#general-modding
1 messages · Page 31 of 1
just don't do whatever dead island did
having obligatory "all players must be present" areas is bullshit
Ideally not.
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.
I hate that so much tho.
I hope I can somewhat make it seamless for most biomes.
There's several planned biomes like deserts, swampland with huge bugs, coastal areas with marine reptiles and bony fish, etc, etc.
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.

The hardest thing is deciding which animals you want, really.
I feel ya
it's always hard to decide what to include
so I just mostly include everything
"no chat I will only have like 12 guns tops" I'm now at 16
and I still have plans to add more
"How did you end up with 200 species of dinosaur?"
Decisions weren't made.
I'm sure you can get away with one skin for a lot of dinos
I'm thinking about using behavior trees for high-level decisions and state machines for low level control
not sure if that makes sense
I mean, to me it does.
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
Added an exploding hotdog guy
Reminds me of a certain fella
Holy shit is that amon gus.
He's alive
my list of unnecessary HUD's grow
thats a bit too fast innit
what a familiar feel
yeeessss,,,, we are getting the hang of this
basic hud functionality
the glow is now applied to everything and is animated properly to mimic it as well as i can
u should remake the SMOD hud
idk what's that like
i love this so much
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
I love it too, there's so much you can tune with them and they will never feel repetitive
dont think this really counts as modding but this is my first ever first person gmod anim
this is actually such a mood now
Thank you <:
I made a little vid about it before sleeping yesterday
Ill send it
It is not completly decorated yet but its taking a good shape :)
Changelog:
-Lights and shadows have been added among SSAO to help the player to figure out how far away things are easier and to make details stand out more.
- A lot of new models that I used to decorate the back of the island.
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
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)
So you might see pretty nice benefits doing it for other assets too
The downside is of course the fact that you need a packaging step and modifying files afterwards is a bit more annoying
now let's see the firing animation
you won't

its procedurally handled in game
i only need the equip, deselect, pump and reload animations
here it is before the whole animation shebang, it'll look like this
mostly
OH NO
not sure how the extra motion from the pumping will look like though
Only one way to find out
kinda shitty
i hate how the wrist twists upon itself
for no apparent reason as well
i think i will just simply apply the pumping motion without the shotgun moving all over
but i'm having issues aligining the gun in-engine
since i cannot export two rigs at the same time, i have to adjust shit inside of godot
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.
what engine again
Unity
damn
doesn't unity have fmod or whatever the hell it is where you can modulate music
i hate to bring it up but even ultrakill uses it
I'll look into fmod today and try to figure it out
Because right now the music is just playing from an audio source
Also I'm thinking of using blender or learning how to use trenchbroom for mapping
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
Unity has fmod but you can't directly interface with it
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
why not?
We need a mod that makes v1 a microwave and turns every single sound into the sound of a microwave exploding
They just simply don't expose FMOD as an API, it just happens to be what their own audio stuff uses under the hood
You're gonna have to ask one channel above
Alright
no we really don't
holy fuck chat a real 1934 beretta in a game 
THE PROPHECY
this looks painful
i run into the same issue, i think u should rotate the forearm instead
not sure man
yea its so cool because i added the 1934 since i saw it nowhere
then indiana jones comes out and adds it
how many edge loops do u have around the wrist
im gonna edge loop you
but 3, 2 actual loops and 1 that is the middle and that's the original loop
ig u just need to rotate the forearm a bit to get the volume back into the wrist
the thing with arms is that they kinda twist a bit when u turn the wrist
the forearm is made of two bones that kinda twist around each other
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
u can see just how much the forearm twists if u have like a tattoo or hairy arms
why is it so fucking hard to do anything
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)
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
well not really struggling with but it's an issue
load-bearing GUI
anyone know how to fix gforce recorder
no

quick tour
why is everyone fat though is this new york
worse....
manhattan?????????
regenerating armor and health (recharge rate and delay can be configured via a gamerule global that sets the player's stats)
@pure jackal guess what i found
good old tommy with the attachments
originally the mosin and this was made for 7 days to die
which is funny since 7 days modding is what kicked me off on this entire journey
Holy damn
the stomach hanging out from under the tank top lmaoo
inching towards proper game stuff finally..
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
got the gamerules set up, they control the player's stats like walk speed, jump height, max health or armor, etc
plus a timesplitters 2-like weapon slot system where my hand places pickups can pick weapons from the list
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
(for multiplayer modes)
actually i might do this for campaign too
would make things easier
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
Super satisfying suspensions on this pickup truck!
