#general-modding
1 messages · Page 34 of 1
Deep inside your mind a truth lies, what will you do with it.
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Awesome dude
very cool stuff
Thanks :D
does anybody here know how to mod a custom ultrakill level?
get real
votv
gonna try rewriting Dead End from the ground up with Silk.Net instead of OpenTK
that way I can completely overhaul how maps and entities work while optimizing the stuff that already worked
I'm still not entirely sure what the best way to handle map loading is
the OpenTK iteration was pretty messy
reworking the pickups in the game, which design should i go for
this is just the regular medkit that heals 20 health
this will be the big medkit that heals 50
either that or i'll make a cool backpack
this will be the grenade pickup
and i need a general purpose ammo pickup
panzerfaust my beloved,,,
It's a tough problem, kinda thing you need to bash your head against a few times to get a good grasp on tbh
DUSK went through like 4 or 5 different iterations of its BSP loader before it reached the point it will ultimately ship in for the next update
new dusk update??????
The next SDK update
what will it add
custom scripting (enemies, weapons, game modes, etc) is the big thing
The Red Cross will get u!!!
The red cross will kill you you must put green heart with ekg
People might think playing your video game is healthy for them, cant have it!
https://youtu.be/LGZL7S3eerk?si=i6GGyAIw9KSPiXtU
(i know im using V1 as an example, but the question isnt really about ultrakill)
how the ever loving hell did this man make everything move like an actual robot?!
i want to obtain this forbidden knowledge
BUY IT!!!!! its 90$ CAD
on patreon: https://www.patreon.com/olepatrick/sh...
on gumroad: https://olepatrick.gumroad.com/l/ncwiki
also give me money: https://patreon.com/olepatrick?utm_medium=unknown&utm_source=join_link&utm_campaign=creatorshare_creator&utm_content=copyLink
The thumb should be updated to the shop soon
I gotta strengthen the hi...
main reason is because i have a bad idea
think it sounds great, the sound at 0:25 comes in a little too fast/ abruptly, I think the distance at which you can begin to hear it needs to increased
footstep sounds on the tile or whatever that might be could be lowered a smidge too
Gotcha
generally what are best practices for handling stuff like basic first person movement controls?
it's something I've been trying to program in Unity but I feel consistently stuck and I don't really know where to start to get what I want
Depends on what you want out of it I guess
there's a ton of template scripts out there, and some stock ones from Unity themselves you can download and then edit yourself
I'd honestly just check some tutorials, read some scripts, etc. and go from there, download some people have made and see how they did it, etc.
FPS controllers usually end up looking pretty similar and then you add a bunch of stuff for edge cases
Get 10 different templates, figure out how they each work, pick out features of each that you want, combine them together for your own custom one.
For instance I'm using this but I've added my own footstep sound system and tweaked some stuff to make it so the capsule doesnt slide off corners, etc.
ALWAYS rotate the player left and right, and the camera up and down
this way you don't run into problems with the forward vector
(and it's the most mentally sane way to do it)
also don't be afraid to use templates
What do you mean? I always flip myself vertically and levitate when I want to look up
you just clamp it right
what do you mean
clamp the camera angles
why not it sounds good
-90f, 90f
I aint gonna elaborate because someone with blue name is gonna pop up and say "acktually dont lishen to thaz guy do it ash you shee fit 🤓"
if you're using unity make a float variable for the x look limit and in update do camerax rotation = mathf.clamp(-camerax rotation, -xlooklimit, xlooklimit)
of course with the names of your variables

Dawg thats rude don't say that
is there a way to have visual studio put all the .dll files in a subfolder when building? i hate how it just puts them all in the same folder as the exe
i tried looking up a solution but they all involve editing an app.config file that isn't in my project
what engine?
if it's Unity it should move them to the game/game_Data/Managed folder
it's a custom engine
ah
try this then?
https://learn.microsoft.com/en-us/visualstudio/ide/how-to-change-the-build-output-directory?view=vs-2022&tabs=netcore
that just changes where the files are built to
i'm talking about just the .dll files
so what i want is something like
having the exe and resources folder in \bin\Debug\net8.0 and the .dll files being output to \bin\Debug\net8.0\lib
afaik it doesn't do anything
at least with my specific project setup
i'm pretty sure that project templates that need app.config files generate them automatically but idk
It seems you can just do it, but idk
lemme check
managed to work for me, though it didnt clean the old dlls out
Think I had to clean and rebuild first though
i tried a solution i found on stackoverflow but the build keeps failing
if you're doing the one that has the Post-Build event, skip that part
oh
yeah idk what that was about
it's not working
Yeah I think something's obsolete in the Post-Build event code they provided, but I don't know shit about it.
It will build the new folder when I run it with it, but it also fails the build
looking at the documentation, i think it's failing because the command is returning a code of 1 which means the files were successfully copied, but visual studio makes it so any non-zero exit code makes the build fail
i'll just deal with the .dll files being in the same folder
You could also use a single file deployment
Then you don't even have dlls, just one exe
dotnet publish -p:PublishSingleFile=true -c Release
can't get it to work
Making this even more repulsive than it already is
id live there
who wouldnt
thinking about attaching hover rockets to the bottom of this skeleton instead of modeling the legs because i'm too fucking lazy
Been working a lot to make new decoration models, also improved audio quality a lot, specially for footsteps.
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I thin I cooked a lot with this, super happy with the results
ayy very cool, I like the reverb transition
lad isnt done but first full humanoid I've actually gotten this far
much better than the first try for sure
think I want to remove the "jaw" though, as I don't want to model a real jaw and jawless would look slightly creepier anyway
oh shit you makin a full ass game?
