bramble
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when I was doing animations for a bunch of weapons in Fallen Aces, the difference good curves made was night/day

merry lotus
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i'm pretty satisfied with how the leg movements turned out

i referenced the forkmaiden's leg animations from the dusk hd comparison video

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now to animate the rest of the body..........
tomorrow

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oh wait i can just copy the upper body animations from the idle animation

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i exported it as gltf and it started doing this

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fixed it

dusky pivot
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Im almost done modeling this section of the island

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Wich would be like a 20% of the entire map, wohooooo

smoky parrot
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does minecraft count as general modding 🗣️

toxic hemlock
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yes

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post ur shit sis

limber bramble
limber bramble
dusky pivot
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Thank you :D

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Although the VHS destroys bitrate so Im considering leaving only the downscaled enabled by default

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I can never get a good recording with it enabled

merry lotus
dusky pivot
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Its a game about exploring an island, fishing and solving puzzles

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Oh, and you can talk with them

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With the fish

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:3

hazy sky
hazy sky
dry spear
waxen plover
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usually while walking you move your right arm back and your right leg to the front

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this guy moves his right leg and arm to the front and same for the left side

merry lotus
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I'll fix that when I get home

hazy sky
hazy sky
dusky pivot
hazy sky
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umbalo is a fisherman

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he plays valheim for the fishing

dusky pivot
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Damn

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He will like the game then :)

hazy sky
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konrad's cooking

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btw hitscan is now an option that instantly sets the correct values regardless of settings

hazy sky
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scope now properly respects the player's chosen fov thanks @pale raft

pale raft
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!!!!

hazy sky
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idk ask @hazy sorrel

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also weapons now respect you holding the aim key after reloading, thanks @slender knoll

slender knoll
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based

hazy sky
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also made the weapon audio more streamlined, before, you had to create an audiostream randomizer and assign a sound to that, now you just have to drag the sound into the weapon

waxen plover
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that's just gonna make you lose balance lol

hazy sky
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thanks konrad

slender knoll
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really fucking bugs me in games when it forces you to press "ads" button again thru a reload

hazy sky
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this isn't ads heh_heh

slender knoll
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thats why I used quotes

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I'm just using it as a term for aiming button

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same effect essentially

waxen plover
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made like 20% progress in the animations and realized the floppy disk's too scaled down

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now i gotta

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nvm i'll change the uv

slender knoll
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is it?

waxen plover
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yeah

slender knoll
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I mean it looks about the right size to your hand but not the pc

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you sure you shouldnt be using a different kind of a floppy disk?

waxen plover
waxen plover
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the ones i'm using are small

slender knoll
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yea but the slot is too big for that kinda disk

waxen plover
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yep

slender knoll
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if you make the disk bigger then it will in turn look too big

waxen plover
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that's why i'm gonna make the slot smaller in the texture

slender knoll
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ahh right

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I misread

waxen plover
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all good

slender knoll
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I thought you were going to make the disk bigger

waxen plover
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nah i wouldn't redo all those animations

slender knoll
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haha extremely fair

hazy sky
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oh okay i see

waxen plover
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ye it's like trying to put an sd card into a usb slot

hazy sky
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oh also fixed the weapon index modulo/divide by zero bug

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because fuck crashing while trying to switch weapons by the scroll wheel specifically, while unarmed

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this has "fixed a tuning issue so that Sims now vomit at acceptable levels" energy

slender knoll
waxen plover
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I meant the arm should move to the opposite direction of it's corresponding leg

hazy sky
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why are people scrolling the moment they get in game

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I think everyone crashed the first 20 seconds into the game

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literally everyone, maybe konrad didn't

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that's so funny like is that a reflex?

slender knoll
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or anything else

hazy sky
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easiest fix would have been to add a weapon under the player

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like that would be so fucking funny and you'd never realize

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actually I think this same thing happens in medal of honor if you have no weapons, which is why you start each chapter with guns under your feet

merry lotus
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this is probably the best animation i've ever made

sure the hands clip through the floor but it looks so cool

hazy sky
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i mean half life also has a lot of clipping