#ShowMeSunday #indiegame #indiedev #gamedev #games https://t.co/vABrq5bh1s
wheel collider,,,
yes the wheel colliders you can find in Unity
https://docs.unity3d.com/Manual/class-WheelCollider.html this is the documentation
thug overflow
Yes
aight
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 can you tell me in short what your engine is at this time
like is it just a 3d renderer
or does it also have physics
or audio
etc.
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
however there is convex polygon collision detection and response using the GJK+EPA algorithm
ah i see
i presume thats how you got raycasts to work
awesome stuff you're doing, thanks for the help
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...
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
I'm not sure if it'll work however
I'm still thinking about it
actually no I don't think it would work well that way
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
are you gonna write your own physics engine or use something like PhysX
🫡
this is all just so i can get hired anyway
my expectations are not low but definitely not high
just imagine how good this would look on a resume
Definitely a good look
If you're hiring, you definitely want your programmers to be The Good Kind of Crazy
"made their own engine for fun" type crazy
I need to create engine-only visible nodes that spawn weapons in the gamerule's slots
following a similar logic to Timesplitters 2's weapon sets
I would pre-make weapon sets for multiplayer, as well as allow the host to create a weapon set for the server
and this very same thing could come in real handy with the campaign as well
could make sure only specified weapons spawn in the chapter
plus an extra slot for unlockable gun
Rough tutorial map on the 3 basic movements
some character faces lol
The sun is leaking
did you test the game last time
Best of luck my man
U make some impressive stuff
finally made the engine-only elements for the weapon spawn system
this will spawn the 1 slot of the weapon roster set that is specified for the level
these conveniently spawn the thing they're supposed to, and get deleted from the level instantly
you can also set if they should spawn respawning stuff and stuff
and stuff
found a glitch while loading levels but i thought that this looked cool
i also got camera tilt working
The no texture room
just for fun here's the code for generating the missing texture
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
I tried making the steam look as organic as I could within the style of the game, Unity has A LOT of settings for particles.
Changelog:
-SSAO has been disabled, I dont like it.
-A little particle system to add some motion to the cliff/back of the mountain.
:3
Playtest?
aight one sec
Your game seems really cool. you don't mind if I give it a test too?
sure, just don't expect too much because its mostly a showroom than anything
little retro surveillance cam
working on simple realtime lights for a better flashlight (and maybe some effects like muzzle flashes)
i have somehow managed to create this
The hole
Lighting™️
nicee
hell yea nothing beats the original
Changed the dialogue bubble to have more of a pop on convo start!
#gamedev #indiegame #indiedev #TrailerTuesday https://t.co/V75qmOgMk2
animal crossing inspired dialogue
ignroe the cringiest dialogue ever written
i love that waddling while running
thanks lol i made it extra goofy especially with the subtle head squishes
@pure jackal can you tell your friend he made my entire week with this
That's a really nice speech box.
Also good luck implementing rich text if you intend on doing that.
squishy animals in my game i love
I still have nightmares about the time I tried getting rich text working.
I really liked the squishy movement in the ratchet games
like with each step ratchet would squish to like 0.85 on the Y axis and this small detail was so expressive
I heard the goons get squished in @earnest lily's thugg too
no
no he's not
there's nothing chill about this guy, he thuggin from the onset
mix thug like jello
love the always skip leg day build this bozo has 

thug better label they bones cuz we bout to scramble them
how it feels one picosecond after leg day :
I forgot ping on...... I am ready to be smitten. I must pay for my crime
also whose dad are those model textures from
its ok I'm on permanent dnd mode
I dont get voice notifications
can someone remind me tomorrow to do the luftwaffe drilling tomorrow
no
:3
By chance, can the v1 pillow be sent to Brazil?
trying to animate the stitch again
Devious name for a devious creature
i just dragged some curves around in the curve editor and came out what with what i think is a pretty decent idle animation
oh fuck yeah curve editor
never underestimate what wonders interpolation curves can do for your animations
shit that looks like actual physical wet dog shit with default interp can be turned to solid gold just by spending time editing curves
@rose coral, please do not discuss politics.
