#general-modding
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i cannot rn,,,,,,,,
i just said i need to shake back into the prime form before working on it
i wanna start with the audio design portion first because i feel like that's what gives soul to these kind of games
just added texture metadata
i don't think there's gonna be that many uses for this but it's useful to have nonetheless
i mainly added it because the crosshair texture wrapping was messed up when combined with GUI scaling
i also made a class that prints to both the system console and the in-game console
in-game console is still wip
working on dead end has been really fun
collision detection aside
holy shit ghetto blaster MP40
added panoramic skybox uvs that are calculated in the map fragment shader
this way I don't have to add another rendering pass for the skybox
the aurora skybox is just for testing
also I might still add another rendering pass for 3d skyboxes
holy swag
peak
console commands!!!
I was also replacing the sky with skyboxes from the ultrakill cybergrind folder for fun which is why the sky looks like that
making a flexible cutscene script
Cool :3
hello fps dark souls
taking shape
bet it's because of the reverb I added in game
separated the footsteps from the armor rattling so heavier armors or no armor at all will make your footsteps sound different
stinky...
finally some good fucking working platforms
also the stats are working
vitality increases the player's maximum health
endurance controls the player's stamina, raises load cap and also reduces bleed chance
strength directly increases melee damage, also physical defense and mitigates some equip load debuffs
dexterity is a check, weapons require this, also reduces fall damage
intelligence directly raises the mana cap, as well as magic defense and damage
faith scales some faith based weapons damage, as well as providing damage gating chances
luck scales critical hit chances, and lowers chances of effects proccing on the player
humanity raises item drop rate, elemental defense and some NPC's speeches will change depending on it's value
okay so now i polished up everything i didn't give a fuck about so the HUD is separate, stats work properly, and there are interactibles
now it's onto the inventory system, then menus, then combat
might be too fast
showcase of items so far
some vertical slice for the style guide
Looks not bad
thanks
threw it together under an hour because it was 3 am so that's why the UV's are so messy
Noy problemo
the modifier also applies those
you don't need to apply it to export it
it was just simply for visualization purposes
but exporting also applies it
i just hate that i can't see shit when its fully shaded, but it looks weird with the flat shading so i just do this
helps me better organize my topology
lore lore lore lore lore lore
thanks nora for the idea
are they gonna be just model or is it gonna be like source 2 type where it's their own levels
i'm not sure what you mean
it's basically just an area outside the map with a camera inside
there's also this variable inside of my custom info_sky entity that lets you influence the sky camera's position based on the player camera's position
if it's set to 0 then the sky camera won't move
if it's set to 1 then the sky camera's position will be the same as the player camera's position + the sky camera's origin
huh
we're getting there
yay
and by adjusting the posmul value we can do stuff like this
decided to add source-style 3d skyboxes
the Quake styled skyboxes will still be in the game though, you just gotta specify what type of skybox you want
can you have multiple 3d skyboxes per scene
this is gonna take a while
no
something like this, except idk how i'm going to integrate the rest of the inventory
i want to showcase the entire model at all costs
hugely doubt i'm gonna have more than this many items per category
@slender knoll @sharp vortex
Legion of Souls
just about wrapped up the first pass of controller support
I need some form of aim assist but everything else works - full controller rebinding, glyphs, HUD updates in real time if you change bindings or device
hell yeah
inventory system works, using placeholder stuff but it works
granted this is mostly just the visual side, i still don't equip the items and the tabs don't work properly yet
BUT, the stats work properly and they nicely update
basic functionality @sharp vortex
very cool
well, the statue took me like a day, otherwise it's the power of gdscript
piss easy and very fast to iterate
Kinda done with the model I think
do you just eyeball the UV's size or do you use specific plugins?
i want some cool victorian/neo-gothic structures in my game as well but their shape doesn't unwrap well and the texture sizes are all over the place
not as easy as in the hammer editor
I eyeball them
This consistency for pixel sice its not something that matters much on my game
Thats pretty cool!
strapped level : packed to the brim
did you just reload the cricket bat
No
why not
Its a bat
reminds me to implement interaction prompt priority

scug


PLEAAAASE
on my knees, begging for this demo rn
YOU, gimme early access...........
holy shit those lights bouncing off of the model is so good
fireball looks good too ig
okay it looks better when the opacity is toned down
all procedural
godot's visual shader is pretty dope
what, the statue?
Discord server: https://discord.gg/CuFEmpmR4Z
If you want to support me:
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Not 3d or a shooter like the other posts here but this takes lots of inspiration from old pc games like unreal and Jazz Jackrabbit 2
I didnt know about the ranking system on this server, interesting
here you go
you didnt have to do that haha, thank you
nah it sucks when someone posts a showcase clip and it can get ignored without embed
it looks cool though, is that your own game?
yeah, I've been working on it for a while
this server fuses the modding and gamedev channels in one so its understandable
I like the animations of the character and how you paid attention to them
some arent done yet but I'm getting to it
this vid doesnt really have a lot of gameplay compared to other's ive posted
is the character sliding around or is that like placeholder?
they do slide on the ground but I'll probably make the sprite change to another one when going faster
it looks really silly rn lol
looks smooth
@hazy sky If you dont mind me asking, what do you use to texture your models?