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if it's not too noticeable at the peak of combat then all is good

merry lotus
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due to the fact that i'm animating using euler angles the stitch does this during the windup part

hazy sky
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euler angles?

merry lotus
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rotation based on XYZ instead of Quaternions (XYZW)

i'm pretty sure quaternions are better but euler angles are easier to read and edit

hazy sky
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oh

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I should switch to euler too then

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what the hell is W

merry lotus
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honestly

i don't know

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quaternions are scary

pale raft
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@hazy sky is it supposed to do that

hazy sky
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fov?

pale raft
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its on 95

hazy sky
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yea the sprites are 3d objects still

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they get affected by that

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I'm gonna do a rewrite it was just easier in 3d than converting a vector 3 value into usable vector 2's that look good out of the box

pale raft
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i am not hilding it down either

hazy sky
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what

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how

pale raft
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@hazy sky i also broke this

hazy sky
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bro HOW the FUCK

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I added like 4 checks to make sure it doesn't happen

hazy sky
pale raft
hazy sky
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but how did you do that

pale raft
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no clue

hazy sky
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hmmm

pale raft
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i picked it up and it did it immediatley

hazy sky
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what if you reload

pale raft
hazy sky
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this feels like a thing on your behalf

pale raft
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reload fixes it

slender knoll
hazy sky
slender knoll
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no

pale raft
slender knoll
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also I dont think I found that

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you told me about it

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iirc it was konrad who found it or something

hazy sky
hazy sky
slender knoll
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then it was some other bug that you told me about I'm thinking

hazy sky
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you were showing me how meleeing disrupts the reload

slender knoll
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oh right

hazy sky
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konrad found pretty much everything else

slender knoll
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wonder what the other bug was then

hazy sky
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bro disassembled my game first day

pale raft
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what button is melee

hazy sky
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the pistols should all have it

pale raft
hazy sky
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the guns aiming should force the mouse to be unlocked, and the camera to stop processing mouse input

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yet it does that anyways

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and the reloading on the webley should not really be interrupted by anything

slender knoll
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add the rocket launcher from gunman chronicles and make it have all the functionalities it did

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because lol lmao

pale raft
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i restarted it but its still happening

hazy sky
slender knoll
hazy sky
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bruh

pale raft
slender knoll
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think it had spider mines, homing etc

pale raft
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i did it again how????

hazy sky
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"you should make this"
"what it do"
"idk man"

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reminds me that I have to do throwables

slender knoll
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I wanted to delegate to you not just the implementation part but also the googling part heh_heh

pale raft
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throwing beer bottles

slender knoll
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make a medal of honor spinoff called purple heart and make it just about bar fights

pale raft
hazy sky
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I found out about this just an hour ago as well

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it resets the fov without ever scoping in

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however after fixing the fov respect, you don't really notice it anymore

hazy sky
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not throwing but as a melee

pale raft
hazy sky
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one hit melee weapon that breaks upon knockout

pale raft
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that would be neat

slender knoll
pale raft
slender knoll
#

huh

hazy sky
# pale raft

also this I still have no idea why it's acting up, it might be Godot itself

pale raft
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its at defualt

slender knoll
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then wonder what causes that

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I thought it was a resolution thing

hazy sky
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it lies

slender knoll
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happens to me too

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oh so it just takes native resolution?

hazy sky
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when in full-screen, Godot gives jack shit about your resolution setting

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it uses whatever your desktop is at

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it's kinda shitty tbh

pale raft
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thanks godot

hazy sky
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all fullscreen methods do this

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I might just force windowed borderless

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there's 0 real benefit to real fullscreen

pale raft
hazy sky
#

real fake fullscreen

hazy sky
# pale raft

let me guess, aiming check doesn't disallow you from swapping guns

pale raft
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double aim

hazy sky
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I really need to refactor some of the checks

slender knoll
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vino are you like wiping your face accross the keyboard while testing