Getting there 👀
had the idea of using the solution that Zombie taught me for spawning entities from BSPs for figuring out which way to load a BSP
https://gist.github.com/PlazminDev/54c8f414ad43cceffea83e1c118fe9ca
If you want some inspiration, here are a few cut down snippets of what's in the SDK right now, should give you a rough idea of the design: https://gist.github.com/DaZombieKiller/2fe33d97f7bfdc6580894a1685a5c04c
There are basically three "core" classes to the design:
BspFormat: defines how to read and detect an individual BSP formatBspReader: given a stream and one or more BSP formats, determines the BSP format and also handles BSPX extensionsBspData: basically just a "data holder" class that stores anything a BSP can contain (vertices, faces, etc), eachBspFormatreads into one of these
That way, when you load a map, you only have to write code to handle BspData. It's the job of the BspReader and BspFormat classes to read the different formats into a BspData object.
Feel free to ask any questions, a lot of code was trimmed out there to keep it brief and just show the design
kings field clone ye
peam
Looked back at one of my old turbowarp projects and what the actual fuck was I doing </3
hd remake going good so far
I like the head a lot
ty, I added a bit more detail and a displacement modifier to the body after the pic
registering BSP formats using attributes isn't really working out so i'm just gonna go with an abstract class approach
this will work for now
He's a happy little feller
That's pretty much what I do too
and the BspReader constructors that don't take any BspFormats just use this
oh ok
Been making the rotating bridge better, added security bars, and a lot more detail in the ceiling
- Some nice metal footsteps audio
Tho Im not entirely sure about how to aproach adding more details scattered across the bridge -3-
could add some dirt decals on the bridge potentially with a few spare parts like screws/bolts on it like someone forgot to clean up
ill have to wait until i get mook to post my own art and gamedev project stuff. been working on it with a programmer friend for a year now. never really talked here due to being shy. but so far from what ive seen here and #general-art is pretty nice
Yeah I can try that
overall it is pretty nice, keeping some notes for myself like the dithering, never really knew it can change the lighting like that in a way
im currently using the regular lighting in unity, cant use the vertex as the terrain wont light up and i dont want to make it a performance hit to increase the amount of faces on it. ive been waiting for my programmer friend to make some texel lighting to fit with the late 90s style in a way
This effect is achieved with Double color quantization both on textures, then on the screen, then downscaling then dithering
dont see anything about me not being able to post a video, so heres something old. the research hud element and the clock changed. as soon as im able to post in general art it will be nice. but looking at modding stuff for now helps alot. as a current edit: thanks phobos. ill look at what color quantization is! https://www.youtube.com/watch?v=qatx7ubzDvc
Yw :3
your game looks so good so far
I love the visuals
Hey plazmin!
Thank you, Im putting a lot of effort into it ❤️
Hows your game going
working on a better way of loading BSP files by referencing the snippets of code from the Dusk SDK that Zombie shared
so far this rewrite is going pretty smoothly
I hope I can at least get E1M1 in a playable state before my birthday
the clutter makes it much better
also today I discovered that the problems I had with rotations in the past 2 iterations of the project were due to a simple error
I've done rotation like this
Rotation *= RotationAmt
when it should be like this
Rotation = RotationAmt * Rotation
because the output of multiplying 2 quaternions changes depending on which side of the operation they're on
I didn't know that until today
I agree
Thats awesome! gl
Im just not very confident with my design skills but I think the game will be ok
yeh i have a similar thing where i post a enemy or a machine i made to my friends, they say its always nice or great but i always think it looks terrible or something of that nature
im still learning terrain sculpting and interior design and its kinda.. that situation
chat what if there was a level where you'd have to control a train, defend it and make it to the next station in one piece
but you'd have to actually throttle or speed up because of blockades on the tracks
and you'd have like an anti air emplacement to take out planes, paratroopers and tanks
and the level would end with the Germans blowing up the tracks and continuing on foot
sounds like such a set piece moment
ww2 sea of thieves but in a train
and depending on difficulty or coop mode, enemies would board the train from cars or other trains
actually this would tie in nicely to the German chapter's finale so well holy shit
man this screams Indiana Jones so much I love it
holy shit there is a movie that is similar in idea to this 
its called The Train, made in 1964 and it's about a French resistance member sabotaging the Germans plans of transporting stolen art masterpieces by taking over the train
this is perfect
make it a blend between goldeneye 64 and timesplitters 3 train level
what do you think of this idea @slender knoll
(pinging because I know you like TS3)
also @pure jackal what do you think
Could be good but you should probably write the idea down in a document somewhere and return to it once you've got the rest of the gameloop done
remember to include the "Oh my god it's like giving birth!" toilet line
I love train levels
The call of Juarez gunslinger train level where the you just loop train cars since the speaker left to use the bathroom is my favorite joke in it
I KNEW youd mention call of Juarez

call of vinoez
Techland if they made good games:
i knew you'd say something like this smh
im gonna write mr meatbox into a memo
this is scary
For some reason this is a thing I fear
Someone trying to steal my game
Best of lucks to that developer
chat i am feeling very insecure about my game rn
(my older builds look better than my recent builds)
idk down the line of development i lost everything that made it good
its good now too, but its good in a different way
maybe it only looks like that to me, but yea
that's it, i'm downscaling my textures
look how much better this actually looks
(then again it MIGHT be the nostalgia towards medal of honor)
stop me before i do something stupid to the game
but i think first thing into the weekend i'll make a simplified HUD that looks like the medal of honor underground HUD to calm myself
since i already have a hud selector in the menu it'll be okay
that's still a thing luckily, it only looks better on the current build so
need to rework it though so its more performant
holy fuck i forgot about this 
would be funny if i added a glass effect to the compass, made a secondary camera that is facing the opposite direction to the player's camera, and added that as the reflection's texture
add a glass effect for sure
Bridge progress
for some ungodly reason ive been interested in house of leaves for a minute and i decided to model how i thought the house looked (i have yet to read it)
woah it looks rlly nice
Hello modders
I have a question
Is Gloomwood made in Unity?