substance painter
with the pixel8r filter
sucks that it's so complicated but after a while it just clicks
Well I need something that's at least better than blender texture painting and I had been considering trying substance painter
and all the free alternatives have sucked ass
this one sucks ass as well, but there are 399483 tutorials for it so it balances out
Definitely makes things easier tho
you need a specific workflow for it to work best though
like if you wanna make the best of the textures, you need to also create a higher poly model for baking down the data for the texture
spent today coding a lexer and got map scripting working
it's still wip but it's cool
all code is stored in a text file with the same name as the map file
light style command
logo for game is COOKIN ๐ฅ
i was inspired by the small soldiers PSX game's overall design
because of how it incorporates intricate design into it's hud like so
i love this style
increase of resolution

added calling functions from other functions
revisions on the hud, icon are stylized after Dark Souls 2
decided to make a video about it
https://youtu.be/T93PeEc2M8M
i was bored today so i added scripting to dead end
music: https://www.smwcentral.net/?p=section&a=details&id=20510
follow me on bluesky! https://bsky.app/profile/plazmin.bsky.social
We fucking love maximalist huds
this game is a fucking vibe i love every second of small soldiers
stats screen and influence of stats in action
every intelligence adds an extra 0.1 to the mana recharge rate
on an average, 1 mana regens per sec
i might make it 2.5 and make the recharge rate bonus cap at int 50 tho
speaking of scaling
finally working scaling, even though for some reason sometimes the damage scaling values swap around
like STR here scales Pierce at C, not Slash
unless
it wasn't even working bruh, now it is tho
i might remove the broken blade in order to fit more of the glorious title
i like the blade too
i just think it's too long
i'm fucking stupid cause i could have used the sword as the middle arms of the E's
back to blender tomorrow i guess
like stab the sword into the logo from sideways instead of in the middle
Nice
https://www.gameuidatabase.com/index.php?&plat=0 this is massive
people take screenshots or videos of game UI's and upload them here
great learning material
i really wanna know how to ge tthis level of emission still
https://x.com/GameDevKS/status/1923657893087191536 snow level confirmed ๐
this isn't the channel for it
didn't even check
yo man whatthefuck
the NEWS IS ON
https://store.steampowered.com/app/37...
Experience a taste of the wrath to come in this Demo.
Sirocco Thugs is a First Person perspective Beat'Em Up focused on delivering flashy, breakneck hand-to-thug combat. The demo includes TWO stages, SIX weapons, and LOTS of mashing.
Fight hard, or die brawling.
congrats 
watched it in 240p for the immersion
its peam
playin on THUG like a real 1.... just sayin u a real 1, u don't shy from a achallenge thats why ur peak...
is there a way to throw weapons at anytime not just when they are at 0%?
Congrats on release
not yet 
if you want to grab something new you can walk up and trade ( R by default )
More so I wanted to throw something at the pistol guys when Iโm not close to them to stop the shooting for a bit
YEAAAAAAAAAAAAAA
I'd have to watch a video to see if anything went wrong
as a rule of thumb :
- items dropped by enemies are flushed on restart
- if you grab something BEFORE a checkpoint, it'll stay grabbed and gone
- the weapons in your inventory ||get a free repair up to 50%||
if this is about ||the shotgun in the arena|| I have a hunch
It didnโt respawn for me in that area either
Yea ๐
๐ซก
Finished the introduction of my game :D
https://youtu.be/6e9oEjqKfpc
Here is the full introduction of LAGUNA! wich we made with a lot of effort, I really hope all of you enjoy it :D
Discord server: https://discord.gg/CuFEmpmR4Z
If you want to support me:
ko-fi: https://ko-fi.com/phobosdev
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Very happy about it lol
I didn't know you had a BSky 
Oh I do
i found a few places where the enemy pathfinding is spotty as well, some thugs would go behind a wall and try to get me from behind it
the boot is mighty, there's no hiding from me
but one of these instances is when the mini scoots out from the garage, one of the thugs that climb over the wall on the right pathfind inside sometimes and get stuck on the wall
especially apparent because the pistol is also there so that fella can get stuck quite often
OH also sometimes i can somehow duplicate weapons, and sometimes the grounded state doesn't get set when landing and i'm doing like 2 kazotsky kicks before i can attack with the weapons again
i wish i made videos of those but these are neat too
does it have controller support?
the combat feels kind of spammy
i loved the demo
combat was very punchy and i loved the weapon system
plus the boss health system is pretty cool
overall it was really fun and i can't wait for the full game
yeah, charged heavy attacks or pause combos would freshen it up but I actually don't mind it being spammy because I beat it like 3 times on thug while being zoned out and listening to some cool tunes
i'm doing the hardest difficulty (i think), died a few times in the last battle
the dudes with the revolvers can be annoying
they always seem to anticipate your movement, you can bait out their shots pretty easy
the bullets going through enemies is kinda annoying though because it always gets me in the worst possible timing
not if you're fighting 5 other dudes
you can kick bullets and block bullets
didn't know that
stay moving, also jump because I noticed that jumping really does save your ass
i would love to have a short dodge in it to have more horizontal movement
I would love to have slightly more range
only the shovel feels comfortably long enough, the fist feels okay but the pipe is always a little bit too short
How the heck do I kick jump in Dom's game ?