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how do u manage to get it that fucked kekw

pale raft
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its my skill

pale raft
hazy sky
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konrad has a real contender for the title

pale raft
#

wdym

hazy sky
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does it allow you to scroll but not numbers?

pale raft
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no i just dont use numbers

hazy sky
#

oh

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also I saw options for android export

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imagine mobile port

pale raft
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3ds port with the extra stick tumor addon

hazy sky
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anyways I need a few hours of sleep, thank you vino for opening my eyes to these oversights

pale raft
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eeping through the game awards

#

best decision tbh

dusky pivot
#

Ive been cooking some reworks

hazy sky
#

I need to wake up by 5 to work

hazy sky
#

I enjoy the fact that it's not flat

#

diagonality if that's even a word is really cool and makes a scene more organic

pale raft
dusky pivot
#

This is how it looks from the top but I need to add some plants and things still

dusky pivot
hazy sky
#

add greenery to the edges of the floor

#

medal of honor for example (I'm the most familiar with that for some reason) had a lot of textures for PS1, there are levels where some of the floor textures had 6 variations to break up repetition

dusky pivot
#

I usually break repetition with decal projections of big chunks of moss and grass

#

Like this

#

However, I might do that for rlly big chunks of terrain

hazy sky
#

like asphalt, asphalt crossing, asphalt sidewalk, asphalt turn left/right/T/cross section, dirt path/dirt with rocks/ grassy dirt/dirty grass/grass

dusky pivot
#

How would I paint those textures later

hazy sky
#

I have a secret up my sleeve

#

vertex colors

dusky pivot
#

Oh I know how to use vertex colors

hazy sky
#

use vertex colors, and blend between two textures like that

dusky pivot
#

Oh

#

You can do that?

hazy sky
#

like vertex colors as a mask

#

of course

#

you need an appropriate blend shader

#

let me show you an example in Godot

dusky pivot
#

I got one in Unity but it blends whatever is from blender

dusky pivot
#

gotcha

#

I will send this to my friend in charge of code lol

dusky pivot
#

Better imo

hazy sky
#

fuck that is good

hazy sky
#

I mean it is code, you are giving it instructions but they are entirely different

dusky pivot
#

Gotcha

pseudo raven
#

anyone knows how to change back to US keyboard?
my 12345 is now !"£$%

slender knoll
#

WIN+SPACE

#

not related to modding or gamedev tho

hazy sky
#

I'm afraid that i will put too much effort into the visuals

#

and lose the initial art style i had

#

but god damn it do the shaders look good,,,

unique trellis
#

Pushing out a movement test build for hot and ready. If anyone wants to test out the movement and give feedback then just reply or dm me.

marble dust
unique trellis
hazy sky
#

madre mia

#

my ears

#

please take into account that volume is a logarithmic scale

#

you need some cool math to properly clamp a 0.0 to 1.0 volume

#

like going from 0 decibels to 10 is a tenfold difference

#

if 0 is silence, 10 decibels is 10 times louder than the sound of silence

#

20 decibels are 100 times louder than silence

#

i hope you see what i mean

hazy sky
#

what is this

#

chat is it what i think it is

slender knoll
#

it looks like a halo health bar

hazy sky
#

no its not that chat

unique trellis
# hazy sky my ears

Ah mb I didn't realize how loud it was. I'll tone it down to make sure it isn't as ear piercing.

hazy sky
#

splitten earge

hazy sky
slender knoll
#

I knew it was a halo health bar

hazy sky
#

no its not

#

i made it work by accident

#

the healthbar is actually hand drawn, each segment, however it correctly depletes in increments of 10

