#general-modding
1 messages · Page 32 of 1
If you want to use a navmesh, recast is the "standard" library, both Unity and Unreal use it for their implementation
I have no idea what the internal mechanisms are like for generating a navmesh
It's open source and has a sibling library called Detour that gives you agents
A* however is pretty simple once you grasp the general concepts. I've implemented it from scratch twice now, but those were in 2D projects with tile based maps
I'll check that out, thanks 👍
I'm trying to implement A* in the gloomwood dungeon crawler fangame I'm making (trying to make it in a custom engine instead of unity)
but since my main priority currently is Dead End I haven't gotten around to finishing it
yeah it's hard to balance work on multiple projects
I'm never at full efficiency unless I can sit down and focus on one thing
Lucas knows that more than anyone at this point lmfao
by lord he does
it's ok, nature is healing. I have returned to full time NBTDS and have already worked on 100 different graphics and optimization nerd things
day 1 back to the project and you KNOW I'm tweaking that realtime global illumination 
and e1m3
it's true the new e1m3 is almost done and it's legitimately 1000000x better
I was going to post screenshots of it yesterday but the time passed me by
the new ending of it you've been workin on?
nah just the map in general
i think the last public post was legit like 6 months ago
Okay Plazmin when're you implementing Mipflooding.
waiting for plazmin to implement voxel cone traced GI
Hadn't heard of that before, that's clever
It is very neat.
I've been messing around with it a little, it does really seem to be one of those cases where something compresses better and looks better.
my ego will not let me use external libraries for anything
i'm writing my own entity component system rn
Implement Mipflooding.
i wonder what that is
Texture dilation technique, it typically compresses way better than other ways of dilating textures.
And is also really simple (both in theory and also in computation)
yeah it actually looks cool
not a priority tbh
maybe when i implement my own texture loader and encoder
won't be before my model loader and encoder though :)
actually...
i think i'll do the texture loader first, seems more simple
okay chat I think at this point a major rewrite is necessary in my game
fast iterating is a curse
whats with #general-modding catching all the weird random posts that dont make any contextual sense
idk
maybe people confuse it with #bnnuy-and-the-jits
is the channel name unclear?
faaaair
I think it would be better as modding-general but I suppose we want to keep the name formatting uniform
the other modding channels are named like this is
i still think this channel should be renamed to #game-development or something like that
obv modding would still be allowed here
also not like this is an issue lol
catches one weird message in a blue moon
yeah I do think it would be better that way because this is more about people sharing their dev stuff and not modding existing games
altho that does happen as well but its not the majority of what goes on in here
got recast to generate a navmesh and export it as an obj
but for some reason it looks like this
no i'm generating it using a library called Recast and it just gets exported as a .obj so i can view it
ah alright
Whoopsie daisy didn’t realize this didnt fit here
based NIH dev
I added a little bit more of deco, Im gonna do a big rework to the cave soon and with that it will be included and actual proper start for the game and some other thingies
Ok that's kino
😍
Ganked by slomode
Kino?
Sound design is pretty nice here
I still have to add audio to mine
i really like the animation/movement
breaks your spine
Been on a hiatus on development but I'm finally gonna get back into investing my time on working on Hot And Ready.
First things first I got new jumping sounds done by Robin Nelson and it's a huge improvement from my placeholder one I made.
👀

completely new model if you don't mind
it's all good
just rust and blood stains
can you handle like detail maps that overlay ontop of the gun
or does the engine not do that in any capacity
but yea rust i could add
what would you need to use detail maps for
blood overlay
can't you just make it part of the main texture
im good at drawing stuff onto it but liquids i cannot really get down correctly
by stains i meant like
dark red splotches on the gun
i don't think you'd need a detail map for that
i'll see if i can make them look good
question
does the engine support normal maps
no
That looks really good
with absolute 0 lighting
fuuuucckkk that looks good
I can hear the most satisfying and boomy fire sound coming out from this thing
Are you helping plaz with modeling the guns?
kinda
what do you all think of this idea I had for a new logo
here's the old one for comparison
and now we press the magic button
previous version
mostly changes in lighting
need to somehow merge the two
wait i was missing a subdivision level
Looks a tiny bit cartoon-ish imo
yeah the END part didn't come out that well
i'm not sure how to improve it though
need to give it some definition because it looks too smooth
check some tutorials on how to make something look more "watery" or "bloody" in tgis case
blood is usually more Darker and Dense
okay holy fuck
fit snugly within 256x256
fuuuck man it looks so good rotating with the HDRI
i love normal maps,,,,,,,
actually i think it came out too realistic for your setting
no it fits perfectly
and looks amazing
aight imma pack the files and send it over to you
i'll let you do the armature however
Reminds me of the postal 2 sawed off
awesome
thanks solace 👍
cursed
holy fuck its almost 3 am
oh shit i just realized it might look cool with the quantization filter
helloooo high poly
minor difference in poly count
actually with the details baked i could probably cheat some more polygons off of it
dude that looks so gooooode,,,,,,,,,,,
should have added a trigger at least to the gun
lemme quickly do that
you'll only need a texture replacement
much better
how the hell do i find a good position to put the gun in
this looks pretty good
gonna add arms later
will you do the raycasts from the camera or the muzzle i wonder
Please be from the camera
lol like marvel rivals
man this is another magnum opus for sure
this gave me the motivation to do my luftwaffe drilling
maybe try an iteration with the old rock-like END with spattered blood over it?
