#general-modding
1 messages · Page 39 of 1
Brutha leave the arms alone, ain't nobody arguing they should sotre recoil
I'm purely thinking on whether the manager should store it
Eh, probably not
Wait how do your guns store info?
i mean the manager has ACCESS to the gun's variables so why not
variables
Is it a script file you put on every gun node/model?
gun class
usually if a gun has extra visuals like the revolver spewing the bullets out, i just create an extension of the gun class and use the helper functions i created, otherwise i just attach the class itself and tweak the gun based on it's exports
Yeah I see it
Have you considered custom resources?
It's kind of like that but you don't have to attach a script to every weapon node
You can just have one resource script with all the variables a gun would use
And then each resource you can change the values for each gun
whaaaaat
Plug them resources into one manager and then he can just call the values
Wtf
honestly i was looking into them but i found resources kinda complicated
They are not
i know that's what they all say but i couldn't figure it out
I could make an example
You probs just need a simple live example and you start getting it
That's what I did
probably
Just try them out instead of reading or watching videos about it
The videos online currently do present them in a bit of a confusing way just so they envelope almost all their use cases
It's very good for reusing variables and just changing their value for different attacks, guns, enemy types etc.
Without attaching scripts to every single enemy node, gun node etc.
It might offer a different/easier solution
That's why I'm talking about it rn
But you can go about it that way if you feel it's better
what!!!!!!!!!
variable that is stored in the scene file AND serialized, but not shown in the editor
makes the variable trackable, this is pretty good for multiplayer and shit like that
you would normally also serialize save data and etc
i don't yet
Json, resource etc.?
Yeah me neither XD
i'm simply not there as of now to think about it
i did set up some basic chapter data that stores levels in it
(none yet anyways)
i'd probably use a simple technique of making a save data file with a random file extension that is literally a TXT file, but not really
i could do yaml but it could be easily editable
okay, recoil works perfectly now, however i think sending a dictionary every time you fire is kinda BAD
for the meantime it'll do though
if i were to do this with the resource, what should i store in it? also HOW should i store values in it?
i obviously want to tweak shit in the editor to see what works without having to reload every 5 seconds
can i modify resources at runtime?
temporary
i know it's not the jedi way
I believe so, yeah
I can test this if you want
no worries, this'll be the prime example to test resources
yeha try them out
should i just move ALL these to the resource?
and then have the gun load it's own resource?
that could be a way, yeah
OR
you could make a resource script that has all these default variables every gun has
then create a resource with custom values for every gun
and plop that into the weapon manager
like so?
ye
aight
you can also run functions in a resource
I use it for get set and shii
stuff that every gun needs to run, for example
what's the point of resources over variables tho
huh
like what did i achieve by moving EVERYTHING to the resource
it's one script file and it's reusable data
instead of referencing a bunch of different objects just for the default variables, you just plop in a resource
should i store everything in it? or should i store stuff in the gun as well?
what is the best use case for resources?
it's for a bunch of reusable data
i mean, sure it's reusable but no two guns will be the same in my case
reuse? sure but yea
you use resource for a bunch of things that every gun has so you don't need to keep attaching scripts/variables where they are not needed
stuff like recoil, ammo capacity etc.
for example I use it for my third person combat attacks
okay so i merged everything into the data resource
and i can save these as their own separate thing
however i'd still need to attach a script in order to have data assigned to the scene, do i not?
what
say you had a script on every gun so they'd have variables
that the manager could access
but what if those variables were in a resource
that you would then plop into the weapon manager
no more unneeded dependency on gun node scripts
hmm
so you're saying i could basically just use raw GLTF's without any script attached
because it's kinda shitty that i have to create a scene when i already have the GLTF ready so basically you duplicate shit that needs its own scene
yeah you can have all these variables in a resource
everything is contained in the weapon manager
and the gun model isn't bogged down with an unneeded script
i don't think i get the bigger picture sadly
you literally have it right here
look you know how you store all the variables in the gun that the manager has to access?
what if you didn't do that?
what if everything is in the weapon manager so you don't have an unneeded dependancy of another node?
okay but how do i also add the weapon mesh and etc? can i just instantiate the weapon data into the scene itself somehow or what?