slender knoll
#

if it walks like a duck and quacks like a duck then maybe it's a duck

waxen plover
#

cool little illusion

hazy sky
sudden imp
#

Dumb question @hazy sky how do I open the rar file

hazy sky
#

actually

#

doesn't windows come with an archive function

#

like it should open it natively now

sudden imp
#

I’ll check

hazy sky
#

dinosaur doesn't know how technology works

#

@slender knoll do you think we should teach him how total commander works

slender knoll
#

wot

hazy sky
#

no way you don't know what total commander is

slender knoll
#

doesnt windows come with some kind of an unpacker

hazy sky
#

it might only unpack 7z now to think of it

#

don't think they have license for rar

slender knoll
#

could be

#

also no I dont think I knew what total commander was before this

hazy sky
#

man

waxen plover
blissful arch
#

i reckon it'll be pretty easy

hazy sky
#

what

blissful arch
#

it's more flexible imo

#

instead of having like 10 different sprites for each state

#

and if you wanna change the amount of health you can just add a different sprite

#

i realize though, that might be a little too convoluted for the type of health bar you're going for

hazy sky
#

what

#

it's

#

it's a compound health bar

#

no segments, only visually

hazy sky
#

and you can do a lot of cool shit with them, you don't need any shaders

#

you can do radial healthbars, left to right, right to left, clockwise, counter clockwise

#

or bars that deplete from both sides towards the middle, or the other way around

#

its all built in

#

its really easy setting it up too

hazy sky
#

shouldered guns jump more up and down when walking, while unshouldered ones sway more left and right

#

plus shouldered weapons lead the mouse movement while unshouldered ones would be delayed

#

so in a way this alone should give the different weapon categories enough distinctivity to feel different to break up repetition

hazy sky
#

speedrun strats

slender knoll
#

not tanking the FPS enough

#

MORE EXPLOSIONS

hazy sky
#

i was surprised how little it bogged down the frames

#

considering the amount of alpha calculations at play here

#

like 40 grenades going off at once

#

plus the lights from all 40 explosions

#

fucking nuke

warm harbor
#

why did i deadass think this was a cooking game

hazy sky
#

it does look like a kitchen

#

and that looks like a potato masher

warm harbor
#

my replies arent replying to right thing

warm harbor
warm harbor
merry lotus
#

working spot light flashlight

#

also i'm making a test level enviroment based off of solace's test level

unique trellis
#

I'm curious what the fuel is for

#

is that sprint or armor?

merry lotus
#

whenever you kill an enemy it gets filled a little

when it reaches 100% you can return to your car and any enemies you kill from that point forward are optional

unique trellis
#

That's a nice concept

#

I'm guessing this makes pacifist near impossible to do? (I'm assuming there's infighting)

merry lotus
#

it's based off of this music video
https://www.youtube.com/watch?v=770qoLmHSFA

All music and merchandise available here: https://dancewiththedead.bandcamp.com

Music by Dance with the Dead
Produced by Dance with the Dead
Mixed by Dance with the Dead
Engineered by Dance with the Dead

Director: Djay Brawner
Executive Producer: Felicity Jayn Heath & Djay Brawner
Production Company: Tuff Contender
Head of Production: Max Rose...

▶ Play video
merry lotus
#

not just because it'll mess with the gameplay but also because i'm not a huge fan of infighting

unique trellis
#

I see

#

Do you plan on releasing a demo or just hold off until the game is in a good state for release?

merry lotus
#

i'll probably release a demo of 3 randomly selected levels from the first episode for a demo

and i'll most likely release a build of just the first level here when that's done just for feedback and so people can finally play it

#

so far in terms of concepts i have

4 ideas for levels for the first episode
3 ideas for levels for the second episode
and every level from the third episode has been planned out

and each of them are associated with a specific DWTD song

#

like for example

E1M1: Sledge
E1M2: Go! (Introduction to motorcycle)
E1M3: Zombie Night (Stormy Beach Level)
E1M10: Become Wrath (Boss Fight Theme)