Yo @earnest lily . Pardon the ping but I've been stuck in the tutorial for the last 15 mins kek
Maybe I just suck .....
Wait nvmd. I just suck. Got it
Okay, I played through it twice to get an idea of it and here's my thoughts @earnest lily
Firstly, you've absolutely NAILED the game feel. Hits just FEEL so damn good that I wanted to keep playing again and again if I died. Same applies to blocks as well. This game's got juice for days. The aesthetic also really complements the scrappy street brawl feeling that you're going for. Love how grungey the game is overall and how enemies get more dirtier and bloodier when they're close to being beaten
Also love how you force players to find weapons since it's the only way they can block. Also enforces that scrappy street brawl feel since you need to improvise in a way. The different weapons offering different types of attacks is also very cool ( shovels are strong attacks and pipes are light attacks )
While I like how you automatically throw a weapon when it's broken, the game is severely calling out for some way to throw a weapon. There were way too many moments where I wished I could just throw my weapon to atleast slow an enemy down so that I could go for another weapon. On that note, I think the stun states for enemies could be a little longer ( i.e the state that they're in where you can go in for an execution )
Love how enemies ragdoll when you execute them with a kick. Like I said before, it FEELS so damn good. That said, kicks feel kinda useless outside of that since they basically just operate the same as normal attacks. Maybe you could have them just knock enemies back a bit ? When I say knock back, I don't mean knock them to the ground, maybe just push them back a bit. This doesn't need to do much damage, but it would definitely help in terms of crowd control. Something which this game really needs more options to help you with imo
While I love the approach that you're going with of needing to stand your ground so to speak, I think the game is really begging for some other movement option as well like a dash. Either that, or the player could move a little faster, because right now he feels a little too slow. I'd occasionally re-position myself in the game, but faster movement or some sort of dodge woul go a long way
Now for the enemies, I think they all telegraph their attacks pretty well, especially the heavy enemy who can't be blocked. That said, I feel like the boss's attacks aren't really telegraphed well. His animations were a little too erratic and similar to the point that his attack animations didn't really stand out as much as they should have. Along with that, they're WAY too quick. His kick(?) attack isn't really that visible either and I was wondering why I was even taking damage at some points.
Also, I thought that the boss being stunned meant that I could execute him by kicking or something. Took me a min at first to realise that I needed to combo him at that point. Maybe this is just me being pig-headed, but you could use a different indicator for when he's in that state maybe ? This is probably just a skill issue from my side so maybe ignore it, but I thought I'd mention it
Also, I wasn't really sure what actions would give me back health or not. Maybe just a little more tutorialisation of this would help a lot. Since sometimes, normal hits gave me back health, whereas sometimes executions gave me back health
I also had some input issues. There were points where the attack button just wasn't working and so I had to kick once to get it to work after. Same with blocking. It wasn't working until after I tried attacking once. I'm not sure if this is input delay or something else, since I also tried the game with two different mice and had the same issue.
And on another note in terms of level design, I think it could've been shown a little better which way you had to go since I couldn't really tell at first. Especially since a lot of the walls looked like I could jump over them
Gripes aside though, this is a very solid base to build on. Wishlisted and I can't wait to see what you do with it
Bad ping
Catching up now - for input issues Id need a video
he's right tho, you definitely need to add a button for throwing a weapon for like a 20% durability loss + breaking on impact if the durability is not enough to withstand that
after years of dying light, pressing right click and seeing the pipe raise up, i kept trying to throw the weapon
the stun states seem to be dependent on if they are lesser or stronger enemies, and since the game (in my experience) rewards aggression i think it's safe to say the finishing kicks have very good timing on them
also the kicks interrupt enemy attacks, great when you don't have a weapon to block with
that being said i think the jumping could use some work because it feels weighty, but in a floaty way, it's hard to describe, also Dom if you intend to have more sections where you drop down and use a dude as a landing pad, ease the clamp on the camera rotation because in the tutorial you have a hard time looking down at the dude
AND my personal nitpick, the shovel covers way too much of the screen but i think i'm the only one who really minds so take that with a grain of salt
(also please don't use invisible barriers on wide open passages in the fence PLEASE, first time around i was having a hard time on the second level because i didn't know where to go at the cement mixer where you climb the building, i thought that area was out of bounds too and didn't even bother to check)
Same thing kinda happened to me lmao
Also, might be time soon to replay DL
I finished CoJ recently, really need to play DL as well
Thanks again for all your feedback @desert shard - there is a pattern of things that would just make the game better in terms of changes and I'm already at work ๐ซ
Movement speed / tech is especially a point of contention
Together with weapon throwing, they all seem to point towards "tugg is way too fucking slow" / " the arenas in map1 are way too fucking big"
( as well as not having an impromptu ranged option )
it's not that it's slow, it's well paced when in combat and is only missing some key refinements
you could add a sprint function when not in combat
sort of like how Devil May Cry does it, run for a while and the sprint auto kicks in, or have the movement speed get faster when not in combat
like overall, fast movement speed can also lead to issues within combat because being too fast to control sucks as well, but being too sluggish sucks even more and i think you've struck the balance really well because i was dodging the boss left and right when he did the ground pound with the shovel
do we fw this new HUD
you know what'd be cool
if you could throw it and it hits enemies and bounces back so you could grab it
that would be so badass
Honestly, it's not that the arenas and levels are too big
It's that the way you direct the player through the levels could be a bit better imo
But otherwise yeah, can't wait to play more 

I figured someone would've liked the option
Well, speaking of beat-em-ups
I'm making one where you need to clog an exploding toilet by YEET-ing zombies into it
Now this looks clean AF
dom please add toilet to sirocco thugs

Bioshock hud
You have you blue plasmid on the bottom
what's the 5 and 6
that sounds useful, i'll keep that in mind
this shader is really fucking good
especially now that i finally fixed it's core lighting issue
which game
oh shit, hello there
Managed to finish this lol
https://fxtwitter.com/GameDevKS/status/1925109901820363001 retextured the g11 slightly
3 round hyper burst weapons? For sure...