I wish to make a mod for it
Yes. It's made in Unity.
Who needs a minigun when you can dual wield these?
#IndieDev #KnifeEdge05 #IndieGameDev
There's actually a bepinex page for it but it has like 1 thing on it
Better than nothing
🛡️ 
Looks cool👍
Hmmm, can I offer my thoughts on one thing?
don't ask to ask and go ahead - just do not break the rules 
I might be the only one with this, but to me it seems that the snappy and fast animation style makes it really difficult to differentiate the hitstun anims from the attack anims
I tried to lock in when I watched the gameplay but I could hardly tell when the enemy was still hit and when the enemy would super armor an attack
Might just be my reaction time tho, so definitely ask others if you share my concern in any way
mechanically the game is a bit more nuanced than that, so you'll never be put in a situation where a hitstun masks an incoming threat
but I've been also looking on ways to make it a bit clearer
I have a couple of solutions ready to test, and do keep in mind this is a boss ( which behaves a bit differently )
Yeah but I personally hate super armored attacks you can do nothing about
Was my biggest pet peeve with Yakuza's combat until I modded in more cancellable attacks
Just my opinion tho, brutha. You're making great shit in any case 👍
How are yall so talented
cheers homie, I'll bump it up the list
talent is the skill floor, but you always need discipline and a good dose of "I will make this mf work" to hit the ceiling 😤
Bet
and yeah if 100 people tell you "x sucks" they might be on to something. A lot of developers forget that part
I have to go now, my planet needs me
👆 So true, best part about game dev is you can experiment with different methods or results until you make it work how you want it to, when you want it to
My experience with gamedev is: AAAAAAAAA IT BURNSS NOOOO NMGMFFAAAAAAAAAA, oh thats kinda cool,,, AAAA
Fending off all the crypto bros trying to sell you on the latest shitcoin
#gamedev #indiegame #screenshotsaturday https://t.co/ZbxQN0EntW
"cherry popped" 💀
Silly fish in a not very cool state
@pure jackal hello mr nazi zombies portable i'd like to have a word with you
the nacht der untoten zombie laugh still sends shivers down my back its so fucking good
😭
Please dude get some enemies in
You've done so much hud work bro, your framework is flexible and the modding potential is astounding,

Moh ps1 style nazi zombie models tho
Could probably use the nzp dsi version for reference
i mean
zombies that pathfind towards you to beat you up are much easier than thinking enemies
could be a nice practice actually
IF YOU NEED A REVIVE ,,,,,,,,,,,
🎵 🎶
the real actual challenge will be making the game mode work with the base player script WITHOUT adding anything too out of the ordinary
the player will have the interact method, that shit has to carry the thing with the points also being handled by the game mode
maybe add a downed state
this is cute
do you think richtofen has put his ""wunderwaffle"" in the pack a punch machine his lighting rod
i think richtoffen would pack a punch his morning coffee
made a nice outline shader that uses the 3D model of the gun
tiny mp40 mate
pretty nice
houses in isometric rpgs:
i cannot wait for the cod MW3 survival mode
i will literally model, rig and texture bipedal dogs for you tomorrow
i actually wonder how i could make it possible to reuse human animations for those poor bastards
Instead buy a mocap suit and fully immerse yourself in what it is like to be a bipedal dog
but no actually tomorrow i'll add basic key poses and some barebones animation for the dudes
i dont have the money to become the bipedal dog,,,,,,,,,
What’s even the point then…..
Fruck my Chungus life
buy me one
I can buy you the tiny mocap balls and you can just eat them so they track your movements
im gonna shit out motion data
you already have animationssssss 😭
there has to be a way to get them to import properlyyyy
mlem
excuse me
i mean i do, but i am missing animations as well
did bro just kick a bullet?? 💀
just tuggin that shyt out, is all.

@pure jackal this is what i was talking about, the weapon bone for some animations are acting weird
btw @pale raft i made the mystery box work i just forgot to record it
wtf i didnt even realize, a fellow cod zombies enjoyer
we need more cod zombies like games
im doing it just for fun though, not sure if i'll ever fully implement it
its just very good practice for game development
Just look up Nazi Zombies Portable for your waw-bo2 faithful kick
Asides from the weapon bone offsets on a few of them, the mesh seems fine?
Re-import the exported model file back into blender and see if the same weirdness is happening
If it is, try and fix it there and re-export, would be way easier than redoing everything
does anybody have an accurate nacht der untoten overview map
im going off of memory and a crusty youtube video
sick
mystery box
i mean i already have the kar98 as well
tomorrow i'll tie up the points system, add the barricades and make things work
Nice
Are you going to go for classic nacht or do more of the chronicles versions with perks
The bo3 dlc which has all of the waw maps and bo1 maps (not call of the dead)
And they added the wunderfizz to nacht in one of the rooms it’s basically the mystery box for perks
never really played nu-cod zombies past BO2 tbh
no wait i played BO4 zombies but that was still pretty much vanilla zombies
Bo3 now is just for custom zombies
They even recreated call of the dead as a modded map
holy shit
godot being funny
are you fellas exporting animations on FBX?
godot doesn't support fbx anymore sadly
if yes, try doing it with GLTF instead
"sadly"
it's a blessing in disguise
why
fuck FBX that's why lol it can be inconsistent a lot of times
GLTF works so much better to me, rarely gave me problems
Some improvements done to footstep sounds, added new one for when you walk on... whatever that is
to me its the other way around
FBX never gave me shit and always worked
GLTF on the other hand, oh man
Yeah, gotta agree. Plus my rig's done with auto rig pro, which for some reason outright refuses to export in gltf format
general-modding
Fbx has been working fine for me tho
Hi.
Yo
Hi.