#

obviously DWTD isn't just gonna give me their songs but they're also good references for what i'd like

merry lotus
#

trenchbroom custom models

merry lotus
torpid oak
torpid oak
#

didnt make the model we had a texturing course so all textures are mine

hazy sky
#

i wonder how you did the glass material with substance painter

merry lotus
#

build folder size: 10 MB :)
resources folder size: 80 MB :(

blissful arch
#

future call of duty developer

hazy sky
#

resources folder 9 mb build size 300gb

blissful arch
#

isnt the resources folder inside the build folder

#

also afaik uncompressed textures and audio are the main reasons behind the humongous sizes of cod

hazy sky
merry lotus
#

most of the space is taken up by audio

blissful arch
#

now that i think about it, this would make such a good demo

hazy sky
#

godot

blissful arch
#

i guess godot is a custom engine

hazy sky
#

i am not a smart pants guy to create entire engines

#

im happy that i can create ball roll game in simple engine

blissful arch
#

you need ball physics

hazy sky
#

no that's not the point

blissful arch
#

make the sandstone slippery

hazy sky
#

i want a grid based movement

blissful arch
#

ah thats why it snaps

#

cool

hazy sky
#

it actually

#

it actually doesn't yet

#

i'm trying to figure out how to do grid based movement

#

but in a loose grid based style

#

because jumping is also part of the game and i don't want the ball to just stop mid air

blissful arch
#

well you can just keep increasing the velocity of the ball until it makes it to the next cell and then snap it to that position

#

kind of like how pokemon does it

#

and then you do that only when the ball is grounded

hazy sky
#

hmm

#

that's interesting

blissful arch
#

pseudocode:

def update():
    if input_vector != VEC2(0, 0) and grounded:
        next_grid_pos = current_pos - current_grid_pos
        if current_pos.magnitude >= grid_size:
            current_grid_pos = next_grid_pos
        velocity = input_vector * speed
        if getinput(jump_key):
            velocity.y += jump_force
#

i suppose something like this might work

#

@hazy sky

desert shard
hazy sky
limber bramble
#

BadPiggy cooking continuously, as usual

hazy sky
hazy sky
#

global point system works

merry lotus
merry lotus
#

i'm not sure if the way i'm doing this is the best way to do it but it works fine for now

hazy sky
#

i would just simply make the stairs with ramp colliders tbh

dusky pivot
#

There is a cool 3d noise efffect when you are looking at something you can interact with besides the yellow glow

hazy sky
#

fuck thats good

earnest lily
unique trellis
hazy sky
hazy sky
hazy sky
waxen plover
#

plenty of resources online

hazy sky
limber bramble
#

noice

hazy sky
#

comparison

#

wish i could get a hold of the higher quality skybox texture

#

i cannot find a single rip of it

earnest lily
#

wait why are you remaking kula world

hazy sky
#

why not

#

felt like it

#

took like 5 hours

tranquil oracle
#

I respect it

#

now remake Ballance

hazy sky
#

i still gotta make like the rest of the game's mechanics

#

this is a very barebones thing so far

waxen plover
#

ah yes, i love when unity butchers my 1 weeks worth of work

#

apparently unity has a weird ui glitch

toxic hemlock
#

imagine using unity

hazy sky
#

same

waxen plover
spare scarab
#

with exception of amid evil (unreal duh) and faith

#

that's gamemaker

wraith beacon
#

You forget about Super Galaxy Squadron (also Gamemaker)

#

And Tenebris Somnia (Also Unreal)

hazy sky
#

what

#

why is 2d game in unreal

spare scarab
blissful arch
spare scarab
#

he starts talking about it at about 6:12 in the vid

waxen plover
#

unity is an overall good engine

#

very beginner friendly with lots of resources online

spare scarab
#

that second part is such a huge deal

#

for most issues you may have there are 1500 ancient wizards who know the answer

#

or a possible solution

waxen plover
#

yeah

#

but then again godot is on the same level

#

even though the resources aren't as much as unity's, the programming language is easy to undertand

#

it's similar to python or lua

spare scarab
#

im also yet to see a game the size of something like escape from tarkov (yes, it's on unity), outer wilds, subnautica and countless other massive games on godot

#

maybe it'll just take time but the only finished, feature rich godot game i know so far is cruelty squad

waxen plover
#

yeah like 70 to 80% of godot games feel bland

waxen plover
#

wasn't aware of that

wraith beacon
#

Godot feels like it's still missing a bunch of odd things.