looks like some smooth crystal coated in goo
some definition is needed for the shapes
big day
the font that i use in my game is edited within godot, BUT, the scale is set in stone otherwise the pixelated font turns crisp
figured out a method to export the font, onto a transparent PNG using viewports and i could save my fontsheet into a png 
so fucking good mane
i think this one came out pretty good
that goes so hard
Solace makes a banger model again
A christmast gift for all
And that NEW LOGO GOES HARD AF
it was a christmas gift alright
nooooooooo godot crashed
doesn't matter tho luckily i've imported and did the font stuff
so now i have free reign over the font without having to do bullshido stuff to the buttons
Bruh since when has godot decided that everything in physics_process is a suggestion
depends, really
@merry lotus im gonna have to recall the model plazmin,,,,,,,, its too high poly
even tho i think 130 faces are VERY low poly even by my standards
if you want these polygons you'll have to pry them from my cold dead hands
now set the texture size to 32x32....
Working on implementing vertical flipping like in Dusk. I plan for this to give the player a speed boost depending on how much they flips they do.
anyone have any ideas on how to improve this shoot animation
something about it just doesn't feel right imo
Not powerful enough or looks off?
yeah it just doesn't feel that powerful
add like a frame of anticipation and draw out the recoil a couple frames, feels like the character's moving the shotgun up rapidly rather than the force of the rounds pushing it up
Maybe make the recoil more sudden?
i think its actually too sudden tbh
You could try looking up videos on videogame double barrel reloads to maybe get a reference of what you want
usually when i animate a gun shot the first frame i actually have the gun pointing down a bit to give a bit of anticipation without too much of a disconnect between input and action
small trick i picked up from looking at CS:S skins
Maybe have the hands move back to indicate the powerful blast
yeah something kinda like that, i think maybe either making the upwards recoil a little less exaggerated or giving it more time to reach it's peak will help sell it more
i am struggling HARD with it as well
I'm dreading to go into the animation part of game dev
making and rigging the models is enough of a chore
honestly i would take a frame or two to move the weapon back, and then apply the upwards force
honestly animation is way more fun than rigging
animation is a lot more fun with curves than keyframes
keyframing is usually just like roughly outlining your desired motion, curves is where you really bring it out and refine it
I've def going here for advice on animation when I get to that point but it's going to be a bit awkward since I use a different rigging method
to me its honestly a bit too exaggerated and covers the screen for a sec
i'm going for exaggerated stuff as well but i try to keep up some visual clarity so you don't get overwhelmed by animations
mainly the unsilenced version of the beretta is the point of the video i couldn't be arsed to trim it
how about this
that looks aight
hey how do you import it like that
i have to fuck around with bone attachments and shit like that in godot you have no idea how much time i wasted by just putting the gun into the hand
what do you mean
oh
i just have them both using the same rig
it's not that good but it works
huh
what
why this shit so complicated
@hazy sky i want to post the shotgun on bluesky
how do you want me to credit you
can you like tag people on there
yeah
let me make on real quick because i wanted to make one for my game anyways
@unique trellis this is what i meant
The clamp?
AMAZING shotgun model made by @oopsallsolace.bsky.social for Dead End
(animations are WIP)
#gamedev #customengine
no
the lerp
linear interpolate
if the rotation X of the camera is over/under the threshold (min/max look angle), then upon landing, it will lerp it back to the closest value
however i need to clamp the Z roll tilting while in the air otherwise the entire thing goes to shit
how in gods name do i mod fallout new vegas
im a literal infant to modding aswell so if your gonna explain it to me explain it like your talking to a child
ok are you here?
i’ve opened Nexus
lol
also i will be taking photos on my phone if my screen like an ape beacuse i dont got discord on my pc yet
this does basically everything, and the forums here will help you with anything else
do you have 7zip for a start off
im in that site
also get 7zip
and nvse
vortex will force install everything he needs
its the main improvement over NMM
im assuming you have a 64bit OS use this https://www.7-zip.org/a/7z2409-x64.exe
if you want to know fuck all until it goes wrong just use vortex
but you should install 7zip anyways
ok
because zip files are common
do i just search up 7-zip?