you could just instantiate the weapon mesh, yeah
i understand the appeal for the resource, i just don't understand how it swaps out the script to itself
export WHAT
you told me guns dont need scripts if i have resource
ye
export it as a variable in resource
where
look resource's structure is based on a script
in resource's script you can just have a variable for which mesh to use
i mean yeah sure but i'd still have to handle the weapon's animations somehow
finding the child that is the animation player every time while firing sure doesn't sound like a good time
hmm probably not
can't think of it on the spot rn
just try it out and see what it does, so you know how it works
you'll definitely find a use for it somewhere, taht I can guarantee
is coding a gun really this complicated?
its only a me issue
also since you're here, can i parent empties to the weapon's rig/model in blender and have the animations actually affect these?
have the animation affect an empty? just parent the object to the rig ig
select the bone you want to parent the empty object to in pose mode, go back to object mode, select the mpty obj and shift select the rig
ctrl p, bone
you know what, i'm stupid
i just literally declared that the weapons themselves will never move, meaning the arms move them, meaning the barrel empty will always stay stationary
well, "stationary"
also @sharp vortex why is there a 5 sec here as well?
serverwide i think
i did see some channels that did not have the 5 sec tho
(because those either have 30 minutes or so
)
ok this just looks like the socom
hmmmmm
basic functionality restored, weapon manager checks for ammo, auto queue's another shot if gun is set to auto and basically works like it should
stuff like signals are still not connected that are responsible for updating the hud etc, plus infinite ammo is enabled in the console
i think i need to speed up the hands animation because that firing anim is a bit slow on the attack
not as punchy as it used to be
yeeEESSS
i think something possessed my pc
.....
this is depressing 
i went from around 800 to 1000 lines to just 176
we are cooking
well well well
looking bright so far
the only issue i have right now is that the pistol has this fucking egregious recoil due to the exaggerated nature of the animation
i was hoping that canceling the animation and starting clean would give the accuracy back but it doesn't
soon.......................
i am handling aiming differently than before, i basically cast a ray from the screen at the mouse position and then rotate the arms towards that point converted to a local space
however near the middle of the screen, shit gets weird
by the middle, it always takes this detour and does a circular motion while on the sides it does not
func _process(delta: float) -> void:
if not screen_crosshair:
return
var texture_center = screen_crosshair.size / 2
var viewport := get_viewport()
var camera := viewport.get_camera_3d()
var pivot := arm_manager
if is_aiming:
if Input.get_mouse_mode() != Input.MOUSE_MODE_CONFINED_HIDDEN:
Input.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)
var mouse_pos = viewport.get_mouse_position()
set_crosshair_position(mouse_pos)
# raycast from camera through mouse
var ray_origin = camera.project_ray_origin(mouse_pos)
var ray_dir = camera.project_ray_normal(mouse_pos)
var ray_target = ray_origin + ray_dir * 20.0 # around 20 meters ahead
var space_state = get_world_3d().direct_space_state
var query = PhysicsRayQueryParameters3D.create(ray_origin, ray_target)
var result = space_state.intersect_ray(query)
var hit_point = result.position if result else ray_target
# convert world hit point to weapon manager local space
var local_point = to_local(hit_point)
# rotate the pivot to look at the local point
var target_basis = Basis.looking_at(local_point - pivot.position, Vector3.UP)
pivot.rotation = pivot.rotation.slerp(target_basis.get_euler(), 10.0 * delta)
# ads offset for later when i figure shit out
var target_pos = Vector3(0, 0, 0)
pivot.position = pivot.position.lerp(target_pos, 8.0 * delta)
i feel like i'm not normalizing something
Can't answer rn, house burning
I'll look at it later
See if your local space isn't fucking it up
using quaternions worked better than the gimbal lock
world models gonna have some issues with the new gun system
either i need to scale down the guns to fit the hand of the player, or i need to scale the guns UP when putting them on the ground
Scale them up when on the ground
need to make the two handed ones before i decide
i need a consistent scale
shut yo bitch ass up
one bullet
a gun with one bullet
cool idea write that down
i see why my recoil animation was fucked up
there was a short blending between two animation calls
after setting the crossfade to -1 it works fine 
in hindsight i should have positioned the weapon bone so i can leave the weapons at their origin
origin as in the origin being the center of the model
what do i do here
im going to consume you
ok
thanks for hopping in and making my job easier
yw ^_^
Always
Guess you were able to fix your issue?
yep
some burn marks but it's fine
should definitely start animating...