#

I recently found out that Godot's asset streaming systems are uhhhhhhh, lacking.

hazy sky
hazy sky
#

like development really ramped up recently

wraith beacon
#

Yea they've said it's being worked on but it's weird that it's taken this long.

hazy sky
#

just the step from 4.2 to 4.3 was huge

#

taken a look at the dev and nightly builds, Godot has a bright future and I'm glad I was part of it

waxen plover
#

and he left once he did it

hazy sky
#

he was

#

but they've done it once, what if they do it again

waxen plover
#

I get where you're coming from

#

it's unlikely given the backlash they received when they did it

wraith beacon
#

Never trust a company that's publicly traded 🙂

waxen plover
#

but if they do i'm 100% abandoning the engine and switching to godot

waxen plover
#

i think

hazy sky
#

People love the stuff I do,,,

#

I need to collab with others

hazy sky
spare scarab
#

kind of expected if the game you're recreating is already a good one

hazy sky
#

yea but I'm happy I can introduce old games to people like this

hazy sky
#

i'll be real honest, it kind of lacks

#

the movement i mean

#

plus please add an option to toggle the pixelate filter because its so blurry i cannot even tell what's up sometimes

#

the other issue i have is how fluid the game is (240hz on my monitor) but the physics process happens very slowly and it's choppy because of that

#

sliding doesn't feel like sliding, it feels like i'm moving on ice

#

plus i think the character feels way too fast, and not in the good way at all

#

plus it doesn't take much to reach top speed, which completely eliminates any kind of skill floor or ceiling

#

for a small demo like this, it's fine to play around with it, but my criticism is that in this state, it's kind of... meh?

#

then again i grew up on quake and counter strike/half life where movement was peak as fuck so i'm probably spoiled by that

#

didn't mean to completely demolish the thing, there is potential but you need to polish what's already there

#

also in a lot of cases, holding crouch while jumping does 2 or 3 jumps in a row from the same jumps

#

so much that i go through the ceiling

azure flume
#

that you yelling 'bop bop'?

unique trellis
#

That's me doing the jump sound

#

its placeholder

#

From the feedback I've received so far I'm revamping the movement so its slower and isn't super slippery

unique trellis
toxic hemlock
unique trellis
#

I have to work with it because my friend that is helping me work on hot and ready only knows unity

#

I'd definitely go for an alternative if my friend was down to learn an entire new scripting language

waxen plover
#

i'll still be using unity, though i'm learning godot at the same time

#

juust in case

waxen plover
#

except for C++ in unreal engine

#

we don't talk about that.

hazy sky
hazy sky
dusky pivot
#

Final touches to the cave (start of the game)

hazy sky
#

and will follow rules

#

i'll just make 9 the limit

hazy sky
#

also added the penalty system too

#

game over state incoming

#

remind me to move the sound player to the global script

tranquil oracle
dusky pivot
#

This took, the entire day, god damn it I need to sleep

dusky pivot
#

SSAO now included wich helps a lot LOL

hazy sky
#

yea I told ya

dusky pivot
#

It sometimes unrenders SSAO on the edges of the screen because it thinks you cant see it

#

Is there any way to fix it?

stiff thorn
#

Above every line 😄

hazy sky
#

I had to, I was going crazy

#

such a simple math function but I kept fucking up until I wrote comments

merry lotus
#

I don't think I posted this here but here's a concept for a new enemy I made

#

it doesn't get stunned when shot and it has a powerful melee attack that launches you

dry spear
#

lol my 2 cats behave towards each other exactly like that irl, lore accurate

hazy sky
muted stirrup
hazy sky
#

i'd say it's going well

#

starting to feel a bit convoluted but at this rate, it'll be playable properly within days

blissful arch
hazy sky
#

remind me to create the gridmap for the game, create a global variable for the levels current orientation and add a ray cast beneath the player to check for floor