just click the link i posted
im on my phone and doing the stuff on my pc
i haven’t got discord on the laptop yet
yes just google 7zip
the top one
32-bit is an ancient method
i got the 64-bit one
this is a basic term though so memorize it
ok so what next now that i downloaded this
yeah 32bit / x86 is not really relevant in 2024 unless you have a really old shit computer
do i get the NVSE?
next is vortex https://www.nexusmods.com/site/mods/1
download latest version
refresh
wdym refresh
this is your first test, we cant help you or you wont learn
its an arrow but yea
yeah i refreshed
something specific should have happened
i don’t see much different
click the 7zip exe and install that first
now install vortex
the "unconfirmed" file finished downloading and became the actual file
i already had it when trying to do stuff for myselfd
moment in history
is that good or bad
good
oh ok
i got vortex/nexus open what now
guys what do i do now
is it manually set location?
or open on nexus page
help
i bet he fucks like a tiger
a gun for dudes who pack balls (me)
Cool quake style brick wall texture I made
Making textures is really fun
Removed that weird spot on it
can i be honest
it looks good but god does it hurt my eyes when its enlarged
very noisy
@hazy sky Added some Gaussian to it
yea but now it lost its sharpness
can you apply it to the bricks, and then to the grout?
not the entire image but to just selections, so the gaussian blur doesnt bleed the two surfaces together
like first select the bricks, apply a slight blur, then select the grout and apply to that separately too
Applied some noise remover on the grout instead of blurring it
You can try decreasing the contrast between the dark and bright colour a bit too
Dithering is doing really cool stuff I love it
Also little screenshot about gameplay tutorial stuff that hopefuly will be done somewhat soon!
it kind of snaps from up to down like they're holding it up purposely
maybe have thr shotgun go down a bit (slowly) between the recoil part and the unloading part
instead of the gun going up when shooting try to make it go towards the cam then slightly up
and that barrel goes back too smoothly
look at some slow motion recoil
bros,,,,
i love this gun so much
same
actually mine is almost a year old as well
i made it in april
.
looking back the dev footage holy shit
i really have come such a long way
i know i keep saying this but the amount of shit that got added, refined and removed is astonishing
growth is such a good motivator
i remember the c96 taking like 2 or 3 days plus a long few hours later to make proper, but now i can make a much more detail-rich model for less than half that time
i should probably remaster the assets to match my current aesthetic
i hate youtube videos that say "i made this game in a week" and then start off by "first of all i purchased these asset packs"
oh definitely
like this is the type of models i used to make a few months ago
nowadays
he's wearing the pants in this household
so true
Anyone familiar BepInEx help me out? I can't seem to get an output on the logger and I've tried so much things to get it to work.
the little man
cha,t.,,
Loogi
:3
i cannot,,
this piece of history is just too detailed for a psx standard
i'll have to forfeit work here
even after completely redoing most of the topo its still very heavy
it looks cool tho
might go with this, bake down everything and then reduce the polycount further
N-Space got it to work on the DS when they made World At War. You can do it brother!
it's not the fact that i can't
it's the fact that it's gonna look too high poly
fought off like 300 triangles without hurting the overall look too much
576 faces don't sound too bad
this is so cool
subdivision my behated
Looks like a pistol with a wing cap on lol
for reference
but also here is the semi-final version of the low poly
i will have to adjust the low poly a bit
to better match the high poly
this shit sucks
A prototype of something we are cooking.
Changelog:
-Dynamic stars and night sky.
It is still a prototype but its looking pretty cool I think
12/28/2024
Went on a small hiatus for a bit but I'm finally back to show off more stuff added to Hot And Ready.
The jumping sound and ui grunts you hear are from va @ItsBoobin
The pause menu was made by waff ワッフル
working on the reload animation and the shells have missing textures and are below the gun when they should have textures and be in the barrel
here's a WIP reload animation
reloading not included yet
and a new shotgun shoot animation that i think looks a lot better than the previous one
got it working
that looks great! imo it might need a little more kick
friday funky
if you want attention to detail try making spent shells by having a dent in the middle of the primer
I have a cool system in my game where the spent casings have their primers impacted
added this cool little feature
if you right click you fire both shells and get a boost in the opposite direction you're looking
also the alt fire is more powerful obviously
need to speed up the reload animation......
i should probably also make the sounds for this to complete the picture,,,,,,,
god damn that reload is smooth

Please make the alt fire really boomy
give it some POWER
finally done 🙏
LOOGEY
👀 (missing a couple things still, but the the new textures look far better now at least)
Bruh
That model looks pretty nice damn
bruh?