I've had more issues with fbx than gltf
truly one of the cases where everyone has different experiences
yes yes yes yES YES

me trying to be innovative (it doesn't work for some reason and im going insane)
the settings i have set here look like this when i start the game the next time around
i have 0 idea what goes wrong
experimenting with the PSX shader
having shader globals is a life saver
now i can actually have my "high resolution" shit and have an option downscale it for me
Made something for Nokia jam 7
CUTE
Logo I made for my game :3
bro says logo as if that was not a whole ass painting
@pale raft come spend your points
@pure jackal @rotund garden you too bitches
the neat thing is how i managed to put the entire mechanics into the level itself, this way the player knows jack shit about anything. only thing it does is supply its own ID and the functions take care of the rest
even the point and tally are parts of the map, which promptly gets supplied to every player that gets instanced
tomorrow i'll link up the weapon handler and add a max weapons global parameter that allows the setting of gamemode specific slots, as well as linking the mystery box and wall buys up to the point system and weapon handler
Can you spend points on the box yet to get it to spin
the box itself is working i just haven't added the necessary function to it yet
i would make it work but i gotta wake up in 4 hours for work 

the reason why is cos autodesk changes the spec every once in a while for no reason other than to break third-party compatibility
do you work for autodesk
Massive
yESS
we are GETTING somewhere chat
@slender knoll holy shit the lights
👌
the projectiles casting light as they go looks so good and will always look good
looks especially good because there are no diffuse textures to light
Are you going to try to do pap
dual wielding confirmed 
i wonder how hard would it be to create a true dual wielding
like something out of goldeneye or timesplitters
or Halo
anyways finally made the box swap your gun if you are full on guns (this will also apply on regular now as well if your guns exceed the limit, new guns will replace the one you are holding)
i also couldn't fucking bother with making a function that directly adds a gun to the player so i'm essentially cycling through the ammo pickups and when you claim it, it just duplicates the gun at your feet
very elegant
after exhausting most edge cases i am pleased to say the mystery box is ready
also the map enables regenerating health
HELP????
trying to figure out why the mixamo imported shit are flipping the bones
wouldn't it probably be easier to figure out whats messing up the import on the rig that was fixed of mixamo jank than going backwards to a straight mixamo rig, which requires you fix mixamo jank on top of the existing import problems?
im not using a mixamo rig
im using mixamo animations
retargeting
but it flips the model inside out which leaves me to think the model was rigged facing away
i hate animations
yo i desperately need help someone please reach out😭
i recently revived this shitbox pc i had lying in the corner of my room but the gpu got corrupted and all i have currently have is the built in i5 intel gpu hd family graphics something and i was tryna run minecraft but it keeps throwing an opengl error cuz the version im tryna run requires an opengl ver 3.2 but i have 3.1, ive tried every fix and theoretically it should be able to run but it doesnt so
we making it to shi no numa with this
man this is so fucking cool
wish i could do visuals like this but i quite literally cannot crush down the resolution in godot because it gets blurry instead of pixellated
Really great work
in Der Riese smoking that element 115 pack
Id like to give advice on this but the coder made the shader, from what I am aware the game is actually rendered at normal resolution then downscaled, if you downscale first it looks blurrier (Not 100% sure)
wait that's a shader?
might actually give a downscaler shader a go i guess
my problem is how it doesn't look the same, it looked too uniform when i tried to do that
Main menu is completly functional now, not entirely done yet but its looking pretty nice, decided to include some minor stuff too, new footsteps and the bridge chamber.
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We just got done with making the main menu work properly, added some settings too :3
this looks so GOOD
Thanks a lot Plazmin ❤️
actually I'll show a video of it when I get home it's fucking hilarious @pure jackal
this lowkey fucks
so fucking hard
these guns hit so fucking hard its a literal pleasure to shoot them
if i had headshot damage modifiers in there, they would feel even more powerful
(problem is i still don't know how i could do that)
@pale raft @pure jackal @sharp vortex
@rotund garden @slender knoll @spare scarab
i will attack you in broad daylight
but yea its cod world at war zombies
I never played this game mode
I did play a weird af sven coop resident evil map which had a really bare bones version of this years before waw
waw
i only have 2 powerups in there so far
bonus points (which weren't in waw) and max ammo
i'm gonna do carpenter next because it's simple, i just need some models
and instakill is simply just a switch
i guess double points as well
the nuke is simple enough as well
i have a reference for every enemy in the group so it's just like set a 0.5 timer and kill each zombie one by one rapidly
but also kill everyone in a 10 meter radius
would be funny if i accidentally enabled it killing other players
holy zased
Does the radio play music when you shoot it
there is no radio yet
but i also don't wanna go so in depth with it
so far every asset i created is mine, except the sounds
and the map layout as welll
and the props will also come in handy for later maps
also made barricades stop paying you money after 10 repairs until the next round
i thought that was white knuckle ngl
now that I got some experience with the zombie AI, I can better try the normal enemy AI
Decided to give these tools a buff...
#indiegame #FPS #indiedev
gonna add a morse device to the mw3-style survival where you can buy health, armor, ammo and guns
it's gonna look cool as shit
Verruckt when? 
Hopefully never 😭
this is just testing ground, I'm actually gonna make changes to the game mode so it's not a carbon copy
maybe when modders do it
fair enough lol, but yeah theres a lot of good stuff i dig with older cod zombies, so anything inspired by that is always nice to see
the more the merrier imho
cod games always have so many cool side modes, it's a shame on the zombies caught on
mw3 spec ops and survival was peak
I played but not owned mw3. in fact theres a few cods of that era that im still yet to play, though i did play and enjoy waw, bo1 and bo2
after that....not so much 😅
just saying I'm gonna write up a morse reader
each menu option will read out the corresponding morse code, it's gonna be so fucking good chat
although I'm making it do a full stop when it detects a foreign character or a space, so it doesn't beep too much
so let's say "buy weapon" will only code out "buy'
gotta find a cool beeper sound
ok I have written a base code on my phone and in theory it should work, we'll see if it works when I get home
is there any mod out there to change parry sound?
hell yeah, love the impact mark on the wall
Trying to redesign a few doodads to be more interesting to use and easier to make sense of
Been a few months since the last update I posted about my snowball fight game, I'm still working on it, just not very active online as much anymore.
holy shit I was just thinking about this yesterday
this is Godot right?