#

need to figure out how to rotate the world with the player being the pivot point

hazy sky
#

most important were the white specular highlights

#

before, they were colored the same as the albedo and it sucked

#

i really love the coins

hazy sky
hazy sky
#

the next pass option on the shader does WHAT

#

dude

#

i tried cramming every fucking thing into one shader doing complex mathematical calculations to mask shit

#

you cannot tell me i can just overlay a new shader on top of the other,,

#

that makes the puddle shader so much easier

hazy sky
#

Phil can you chill the fuck out

stiff thorn
#

Phil knows what we really want

waxen plover
#

it seems off in the vid

dry spear
hazy sky
#

it's gonna be if I ever finish it though

waxen plover
#

you should

waxen plover
hazy sky
#

like I'm no game dev sadly

waxen plover
#

i could try smth

#

tho i use unity

hazy sky
#

either i'm overcomplicating it, or its really kind of complex

waxen plover
#

like ball.transform.x/z += movementspeed * time

#

it's just an example idk how to write it in gdscript

#

and check if it's colliding with the ground

dusky pivot
hazy sky
#

I need an entire move queue that can store/buffer inputs, and I need rechecks for movement so the ball can move fluidly as opposed to stopping after every move

#

so if for example two movement inputs follow one another, flow into each other

#

plus I need to be able to flip the level around

#

that means gravity is gonna change so I can stick to the level correctly

blissful arch
#

i think you're complicating it, here's one solution i came up with:

you can have a variable that stores the current move direction (can only be in the cardinal dirs, e.x. left) and also store the last grid space the player visited (e.x. 21, 3).
then you keep moving the player in that direction every frame, and after that you check if the current position (e.x. 19.987, 3) is farther than the previous grid position by one unit or more (e.x. distance is 1.013).

if so, set the previous grid position to the current grid position (20, 3) and check for direction input (e.x. forward) to update the new movement direction to that

#

(of course i don't know anything about the codebase or how movement works, etc. one thing you may want to add if you choose this approach, is that when you're not grounded you only update the previous grid position and don't check for new direction input)

waxen plover
#

If stopped moving and player is still holding the move key, move forward again

hazy sky
blissful arch
hazy sky
#

there is a node within Godot that is a Gridmap, and you can paint meshes like a tilemap

#

and there are neat features like checking the position according to its local coords, as well as converting world to local and vice versa

#

I was hoping I could utilize that

#

but actually I can

#

I'll try something later when I'm not so tired

blissful arch
#

i'm not experienced with godot but i don't imagine it's gonna have a node for this exact thing

#

it's just a bunch of variables you set and check every frame

#

but then again idk

hazy sky
#

my only problem is kinda about how to handle this entire thing

#

not sure why am i complicating this entire thing bruh

#

like its gonna be grid based, tank controls

#

that being, you cannot go backwards

hazy sky
#

the actual queue will be something like 2 actions at best

#

queues get deleted when spiked

#

feels like a step in the right direction

hazy sky
#

okay i had enough for today

#

this is so hard

earnest lily
#

EXTREMELY IMPORTANT FEATURE ADDED

hazy sky
#

madness combat

spare scarab
earnest lily
dusky pivot
#

Summit Ruins almost finished

merry lotus
regal kernel
#

does anyone know how to change the textures on the ultrakill guns

hazy sky
blissful arch
#

decided to make a binary tree class in c (of course it's all macros)

merry lotus
#

i'm not sure what i'm doing wrong here that's making opengl think the vertices are corrupt

blissful arch
merry lotus
#

can't
it crashes on startup

blissful arch
#

though i'm not sure it supports c#

merry lotus
#

it does i've used it before

blissful arch
#

maybe try an older version?

merry lotus
#

no renderdoc isn't crashing
Dead End is

#

when the vertex count is set to 0 it works fine

blissful arch
#

did you change this code at all?

merry lotus
#

yeah

i'm rewriting the mesh system since before they all had the same type of mesh with the same values (positions, normals, uv0, uv1, indices, weights, bone indices)

but now they're customizable

blissful arch
#

i think i know why

#

are you sure the usage of info.SizeInBytes is correct?

