#general-modding

1 messages · Page 39 of 1

hazy sky
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oh shit!!!!!!

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but why

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and how would the arms store reference to every weapon's recoil

stiff thorn
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Brutha leave the arms alone, ain't nobody arguing they should sotre recoil

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I'm purely thinking on whether the manager should store it

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Eh, probably not

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Wait how do your guns store info?

hazy sky
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i mean the manager has ACCESS to the gun's variables so why not

hazy sky
stiff thorn
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Is it a script file you put on every gun node/model?

hazy sky
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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

stiff thorn
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Yeah I see it

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Have you considered custom resources?

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It's kind of like that but you don't have to attach a script to every weapon node

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You can just have one resource script with all the variables a gun would use

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And then each resource you can change the values for each gun

hazy sky
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whaaaaat

stiff thorn
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Plug them resources into one manager and then he can just call the values

stiff thorn
hazy sky
stiff thorn
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They are not

hazy sky
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i know that's what they all say but i couldn't figure it out

stiff thorn
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I could make an example

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You probs just need a simple live example and you start getting it

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That's what I did

hazy sky
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probably

stiff thorn
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Just try them out instead of reading or watching videos about it

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The videos online currently do present them in a bit of a confusing way just so they envelope almost all their use cases

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It's very good for reusing variables and just changing their value for different attacks, guns, enemy types etc.

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Without attaching scripts to every single enemy node, gun node etc.

hazy sky
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i need to first make things functional

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then i can make the change to resources

stiff thorn
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It might offer a different/easier solution

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That's why I'm talking about it rn

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But you can go about it that way if you feel it's better

hazy sky
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what!!!!!!!!!

stiff thorn
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Yeah this one I don't get

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Me dum dum

hazy sky
stiff thorn
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Well yes I can read

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I just haven't read what serialized signifies

hazy sky
stiff thorn
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Ah

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I do NOT want to go multiplayer

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Not for a long while

hazy sky
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you would normally also serialize save data and etc

stiff thorn
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Ah

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Hey did you decide anything on save data?

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How you storing it

hazy sky
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i don't yet

stiff thorn
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Json, resource etc.?

stiff thorn
hazy sky
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i'm simply not there as of now to think about it

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i did set up some basic chapter data that stores levels in it

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(none yet anyways)

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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

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i could do yaml but it could be easily editable

stiff thorn
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I see

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Well, a thought for the future really

hazy sky
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okay, recoil works perfectly now, however i think sending a dictionary every time you fire is kinda BAD

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for the meantime it'll do though

hazy sky
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i obviously want to tweak shit in the editor to see what works without having to reload every 5 seconds

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can i modify resources at runtime?

hazy sky
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i know it's not the jedi way

stiff thorn
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I can test this if you want

hazy sky
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no worries, this'll be the prime example to test resources

stiff thorn
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yeha try them out

hazy sky
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and then have the gun load it's own resource?

stiff thorn
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that could be a way, yeah

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OR

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you could make a resource script that has all these default variables every gun has

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then create a resource with custom values for every gun

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and plop that into the weapon manager

stiff thorn
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ye

hazy sky
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aight

stiff thorn
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you can also run functions in a resource

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I use it for get set and shii

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stuff that every gun needs to run, for example

hazy sky
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what's the point of resources over variables tho

stiff thorn
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huh

hazy sky
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like what did i achieve by moving EVERYTHING to the resource

stiff thorn
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it's one script file and it's reusable data

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instead of referencing a bunch of different objects just for the default variables, you just plop in a resource

hazy sky
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should i store everything in it? or should i store stuff in the gun as well?

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what is the best use case for resources?

stiff thorn
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it's for a bunch of reusable data

hazy sky
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i mean, sure it's reusable but no two guns will be the same in my case

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reuse? sure but yea

stiff thorn
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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

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stuff like recoil, ammo capacity etc.