Yeah, sun scatter in the fog has been a godsend, lol
Progress hasn't been very fast as well because I'm in my last semester of college and kind of need to lock in and hopefully find a job for when I graduate, so also just haven't felt like I've been making very many big leaps in development worth sharing
looks really nice, neat movement
Thanks!
this is so fuckin peak
Although, an odd psychological thing I've noticed about improving graphical quality in your projects is that because it looks more visually polished, bugs tend to feel a lot more like a big deal, for some reason. Like when you're a capsule roaming around under the default skybox and you clip through the floor it's like, whoops, lol, no big deal. But when it happens in a game that looks somewhat presentable it's more like, oh, God, oh shit, that's not supposed to happen.
yeah, it feels more jarring when it isnt just some capsules and cubes acting up
Yeah, feels a lot more like a daunting task to fix things
Also, anyone know any good reference games for trying to design fiddly interactive objects?
The goal was to make things like the tool-sections in Alien Isolation but where instead of just waiting for an animation to finish as you hope nothing catches you, the player has to actually do some fairly mundane task in a life or death situation
The socket wrench does ratchet properly :D
Uhhhhhh, maybe not a 1:1 fit, but the crew member tasks in Among Us? Connecting wires, turning knobs, things like that
Like not too tedious of a task but can still be fumbled under pressure
yessssssss it WORKS!!!!!!!
Cheers!
It's all cursor-based, based on Amnesia/Penumbra's interaction stuff, so more manual buttons and knobs is always good
more ear friendly version
@valid timber you should get a morse code machine
i could probably do a dot-dash version of this and it would only need like two sounds
It’s peat…..
made a morse output as well so it can encode whatever you type in there
@pale raft hello mr pap
Pack a punch…
ok i caved in
fuck you vino i will launch you into space with my pack a punched panzerfaust
basically allows free reign over the pap's look with the custom material
you can either add new shit on top or replace it altogether
anyways made some extra changes to the game mode, enemies spawn more frequently the higher the round number, spawns more with each round, added support for increasing difficulty via tiers (to mimick MW3's enemy upgrades)
i still need to make the enemy spawns unlock as you progress past
but this was a very valuable off topic journey for me because i learnt a lot about how to setup levels in a way that matters
don't make me model a 1911
just foe that one fucking bit
also remind me to rip off valve's melee system with the raycasts, set up the teams, make the point manager from the zombie mode global, and then reimplelent bullets in a meaningful way where it checks for teams (and a friendly fire bool) for hit detection
oh also remind me to fully implement the weapon pickup check so you cannot have two pistols if enabled for example
wish I had more time after work
those 3-4 hours are so little for work,,,
btw @crimson tapir could you help me set up some multiplayer stuff later?
FUVK i didn't send the armory menu
got an almost fully functional weapon buy menu that functions very similar to MW3 except no attachments
also I'll REALLY try my hand at animating this weekend
I'm fucking rolling again
if anything ill do the player animations at least
and remind me to finalize the scoreboard as well for coop and multiplayer
I have a very specific problem
My game has material based footsteps
I just made a new model, with a new material then asigned an id for this material to play the correct sound
The material does work just fine, UNLESS its placed on the new model?
So it doesnt seem to be a material problem but rather something with that specific part of the model and I really do not know what it is
I really have no clue what this can be, Ive doublecheceked the model and even then I dont even know what I could have possibly changed by accident to make this behavior occur
Ok, it seems like unity is creating an instance of the material when Im walking from one to another?
This is really strange, Im not sure if this is the problem
by material do u mean the thing with a green floor icon with a ball on it
Just an unity material
I did some black magic to make it work, it might be a problem with how the footsteps themself are coded
Anyway
Been literally the entire day locked inside blender and unity + fighting againt this material thing, but Im happy
Silly cat, never ask strangers for help before asking your coder :3
if you're accessing materials via renderer.material then Unity will silently create and return a copy of the material
this can cause a memory leak, because that cloned material either has to be destroyed manually (or it will get automatically destroyed if it's no longer referenced on scene load or upon calling Resources.UnloadUnusedAssets)
you can use renderer.sharedMaterial to get around that
don't know if that's what's causing your problem but it seems like it might be related
Dont worry, its been fixed
I might have gotten my axe stuck in a big tree
but I redesigned 3 entire systems
the weapon script for example no longer really needs extensive rewriting each time, I added a helper function into every action that you can then add into the script. it's an integer argument so you can filter out which actions go where
Basically remade the bullet script from the ground up because it was dated 2024.06.11 and it uses much less redundant checks, has null pointer checks and is more predictable than before
and separated 2D and 3D guns into their own classes, which also clears up many unwanted checks and code as well
the last one on the chopping board was the entire HUD pipeline so it uses much less signals than before, Hopefully reducing some overhead while maintaining functionality
I haven't yet tried any of these as I've been fixing up the already existing assets to work with these huge changes 🥶
Forgot to add 4D weapons
5D weapons will obliterate them
Will your game be compatible with valve’s new smellovison
Massive huge even
you can have multiple versions as well with the exports
I still don't know how I could make it apply the upgraded material onto the weapon only though
that might need a helper function in itself
actually that's not even a bad idea holy shit
these helper functions were a really good idea bruh
I had to rewrite basically half of the main code base per weapon if they had unique functionalities, like the revolver spinning its cylinder for example when firing
which meant they were always out of date with the new script
so hopefully this will streamline everything
Would pap be just added damage, clip size and ammo or will it be goofy pap where some weapons get new stuff like the mustang and Sally’s
the helper function is basically a function with an argument that takes an integer, 0 means fallback, don't do anything. 1 is called during firing, 2 is called while reloading, 3 is called for the recoil, 4 is called on equip, 5 is pap, etc
that is entirely up to the one making the gun
V cool
I exported variables such as rate of fire, magazine size, weapon name, weapon material, muzzle flash color, reload speed etc etc so you can tweak it as you see fit
well actually by default you can only have 1 pap variant per unique gun scene but I'll make it work
shit will turn into borderlands real soon I'm afraid with how modular things are getting
imagine if I added visible attachments on upgrades
like how some pap guns in bo2 had attachments on it
more like all of them tho
also made a power up that basically makes the fire rate 4x the speed 👀
and a bouncy bullets one as well
shit is like a madness with those two enabled
I don't even have to aim, those suckers will hit shit guaranteed
but yeah safe to say gunplay is now READY
I need to fix up the player movement because that shit is acient by now and I have learned a lot since I last rewrote it
plus I've been making the game multiplayer future proof gradually
i want the demo to have cool proof of concept stuff with content to play and replay
Bo1 ak with flame thrower
Perfection….