๏ธ๏ธ
๏ธ๏ธ#indiegame #KnifeEdge05 #indiedev
**โค๏ธ 4โ๐๏ธ 14โ**
shaping up
someone remind me to add prompt priority and safe location breadcrumbs
also I'll try to make a basic arm rig if I have the energy
this will be a good time to properly experiment for legion
also why is good ps1 styled environment topology so hard to make
like I have 0 idea how to get started and it's already so much work because I have to manually unwrap every quad
There is a lot of things you could do rn with fog to add atmosphere here :3
also rocks and bushes etc
of course, but I'm still trying to figure out a way to properly make the terrain
Solace have you played labrynth of the demon king
โ ๏ธ STROBE WARNING!
me when i add parry mechanics to an atari game
old door model i made
first person robotron LFG
ok I didn't actually watch the follow up
this is peak
not really, what's it about
more of a berzerk rly

one of the cooler enemies in my game
they are like, cultists or believers, i call them Deniers because they are zealots who wear ornate bronze masks, who actively preach the word of the Order to deny god's influence upon humanity
i also want some cool knights
have like 3 types of knights like sword and shield, pike or halberd or spear, or ranged knight with crossbow
the noble knight of the order
fanatical enforcers of the false order, they're gonna look so fucking good once they're done
tree
blud still playin 
is there S-1 or i am being gaslit again
No - just S-2 ||thugging syte||
already did that
the what
thug
ah does it keep saying you unlocked the level?
no, ive beaten S-2
is there a secret third level
0 is the tutorial, 1 is the one with the boss, what is S-2?
don't think i unlocked it even though i beat it like 12 times
did you get gold
There's another level to unlock ?
Time to replay then
Oh, I thought that was supposed to be a " this level will be added later " situation lol
the .pak archives are not encrypted so any viewer will let you access the test maps
I didn't bother limiting the packaging list to just the three maps
A real THUG-FU master has no reason to sweat when their goals seem *just* out of reach.
#screenshotsaturday https://t.co/EXVpToc3MJ
Free weapon throw in Sirocco Thugs is in - your weapon durability degrades if you hit a living enemy
WARNING : Do not throw Firearms anywhere in your vicinity.
hell yeah
trying to make the texture replacer thing work better and also reworking damage sectors to fit better with the new health system
its kinda stupid atm all i did was set the sector damage to 0 and then the playerpawn just checks what texture its standing on lmao
not terrible for a first effort
Pretty cool! little suggestion tho, I think the crystals do not fit much growing from brick
You could add some sort of pertuberance around it as if they broke the bricks to grow
This is pretty much just all quick assets I made to give myself an idea of the "look" i'm going for, I'll definitely be doing something like that eventually
Gotcha
oh man emission in substance painter is so easy to use
no more fucked billboard sprites for my skeleton glowing eyes
plant??
yeah you just flip on the emission layer and paint away
thanks, check out the knights above
wrote a rimlight shader for the character models
it works on a fresnel basis
neat thing about it is that it requires light for it to work, so by default, the characters don't really have rimlights unless they are lit by normal lights
very cool
it has a normal map bias as well
drowning in points
show side of head
seems like you already have a nice set of loops for it
why not extrude out and just rotate it a little bit as is?
of if you wanna, inset the face a little after extrusion
I wanna add in all the details for the ear
i'll probably add a subdivision modifier once i'm done too
hmmmmmmmmmmmmmmmmmmmm
that or either use dyntopo with sculpt
but yeah right now the details are just too low to make a truly detailed ear
a bit more subdivisions won't hurt
subdiv and sculpt then
actually i'll try to do it by hand
moving vertices
like i did for the rest of the head
that's a solution too, but I find it generally easier to just use the clay strips brush and pull out the details that I need
like doing complex topology by hand is next to madness, but props to your patience if you can do that
I only ever modelled a face twice, this is the first one I did
I went through many iterations to get the one i'm making now right
took hours
I know the feel
doing the body now
heh this actually looks very similar to one of the concepts I had for my enemies
I hate that I don't do concept art for my stuff
I only did concept art for the head
a nice tablet I could use for my pc with a screen would be so nice
one model down
oh shit i forgot to mention
friend helped me draw the concept art and it's soooooooooooooooooooOOOOO fucking good man
very cool stuff
fuck I forgot to post it
Fear and Hunger meets Elemental Gearbolt
should have colored the cloth something different tho
like that's not ceramic, I'll fix it after shower but I think it looks really nice
the enemy is made out of porcelain or ceramic, and is animated by magic. the color of the glow between the cracks determines which elemental magic it is animated by
and if they're defeated they will explode with the respective damage type, and since they're so fragile they're gonna hurt themselves if they hit you
not gonna populate the map too much with these guys but yeah, here and there for some awareness checks
gonna have a real fun time drawing all these ornate details on them
actually what if i made the arms from the forearm float and have this energy ooze out from there?