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for example I use it for my third person combat attacks

hazy sky
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okay so i merged everything into the data resource

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and i can save these as their own separate thing

stiff thorn
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yeah

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pistol resource, AR resource etc

hazy sky
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however i'd still need to attach a script in order to have data assigned to the scene, do i not?

stiff thorn
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no

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you just give the script that needs this data an @export gunstats : Resource

hazy sky
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what

stiff thorn
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say you had a script on every gun so they'd have variables

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that the manager could access

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but what if those variables were in a resource

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that you would then plop into the weapon manager

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no more unneeded dependency on gun node scripts

hazy sky
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hmm

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so you're saying i could basically just use raw GLTF's without any script attached

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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

stiff thorn
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yeah you can have all these variables in a resource

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everything is contained in the weapon manager

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and the gun model isn't bogged down with an unneeded script

hazy sky
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i don't think i get the bigger picture sadly

stiff thorn
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look you know how you store all the variables in the gun that the manager has to access?

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what if you didn't do that?

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what if everything is in the weapon manager so you don't have an unneeded dependancy of another node?

hazy sky
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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?

stiff thorn
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you could just instantiate the weapon mesh, yeah

hazy sky
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i understand the appeal for the resource, i just don't understand how it swaps out the script to itself

stiff thorn
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export it as a variable

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or have it as a string or whatever else

hazy sky
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you told me guns dont need scripts if i have resource

stiff thorn
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ye

hazy sky
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??????????????????????????????????????????????????????????????????????????????

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what

stiff thorn
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export it as a variable in resource

hazy sky
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where

stiff thorn
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look resource's structure is based on a script

hazy sky
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and what

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where do i export what

stiff thorn
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in resource's script you can just have a variable for which mesh to use

hazy sky
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i mean yeah sure but i'd still have to handle the weapon's animations somehow

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finding the child that is the animation player every time while firing sure doesn't sound like a good time

stiff thorn
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hmm probably not

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can't think of it on the spot rn

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just try it out and see what it does, so you know how it works

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you'll definitely find a use for it somewhere, taht I can guarantee

waxen plover
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is coding a gun really this complicated?

hazy sky
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its only a me issue

hazy sky
waxen plover
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have the animation affect an empty? just parent the object to the rig ig

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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

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ctrl p, bone

hazy sky
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i just literally declared that the weapons themselves will never move, meaning the arms move them, meaning the barrel empty will always stay stationary

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well, "stationary"

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also @sharp vortex why is there a 5 sec here as well?

sharp vortex
hazy sky
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i did see some channels that did not have the 5 sec tho

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(because those either have 30 minutes or so kekw )

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ok this just looks like the socom

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hmmmmm

hazy sky
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stuff like signals are still not connected that are responsible for updating the hud etc, plus infinite ammo is enabled in the console

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i think i need to speed up the hands animation because that firing anim is a bit slow on the attack

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not as punchy as it used to be

hazy sky
normal hornet
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.....

hazy sky
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this is depressing kekw

hazy sky
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i went from around 800 to 1000 lines to just 176

hazy sky
hazy sky
stiff thorn
hazy sky
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the only issue i have right now is that the pistol has this fucking egregious recoil due to the exaggerated nature of the animation

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i was hoping that canceling the animation and starting clean would give the accuracy back but it doesn't

hazy sky
hazy sky
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i have a VERY specific issue

stiff thorn
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Enough to get me through 70% of my game

hazy sky
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however near the middle of the screen, shit gets weird

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by the middle, it always takes this detour and does a circular motion while on the sides it does not

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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)
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i feel like i'm not normalizing something

stiff thorn
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Can't answer rn, house burning

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I'll look at it later

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See if your local space isn't fucking it up

hazy sky
hazy sky
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world models gonna have some issues with the new gun system

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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

slow willow
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konami code for the big gun???