bo 1 was unfiltered as fuck
would be cool to have two timelines tho
like the multiplayer being set after the story mode
It was all a dream
I feel like I'm going to support this game for like 10 years to come
running on godot 8.5
Make your children and grandchildren continue to work in it
LUPUS
Very happy with this one, little gate that has to be remotely opened
bad news is, I fucked everything up
good news however, its been worse
I'll fix it tomorrow
I like the new weapon system because it's so much cleaner, but I definitely need to get used to it
I finally finished my NMH slot machine mod
Sorry for the ass quality, here is some atmosphere :3
How is the dash done in ultrakill?
I currently have a dash in unity and it uses rigidbody addforce impulse for when it's in the air, but when it's on the ground it doesn't do much
finally, working at last
4x rate of fire gives you a 4x fire rate (actually 2.75 for the pistols and 1.75 for the automatic weapons) and a halves your reload speed
crazy bullets make bullets go twice as fast and make them bounce 100% on impact, and 2x the ricochet number
annihilate is the equivalent of the zombies nuke, it gathers enemies in the group, iterates through them in distance order and kills them one by one. the further they are from the nuke going off, the more it takes to die
sudden death is instakill, it is a guaranteed instakill as it damages 10x the enemy's health as damage for good measure
there's also architect, it slowly repairs every barricade working by the same order as the nuke, although it repairs for 30 seconds before wearing off and rewarding 200 points for everyone

there's also double points, flea market which is firesale and makes everything 10x cheaper
and bonus points which nets you some extra cash depending on the round number
(also reworked the entire weapon code and its kinda janky still, but it's starting to shape up, much cleaner than before without much redundancy)
oh, also you can now set the target per spawner so if you see the enemy struggling with their objective, you can force them to a specific one, doors now unlock new spawns so enemies will spawn in the new areas as well
and if they didn't get to touch you within a minute, they get respawned to a different spawn avoid softlocks
(also implemented the one in the chamber into every gun that are either pump action, magazine fed or stripper clip fed)
quick cooking of the buy menu
working on a catalogue-esque font for this
now i only really need to figure out a way to read the stats off the weapons, and automatically populate the categories using the categories built into the guns
Reminds me of the 2009 wolfenstein upgrade shops
holy shit you're right
I can’t remember if you buy weapons there or if it’s only upgrades
i love wolf 2009 but i genuinely forgot about this menu
here i am copying my favorite wolf game subconsciously
but i think you can't buy weapons here
Electric skeleton man appears in your dreams too
real problem is, idk how i'm going to set up the whole catalog with modding in mind
so im not even gonna approach that for now
hmmmmmmmmmmmmmmmmmmmmmmmmmmmm
hmmm
i like it
this is cool
gonna do the sprites for the weapons like this

these guns look photoreal when crunched down
we love pixelating
had to make it working
gets the weapons dynamically, adds a button each and the filename is generated using the weapon's name with a transparent BG
you could also in theory create a 8 directional sprite like in doom while using animations as well
i could probably create an animation selector and a scrubber
@pure jackal
god i fucking love this
Been working on this tonight, its a puzzle ofc
Just fixed it so that it no longer crashes if you win a powerup. Not sure how the hell that happened when I tested it.
Quoting SomeAutisticDev (@someautisticdev.bsky.social)
After 5/6 months of development hopefully it will be worth the wait, Darkside Mode is out now. This mod adds the slot machine mechanic from No More Heroes into Doom as we...
Has anyone else fucked up a mod that badly?
is this reelism?????????
crazy mod
It can be played with reelism,
got meshes generating
indices are being a pain though
there we go
was just a little mistake on my part
for some reason the mouse look is a lot more sluggish on my pc
got model rendering working again
god the texture that solace made for this is so GOOOD
yeah
needed to rewrite a bunch of backend stuff
i'm a lot prouder with the new systems
zombie helped me with the new BSP loading system by sharing snippits of code from the Dusk SDK
oh ok so the reason that the mouse movement feels so sluggish on my pc compared to my laptop is because Silk.NET doesn't scale Raw mouse input
afaik there's no way to scale it
oh i can just use CursorMode.Disabled
holy shit chat i just realized how i could check for which model to apply the pack a punch to
godot has metadata, you could just set the model's meta to upgradable and it'll make a next pass on it
im so fucking good
(i always forget about meta)
got entity spawning working again
https://fxtwitter.com/GameDevKS/status/1898333216831897878 working on the shottys, probs gonna add more recoil or kick down the line
Need hard hitting shotguns? I think these deliver!