finally adding the 4th weapon
what weapon
soul
discord didn't show me the embed
Green blasta
went back and made a concept/bestiary entry art for the Deniers as well, using the high poly sculpt of the model that i traced over and shaded in blender, i will go back and add the new details onto the model, as well as make some adjustments on the model itself
pretty funny how it looks like when i remove the blender render layer from the project
attempting another stitch remodel
now to figure out how to use substance painter
i can't afford pixel8r so i'll see what i can do
sounds n whatnot (and idle anim)
(ignore the footstep popping I was literally just trying to get foot audio to work and used the sound of me slapping my mic on my lap)
yeah i'm just gonna bake a texture with blender
yeah this is a lot better than the old one so far
now i just gotta make it look withered and zombie like
i think this is fine but kinda meh
i have some different textures that were put through img2pixel
but if anyone has any reccomendations i would love to hear them
i thought this was a good idea but idk
img2pix is awesome I love it so much
also holy shit you have more gameplay elements than me
blasphemy
I need to combine forces with someone
looks pretty dope to me
chat how does copyrighting a game work
crystal torch tiem
quake torch
๐
people are so interested in my art style they would literally comm me to break down my workflow for them ๐ฅถ
I'll do a timelapse with some in depth stuff in it if anyone is interested once I have the time, @sharp vortex it would also be good material for you
Yeah I'm starting to get some semblance of a flow down but it would be good to see
I'll try to cook something up on the weekend
Really most of my issue is just needing to be more patient in all aspects (better modeling, more detailed texturing), i'm more interested to see if I'm missing any extra tools or methods, I dont care for copying art styles, I just make stuff how I feel like it
Granted I'm turbo early in development so I'm mostly just doing placeholder stuff (or stuff I'll fix/ improve later) so as to prevent myself from getting caught wasting time on for instance art instead of the shit I NEED to do like animation and combat stuff
can you elaborate on your process and flow so i can check in general
heh
I just start out in blender and build a low poly model as fast as I can that also looks acceptable from scratch or using a side monitor picture reference, when it looks acceptable I Smart UV Unwrap and set island distance to like .05 or w/e, make sure it looks OK, then I save/export.
After that I either subdivide modifier or bevel some stuff to add "smoothing" detail, I save/export that as "modelname_hi". I load the lowpoly up into Substance Painter at like 2048 resolution, bake the hi onto the low for normals, and AO, making sure it looks good, adjusting resolution as needed.
Once that's good I slap on Pixel8r onto my brush and start going to town. After that I export the things I need and create a new Material in Blender then slap it onto the model, usually also turning off all texture filtering and crushing the resolution some more.
well as a filter
as i see
you are following the guide i linked here right?
no lol
wait did i even link it here
sadly pixel8r makes you lose out on the emissive layer, but you can draw it in either externally, or a new project like i do
but setting up pixel8r means you use a fill layer that's completely black, and everything pixel8r does goes into the emissive layer
I add emissive as a fill layer, set the layer to black, then use gradiant and then I apply pixel8r to the black part of the layer
one sec
let me check as well
one sec
I can add extra coloring too, this is just a quick way to do it for a single color
add an anchor to pixel8r, create a fill layer, set it to completely black
and hook up the emissive to the pixel8r's anchor point
hmm I'll try that later
after that if you switch it to emissive up here, it gets rid of ALL shading from substance, meaning you'll only see what you have baked down or drawn in
what i do for really black blacks is to do pre-light bake colors
that way the brush strokes are applied after the baked lighting
otherwise the darks are also lit by the lights
very good for deep contours
you can see the difference
You'll have to show me how you do that
I really do want that kind of artificial AO look
it's really not hard, let me show ya
divide the layers into three segments
bottom should be things you want lit, middle are the lights, top should be shadows or details that you absolutely don't want lit
that means either dark darks or brights
another thing
also fuck man hop on over to dm's i hate the slowmode in #general-modding
in hindsight i should have separated the mask from the model
i find the tall pointy mask so much more cooler
i think that's the ticket
with all the shit my dog went through, I just realized I never bought this blender asset when it was on sale
fuck my chungus life
I'll have to fake the muscles with bones for my personal test
what do you need muscle sim for akdov
what are you planning
also did you give the blanket boy a forehead kiss for me
very cool stuff
hi pyka :3
hello
some improvements to the attack animation
big slap
did you read through the novel of tips I sent you in dms
Not yet, got busy at work when you sent them, and then I forgot, and then I've been video gaming
Just wanted to get into that, see what I could do
plenty
Did some animation wip, fair warning Im extremely begginer to animations LOL
dassa great character model
yep, and honestly with an aesthetic like that beginner anims fit even better than good ones
no
no
Artist is kidna goated yeah
I though so too, although we are gonna try some motion capture and see how that goes
A friend of mine has the suit
They will teach me how to clean the animation too so thats great
daaaamn
that's really cool honestly
I like polishing animations but it's starting from scratch that I dread at times ๐
For me they take quite some time
So for now Ill stick with help from my friend, although I want to keep learning
The more I know about the engine and things in general the better
oh it always takes time
but I enjoy it, especially when I can finally go from constant to bezier curves
Thats great
What I enjoy the most is building atmosphere
I kinda want to tell the story of the game through scenarios and so on
curves, my worst fear
join me in my psychopathic tendency of going keyframe only ๐
Wdym keyframe only.....