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maybe ?????

pure jackal
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Scale them up when on the ground

hazy sky
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i need a consistent scale

hazy sky
slow willow
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one bullet

hazy sky
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a gun with one bullet

slow willow
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cool idea write that down

hazy sky
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i see why my recoil animation was fucked up

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there was a short blending between two animation calls

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after setting the crossfade to -1 it works fine kekw

hazy sky
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in hindsight i should have positioned the weapon bone so i can leave the weapons at their origin

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origin as in the origin being the center of the model

hazy sky
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i think its over chat

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i love the "Thatgun" blend file

late talon
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what do i do here

hazy sky
late talon
hazy sky
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thanks for hopping in and making my job easier

late talon
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yw ^_^

slow willow
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hands must be all over the place

stiff thorn
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Guess you were able to fix your issue?

hazy sky
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did you douse the flames

stiff thorn
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yep

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some burn marks but it's fine

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should definitely start animating...

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....but I'm lazy

hazy sky
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is this ultrakill? because you might have better success with #ultrakill-modding (ok i see now sorry)

night crag
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Oh i didn’t see it, I’ll go there and see

hazy sky
stiff thorn
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no, blender's boje attachment is the msot consistent of these nodes

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I usually bake all the bones that use constraints

hazy sky
stiff thorn
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so these issues don't pop up

hazy sky
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i would like to work efficiently for once but godot is a little bitch like always

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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

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godot's bone attachment takes the entire object's origin as the pivot and origin, however blender needs a bone to be used

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so this already causes a mismatch

hazy sky
hazy sky
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had fun doing this

hazy sky
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had fun with it

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i'd so love to not shade them at all but sadly fog needs to affect them, but fog makes them look ugly

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could make two separate where one has fog the other doesn't i guess

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because for light portals, not being affected by fog is amazing

hazy sky
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a fucking WHAT

waxen plover
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it's crazy how you forget how to model after 1 week of not using blender

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me trying to get good topology going rn

hazy sky
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couldn't be me tbh

stiff thorn
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ts so random XD

waxen plover
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took like 2 attempts but we back baby

stiff thorn
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is that caleb from blood

waxen plover
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there's a lack of mothman horror games

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decided to make a small one

stiff thorn
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mothman with a fedora?

waxen plover
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this one

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i'll make the version in the gif aswell, for when he gets angry and transforms or some shit

desert shard
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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

waxen plover
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least threatening walk ever

slow willow
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he looks chill

hazy sky
waxen plover
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I think that's the least thing to worry about

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But yes

sage maple
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anyone getting random friend request?

desert shard
stiff thorn
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skib-

fleet fulcrum
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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.

rotund garden
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shit I always forget about Ludum Dare lol

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I did join another jam tho

hollow gate
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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)

waxen plover
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like the way i just missed the jamsepticeye

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FUCK

hollow gate
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damn

zealous minnow
#

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.

rotund garden
hazy sky
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imagine being a programmer

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couldn't be me tbh clueless

stiff thorn
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Disgusting

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All that math and logic?

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Ain't nobody got time for that

thick kite
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HEY SOMEBODY WITH SIGNALIS AND A UNITY APP IN THEIR COMPUTER PLEASE TELL ME WHERE THE WEAPON STATS ARE
pwease

stiff gust
slow willow
hollow gate
#

the worst programmer that's ever lived

slow willow
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dont disrespect my goat buddy

hazy sky
muted stirrup
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making some solid progress here 👀

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Think the next main thing aside from the levels is to improve the blood details and flinching to certain enemies

hazy sky
muted stirrup
hazy sky
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hell yea thank you

slow willow
hazy sky
slow willow
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equip

waxen plover
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didn't know modelling guns was this hard

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especially old rifles

hazy sky
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depends on wym hard

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or which gun

waxen plover
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just a regular bolt action rifle

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tis done

hazy sky
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don't tell me man

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i know what you feel

waxen plover
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yeah i should've used a more concrete reference, i'm just eyeing random images on pinterest and mixing and mashing

hazy sky
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its pretty low poly compared to what it should be