....but I'm lazy
what even
is this ultrakill? because you might have better success with #ultrakill-modding (ok i see now sorry)
Oh i didn’t see it, I’ll go there and see
did you run into any issues with bone attachment 3d's and blender's child of constraint by any chance
huh
no, blender's boje attachment is the msot consistent of these nodes
I usually bake all the bones that use constraints
so these issues don't pop up
i would like to work efficiently for once but godot is a little bitch like always
so here i am spending like 4 hours of my life once more to fix an issue that would be like a two click solution in ANY other game engine
godot's bone attachment takes the entire object's origin as the pivot and origin, however blender needs a bone to be used
so this already causes a mismatch
portal card shenanigan
yea it has some cool potential
had fun with it
i'd so love to not shade them at all but sadly fog needs to affect them, but fog makes them look ugly
could make two separate where one has fog the other doesn't i guess
because for light portals, not being affected by fog is amazing
you can make them pulse as well
a fucking WHAT
it's crazy how you forget how to model after 1 week of not using blender
me trying to get good topology going rn
couldn't be me tbh
is that caleb from blood
mothman with a fedora?
this one
i'll make the version in the gif aswell, for when he gets angry and transforms or some shit
Aight, here's what I have so far for Ludum Dare
Basically, you play as a wizard who shoots at goblins with a toilet
And then reloads the toilet by flushing goblins into it
he looks chill
will he try to eat my wool clothes
anyone getting random friend request?
Managed to finish my Ludum Dare game
skib-
My engine I'm working on. Just recently implemented pausing. Can't upload any media yet, so here's my github repo: https://github.com/8bitprodigy/kolibri_engine
If anyone is looking for someone to join their team, HMU, I'm looking for work.
guyse
i am working on my indie game called ayin, it's a 2d platformer-speedrun game
if you would like to play test, please dm me!
(the game is too big for discord so i will need your gmail)
(if you don't trus my legitimacy, a free demo of the gmae is avilable here : https://crimsoneart.itch.io/a-y-i-n-demo) (but i do need people the playtest the full game so if you actually consider please dont play the demo)
(also it would be best if you record yourself playing and send it to me, altough if you cant thats okay)
i tend to join jams that start in a day or two, forget about it for like 10 days only to realize and hit the meanest jaw drop
like the way i just missed the jamsepticeye
FUCK
damn
This could be ideal if you’re based in the US and want a small, low-effort task with a $200 payout. No prior experience required. Message me if you’re open to hearing more.
I though about that one, but I'm not a programmer
so I said "nah"
HEY SOMEBODY WITH SIGNALIS AND A UNITY APP IN THEIR COMPUTER PLEASE TELL ME WHERE THE WEAPON STATS ARE
pwease
yeah that would be ass pain
yeah imagine being terry a davis
the worst programmer that's ever lived
shit would suck so much, I couldn't imagine being a nerd
making some solid progress here 👀
Think the next main thing aside from the levels is to improve the blood details and flinching to certain enemies
forgot to show this off a while ago, luger finally has it's own sounds and made the IK work on the toggle link and axle
sounds nice and punchy good work 
hell yea thank you
love how the guns go up and down
do you mean the reload/equip and shit like that?
equip
yeah i should've used a more concrete reference, i'm just eyeing random images on pinterest and mixing and mashing
bro your game is super fun i tried it
Thanks for playing 🙂
fun fact! there is a variable in my game called "list_of_furry_porn_websites"
my game's combo limit is managed by a variable called backshots_amnt 😄
:0
We've added an item wheel for your offhand. As you explore #TheAbyssalLine, you'll find various healing and offensive items that you can use, though like always, since you don't have 3 hands, you'll need to put the light down. (Sound is placeholder)
#screenshotsaturday #survivalhorror #madewithunity
impresive!
the eating sfx man XD
is this dusk
no
🤝
curesd video game variable names unite
also another fun fact : my game has two variables called "True" and "False" which are equal to thier opposites. They are refrenced throught the entire games code. Yes I am not a sane pearson.
so that if some poor guy wants to try and mod the game they will recive pure brainfuckery
piratesoftware is that you?
i like to call it "hard mode progrmaing"
demonic idea, i'm taking this
i'm going to give my variables codenames and saving the meaning of those codenames in a txt file outside the game files
"what do you mean the speed at which the player moves is "fwaeh""
HAHAHAHAHA
This guy gets it 😎
She's COOKING
the fucking WHAT
crimsoneart mindset
make a Maybe variable that rolls true if randf() > 0.5 true else false
undertale fun value be like
@brisk raven, please keep all discussions in English.
is it ok if i upload a video from my channel here? It's releated to the topic I just don't have image permissions
i think
we shared links here before as well
ok 👍
FINALLY WENT AHEAD AND REWORKED MY SHITTY CODE https://www.youtube.com/watch?v=HxAqvfCk56c&lc=UgzR0eTfbzKyerj4wsR4AaABAg
HOLY
hell yea @rotund garden gave me permission to show it off here
thx
yeah if you wwant there's a free demo online
HOLY I LOVE THE SHADERS
2d cruelty????????????????????????????????????????????????????????????????????