@rose coral, please do not discuss politics.
i should probably set up inverse kinematics
i should DEFINITELY set up inverse kinematics
Jason Boyles you devious dog
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?
and animating the walk cycle should be easier
Does anyone know why this happens
There is 0 information about this in the intertet, great
OH
GOD YES, I love when somehow doing a random thing fixes it
100% real
when I was doing animations for a bunch of weapons in Fallen Aces, the difference good curves made was night/day
i'm pretty satisfied with how the leg movements turned out
i referenced the forkmaiden's leg animations from the dusk hd comparison video
now to animate the rest of the body..........
tomorrow
oh wait i can just copy the upper body animations from the idle animation
yeah this came out a lot better than i thought it would
i exported it as gltf and it started doing this
fixed it
So with that concludes the modeling and decoration of the lower cliffs :)
Changelog:
-Fog has been made slightly stronger.
-New models that I used to add more detail to the lower cliffs.
-The summit/ruins among the "shrine of truth".
Im almost done modeling this section of the island
Wich would be like a 20% of the entire map, wohooooo
does minecraft count as general modding 🗣️
lmao this guy rules
i like your game's visual style
Thank you :D
Although the VHS destroys bitrate so Im considering leaving only the downscaled enabled by default
I can never get a good recording with it enabled
what's this game about
I love the way it looks and I'm really interested in it
Its a game about exploring an island, fishing and solving puzzles
Oh, and you can talk with them
With the fish
:3
fuck off
@simple chasm new fishing game
the arm movement is odd
usually while walking you move your right arm back and your right leg to the front
this guy moves his right leg and arm to the front and same for the left side
I'll fix that when I get home
it adds to the uncanny tbh, it's a cryptid and not a human I'm guessing
Fishing is kinda the reward for solving puzzles
konrad's cooking
btw hitscan is now an option that instantly sets the correct values regardless of settings
scope now properly respects the player's chosen fov thanks @pale raft
!!!!
How’d they do that
idk ask @hazy sorrel
also weapons now respect you holding the aim key after reloading, thanks @slender knoll
based
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
i mean
that's just gonna make you lose balance lol
thanks konrad
really fucking bugs me in games when it forces you to press "ads" button again thru a reload
this isn't ads 
thats why I used quotes
I'm just using it as a term for aiming button
same effect essentially
made like 20% progress in the animations and realized the floppy disk's too scaled down
now i gotta
nvm i'll change the uv
is it?
yeah
I mean it looks about the right size to your hand but not the pc
you sure you shouldnt be using a different kind of a floppy disk?
yea but the slot is too big for that kinda disk
yep
if you make the disk bigger then it will in turn look too big
that's why i'm gonna make the slot smaller in the texture
all good
I thought you were going to make the disk bigger
nah i wouldn't redo all those animations
haha extremely fair
it seems appropriately sized to me
oh okay i see
ye it's like trying to put an sd card into a usb slot
oh also fixed the weapon index modulo/divide by zero bug
because fuck crashing while trying to switch weapons by the scroll wheel specifically, while unarmed
this has "fixed a tuning issue so that Sims now vomit at acceptable levels" energy
yeah that was a great first experience when the game just crashed the moment I took one step
brb reverting the change
why are people scrolling the moment they get in game
I think everyone crashed the first 20 seconds into the game
literally everyone, maybe konrad didn't
that's so funny like is that a reflex?
to see if I have any weapons
or anything else
easiest fix would have been to add a weapon under the player
like that would be so fucking funny and you'd never realize
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
this is probably the best animation i've ever made
sure the hands clip through the floor but it looks so cool
i mean half life also has a lot of clipping
if it's not too noticeable at the peak of combat then all is good
due to the fact that i'm animating using euler angles the stitch does this during the windup part
euler angles?
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 is it supposed to do that
fov?
its on 95
yea the sprites are 3d objects still
they get affected by that
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
@hazy sky i also broke this
@slender knoll kill this guy with stockings please
i think its only this gun that does it
but how did you do that
no clue
hmmm
i picked it up and it did it immediatley
what if you reload
this one too
this feels like a thing on your behalf
reload fixes it
god that's such a good bug
is it because this is your first bug find in my game from a year ago
no
i love flashlight machine gun
also I dont think I found that
you told me about it
iirc it was konrad who found it or something
I wonder why half the checks don't work for you
I remember you finding it
then it was some other bug that you told me about I'm thinking
you were showing me how meleeing disrupts the reload
oh right
konrad found pretty much everything else
wonder what the other bug was then
bro disassembled my game first day
what button is melee
not all guns have it, but Q
the pistols should all have it
is it something on my end thats doing it?
the guns aiming should force the mouse to be unlocked, and the camera to stop processing mouse input
yet it does that anyways
and the reloading on the webley should not really be interrupted by anything
add the rocket launcher from gunman chronicles and make it have all the functionalities it did
because lol lmao
i restarted it but its still happening
what did it do
I'll do a thorough combing of the code tomorrow
I cant even remember its been way longer than 20 years lol
bruh
what
think it had spider mines, homing etc
i did it again how????