this is a cute model i like it
Compression my not beloved
i'm too lazy to animate actually putting the shells in so i did this instead
still working on it to make it feel nice
serious sam type shit
the coach gun in Serious Sam has a god tier reload animation where the movement of the gun + reload is like a sinusoidal wave
very very rhythmic
The serious sam coach reload is one of the most unique reloads for a DB I've seen in a video
idk how to explain it but its a reload I don't usually see in games
posted a video of me goofing around with shotgun jumping https://www.youtube.com/watch?v=iTAwegESWHo
shotgun model by @lukabrasi001
i post more updates on my bluesky! https://plazmin.bsky.social
looks good so far
i like how saturated the handle is
actually holy shit it's not supposed to be that saturated
you can see it's not an accurate 1:1 thing though
great value luger
I need to better align the UV's so it doesn't come out diagonal
that's all the shimmering on the edges
We finally added audio to the game after one trillion years of delaying it lol, among a cool cutscene, Im happy with the results although there is some polishment id like to do
Reanimated the entirety of the Fortress Forever arsenal, with custom arm rigs and viewmodel arms to boot.
Quite a large jump in quality for a 2005 mod.
https://youtu.be/dQw7nv_JrbY
Reanimated the entirety of the Fortress Forever weapons, taking them from a 2005 animation standard done for free by folks on Milkshape 3D to at least a decade forward in quality for free by me in Blender.
It also includes new meshes for the arm models for each respective class, giving each class their own identity visually if you choose to run...
minor layering issues
I never post about it here but this mod isn't dead
imagine turning into ground beef by getting high side kicked once
Here's the newcomer to the pistol family!
The Lüeger-P08, boasting an 8 round magazine.
There has also been some adjusting font-wise, as well as creating a bitmap font so it always look crisp, no matter the font size, so that's why it looks kinda weird now.
#ww2 #legionofhonor #psx #gamedev #luger
this might be problem
just realized the system i have for loading entities from the bsp is not good and awful to work with
to be fair earlier he was standing next to a plasma slug hitting a wall at mach 50
try backticks or a separate .txt upload
i did use backticks
it doesn't matter anyway it was just me complaining about the bad code
i think i got a really cool idea for the in game menus
since you start off with a projector screen, each menu screen would be a film
as in a frame of a film
navigating the menu screens will scroll the film foward, or back
What do you have currently? Could post a GitHub Gist or something
i'm fine with the first part which takes the data and puts it into a dictionary
but the part where it's actually figuring out what entity to spawn is the problem
Yeah this implementation won't scale well
What you'd want is to store the entity values ahead of time (I should note that Dictionary<string, string> is actually not the best type to use, because you can have duplicate keys sometimes, which is valid for some entities) for each entity, and then you'd have something like Dictionary<string, Action<Entity>> where the string is the classname, and the function initializes the entity for that class type
(you can sort of view the key/value pairs as a list of "commands" that set up the entity, so classname sets the list of functions used by the entity, origin moves it to a location, etc, and they can appear multiple times. The wad key for example can appear multiple times to specify that the BSP depends on several wad files, which is extra fun because it can also just appear once and multiple wads will just be separated by a semicolon)
Happy new year everyone
happy new year mates
hello
10 or 11, thanks
looks cool
I actually make my textures in photopea
and edit the uv accordingly
did you actually buy substance painter
Thank you
environments in progress
I definitely need to adjust the characters now
hellllll yea
i think i know what you mean
so something like this?
Yeah
ok cool
Though it'd be a bit nicer with attributes I think
like
[RegisterClass("info_player_start")]
public static void SpawnPlayer(Entity entity)
{
// ...
}
and then you just find all methods with RegisterClassAttribute
oh ok
Since you're not stuck with old .NET you could actually do it a slightly nicer way too
public interface IEntityClass
{
static abstract void Spawn(Entity entity);
}
// ...
public abstract class RegisterEntityClassAttribute : Attribute
{
public string ClassName { get; }
public Action<Entity> SpawnFunction { get; }
private protected RegisterEntityClassAttribute(string className, Action<Entity> spawnFunction)
{
ClassName = className;
SpawnFunction = spawnFunction;
}
}
[AttributeUsage(AttributeTargets.Assembly, AllowMultiple = true)]
public sealed class RegisterEntityClassAttribute<T> : RegisterEntityClassAttribute
where T : IEntityClass
{
public RegisterEntityClassAttribute(string className)
: base(className, T.Spawn)
{
}
}
and then you can do:
public class PlayerSpawn : IEntityClass
{
public static void Spawn(Entity entity)
{
// ...