THIS GUY GOT THE CEO MINDSET
five nights at jesus's
Id naver add AO myself on every texture
I would do it with blob shadows tbh
Yeah well I dont know much about shaders D:
Substance painter handles this with one click so its much less time consuming
Also vertex paint can be janky
eh, true I guess
I usually bake AO into vertex colors in blender
gives nice shadowed areas in corners and contacts if the topology is good
Not a bad idea, but sp gives u rlly cool stuff for ao
It helps a lot to break repeating textures
Best thing to do is make a habit of it
Give it at least 30 mins each day
After a month or two you'll debelop a subconscious duty for it
ideally
can't
you're participating in that one too?
no way, you too?
it's for a jam where the theme is "Sit and Survive"
basically you type the prayers on screen to push back the Big Entity, while you solve the curse with runes to lift it and win
that's basically the concept we came up with lol
praying not many people came up with "typing" for their games as well 
I see
what do you think of the title
its very simple and some gradient magic
i went for a more action rather than scary approach
ww2 trenches
manual reloads
the reload alone is scary
receiver ww2
como?
I love it
Oh you went ahead and made the title lol
I was gonna do that at the end
its a placeholder after all
me likey so far, I'll come up with other ones and show to the rest of the team and see which one is picked 🫡
HOLY zased
still trying to figure out how i'll make it scary
global illumination fucks
something something stuck as last soldier in a trench maze
potentially
the premise itself is already scary ngl
"the horrors of war"
remember
pathtracing RTX 5090 minimum requirement
Guys I need advise.
In my game, there a bunch of easter eggs and secrets and item descriptions, and the whole point of the game is that if you combine them together you can figure out the lore. Now here's the thing, I have all the lore down; but I don't know how to explain it through the item descriptions and dialogue and stuff; everytime I try to write something my mind is blank. Help?
can somebody help me with downloading a hl mod
holy
nah it's baked GI
takes 0 extra overhead it's all voxel based
no bro
i have the best idea for this, will subvert expectations i think
evil laughter
is that a fucking trench 🥀
yessir
so you are making a trench maze
how dare you try and mislead me
I will blow up your pancakes with my mind
im gonna calibrate your bird
enticing offer, MOH scrub, but no
too fucking late bitch enjoy your recalibrated bird
nope you're stuck in place
you can't move around
hmmm
Some bits of furniture
interesting, you'll have to look for ways to avoid it becoming one note quickly
best of luck in your execution
wdym?
don't worry about it, I'm rambling
just excited to see what you'll do
Btw there are no animations in this video lmao
Lerping all the way
yea I usually do all the shit with tweeners too in Godot
Do you know what's the best way to animate a 2d state machine? I tried using animation tree nod I DONT GET IT
never really used them and I work with 3d most of the time
Wait so how do you animate?
they animate with blood magic
Unbased, I animate with slurp and gunk magic
Hi 👋

cowards
animate what
character spritesheet
added disorientation when you shoot more than 3 bullets in less than 5 seconds
camera starts tweaking
make the characters ears deafen slightly when rapid firing
hunt showdown does it so well
I love participating in massive team fights where I go deaf due to gunfire
I should play hunt again
i love when my legs get blown off by a grenade so i have to sit in the trenches shooting soldiers left and right
play Frontline Berlin 
game's fucking ass but it's literally what you describe minus the leg blow off
i might
Ngl this is peak game juice ideas
scary
"Deformed by sin. A cowardly fish." ahh
epic title art!
https://www.youtube.com/watch?v=75BJ7RNuzy0 freezer room secret funneh
:Spotify: Happy Ending by TrueFenix - https://open.spotify.com/album/1D7PgvMgzXOPN1LUHze8zj?si=Z8LkGeDTRy2SgqkswLyQyQ :Spotify:
Thank you so much for giving it a try :Yoshi_Heart: :Drybones_Heart:!
procedural ambience
You wouldnt mind sharing some insight into that vertex jitter shader,,, right,,,,?
yeeessss post all your ideas here so we can steal all of it 😈
do you want vertex jitter
mhm
I wrote a shader that has vertex jitter and affine mapping for godot 4
how different are the two shader languages
Well not wonky, it works as its meant too
But the one pyka sent looks a bit styliced, it does not jitter as fast and seems to naturaly jitter when the camera is not moving
No idea I dont use godot
Can somone pls resend the link so it embeds?
no
Play the demo : https://crimsoneart.itch.io/a-y-i-n-demo
Follow me on the bird app : https://x.com/CrimsoneArt69
hmm
B R U H
No :(
I can send you it, its just smth i found on google
Sure!