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good lighting just hides it

eternal sleet
desert shard
hollow gate
#

fun fact! there is a variable in my game called "list_of_furry_porn_websites"

stiff thorn
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my game's combo limit is managed by a variable called backshots_amnt 😄

merry lotus
#

before:

pure jackal
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:0

hollow gate
stiff thorn
hazy sky
merry lotus
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no

pure jackal
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Dusk is not a good time for fishin

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The fish go to sleep early

livid rapids
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im working on a mod

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Im taking my time tho

hollow gate
#

curesd video game variable names unite

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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.

stiff thorn
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ok but why

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that is very stupid

hollow gate
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so that if some poor guy wants to try and mod the game they will recive pure brainfuckery

stiff thorn
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piratesoftware is that you?

hollow gate
#

☠️☠️☠️☠️

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you see, back when i used to work at blizzard-

hollow gate
merry lotus
waxen plover
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i'm going to give my variables codenames and saving the meaning of those codenames in a txt file outside the game files

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"what do you mean the speed at which the player moves is "fwaeh""

hollow gate
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This guy gets it 😎

pure jackal
hollow gate
hazy sky
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make a Maybe variable that rolls true if randf() > 0.5 true else false

hollow gate
slim lanceBOT
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@brisk raven, please keep all discussions in English.

hollow gate
#

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

hazy sky
#

we shared links here before as well

hollow gate
#

ok 👍

rotund garden
hazy sky
hollow gate
hollow gate
hollow gate
hazy sky
hollow gate
toxic hemlock
dusky pivot
#

Id naver add AO myself on every texture

hazy sky
dusky pivot
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Yeah well I dont know much about shaders D:

hazy sky
#

oh

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not shaders i mean

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decals or vertex colors

dusky pivot
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Also vertex paint can be janky

hazy sky
#

gives nice shadowed areas in corners and contacts if the topology is good

dusky pivot
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Not a bad idea, but sp gives u rlly cool stuff for ao

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It helps a lot to break repeating textures

hollow gate
#

guys

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i wanna work on my game

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but im too lazy

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hel p

stiff thorn
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Best thing to do is make a habit of it

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Give it at least 30 mins each day

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After a month or two you'll debelop a subconscious duty for it

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ideally

hazy sky
waxen plover
hazy sky
waxen plover
#

yeah lmao

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1500 on the line bro

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what's your concept?

hazy sky
#

@rotund garden shall answer that

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but short version is typing game

rotund garden
#

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

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that's basically the concept we came up with lol

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praying not many people came up with "typing" for their games as well ohno

waxen plover
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I see

hazy sky
#

its very simple and some gradient magic

waxen plover
#

i went for a more action rather than scary approach

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manual reloads

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the reload alone is scary

hazy sky
#

receiver ww2

waxen plover
#

como?

hazy sky
pure jackal
rotund garden
hazy sky
rotund garden
#

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 🫡

rotund garden
waxen plover
#

still trying to figure out how i'll make it scary

hazy sky
stiff thorn
#

potentially

rotund garden
#

"the horrors of war"

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remember

rotund garden
hollow gate
#

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?

crimson nacelle
#

can somebody help me with downloading a hl mod

hazy sky
hazy sky
#

takes 0 extra overhead it's all voxel based

waxen plover
#

i have the best idea for this, will subvert expectations i think

stiff thorn
#

I await to see what you got

waxen plover
#

evil laughter

stiff thorn
#

is that a fucking trench 🥀

waxen plover
#

yessir

stiff thorn
#

so you are making a trench maze

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how dare you try and mislead me