as in keyframe only
i can never understand curves, keyframes rule
Isnt this how you animate normally tho?.... or have I been
all this time
I mean, the ideal for most animators is to combine the two
you create the main poses with keyframes and then edit/manage the motion and how each bone transitions between those keyframes with curves
I do good animations in the blue theme
good models in the pitch black theme
for some reason
so like, curves are mostly there for you to change how the bones ease in/ease out, rotate and etc. without spamming a bunch of keyframes everywhere that can become messy and unmanageable
fair
I do not do this because while I understand curves, with exception to ease management I can't really do what I want without taking 2x as much time as I would going keyframe only
probably not the best approach but it's what works for me
Just realiced that now that I have a human the scale of other things is just completly wrong all the time 
Unfortunately at the time I didnt even knew how to use neither unity or blender properly so
Ill do some touch ups to scale I guess
Ok that feels much better
Just gotta increase the player height a bit too
it's taking shape
That looks really cool :3
thank you
pov: im checking if ur stall is empty
woah holy fuck I love it
such an insanely cool visual
that looks really cool
reminds me of the votv protag a little
Thanks :3
I havent forgotten about the statue dw, i was just more preoccupied with the sudden bursts of creativity
dedicated throw button??
I had a whole ass infographic ready but idk where to post it
you can throw weapons freely & you can grab em back ofc
is it like a trello
no
huh
fuck that soulless shit
what's the player count on the demo tho
did a lot of people play it?
bet you pulled a lot of curious souls to beat some thugs up
If I learnt something from all of this is to never animate using unity ever again.
Discord server: https://discord.gg/CuFEmpmR4Z
If you want to support me:
ko-fi: https://ko-fi.com/phobosdev
Bsky: https://bsky.app/profile/phobosdev.bsky.social
Improved animations and tried to add some details
awesome
is that proper place to ask about fallen aces modding tips since it doesn't have its own channel yet?
It does: #fallen-aces-modding
idk why it didn't show up to me then, but thx for answering
was expecting it to show up regularly
yeah discord does this weird thing where it hides some channels
it's a new feature iirc
maybe you had the channels closed and it only shown you the ones that had unread messages on your end
pixel8r 2.7 is so good man
2.5 was good too but the extra options for the palette generation and smoother blending using oklab or cielab and rgb color space is just so nice
nope it was out of my channels list, I was expecting it to just be here since in preview I marked that I'm interested both in modding and fallen aces
but whatever it works now
this shader is so cool
https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2F8dnyjwpas4he1.gif
unfortunately there aren't many clear shader tutorials out there
๐
been rewriting the system that handles scripts with zombie's help
little video showing a water shader that I adquired and modified with help of the author + some cool effects I made for the inventory when it opens, although inv is still a bit wip
I'm curious, How can one find playtesters for their game? it would be nice to have them in advance
Also how can make sure that people on my team won't leak future plans given that my game will be release in early access (There will be content drops for the game for a few times per year)
First one is you either pay some people, which involves a contract etc etc. especially if you want to demand they are available exactly when you need them, OR you get some friends to play your game and have them talk about their experience, which is less efficient but it's indie dev who cares. Third hidden option is you play the shit out of your game, including any other developers, on top of having friends or random mutuals play the game.
Avoiding leaks is the same as option 1 from above, contracts. NDA typically.
s
made the game look much more like a vhs!
for me, I basically play a feature after a certain milestone over and over and over until I feel like it's a good polish, then you ask some friends you trust not to leak stuff like I did with @hazy sorrel or @slender knoll who 5 minutes into opening my game found like 924 bugs including a division by 0 from switching weapons without having weapons etc
fix those, work on some other edge cases with the new insight, implement new stuff, reach new goal, test stuff again until you feel confident, ask friends again, get feedback, fix those again etc
Reminds me to properly reanimate the FG42 for you
but we leaked all of it wdym
still trying to figure out how to properly import animations in a way that makes sense
give it back
general modding
Its comisioned
I did the animations
"Triumbrush" made it
A visual overhaul to help the game feel more like a VHS tape as well as a little showcase of some nice main menu upgrades!
Discord server: https://discord.gg/CuFEmpmR4Z
If you want to support me:
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Here it is in video
no way
yes way
where is the mod that makes me spawn benjamin
who's Benjamin
gottem
ive benjamin it in ur mom all week lmao gottem
high quality user in chat
is that air juggling
Thats so cool
visual upgrades and reworked fire, its animated now
lights sources from candles and fire now flicker too
Dual wielding be fun...
#indiedev #fpsgames #indiegame
Making a little kitchen asset pack and I'm basically done with the silverware mesh.
That looks amazing. Maybe add some dust particles near the lights to make it even better?