I wanted to delegate to you not just the implementation part but also the googling part 
throwing beer bottles
make a medal of honor spinoff called purple heart and make it just about bar fights
@hazy sky also reloading the sniper resets fov too
yeah but I have no idea why that does it
I found out about this just an hour ago as well
it resets the fov without ever scoping in
however after fixing the fov respect, you don't really notice it anymore
unironically wanted to add that
not throwing but as a melee
one hit melee weapon that breaks upon knockout
that would be neat
nope
huh
its at defualt
when in full-screen, Godot gives jack shit about your resolution setting
it uses whatever your desktop is at
it's kinda shitty tbh
thanks godot
all fullscreen methods do this
I might just force windowed borderless
there's 0 real benefit to real fullscreen
real fake fullscreen
double aim
I really need to refactor some of the checks
vino are you like wiping your face accross the keyboard while testing
how do u manage to get it that fucked 
its my skill
i dont swap weapons with numbers i use scroll wheel so no
konrad has a real contender for the title
wait what
wdym
does it allow you to scroll but not numbers?
no i just dont use numbers
3ds port with the extra stick tumor addon
anyways I need a few hours of sleep, thank you vino for opening my eyes to these oversights
Ive been cooking some reworks
it's literally almost 1 am
I need to wake up by 5 to work
that's good shit
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
Yeah, arched
i like the water
This is how it looks from the top but I need to add some plants and things still
Thank u
you could make blend textures
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
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
like asphalt, asphalt crossing, asphalt sidewalk, asphalt turn left/right/T/cross section, dirt path/dirt with rocks/ grassy dirt/dirty grass/grass
How would I paint those textures later
Oh I know how to use vertex colors
use vertex colors, and blend between two textures like that
like vertex colors as a mask
of course
you need an appropriate blend shader
let me show you an example in Godot
I got one in Unity but it blends whatever is from blender
In this video we'll go over Blending Vertex Colors with Height Maps.
Godot 3 Playlist: https://www.youtube.com/playlist?list=PLomQNLPOWtzYuz_Yhaf7-uAOJ7GSBJgjI
Better imo
fuck that is good
it's a shader language though, not code
I mean it is code, you are giving it instructions but they are entirely different
Gotcha
anyone knows how to change back to US keyboard?
my 12345 is now !"£$%
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,,,
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.
the removal of the tech channel has had disastrous consequences.........
12/13/2024
Sorry for the lack of updates. I've been busy with other stuff so I haven't gotten all the time to work on Hot And Ready. The cybergrind music is 100% placeholder and I'll change it immediately after I get an original soundtrack made.
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
it looks like a halo health bar
no its not that chat
Ah mb I didn't realize how loud it was. I'll tone it down to make sure it isn't as ear piercing.
splitten earge
i'm starting to have second thoughts
I knew it was a halo health bar
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
if it walks like a duck and quacks like a duck then maybe it's a duck
what
Dumb question @hazy sky how do I open the rar file
winrar
actually
doesn't windows come with an archive function
like it should open it natively now
I’ll check
dinosaur doesn't know how technology works
@slender knoll do you think we should teach him how total commander works
wot
no way you don't know what total commander is
doesnt windows come with some kind of an unpacker
man
just make it a single 0-health sprite and make a shader to fill it up based on health
i reckon it'll be pretty easy
what
why a shader?
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
oh yeah, i don't think its widely known but godot has progress bars, and there is a special one called texture progress bar
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
difference between shouldered and unshouldered weapon
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
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
why did i deadass think this was a cooking game
but it does
it looks more like a spatula with no holes
working spot light flashlight
also i'm making a test level enviroment based off of solace's test level
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
That's a nice concept
I'm guessing this makes pacifist near impossible to do? (I'm assuming there's infighting)
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...
yeah there's no way to do pacifist and i'm probably not gonna add infighting
not just because it'll mess with the gameplay but also because i'm not a huge fan of infighting
I see
Do you plan on releasing a demo or just hold off until the game is in a good state for release?