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I will blow up your pancakes with my mind

hazy sky
stiff thorn
hazy sky
#

too fucking late bitch enjoy your recalibrated bird

waxen plover
#

you can't move around

stiff thorn
#

hmmm

dusky pivot
#

Some bits of furniture

stiff thorn
#

best of luck in your execution

stiff thorn
#

just excited to see what you'll do

waxen plover
#

🙏

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doing everything myself, just hope i finish before the deadline

waxen plover
#

Lerping all the way

hazy sky
#

yea I usually do all the shit with tweeners too in Godot

hollow gate
hazy sky
hollow gate
#

Wait so how do you animate?

rotund garden
#

they animate with blood magic

hollow gate
dusk carbon
#

Hi 👋

hollow gate
stiff thorn
hazy sky
hollow gate
waxen plover
#

added disorientation when you shoot more than 3 bullets in less than 5 seconds

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camera starts tweaking

hazy sky
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hunt showdown does it so well

waxen plover
#

oh yeah i already have that written down

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with blurring

hazy sky
#

I love participating in massive team fights where I go deaf due to gunfire

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I should play hunt again

waxen plover
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i love when my legs get blown off by a grenade so i have to sit in the trenches shooting soldiers left and right

hazy sky
#

game's fucking ass but it's literally what you describe minus the leg blow off

waxen plover
#

i might

hollow gate
#

Ngl this is peak game juice ideas

hollow gate
#

Guyse

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Anyone want yo playtest my game

waxen plover
#

scary

hollow gate
hollow gate
hollow gate
safe oyster
waxen plover
dusky pivot
#

More furniture and polishment, Im happy

dusky pivot
hazy sky
dusky pivot
#

mhm

hazy sky
#

I wrote a shader that has vertex jitter and affine mapping for godot 4

dusky pivot
#

Im an unity guy...

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I do have a vertex jitter shader but its a bit wonky

hazy sky
#

how different are the two shader languages

dusky pivot
#

Well not wonky, it works as its meant too

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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

dusky pivot
hazy sky
#

godot uses glsl

hollow gate
hollow gate
#

B R U H

waxen plover
dusky pivot
#

Sure!

pure jackal
waxen plover
#

soldja

rotund garden
hazy sky
limber bramble
#

nah no IK

#

basically just rotating bones and affecting child transforms

hazy sky
#

makes sense

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i wanted to work something like this into legion of honor as well but godot is kinda janky

limber bramble
#

yeah it was finnicky to set up even in Unity

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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

hazy sky
hazy sky
#

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

hazy sky
#

game development is so much fun

hollow gate
hazy sky
#

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

hollow gate
#

lmao

hazy sky
#

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

hollow gate
#

damn

hazy sky
#

a value of 0.5 basically halves the volume

hollow gate
#

i see

#

coal

hazy sky
#

it's neat to know it exists because i was using a helper function to do the same in legion of honor

hazy sky
#

i almost launched from my chair

hollow gate
#

i actually think the sound fits really well

hazy sky
#

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

waxen plover
#

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

hazy sky
#

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

waxen plover
#

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

hazy sky
#

i think they should shoot at the player clueless

waxen plover
#

so basically a source engine nextbot

hazy sky
#

mmmmm yes

waxen plover
#

ah yes so not boring

hazy sky
#

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

waxen plover
hazy sky
#

depends, horror quickly loses it's factor when things turn frustrating

waxen plover
waxen plover
hazy sky
#

alright the game is technically playable now

rotund garden
#

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

hazy sky
#

that's what i'm trying as well

#

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

hollow gate
#

Guys any tips for animating 2d platformer state machine in godot 4?

hazy sky
#
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

hollow gate
#

ok thanks for the help commenly lad

#

i'm gonna implment this later

waxen plover
#

that's cool

hollow gate
night hatch
#

hey can i post here my the prototype i made?