}
}
and elsewhere:
[assembly: RegisterEntityClass<PlayerSpawn>("info_player_spawn")]
Then you can just:
foreach (var attribute in assembly.GetCustomAttributes<RegisterEntityClassAttribute>())
{
entityClasses.Add(attribute.ClassName, attribute.SpawnFunction);
}
for each Assembly that's loaded
where does the
[assembly: RegisterEntityClass<PlayerSpawn>("info_player_spawn")]
go?
anywhere
oh
or well, it has to be outside of a namespace/class/etc
but it can go in any file
i.e. if you have your entity classes in their own files, you could just put that at the top of the file just below the usings
np
heard u can mod faith with the undertale mod tool
new axe texture
before / after
Looks really cool waow
also ammo pickups!
due to the fact that i had to rewrite the whole BSP entity system i have to redo triggers and doors now
What is your game about
long answer: boomer shooter about a person who creates an army of the dead to take over the world, but the most powerful one (you) turns on the whole army and goes on a journey with their car that's fueled by blood (it's a reference to the Sledge music video by Dance With The Dead not the other thing) and in each level you have to fill your blood meter by killing enemies and once you kill enough, you head back to your car
short answer: mr bones but rated M
What do you guys think
kinda
yoo look at these dudes!
mysterious 👌
Thank you

i'm not saying that it's a bad thing
if you did i just hope u bought the steam version
since you don't have to pay monthly
I literally cannot say
oh?
buts thats also kinda false
how so
last time i checked they removed the option for one time purchase ever since its an adobe product
classic adobe
practice
I am planning to reveal gameplay somewhat soon, until then you can enjoy the view, happy new year everyone.
The song in the video is from SIGNALIS.
Changelog:
-The "Night Sky" has been reworked into what you are seeing now.
-There has been a lot of adjustments with player movement.
-Chromatic Aberration shader.
-Color...
We added color quantization, chromatic aberration and dithering
damn that skybox is cool as fuck man, is it a shader?
Yep
openGL?
URP
cool quake style message style
do you think the objective specific text looks better at the bottom?
I would say bottom
i'll try a version of it tomorrow with the text on top
reworking it so there is an unified messaging module on top of the HUD
kinda
i mean it looks good to me
Making something for boss rush jam
wat game is that a gif of?
a game I'm making for boss rush jam
pause menu coming along nicely
okay hold on
made the screen black and white under the pause for the authentic effect
have film grain and have the film border thing jitter around
and you can also make it an option if people find it disorienting
o
yeah but it's a freeze frame
I love the old film look
Kinda like the fallout 3 menu
https://youtu.be/jIgjRNWj0J8?si=JebMWqwVSxEHTs8V oh I thought it was more filmy but it’s a projector
Fallout 3 is a pc game made by Bethesda Softworks, a Zenimax Media company.
Im just an average joe who happens to like playing fallout 3...nothing else
sort of similar tho
i guess what would look cool is like, if i took a screenshot of the screen when pausing, and have it flicker around
or have the film rolling altogether
fog density is different on all entities except for the stitch....
added an entity type called misc_prop that lets you make instances of whatever model you want
they're not animated though
this is good for making destructible props like this
found this cool video on character collision
might take notes for Dead End since the current collision detection system is really messy
How to make actually decent collision for your custom character controller. Hopefully you find this helpful and people will finally stop saying "jUsT uSe DyNaMiC rIgIdBoDy!!!1!!11!!"
Chapters:
00:00 - Intro
01:09 - Algorithm
05:11 - Implementation
Improved Collision detection and Response (Fauerby Paper):
https://www.peroxide.dk/papers/collisi...
Still working on it, for some reason some of the plants that use the exact same material ignore the lights I have no idea why ;_;
It does look fine from the editor so it has to be some post processing stuff causing thing
Ok its fixed thank godness
the splotches are always randomized
Damn the amount of stuff you are making so quickly is really great to see
i can actually make it so the menu can scale
if the border is too much
photo mode gonna go so fucking hard
A bit of polishment :3
very good
Thank you
oh shit this reminds me a lot of the PS1 alien game
resurrection
also i got a very cool procedural typewriter message anim going on in my game complete with sound, it's so fucking cool but i forgot to record it
recreated it from the alien movies with the sound
Thank you
I did not inspire myself much on anything I tried to get creative lol
it doesn't actually look like that, it just reminded me of it
idk what made me think of it
actually yeah hold on
this game looked so good
it still doesn't actually look like it tho, but i guess the colors and the mood brought me back to it
its very nice though, you do good level atmosphere
Yeah I see the resemblance with the red colors
Unfortunately its the only thing Im good at, the rest in the game doesnt feel as good to me, or like, not as clear in my mind and its stressing
this looks so nice
oh
a little more detail and it would pass for realistic
i might harness this filter
tomorrow i'll check an option for a built in resolution scaling that is not shader based
because it sucks
it tickles a specific fancy
this looks like something you'd actually see in MOH
either in the briefing or in the multiplayer
1890's called. they want their photos back 
but it does nail that feel when there's a blizzard and all you can see is the yellowish light shining thru the snow
actually there were a lot of films used that had a sepia tone to it
in the 40's i mean
because its an old photo
technically films are series of photos 
does this look old
not as much as this one does #general-modding message
but yea
the quantization and resolution reduction actually increases the credibility of it being a real place
even if its jaggy but the shadows being uneven makes it somehow look better
hard to explain
it doesn't look gamey
its why bodycam or dashcam games use a shit ton of filtering
to reduce the image quality to the point where the details smear into each other
the low resolution populates the shadows here with extra pixels and the dithering evens it out in a sort of arranged chaos
hard to explain but yeah unironically the pixilated version looks more detailed despite being the same scene with untextured floors
I prefer a clean image in games personally
in games
but this is a picture 
yea
graininess catches my eye and bothers me
these will not be used. but i think i know how the briefing images will look like
I hate grain but dithering is not so bad
simply because dithering is evenly distributed
I mean
I added options for post processing
already have a few cool stuff like PSX shaders
that means quantization or dithering etc
did you use trenchbroom for building levels or?