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
Replaced the Half-Life 1 flashlight with a better spotlight flashlight
#gamedev #customengine #screenshotsaturday
didnt make the model we had a texturing course so all textures are mine
i wonder how you did the glass material with substance painter
build folder size: 10 MB :)
resources folder size: 80 MB :(
future call of duty developer
no it's the other way around
resources folder 9 mb build size 300gb
isnt the resources folder inside the build folder
also afaik uncompressed textures and audio are the main reasons behind the humongous sizes of cod
chat, we are gaming
they're separate for my project but when I build it for release I'll put the resources folder inside the build folder
most of the space is taken up by audio
custom engine???
now that i think about it, this would make such a good demo
godot
i guess godot is a custom engine
i am not a smart pants guy to create entire engines
im happy that i can create ball roll game in simple engine
you need ball physics
no that's not the point
make the sandstone slippery
i want a grid based movement
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
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
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
Finally managed to finish this lol
based lol
hell yeah
i'll have to probe around a bit to see what sticks as i'm planning shifting gravity
BadPiggy cooking continuously, as usual
playing around with some designs
Daily Dead End Devlog: December 15, 2024
The player can now move up stairs, with smooth easing too
#gamedev #customengine
Hell yeah
i'm not sure if the way i'm doing this is the best way to do it but it works fine for now
i would just simply make the stairs with ramp colliders tbh
There is a cool 3d noise efffect when you are looking at something you can interact with besides the yellow glow
fuck thats good
working on Paolino's moveset for DA BOSS FYTE :
Kick jumping and experimenting with slower movement
slowly but surely we are gaming
root motion 
free camera time,,,
I mean, a mid level programmer can make an engine, it's just time consuming and requires dedication
plenty of resources online
feels right at home
noice
this game is a very fun stradegy game, where you need to collect all keys with the ball to go trough many lvls.
Gameplay by:
Mathias/Razzoy
comparison
wish i could get a hold of the higher quality skybox texture
i cannot find a single rip of it
wait why are you remaking kula world
i still gotta make like the rest of the game's mechanics
this is a very barebones thing so far
ah yes, i love when unity butchers my 1 weeks worth of work
apparently unity has a weird ui glitch
imagine using unity
same
ultrakill
and pretty much every other new blood game lol
with exception of amid evil (unreal duh) and faith
that's gamemaker
You forget about Super Galaxy Squadron (also Gamemaker)
And Tenebris Somnia (Also Unreal)
My conference at EVA 2024 talking about how we're creating @TenebrisSomnia in Unreal Engine 🤓
Check out the dev process behind the pixelated survival horror with live action movies!
It has ENGLISH SUBTITLES
https://t.co/UV7iKUXkhr
Thanks @attar_px for recording it ❤️ #gamedev
for the cutscenes obv
he starts talking about it at about 6:12 in the vid
honestly i don't get the hate directed at unity post removal of the revenue thing
unity is an overall good engine
very beginner friendly with lots of resources online
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
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
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
yeah like 70 to 80% of godot games feel bland
cruelty squad is made in godot??
wasn't aware of that
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.
because trust is hard to earn again. I wouldn't bother with it either since I've Godot and I love this lil engine
I think asset streaming is coming in 4.4 or an upcoming branch
like development really ramped up recently
Yea they've said it's being worked on but it's weird that it's taken this long.
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
wasn't the one that set the revenue thing the ceo or something
and he left once he did it
yeah
he was
but they've done it once, what if they do it again
I get where you're coming from
it's unlikely given the backlash they received when they did it
Never trust a company that's publicly traded 🙂
but if they do i'm 100% abandoning the engine and switching to godot
apple, microsoft, amazon, nvidia
i think
granted 2 out of 3 project were exact replicas of old games, and one is heavily inspired by it, but it's received well by an entirely new audience as well
kind of expected if the game you're recreating is already a good one
yea but I'm happy I can introduce old games to people like this
@unique trellis
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
plus you don't lose momentum when you collide with a wall, you get attached to it until it gets resolved
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
like i can jump REALLY high by abusing this
that you yelling 'bop bop'?
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
For this I'm looking into turning it into an official feature called Slide Jumping.
the problem is that they tried that revenue shit in the first place. the fact that unity thought they could get away with it tells u all u need to know abt the company, they're inevitably going to try to fuck over their developers again. think of it like this: your roommate just tried to stab you and now they say they're really sorry, do you still trust them?