#

afaik that's the stride

merry lotus
#

yeah
this is now it's set

#

and logging the SizeInBytes prints the correct value

blissful arch
#

what about the second field in vertexAttribPointer

#

ComponentInfo

limber bramble
#

I'd set a couple debug breakpoints in SetVertices and check all the values as a sanity test

blissful arch
#

yeah plaz i assume you already ran a debugger on this code?

limber bramble
#

Seems like it might be the result of a sneaky mistake somewhere

blissful arch
#

iirc you can set logging breakpoints in vscode

merry lotus
#

oop

something's happening

i don't know what but something's happening

#

ok after removing the framebuffer everything seems to be working but some values are messed up

#

turns out the problem was that these BindBuffer calls were supposed to be after the BindVertexArray call

#

now i just gotta fix this thing

limber bramble
#

That makes sense

blissful arch
#

@merry lotus if you use git you can diff the changes

#

helps you see what actually changed

merry lotus
#

oh i found the problem (for the map at least) i was setting the vertex count to the number of vertices instead of the number of indices

#

the gui still looks like this for some reason

#

save me renderdoc

#

oh it's because all the uv values are (0, 0)
thanks renderdoc

#

hooray!

merry lotus
#
i haven't been working on anything presentable to post for today's Dead End #screenshotsaturday but since the holiday season is upon us, i made a little snow effect using particles and added a snow overlay in the map shader :) #gamedev #customengine

i haven't been working on anything presentable to post for today's Dead End #screenshotsaturday but since the holiday season is upon us, i made a little snow effect using particles and added a snow overlay in the map shader :)

#gamedev #customengine

▶ Play video
merry lotus
hazy sky
#

who pinged me

#

i might make a cool random weapon generator

#

sort of like borderlands

#

that would be cool

hazy sky
blissful arch
#

oh nice

merry lotus
#

working on reimplementing skinned models to support multiple models

#

i don't know why it looks like that but at least it renders

pure jackal
#

Ourple

blissful arch
merry lotus
#

I'm using a library called SharpGLTF

hazy sky
#

how do skinned meshes work

#

i want to use multiple models for the same rig as well

blissful arch
hazy sky
#

there is a skin option inside of godot as well

merry lotus
#

textures working (this time it gets it from the gltf instead of needing to reference an external texture)

merry lotus
# hazy sky how do skinned meshes work

it's basically the same as a regular mesh (vertices, normals, uv channels, indices) except there's 2 more things (bone indices and weights)

we upload an array of matrices to the shader and that vertex's position gets deformed based on the matrices specified by the bone indices and they're influenced by their weights

the array of matrices is provided by the armature

limber bramble
#

Based

merry lotus
#

got multiple models working

i am not only confused as to why the axe isn't moving but also why there's a giant box surrounding everything

must be a gltf thing

#

oh i think i know why

earnest lily
#

hell yeah

hazy sky
#

why is there a denim texture behind the player

#

did you export the default cube

merry lotus
#

no it's just a thing that gltf does I think

there are no cubes in the project file

#

but for some reason there's a cube in the .glb

hazy sky
#

interesting

#

it doesn't do that for me and i use glb as well

#

gltf 2.0

#

are you REALLY sure you don't have a cube hidden in the blend file

#

press alt + H to unhide

merry lotus
#

nope

nothing there

pure jackal
#

Try doing export selected with just the mesh, rig and camera selected

merry lotus
#

i exported it without the camera and the cube's gone now

unique trellis
#

nice work plaz

merry lotus
#

thanks :)

#

i think i want to work on enemy navigation now

limber bramble
#

are you going to do pathfinding or some simple AI like doom?

merry lotus
#

I want to try pathfinding

limber bramble
#

wghoa...

#

you gonna roll your own A* solution or something?