#screenshotsaturday #indiedev #FPS
s
why he alone give him a friend:(
anybody know why ultrakill VR isint working for me? whenever i boot it up and turn on my VR (meta quest 2) launch steam link and then try to get in to the game it just dosent load. any fixes?
the fucking WHAT
legion of honor vr when,,
never
does godot support vr
hello grank
idk if we can only talk about coding but ill probably just talk about all the stuff me and my friends are writing
one of my old garrysmod weapons would freeze the game if u shot dog with it so yeah
Also I fixed the bug yesterday. I was just worried people were going to dismiss it as unfinished
dw abt it ive seen tons of zdoom mods launch with a major bug the author didnt anticipate and get patched within the hour, happens to the best of us
yes it does
also fuck you @pale raft i have made an entire system that supports pack a punch and multiple levels of it
nice
i just need a way to actually take the gun from the player and apply an upgrade to it
actually is it possible in base cod zombies to just be left without a weapon?
since the pap can eat the gun if you don't take it
i think
idk i haven't played bo3
when you make a reference and it is not gotten (sad spongebob gif)
what
what kinda game is this
Narrative horror game
Thanks, well you can check my youtube channel or bluesky, I post about the game there
send it to m
Its on my bio
i cannot see it
nvm i subbed
:D
what
I think you can have both your weapons eaten by the pap machine
You still have a knife/ melee so it’s not like you have nothing if you lost both in it
oh really
btw i never really showed off the carpenter in action
wait............ chat
Big fan of the right click crosshair on it
its a funny idea to have but the weapons in older cod zombies always had these ornate details when punched
I miss them
easier to just slap a bright shit texture on it than drawing intricate ornate details that no one would notice
trust me i know it
Blue berry flavor
muzzle flash color can also be adjusted as upgraded
i might actually take the time to pay the 100 euros for steam and create a hidden game
that way i could just open up betas and encourage testing more
holy shit now is the perfect time to implement the bullet tracer colors
@pale raft should i make it get colored by the muzzle flash or should i make a separate thing for it
Wdym
ok
took me a while
we've achieved skeleton movement technology (kind of)
GANGSTA SHIT
this is so good actually
how do you handle the melee
do you simply just hit a point or do you swing something
lmao I need to redo the melee, right now im raycasting, I need to be actually sending out a collider on the animation later in the swing
textures are loading
why not do what valve does
before, each model had multiple meshes attached to it for textures, but this time i want to only have one mesh and use mesh primitives to handle multiple textures
because I've messed with at least goldsrc weapon code and it's batshit
actually not sure how goldsrc does it
but modern source and source 2 games do a swing arc of raycasts
the general conseus is the weapon has a melee area, if it detects zombies in it (this time in l4d2), it prioritized them as long as they are in the range and has line of sight
otherwise it will hit anything else
i am trying this as well but for some reason i cannot get the proper transform of the camera
i have everything, it just rotates all over me
it works in VERY specific angles and i'm sure it's a me thing
For fast swings in tugg game I just have a box / sphere collider
Hmm that is very interesting... I think my crutch at this point is probably going to be the animation timing stuff, so I think for the sake of that slapping a collider that appears/enables only during certain frames is the way to go
can they collide with walls
otherwise im gonna hit all your tuggs behind a wall
I could actually probably do animation events to trigger those raycasts as well
hmmmmMMMMmm
the only reason i ditched areas in favor for raycasts is because raycasts are stopped by walls
obviously
i have set a sweep speed, an angle and an arc variable, as well as max raycasts per hit
Im new to animation shit specifically so it isnt as obvious to me lol
there's an additional check for this, yes
no way
you can do this a couple different ways
i mean i do it apart from animations
yeah i know
I meant to tag you in my reply 💀
sky's the limit usually
^ as long as it feels consistent enough, it's workable
i just think valve's approach is very good and modular
I think Age of Chivalry had the raycast horror approach
I'll just try whatever until one works enough for what I'm trying to do 
attach a collider to your sword
wish i had a surefire safe way to cross this dangerous warzone underneath me
the trusty path giver:
yes, i want to buy change text for 1750 points
this is what nintendo does in ocarina of time and majora's mask btw
link's sword has a collider that damages whatever it touches that gets turned on and off when swinging
theres also a glitch that cancels the attack animation early and leaves the sword collider active so it damages things every frame
yeah its a pretty common method from what ive seen
i think this technique is also used in oni as well
i get turned on and off while swinging as well
i love this upgrade in particular
twelve shots,,
not sure which one goes harder
being able to color it is cool tho
ok i think it is kinda enough for today
i've been doing nothing but doing stuff for my game for 18 hours
Decided to rework a fuse box for no reason
Tried making the textures myself this time
round 21 is my new best,,,,,,,
Hey its looking real good
he's shmoovin
When will cruppz make 2 hour video on the Medal of Honor round 100 speed run…
Is there any online Mod?
a lotta cool shit I been seeing on here ngl
You think New Blood would publish this and give me a budget of 1 billion USD? https://muteexedev.itch.io/fish (Idk if I should post this here or in general art so im doing both)
im gonna mod in the crucible from doom into terraria
you should make the door have a heavy metal scrap sound effect
What
like its sliding against the floor as it opens
Na, its ok this way imo
you should make a door that opens via a valve or a hand crank and as it opens it's playing crank that by soulja boy
I should make a door that opens
aaaand its unwrapped too
entire thing was 30 minutes
now comes the higher poly for bake
Hello, I would like to add mods to my ultrakill , do you have some website recommendations which are safe/cool ??
Tyyy
yesssssssssss
Sten
Got animation event collision working for my melee, actually a lot easier than I thought it would be
fuck yea
do you recheck upon entering or
like if you don't recheck, i could just shake my mouse around and the damage would deal whenever the collision connected
i regret to inform you but i have COOKAD AGAIN
nice crispy 256 texture as well
oooh yeah that's good shit...........