There is already dust
Then I'm blind.
beautiful
Nah, is hard to see when the camera is standing still
eating you with these
quantization and the color banding kills the effect, bet it looks better in motions
nice
would it not be easier to use something like lua though?
out? :)
damn you need silverware for that??? 
spending days coding a cool little timeline system that'll only be used like 4-5 times max
gonna be very customizable
wheres fraud
why am i getting restricted everywhere?
i did nothing
me too
i did absolutely nothing
Me aswell
you are white name anyways lets only talk about modding in here
White name? Are we divided by class? this is clasism
correct atleast for today
why cant i type in most of the channels
no idea, same thing with me
We are treated like nothing we live in the sewers of this server now
Or something ig
same
huh?
this is actually abysmal why did they do this to us๐
Us white names are silenced do not deserve an opinion๐
add that to the fact that i was machine rank i just left for a while and came back๐
Ok sorry ill leave
its the only channel we can talk in
Shush or you are gonna get shot by the police
man i need mook this not fair
Can somebody please help me with Aces modding? I've set up everything correctly directory wise. Everything is spelled properly. But when I click on the custom episode in the episode list, nothing happens. I dunno if it's about having a BVH file (which I don't) or what. Please help
are you doing it by putting the map in an episode folder or inside a workshop folder
My map file is at D:\Program Files (x86)\SteamLibrary\steamapps\common\Fallen Aces\AcesData\Episodes\Wiseguy\Wiseguy
how does your chapterInfo.txt file look
title = โWiseguyโ; order = 0; world_file_name = โwiseguy.txtโ;
and episodeinfo:
title = "Wiseguy"; priority = 0;
all file names, keys, and values are lowercase
are you sure that your world_file_name matches the name of the map file
yep, the text files is "wiseguy.txt" word for word
what's your folder structure like
Episodes -> Wiseguy -> Wiseguy
First Wiseguy has:
- episodeinfo.txt
- poster.png
- Second Wiseguy
Second Wiseguy:
- Backups folder
- chapterinfo.txt
- loading.png
- poster.png
- wiseguy.txt
well everything seems to be correct
can you send a screenshot of what's inside your chapterInfo.txt file so i can see if there's any syntax errors
It looks like you have fancy Unicode quotes here and not normal ones
oh
That will cause a parsing error
Fancy unicode quotes, you're kidding
Ok, no wmy keyboard is typing regular quotes, what
Your episodeInfo snippet has normal quotes
But the chapterInfo one has fancy quotes for some reason
IDK why that happened, weird
Oh, good, it works now
Thank you! Dunno why the quotes were like that
no problem
damn zombie how did you notice that lol
idk if it's clear or not on desktop but on mobile they render differently
I'm on my phone rn
So seeing both side by side stuck out
Much appreciated 
that's how it looks on desktop but it's such a small difference lol
Guess I just got that eagle eye
Eagle eye sounds like a FA tonic, lol
cigarettes but somehow even more effective
All guns are 100% accurate - tommy guns become full auto long-range sniper rifles
wip
stronk forearms
how do you downpatch with the steam console ?
holy shit this looks amazing
i need to find the artist behind it
oh fuck
pretty nice conversion
guys does anyone know how i can access to .bundle files?
testing from the new rig holy shit
T
more ps1 slop
really happy with the progress
The visual overhaul continues!
s
s indeed
TOMOROW IS FRIDAY THE 13TH ALERT
add an uppercut when crouching and punching that launches into a juggle
like apex, that one has an uppercut if you melee while crouching and it knocks the enemy upwards
I don't want to bloat player input too much. Crouch was already removed
Does anyone know how to use parameteers in animation controllers (unity)
Wait, I got it
I cant believe this
https://vxtwitter.com/GameDevKS/status/1933477158946586963 we getting there...
Some solutions are just one electrical spark away...
#IndieGameDev #Retrowave #IndieGame https://t.co/NqMRryOX7N
Showcase of the open world Gotham City in the 1997 game based on the movie Batman & Robin. Emulated in HD.
Support the channel: https://www.patreon.com/neogamertvga
https://ko-fi.com/neogamer
this is such a good showcase of late 90's open world stuff
the guy playing pisses me off on a primal level
Same, Jesus christ
I love the aesthetic of this
Heya
Full showcase of a new cutscene that I made during the weekend :)
I hope you all like it!
Discord server: https://discord.gg/CuFEmpmR4Z
If you want to support me:
ko-fi: https://ko-fi.com/phobosdev
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Been working on this cutscene for the weekend :)
somehow I've gone this long without a map load command
It's funny how loading into Quake or HL maps just never gets old
I still regularly use them for testing things
wip axe throwing
i've been procrastinating on animating the new axe viewmodel for a while now
Thats kinda cool
Gabriel ultrakill moment
OH MY GOD SHUT UP THROWING EXISTED BEFORE ULTRAKILL
add zelda-like boomerang mechanics to it so u can bounce the axe off multiple enemies
average from them tbh
ultrakill fans when their mom calls them an insignificant fuck
This has juice
camera tilt on strafe

amid evil vr does this
anticipating the first playable demo for dead end rn
put me on the list
ratchet and clank wrench 
Oh my fucking god
I judt broke the ultrakill 1-1 world record
The world record is 500 milliseconds i got 492 milliseconds
Wrong channel
soon...............
does anyone here script? i wanna make a game and i want help learning
mods are cool
thats kinda vague, what programming language are you looking for to learn?
added a bit more detail to these...