Rotate
Ro ta te
soldja
HOLYYYYYYY
IK?
makes sense
i wanted to work something like this into legion of honor as well but godot is kinda janky
yeah it was finnicky to set up even in Unity
I've heard/read some about the weirdness you experienced with armatures in Godot and it seems very strange. theoretically this should be as simple as parenting the gun etc to the player's hand and then rotating the hand/forearm by an offset, but in Abyssal Line's case the gun wasn't parented to the hand so I had to do some evil math shit
@rotund garden wakey wakey
settings now fully integrated, progress tracking, end screen results, performance ranking and etc all working now
the worst shit to get down was the game picking the CORRECT resolution, also hard coding shit so you cannot launch the game with invalid parameters like ultra ultra resolutions, or pluck the volume up to 999 decibels, etc
on first launch the game creates a neat little json file with all the preferences as well to load from so all is well
game development is so much fun
what is linear_to_db()
the slider itself goes to values of 0 to 1
this is fine, but the slide you create first goes from 0 to 100
so imagine pressing start with 100 decibels of church bells blaring in your ears
lmao
linear_to_db makes it so the slider that is scaled from 0 to 1 correctly translates to a linear scale as opposed to the logarithmic scale of decibels
it essentially turns the 0-1 into usable audio so i don't have to go like -90 to like 30 decibels for the slider
damn
a value of 0.5 basically halves the volume
it's neat to know it exists because i was using a helper function to do the same in legion of honor
imagine this but like 20x louder
i almost launched from my chair
lmao
i actually think the sound fits really well
i didn't mean to use the church bells, but i have an extra audio bus that has reverb and delay on it and set the sound as the quit game button
but i was like hold on, this smells like cookin,,,,,,,,,
the other sound i lifted off of my other game didn't fit as nicely as this
i still didn't code the settings lmfao
still stuck coding the gameplay
i think i aimed too high and i don't think i'll be able to implement everything in 10 days
felt like cleaning house today so i did a lot of the visual shit along with the stats screen and other stuff under the hood so
right now i'm trying to get the spawning of the small entities to behave as intended but they kinda suck and won't spawn
cheeky little fuckheads
i'm trying to code the soldiers ai
though i still didn't figure out how it works in my head let alone in code
i think they should shoot at the player 
so basically a source engine nextbot
mmmmm yes
ah yes so not boring
eh
my only issue with stationary turret games is that you cannot do a lot of good shit with it
like the enemies can just like, tower over you and piss on you
i'm sure you could do something cool with it tho but i'm too locked in on our project rn to think of ideas
i mean it's a horror so isn't that what we want
depends, horror quickly loses it's factor when things turn frustrating
i have ideas, i'm just not sure if they'll execute well or not, and i don't have time for trial and error
i'm aware, i'll try to make it hard, fun and scary at the same time
alright the game is technically playable now
sorry meatbox lmao
next time I export animations for first person, I'd do it without the gun so it can be added in-engine
the method I use works best when you want full control of the animations with no procedural parts, like what Abyssal Line does
same
that's what i'm trying as well
also stfu bask in the glory of litany
in the jam release version it'll have the endless and time trial modes locked until you at least die once
and endless will unlock if you beat time trial
finishing the game once or surviving for 15 or 20 minutes in endless will unlock randomizer
but since technically you can finish a game mode now, the game is considered gold
big fucking day man i'm hyped
at this point it's up to the new assets made by AKDOV and his team for me to continue progressing past this point
Guys any tips for animating 2d platformer state machine in godot 4?