Question
Does the spring move or is it baked into the texture
Like is it a separate alpha clip plane
baked into the texture
tbh you wouldn't see it anyways
but now that you said that i kinda wish i made it with that in mind
Inspired by Flappy Bird.
Game page: https://pinho13.itch.io/archaeopteryxs-inferno
Discord Server: https://discord.gg/Xps52cwkpY
Music made by SteveRSound
flappy bird but different
could be better
someone forgot to install css
FINALLY the shotgun works too.................
altho i gotta address the orbital amount of particles each bullet spawns
tanks the fps down to a minimum
sucks because each punch on the shotgun gives it extra 2 pellets
up to a maximum of 30
Added some more post-process effects to the remaining areas of the scene I'm working on right now
https://youtu.be/KuR402a0Fhg
i think i cooked
I didnt really think about that because of the short window in which the collider activates, but I can definitely see that being an issue. Probably gonna add some bool to the skeletons that turns true when they're hit and turns false when the animation ends
After that, maybe tomorrow going to see about getting some attack AI and enemy animation going and then finally add sound back in
then I think im off to a good start
I want to eat this,,,,,
I mean, just get things working and then when everything works, try edge cases and fix if severe
oh wow
nonononono add some red reflections from the blade onto the hilt of the blade and your good
cuz its a laser blade your gonna want it to look like one and currently it looks like its made of ruby
but with some shrimple reflections it'll look awesome
Set up the new door panel
Sounds are placeholders
Thats really fakin cool
looks rad
thanks!
all my old bits like that were just button panels, so I'm trying to make them more interesting to use
I remade my fuse box recently and took inspiration from yours
oh rad
This thing
Thank you
I need to get better at texturing, my knowledge on that is still rather basic lol
ive been worried that now I've started to make slightly more detailled models, its making my environment look funny, since its all made using blockout tools and small looping textures
But I'm way too far in to really do anything about it, I just need to revise how I make levels for next time
I dont have levels, the game just goes in and in
So designing it is rather complicated
But its fub
nice
Oh yeah mine is just one big mass right now, I more mean environment design in general
Visuals?
I honestly have no way to explain what my process is to create enviorments
I just kinda do stuff until it feels right/nice to look at
fair
I wound up using blockout tools inside the editor for pretty much all the big geometry
Originally it was just meant for actual blockout, but it was fast to work with
And that was very handy with how the level and mechanics were being made at the same time
Once this is done I'll be glad to actually design a level before making it :D
Mhm! :3
i accidentally spawned two players
double cherry power up
looking back at the footage how epic would be to just get cornered and you still survive the wave somehow
but this gave me a cool chance to also test the ownership issues and i'm glad to say works on first try
like i cannot snag your mystery box weapon or punched gun
goes kinda hard
makes me want the ability to pay to hire NPC allies, like the GOAT flash game Knight: Orc Assault
I gotta try that
adding jiggle physics to the gloomwood huntsmen mod finna be fire asf 🔥
peak
gloomwood runs on godot?
I do not wish to eat this anymore
no, its on unity i just didn't read the thumbnail alot 😭
kinda reminds me of those powerups in shoot em up games where you get a smaller ship to shoot for you
waow
THE CAVE IS COMPLETED!!!
Thanks Churbot
Anyway, that took some time, Im hapy with the results of this area
@brittle plover, please keep all discussions in English.
hell yeah
That looks really good
Thanks ❤️
Hell yeah
I've been thinking chat
I think I might have over complicated the ammo system in my game
you see, the ammo is separate from the weapons as in there is an ammo manager within the player that tracks reserve ammo
every ammo type is pooled together
so pistols use pistol ammo, smg's use smg ammo ect
maybe now I feel like a simple reserve pool for each weapon would have done it justice just fine
can someone give me their thoughts about this
Does the shared ammo have some strategic impact? For example, are there (or do you plan to have) situations where you may have multiple msgs and decide that not using the most powerful one is the best thing to do?
Think about using the standard vs super shotgun in quake
The other scenario is if you can end up having lots of similar weapons, then it may be easier to manage shared pools, like in borderlands. If not, then i would go for separate ammo for each weapon, but if you already implemented the ammo as shared you might as well keep the system, and just create a single pool for every weapon. Don't know much about your game so this is the best i can think of
there are gonna be lots of similar weapons tbh, i already have like 4 pistols, 3 smg's etc etc so I don't know
I should just go for per weapon reserve like timesplitters and perfect dark did
caveman
Improved this a bit, added some cool plants around :3
ok noticed a weird thing
see how it goes to round 17
the shotgun (or any weapons that deal damage via more than 1 bullets) deal their damage under one process frame
so they send the dead signal like 10 times
poor guys don't even know they're dead
also rewatching the footage holy shit the shotgun just makes the enemies SHIT out powerups
what does it have to do with the channel
chat what does it take to list a game on steam? apart from the 100 papers for it
100$
and 18+ years old too I guess
and your/your companies tax infos
and 2356236236 assets for the steam store page
waow
fuck i hate how much this looks like the shotgun i made for plazmin
it is especially apparent when i show the smaller variant
altho i think plazmin's is more detailed
what prompt did u use
should be distinct enough
i really love those alpha cutout triggers and guards
idk who gave me the idea to use them but thanks
i used the "suck me off @toxic hemlock" prompt its pretty good
"this is gonna be dogshit"
proceeds to cook up the best shotgun texture i've ever seen
holy fucking shit chat
i asked the godot discord if there was a better way to handle my bullets
"yeah don't do this"
so after rewriting my bullet script holy FUCKING shit
ZERO misses
no more phasing through the walls
i can't believe it was this simple
and it actually fixed the tracers as well
i'm actually so happy
separate ammo pools for upgraded and normal bullets
also finally added placeholder timesplitters-esque animations for ALL of the weapons that do not have animations defined
@slender knoll look how good it looks now man
trying a new way of generating primitives for maps
not sure if this is a GOOD way but