was messing around with shaders in blender and ended up making a pretty badass looking skybox
reminds me of the gloomwood mirror dimension but hell
now I want to make a space game.......
Evil and Fucked up skybox
I like it
Here to show a really big rework I made, the cozy version was the first model I ever made, the creepy one is the same room reworked with around 2 month-ish of experience, it is not done yet just wanted to share it because Im very happy with the results
blender
huh
Blender :]
looks fire tbh
yah
idk some level editors would be nice for basic geometry and texture mapping but blender is convenient for details
anyone need an ideas guy?
I can't tell if this is serious or not but I'm going to answer if it were a genuine question. You've given me like a few ideas unintentionally so there's that lol.
I have to get around to implementing rail grinding as it sounds kickass as hell
nah he's serious though, he's got a nice project going on but I don't think I'm cut out for being a lead programmer, so I politely declined his offer
of course its hard mate you're asking for AA quality for basically nothing in return
bro is literally looking for free work so he can get his project off the ground and find a publisher, it might go big but no thanks, the scope of the project is just too big for mere indie devs and the level designer's work is basically unity stock assets by a person who looked at 2 videos on youtube about level design
like he wants to mash together the last of us, resident evil and until dawn, and have it play like dying light
dream big fart loud
can I ask why you're bringing this here?
posting DMs in a public chat isn't exactly the best thing to do
this is great lookin
Im glad u guys like the rework
I missed this
that's kino
concept art for E1M10, E2M1, AND E3M4
the file name for each image corresponds with the song I want to play in that level
these are peak
well yeah, it's not the best thing to do but its related to game development, and this guy wants free workforce for absolutely nothing in return. i just kinda wanted to raise awareness to not give into it unless you really want your name on a project that may or may not get finished one day
that third image is cute
I like the colors in it
thanks
yeah I like how the lighting came out on the third image
the second one is my favorite though
first one is kinda crappy
No they are all peak
crappeak?
Working on one of the bosses
it'll look better with anti aliasing turned off
okay i turned it off by dumb luck
but now the snow particles stopped processing
the entire game fucked up for some reason
but anyways it's ALMOST a success
i love the PSX resolution with the dithering
AND quantization
Almost done :3
nice
has a spacebugs idea been done already or no
im trying to make an RPG where the antagonists are space pirates who wanna eat planets (they arent big, itd be like worms tunnelling through an apple) purge galaxies for food
why they choose specifically planets would be explained later on
ngl i thought i saw a knight's helmet for a sec there
Can you point where?
a guy commented on ALL of my videos on youtube saying he wjll compose music for my game
like not even an "I would like to" or "let me" he just decided he will
anyways I left him a message for a sample wish me luck
but i generally feel hesitant from accepting help because i would feel bad
Whats your game about
ww2 espionage
Waow
ya
more concept art
(E1M3, E1M?, E3M6)
I haven't had that much time to work on dead end recently because of schoolwork so these will do for now
I like doing these because it lets people see what I envision when I listen to the songs associated with these
yooo
ready to thug em up.....
cant wait to tussle with dad bods
very cool
the game is a long way off, but the Steam page is imminent
yeah take your time 
I'm used to waiting
I do moderate the fucking new blood server afterall
i should also probably make a steam page too,,,,,,,,
New viewmodels to match up the new aesthetic of the Delivery Boy
At some point I'm going to go search from some music artists because I don't want to keep the placeholder cybergrind music any longer and I can't compose for shit
If any of you know of any good artists please tell me as I'm lost on where to look
I think there's something wrong with my new blood launcher
holy fucking shit
@keen bear
lmao i JUST pinged him in external too
that's what you get for not buying 50 copies of Super Galaxy Squadron
lmfao what the fuck
using that song too oh my god
genuinely incredible
11/10 shitpost
do you have a link to that remix?