since you said state machine you'd need states
enum PlayerStates { IDLE, RUN, JUMP, FALL, ATTACK }
var state = PlayerStates.IDLE```
you could declare states
match state: # match statement that allows you to iterate through the current state
State.IDLE: # no inputs
if not is_on_floor():
change_state(State.FALL) # fall if not on the floor
elif abs(velocity.x) > 0.1: # velocity.x is the left-right vector in 2d
change_state(State.RUN) # if velocity then change to run state
State.RUN: # run state
if is_on_floor() and abs(velocity.x) < 0.1: # abs() makes it so it always returns a positive number
change_state(State.IDLE)
elif not is_on_floor():
change_state(State.FALL)
# etc```
this would go in the physics process function
then make an actual method to change states like so
func change_state(new_state):
if state == new_state:
return
state = new_state
match state:
State.IDLE:
$AnimatedSprite2D.play("idle") # or if animationtree then animationtree.travel("idle")
State.RUN:
$AnimatedSprite2D.play("run")
State.JUMP:
$AnimatedSprite2D.play("jump")
i'm guessing you already know how to set up keys and input handling that adds velocity when pressing either of the movement keys so
OH WAIT YOUR SUPPOSED TO USE AN ENUM I USED A LIST ☠️☠️☠️
ok thanks for the help commenly lad
i'm gonna implment this later
so godot isn't much different from unity in this regard
that's cool

hey can i post here my the prototype i made?
oh fuck yeah you can
i guess
the FUCK do you mean list
i dead ass just did this
const states = ["Idle", "Walk", "Jump"]
var state = states[0]
I GOT IMAGE PERKS
cook?
what the fuck is that
the sun
i mean that's not wrong either, but it's ultimately not what i would do
are you using silverfish noises
Sooooo uhhh thats r34
I havent been on this sever long so I have no idea how rules apply here
yeah array for states kinda goofy
wouldn't recommend
All noises 98% generated by my throat 🧑🍳 👌
Play the demo : https://x.com/CrimsoneArt69
Twitter : https://crimsoneart.itch.io/a-y-i-n-demo
the only problem being it's not a mod or anything, it's just a inspried ULTRAKILL game and it's in the prototype stage, it's very empty and still buggy
it's it own thing
All of us are doing this
freaky
this channel is about anything really as long as it's modding or game dev
body modification chat
Abominator +Composite Helmet +CSIJ Level IIB Body Armor + Speed Enhancer Total Organ Package + ZKZ Transactional Rifle = Cruelty Squad CEO gnag bang tech
WHAT'S WRONG THE SETUPS PEAK
mantis blade sandy build 🤤
alright thank you @hollow gate and @hazy sky, so this is a prototype i made, it's completly unfinished and still buggy, it works only for windows and nothing more https://hybridguy-hybridguy-hybri.itch.io/killcraft
embed
thanks, it's not functional yet
the runes bob up and down slowly
sorry i don't understand what you mean here
Hey dude wanna trade playtest for playtest ( you play my game and i play yours )
peak
Ise Kream
it's not peak... it's like not even all the core of the game
does anyone know if the overkill mod will update to work with ultra revamp? (ultrakill)
@hazy sky 7 days left and i still haven't coded basic enemies 😭
if it makes you feel better i still haven't coded basic enemies for legion of honor in like almost two years now
actually thats untrue because there are a few, but the tanks were a recent addition
damn
well there's no deadline for you so it's understandable, but i have to code 60% of the game in 7 days
Doable
Toxic game jam comin in hot it seems
indeed
I need to have some major system rewrites for things to work
I'm thinking rn and i lowkey feel like redoing the whole game, a russian roulette card game with a demon
damn
buckshot roulette
except it's an actual demon and it's cards
who can drink more beers
lol
It took me a week to add trampolines to my game (which i ended up remaking)
I was remaking sprites in my game and wtf 🩻🩻🩻
menacing
SOLDAT
wakey wakey it's almost go time
that is now up to @rotund garden's friend, as most of the sound effects are made by him
nice
MOST of it
okay i am running into issues
tried an exported build for fun
everything works, except the main game mode
run it in the command line
what
yo does anyone know why the overkill ultrakill mod isnt working for me?? I have the bepinex pack and no other mods downloaded on that profile??
anyone
idk maybe ASK THE CORRECT CHANNEL
The humble resource file name change:
what
Did you know that upon export every single resource file changes name to [OGNAME].import.tres
Not exactly like that but the main point is that the string is changed
what the FUCK
Yep
If you're scanning the folder for file names as strings, yes
There are two options: either account for the .import part
Or there's an option in editor settings(?) where you make godot not optimize resources
Names shouldn't change then, but from what I remember of my research it's recommended to do the former
That was back in godot 4.1 tho, so maybe it's changed now
basically all of the runes are the same textures
and the resources are no longer working either
the prayer sentences added to the resources are not loaded at all
Yeah the exported game will not find them by string name
so yea at this point i'm pretty sure the folder itself does not exist
how did you fix it on your end
I just made it delete the .import part
Then the name matches up like normal
what kind of fucked up thing is this
Iirc 4.5 changed .import to something else
Best way to find out is to run the debug version of your export
If you see red text about resources, it can't find them
so how do i make it recognize the resources/file path
Ayo?