Bald top ppsh?
i still need to add that tbf ๐
Depending on what engine you wanna use the way you script changes a bit
Do you know wich one to use? if not, you dont really have to think about it much any work lol
main menu test
obviously i'll add something else later
it's gonna work like the dusk main menu where you have to press a button for the menu to appear
monkey! :D
This took a long while, but Im confident saying the start of the game is more or less completly done now, the game has been through quite some transformations during the past months and Im happy with the direction the game ended up going at.
What to expect now?
Well from now on updates will take more time, the content that is going to get add...
Got done the first 5min of game, yay yay yay yay
Hello New Blood art man ๐

Looks great
Been rad to see this develop over time
Thanks a lot man
fyi trying to get Mook like this will either get you banned or permanently locked from embed privileges
โ๏ธ ๐ค
"on gang"
the gang in question :
Yoooo new thuggs
Loogat that lilman
only 1 person can be knocked out in this image
@frail peak, please do not discuss politics.
evolution of a true geezer
oh I know why you got word filtered 
PITCH LOOKIN LOVELY TODAY LADS
rev up the bugatti. WHEEEEEEEEEEEEEEEY
WOAH! IT EVEN COMES WITH A FREE BRICK!
what's the lore implication for the ripped and small shirts
Incubation stages
I have an extremely specific issue
We tried adding some modification to our bundles, tags to modify speed
On the coders end, everything works fine, but not on mine
Tried to push all my chages to git, still works on their end
Whatever it is, it has to be some sort of setting withing my unity, I dont know if this is on the gitignore, or where it is
But its driving me insane, there are no errors whatsoever and its making this very difficult to debug
check the unity version
We have the same
job
None of u will ever believe what was it
?
cabunga
Is that... the red mist?!
what is a mod
Wei er
Aparently my pc was using , instead of . To do some calculations
Which of these classic hard hitting guns are you going with?
#screenshotsaturday #KnifeEdge05 https://t.co/UtI85DpCOR
Whats the red mist
yeah
Hi there
wrong chat srr
you take a game thats already there, and change it or add new content to it. to get an idea of this look at garrys mod.
thats what a mod is'
i was being sarcastic but how do you mod ultrakill and what are some you recommend ?
No idea.
awww ok
garry's mod is literally designed to be: easy to mod, easy to make models from the lower poly graphics, and easy to import pretty much any object/collision
yah
hi
what's the best fork of RealtimeCSG these days? Any other brush based tools for Unity? I think the next best option is UModeler but at that point i could just use probuilder for free
Just played Masquerade Divinity, itโs so good
are you sure
looks good so far!
Are you going to texture via vertex paint or photosource?
i usually texture stuff like this by making a shader and baking it to a texture
plazkino
the first car i've ever modeled that looks decent
still need to add tires and lights though
edge noise
Ive been working on my logo a bit more
drew on some details with krita
woah :o
like the vibe of this, nice work ๐
my problem with a long script is having to rewrite the whole damn thing when there's an error because i feel rewriting is easier than going back and searching for the issue
Damn this looks good :O I like it
Honestly it's a much better low poly car than what I can do but I was never good with vehicles lmao
No I think it looks amazing! Textures can make a model shine a lot more and look much more 3D
Trust the process man, I think you've done an amazing job :)
yeah i know textures make or bake a model,,,,,, that is like, the entire payoff for my models
but thank you, that did lift me up
does it look better with bigger lights?
Man I'm just eating it up, I love big things
Exaggeration is awesome
And I think it looks better yea!
I'm glad I managed to lift ya up, I think you did good and you should think that way too
Or else 
do you wanna see the other model i made a while ago
Of course!
As you should, I'm awstruck by how good this is
The shadows are painted too
Man this is so satisfying to look at ๐ญ
half painted, half baked
but thank you, it was a hard beast to tame because i needed like 3 revisions
I'm studying 3D NPR stuff in blender now (how to make shit look like it's 2D even tho it's in 3D), I can only imagine the torture that is to make smth like that
Like what I do is mostly messing w/ shaders and topology but this is a whole other level
Try the Halfway point between these and the smaller ones
i just simplified them to be cones instead of domes, and now a hexagon instead of a 7 segment cylinder
tbh it does kinda look worse from this angle
main menu stuff
the bunny button just opens my website
i'll replace the sprite later
my blissfully unaware self: "gee, dead end sure is coming along well! i love adding features for the actual game instead of just working on engine stuff :)"
the collision detection / navmesh systems:
Oooh, speaking of a title screen, is the interior of the car gonna have a taxi meter like the Driven to Madness cover
like on one hand it would be cool but on the other hand the car in dead end isn't a taxi
was thinking of just putting a radio there
guys
Improved the sound on these a little...
this channel at this point is more gamedev than modding
I don't even think I ever saw actual modding here
i guess ima show my games too since this is gamedev chat lol https://youtu.be/DttxOeIsepI
i can't show video ;<
i was mostly inspired by DUSK And Fallen Ace since i love New Blood so much and made my games from it lol
and yes everything was made by me ๐ฅฒ i am only single developer here
no lol
better late than never, but the ppsh now has vents on top and bottom of barrel ๐
๐ 
now thats a typewriter
โข<:30~
woah sick as hell
beeg battlezone vibes