thats a really solid remix
@frail peak
siivagunner rip https://www.youtube.com/watch?v=PckF2dbE_i0
Music: Galacta Knight (Gamma Mix)
Composer: Jun Ishikawa, Hirokazu Ando
Playlist: https://www.youtube.com/playlist?list=PLL0CQjrcN8D35HFvhIICQ5XRZcHk7-NGa
Platform: Nintendo DS
I order you to read the channel description.
holy shit
composed by yosuke yasui, the dude who did the eschatos ost
genuinely legendary modding channel post
dunno what that is but if it's as good as super reflex i'll have to check that out
thx
its a shmup, which makes it even more fitting that you used that
It’s the secret sgs mode
like you nailed it first try zero effort for absolute complete shitpost
definitely wasn't zero effort lol, thanks
planning on turning it into an actual thing
zero effort as in - it almost feels like it just came natural
it's hard to explain just how well it clicks
belly laughter material. Really good one
I'm glad I got into shmups just in time to fully appreciate this
That's some good shit
yeah i didnt mean to imply you didnt put effort in
just as dom said, natural perfection
Holy shit dude
Cork
I plan for an alt fire where you can put a cork on and off of the shotgun.
With the cork on you can basically cause a huge explosion damaging you and your surroundings while boosting yourself in the opposite direction.
It's like ultraboosting in that one game
Rework for the audio in the intro cutscene
Good luck 🫡
WHY WASNT I PINGED
SCOTT HOW COULD YOU IT WAS KIRBY AND YOU DIDNT PING ME

great scott
also i prolly could have told you that it was a siiva rip
cause I listen to all the kirby ones
(even the ones that are utter shit like the soul system 0 one)
I mean silva has a very noticeable ring to their stuff
noticeable in the way that you wouldn't notice it being different until the soundtrack turns into like a drake song halfway while using the super Mario world soundfont
I wonder, is a material that's using an additive blending go through the alpha rendering or is it considered opaque?
Peak....
oh damn that album is
Peak
ker pow
Definitely amateur but its close enough to what I want
Finished this boss
AYO
Art pass?
it looks really nice but can you do something about the lighting so it doesn't feel like a unity mobile game
Nah, double down
yeah disable the shadows entirely
Fulbright
yea lol make it look like someone didnt pluck the holes in their cs maps
Starting development of Nebula Prismatic tonight. RPG inspired by Hylics
If anybody has some suggestions on how to make surreal/ "Strange" characters, that'd be greatly appreciated ^_^
you mean one of these?
Trailer soon as well
found the one with TV
can i beta test
I'm still a ways off from more mainstream testing. It's closed numbers only rn
after all we've been through,,,,,
Disappointment fills the air 😔
ha.ha.
😔 we gotta tugg it out
@vestal spire, please keep all discussions in English.
if we're posting ideal living spaces
little joke character for my RPG, Pikmin Evil
the rpg is not called pikmin evil thats his name
also his children, the piklings
i really need to get my priorities in check, i made a one off joke character before i made the main cast
We finally got some audio working! Along with head movement and functional ladders
I mean its more practice with the art style youre going for
I enhanced the kick animation to be more instant and fluid instead of slow and bare bones.
I tried to make a idle animation state so it wouldn't start off all in your face but I might just hide and show the kick because I'm running into blender issues my small pea brain can't fix.
nice
Nice
so we're on like the first ever blender or
Old blender and old unity.
4.2.3
first ever blender was 1995 bruh
it looks nothing like this funnily enough
I think it's because I'm using blender on light mode
😭
wait no i just realized that's completely normal UI
the lightmode threw me off yeah
also it looks zoomed in or something
mods
mods
added a flash to the pickups (toggled off by default)
you can tweak the color, intensity and the time it takes to fade out
extra layer of customizability by having multiple types of flashing
there is a fullscreen effect, a vignette effect and a vignette effect that is square shaped
I think it's time I burst out of my bubble and learn how to animated someone walking for npcs
It's like the one thing I have a hard time nailing down
It's mostly making the legs move in a way that is natural and not weird looking
Where do you get the sfx from
They are pretty good, do you do them?
from the game Blood
Gotcha
it's literally a replica of Blood's stuff shown off along with the sprite and stuff like that
Ohhh okay
And by any chance do you know any software to make sfx?
Because I kinda need very specific sfx for some stuff in my game and well, doesnt matter where I look I wont find it unless I do it
depends really, what kinda sound effect do you need?
I need a little effect that gets distorted over time
I think I will try using fmod for it considering I use fmod for the entire project
Is there anything I need to know about animating someone walking before I start?
Here's the armature.
The parts are parented to the bones because I don't want deformation on the models.