Weird, you should be seeing something about that...
...unless that's a warning I wrote myself
probably is
althought it's weird
something else is up because i also wrote warnings but they did not fire
Probably your out of bounds array
Script errors are not warnings man
You can't just toss them aside
sure but it works in the editor
the warning specifically fires my No runes loaded line
and since no runes exist, the array is nonexistent
hence out of bounds
Ahhh, makes sense
right at the activate rune, it tries to get the rune that does not exist
And the runes are resource files you are acessing by their string?
one sec
and the exported game just crashed
hmm
huh
what does the tres translate into upon export
found it, it adds the extension ".remap"
jsut tested this, very much still a thing, so your resource files end up as LightAttack1.tres.remap
but why
yeah just try it out
i think you lied to me
did I?
gang what
so how does that even work
that's literally how it works on my end
lets see if it crashes in gmae
and I'm on 4.5
same
literally tested this right now
does it check the whole thing or just the name, not accounting for extension?
it only checks for the end, hence the ends_with
hmmmm
● bool ends_with(text: String) const
Returns true if the string ends with the given text. See also begins_with().
hmmm
what if you tried get_extension or trim_suffix?
that's what works for me
actually though you said it couldn't even find the resource with its name in full...
I'd try it anyway, but it's probably something else then
supposedly the .remap is the same as the .tres thing, all it does is returns the pointer to the actual .tres so there's no need to actually differentiate the two, so removing the extra check
and also I tested it, if it doesn't find a resource it doesn't report it
supposedly
what I can tell you in practice is that it fucks up my file loading
like, when I try resourceloader without removing the .remap, it can't find them
alright let's see your hacky method
.
you can even see my comment from back when it was .import XD
nice
good shii
the pcx format disallows normal file structure
but getting the literal file structure somehow returns the correct file
now it works in exports as well
there you go
thanks for the help on that
do you know how to keep the size of canvas items on resolution changing
i lost like 2 days on it
no 'cause I have not touched UI at all yet XD
I do remember seeing a video about it
apparently it's a setting you can enable, but I don't member
we both know if it was that easy, i wouldn't have had lost 2 days on it
initially figuring out how to actually apply a resolution was painful in itself
idk man, I've lost weeks on doing manual folds on blender before finding out you can do fake physics in sculpt mode
while fullscreened, godot refused to apply any sort of change to the resolution
really?
yeah
you can set the resolution, but godot will just keep it at the monitor resolution until you set it to windowed
so i do a hack (that is not a hack as i found out) by getting the root viewport and resizing that, hence the crunchy pixel perfect visuals instead of the fuckass shader trickery
the one drawback is yeah, the scaling for some reason is not working
BUT, the fullscreen window sits at your monitor's resolution while the internals get downscaled
its good shit, i only have to really figure out a way to rescale the ui to fit the new resolution
I mean, some hacky shit I can think of off the top of my head is scaling the UI based on resolution
yea but how would that work
but defo sounds like something godot has a function or setting for
there IS a scale function, but getting it to work correctly is a hassle and i haven't gotten it to work yet
setting smaller resolutions just made everything "zoomed out"
idk until I try it myself, man
couldn't strike a good solution
set different scaling based on the picked resolution?
like manually?
think of this as like a plan C
i was doing a division based approach where it takes the current resolution and divides it by the desired resolution to apply scaling
the scaling is a linear thing going from 0.0 to virtually whatever, and the default is 1.0 so i was like eureka
until it didn't work at all
it was too extreme
:((
stretch mode is set to viewport, but keeping it on canvas item just made the resolution itself change, while everything was rendered with the monitor resolution
the scale was still off, but the pixel perfect crunch wasn't there
nvm
Nice
wait what
elaborate
In godot there's a setting where you can change the window mode
In the top left
What did u use
define window mode
do you mean fullscreen/windowed?
do you mean scaling mode?