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
valid
i'll still be using unity, though i'm learning godot at the same time
juust in case
if you're familiar with scripting in general it won't be hard
except for C++ in unreal engine
we don't talk about that.
shaping up so nicely
ball customization via simple albedo stuff
Final touches to the cave (start of the game)
and yes the game properly handles keys placed in the world
and will follow rules
i'll just make 9 the limit
okay level timer really added this time
also added the penalty system too
game over state incoming
remind me to move the sound player to the global script
more games need ball customization tbh
This took, the entire day, god damn it I need to sleep
SSAO now included wich helps a lot LOL
yea I told ya
It sometimes unrenders SSAO on the edges of the screen because it thinks you cant see it
Is there any way to fix it?
Wowee, so many comments
Above every line 😄
I had to, I was going crazy
such a simple math function but I kept fucking up until I wrote comments
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
lol my 2 cats behave towards each other exactly like that irl, lore accurate
yeesss sir
https://fxtwitter.com/GameDevKS/status/1867989717850931559 released a new trailer last week 👀
Brand New Trailer for Retrowave '84 is live!
Check it out now!! 👀
#Gaming #Retrowave84 #NewTrailer
chart,,,
i'd say it's going well
starting to feel a bit convoluted but at this rate, it'll be playable properly within days
also reminder
thought some might appreciate https://ocw.mit.edu/courses/6-006-introduction-to-algorithms-spring-2020/video_galleries/lecture-videos/
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
today was lackluster but i reworked the materials for the pickups
most important were the white specular highlights
before, they were colored the same as the albedo and it sucked
i really love the coins
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
Phil can you chill the fuck out
Phil knows what we really want
isn't the movement in the game grid based?
it seems off in the vid
full sunset timelapse
not yet
it's gonna be if I ever finish it though
you should
this is cool
depends on how hard the movement system is
like I'm no game dev sadly
either i'm overcomplicating it, or its really kind of complex
u just have to make the ball move forward when the player clicks a key
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
Here is the start of the inventory system for the game, the player will use Q and E to scroll or the mouseweel, F will be used to use your items or interact with stuff.
Changelog:
-Rework for the ocean, although its not done yet it looks a bit better now.
-Inventory where the player can store the items they find duri...
that's not as easy though, the movement is more complex than this
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
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)
That can be solved with a boolean and a timer
If stopped moving and player is still holding the move key, move forward again
I actually don't have to do all that truncate stuff, the grid is stored in a Vector3i so it always returns ints
edited to specify when to use grid pos and world pos
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
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
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
made an action queue so it does actions in sequence
the actual queue will be something like 2 actions at best
queues get deleted when spiked
feels like a step in the right direction
madness combat
thug game never dissapoints
😳
does anyone know how to change the textures on the ultrakill guns
chat do these look like forbidden snacks to you
decided to make a binary tree class in c (of course it's all macros)
i'm not sure what i'm doing wrong here that's making opengl think the vertices are corrupt
looks fine, try using renderdoc
can't
it crashes on startup
though i'm not sure it supports c#
it does i've used it before
maybe try an older version?
no renderdoc isn't crashing
Dead End is
when the vertex count is set to 0 it works fine
did you change this code at all?
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
i think i know why
are you sure the usage of info.SizeInBytes is correct?
afaik that's the stride
I'd set a couple debug breakpoints in SetVertices and check all the values as a sanity test
yeah plaz i assume you already ran a debugger on this code?
Seems like it might be the result of a sneaky mistake somewhere
iirc you can set logging breakpoints in vscode
ok
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
That makes sense
@merry lotus if you use git you can diff the changes
helps you see what actually changed
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!
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
_ _
Ahh a classic issue
i ran into the same mistake back when i was making this game in java lol
who pinged me
i might make a cool random weapon generator
sort of like borderlands
that would be cool
here's your reminder
yea i revisited this but i don't need separate raycasts for godot handles things directly via the character's node get_floor_normal() function
oh nice
working on reimplementing skinned models to support multiple models
i don't know why it looks like that but at least it renders
Ourple
what model importer are you using?
I'm using a library called SharpGLTF
idk how godot does it but in unity you used to have an armature node and a mesh node that you can change the value of
there is a skin option inside of godot as well
textures working (this time it gets it from the gltf instead of needing to reference an external texture)
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
Based
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
YES
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
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
nope
nothing there
Try doing export selected with just the mesh, rig and camera selected
got animated models with multiple objects working today!
here's some axe animations :)
#gamedev #customengine
i exported it without the camera and the cube's gone now
I felt that idle animation
nice work plaz
are you going to do pathfinding or some simple AI like doom?
I want to try pathfinding