IF IT'S ON MOTHAFUCKA THEN IT'S ON, G
https://fixvx.com/DomAnt2/status/1879270627347198320
https://bsky.app/profile/domant2.bsky.social/post/3lfq5lvc3422o
𝐒𝐈𝐑𝐎𝐂𝐂𝐎 𝐓𝐇𝐔𝐆𝐒
WISHLIST TODAY ON STEAM!
#tugg #siroccothugs
#gamedev #ue4 #TrailerTuesday
Links below 👇👇👇👇👇 https://t.co/FD8i5gw72W
I'm back... from the souF
𝐒𝐈𝐑𝐎𝐂𝐂𝐎 𝐓𝐇𝐔𝐆𝐒
WISHLIST TODAY ON STEAM!
#tugg #siroccothugs #gamedev
Link in replies 👇👇👇👇👇👇
Sirocco Thugs is a First Person perspective Beat'Em Up focused on delivering flashy, breakneck hand-to-thug combat. ALL MASHED OUT!Collect melee weapons such as Lead pipes, Shovels, Rusty chains and Reinforcing Bars from your environment - or fallen enemies - to explore the facets of Thug Style combat, portrayed with snappy animations based on...
To be announced
wishlisted
if you are into the social mediaas and all that, share that shit
thank you all so much for not banishing me from #general-modding as I figure out how to make games
Wishlisted and ready to tugg it out
HOOAH
I don't remember the exact keybinds, but there's a way to copy and paste a flipped armature pose, which could halve the time it takes to make a symetrical walk cycle, worth looking into
Shift control V on the bones you want mirrored in pose mode iirc
Paste Mirrored
It will NOT work if your bones do not follow Blender's naming convention ( .l and .r )
While I was renaming the bones I decided to make things easier on myself by just making a single npc model and just customizing its textures and stuff in unity so I don't have to make a fuck ton of npc models for the game. I know this is common sense but it didn't cross my mind until now.
use a reference
i would use this one back when i was animating models
I mean you are the one with a steam store page and everything, everyone else should be banned for being lazy 
Looking good, well done!
Is "BRIAN DAMAGE" just you, or is anybody else involved?
Also you need to add the new game to this page: https://store.steampowered.com/publisher/BrianDamageDev
FUCK
I guess you can call it my writer alias - I came up with the label while producing SNOT , then I wanted to rally a couple friends under it
I have a WW2 shooter alpha - built with a couple buddies as BRIAN DAMAGE - that is apparently way better than I thought
Sirocco Thugs however is a one dev affair
@narrow mural, please keep all discussions in English.
@tepid current, please keep all discussions in English.
Thanks, we are doing quantization twice, first on each induvidual texture and then over the entire image
so that's why it looks so authentic
i was also thinking about doing that but i'm not sure if i'm willing to sacrifice my textures for that
You can do it very softly
I decided to crank up quantization to around 6 to 12 colors in textures
The image quantizatiom is 24
But u can deff have more colours in the textures themself and make the dithering pattern smaller so the effect isnt as strong
who's gonna stop you
nobody
they're too late
ive already traced over official artwork in pencil
MY GOD HE DONE IT
o7 to omori
"what will OMORI and friends do?"
become fuel
Back on my funny ww2 pistol bullshit 🙂
Thats really cool
Here is a screenshot of a door with a lock, hopefuly it stands out enough I had a lot of trouble making it not look exactly the same as the door
make it red
Hm... I think red would look a bit off with the rest of the color palette
But I can try
give it some background shadow to differentiate it from the door
i think something like this would give it depth and differentiate it enough
modding 👍
Na, the issue is simple idk how I did not saw this before
I had a little spotlight on it bit but there is some issues with that
First off the material is unlit so it does not matter at all, second off the spotlight is making the pixels around the lock brighter and therefore harder to see
you could use a sprite for the shadow
Dw, seems like removing the spotlight is enough
yeah
Finished the next boss for my boss rush jam game
Here's a small snippet since I don't want to spoil too much of it though
Can a rocket launcher in an FPS be considered overkill?
Never.
omori if it wasn't shit:
Hello chat
I need some help
Does anyone here know how to mod GZDoom games?
Is it for online?
I follow the installation guide for Megaman 8-bit deathmatch, and it has a server browser that installs all required mods for that server
No not like that
Demo of a single player game
Does anyone know how could I make my character interact with rigidbodies?
I made a chain with multiple bones in blender and added a rigidbody to each of them + conected them
They seem to interact pretty nicely with the enviorment but the character simply does not apply any force against them
What am I missing
idk what engine ur using but i think just sticking a rigidbody to ur character should do it
If you're using the CharacterController component, adding a Ridigbody alone shouldn't put forces on objects you collide with
The CharacterController just allows something to move with collision, but it won't produce forces
There's an example of exactly what you're trying to do on the docs page too