keyboard controls 🤤
You know what im too lazy to send a screenshot I'll do it tomorrow
can't wait to get the small bitches working so we can actually see them popping up and shit
i released music for my game what do you think? https://open.spotify.com/track/4n8YhrxOfYtixv9snX69XG?si=c0d4f568ef4c4f70
I fw this
thx
does this look like a soulslike main menu or am i trippin
new project?
notice lower right
ohh
yeah it kinda does look like something out of a roguelike
thought the gameplay had a sword lol lmao
i mean it's a crucifix/cross
a badass one tho
i meant to say soulslike why the hell did i say rogue
sauslike
rogue implies to so many different game
sausboss
how are you supposed to play i dont get it
kinda is a roguelike except the only meta progression you have are the different game modes
tutorial not done yet, but it's a typing game
oh thats awesome
there are entities on the side you cannot see yet
they only reveal with the flashlight, but their model does not exist yet sadly
just make them beans lol
the more small entities there are, the faster the big one in the middle is
they are, but they are IN the pillars
and if you dont type on time they come out of said pillars?
no they are hiding behind the pillars, if they come out they activate the text shake and speed up the big entity in the middle
so you gotta multitask, but you can only type their prayers with the flashlight on, which you operate with the mouse
and you have to hold the flashlight button to keep them revealed
the animations will make them crawl out while hugging the pillars
the main game has this 8 sided penta/octagram with 8 runes in it
you have a corrupted bible that contains all of the runes' chants
you have to search for them in the book and correctly type the corresponding chant to break the rune
get all 8, you win, stat screen where you are ranked
is an endless gamemode possible
already exists
nice nice
as well as the time trial
i wanted a randomizer that flips up the book and it's pages so it's always different each playthrough so you cannot go by memory alone
we'll see how that goes
pew
he's gonna need an ibuprofen for that
alright i think this is the finalized main menu
i won't touch it anymore
unless of course we need some more stuff
but each option menu handles it's own saving to the disk AFTER you press back
https://fxtwitter.com/GameDevKS/status/1982021518390378958 progressing well 💪
Those 2000's vibez be on point...
︀︀
︀︀#screenshotsaturday #KnifeEdge05 #indiedev
**❤️ 16 👁️ 238 **
HOW CAN I GET THE TEXT TO BE PUSHED TO THE SIDES
@stiff thorn do you have any idea how rich text works
i've tried setting this up with tables, hoping i could actually things side to side like in silent hill
but they just align to their own centers
i'm sure this will be VERY readable
i'm following the docs about bbcode and it should behave in the way i want them to
but they don't
Nah, like I said I haven't touched UI beyond simple things, text included
I remember somwthing about bbcode enabled overwriting to center alingment tho
Also this is very spaghetti XD
i mean it kinda IS spaghetti but have fun writing a whole ass screen with one label
What about exporting ts
Personally I'd rather have enums control the alignment and other bracketed thinga
ok how are you gonna return elements from the game
Huh
YEAH
Nice
fucking finally
What's the fix?
i had to align the text WITHIN the table too
so setting the table to be left or right was not enough
but yeah you cannot really replace stuff in exports unless you explicitly do that with a specific process in mind
i'd rather jump the hoop and just have the game return this string when needed
Huh? I thought this was thw table?
Aight, if it works it works
this is a table of elements, left and right cells
however the lines themselves were not aligned
so they defaulted to center
Aight, imma write this down for when I do UI
Thanks
rich text can be a very good thing
it's kinda painful to write but they allow for so much stuff, and you can actually write your own effects for it


@pure jackal
uh oh
i didn't even make a main menu yet lol
when do i get a build to test HMMMMMMMMMMM?????
wait until we implement the models
ah yes
the models
those pews better be modeled and textured even if monochrome or Imma bust out blender myself
that is up to akdov and the others
✨Rooms in your game that redirect the player to random ass shit✨
new stat screen music goes hard
phon
phon
Pohn
I HAVE AN IDEEEEEEEAAAAA
are you sure
so what was it about rendering last time?
how did you do the settings for changing screen res?
You can just google that or is it hard to do in godot
kinda
not self explanatory
I'll send you once I get home
k
the fun part
you need to add profuse bleeding mechanisms to further emphasize the horror aspect of watching yourself deteoriate
ok so do you have any sort of video settings or anything set up
i have a large array of resolutions in my settings global
when you get shot more than once you start shaking uncontrollably and you go deaf to the point of not being able to aim or hear enemies
and the blood becomes fully visible
you need gut wrenching screams of pain
are you gonna sacrifice them for legitimate voice samples