hollow gate
#

oh fuck yeah you can

hazy sky
hollow gate
waxen plover
#

what the fuck is that

hollow gate
#

the sun

hazy sky
hazy sky
real stump
#

I havent been on this sever long so I have no idea how rules apply here

stiff thorn
#

what are you on about

stiff thorn
#

wouldn't recommend

hollow gate
night hatch
# hollow gate oh fuck yeah you can

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

hazy sky
slender knoll
#

body modification chat

hollow gate
hollow gate
slender knoll
#

those are not body modifications

#

those are made up abilities in a video game

hollow gate
#

ah shit ☠️☠️☠️

#

wait then i don't understand

#

give an example

hazy sky
hazy sky
night hatch
night hatch
hazy sky
#

embed

hazy sky
#

the runes bob up and down slowly

night hatch
hollow gate
hollow gate
#

Ise Kream

night hatch
earnest pasture
#

does anyone know if the overkill mod will update to work with ultra revamp? (ultrakill)

waxen plover
#

@hazy sky 7 days left and i still haven't coded basic enemies 😭

hazy sky
#

actually thats untrue because there are a few, but the tanks were a recent addition

waxen plover
#

damn

#

well there's no deadline for you so it's understandable, but i have to code 60% of the game in 7 days

pure jackal
#

Toxic game jam comin in hot it seems

waxen plover
stiff thorn
#

I believe in you

hazy sky
waxen plover
#

I'm thinking rn and i lowkey feel like redoing the whole game, a russian roulette card game with a demon

hazy sky
#

buckshot roulette

waxen plover
#

except it's an actual demon and it's cards

hazy sky
#

who can drink more beers

waxen plover
#

lol

hollow gate
hollow gate
#

I was remaking sprites in my game and wtf 🩻🩻🩻

waxen plover
#

menacing

hollow gate
hazy sky
hollow gate
hazy sky
hollow gate
#

nice

hazy sky
#

MOST of it

hazy sky
#

okay i am running into issues

#

tried an exported build for fun

#

everything works, except the main game mode

hollow gate
hazy sky
#

what

empty karma
#

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

toxic hemlock
empty karma
#

oh :3

#

mb

stiff thorn
hazy sky
stiff thorn
# hazy sky 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

stiff thorn
hazy sky
#

rn i'm loading the textures for the runes from a folder is that why

#

actually hold up

stiff thorn
#

If you're scanning the folder for file names as strings, yes

hazy sky
#

well yea

#

very fucking cool how do i circumvent this

stiff thorn
#

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

hazy sky
#

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

stiff thorn
#

Yeah the exported game will not find them by string name

hazy sky
#

so yea at this point i'm pretty sure the folder itself does not exist

hazy sky
stiff thorn
#

Then the name matches up like normal

hazy sky
#

what kind of fucked up thing is this

stiff thorn
#

Iirc 4.5 changed .import to something else

stiff thorn
#

If you see red text about resources, it can't find them

hazy sky
#

good thing i exported the exe without a debug console

#

fucking hell

stiff thorn
#

Pfff

#

Rookie mistake

hazy sky
#

although i don't see any red text

hazy sky
stiff thorn
#

Weird, you should be seeing something about that...

#

...unless that's a warning I wrote myself

hazy sky
#

probably is

#

althought it's weird

#

something else is up because i also wrote warnings but they did not fire

stiff thorn
#

Probably your out of bounds array

#

Script errors are not warnings man

#

You can't just toss them aside

hazy sky
#

sure but it works in the editor

stiff thorn
#

Aw hell nah

#

How can that be

hazy sky
#

the warning specifically fires my No runes loaded line

#

and since no runes exist, the array is nonexistent

#

hence out of bounds

stiff thorn
#

Ahhh, makes sense

hazy sky
#

right at the activate rune, it tries to get the rune that does not exist

stiff thorn
#

And the runes are resource files you are acessing by their string?

hazy sky
#

one sec

hazy sky
#

and the exported game just crashed

#

hmm

stiff thorn
#

Yeah see that ends_with(".tres")?

#

That shit ain't gonna fly in export

hazy sky
#

huh

hazy sky
stiff thorn
#

I can check in a few mins

stiff thorn
#

jsut tested this, very much still a thing, so your resource files end up as LightAttack1.tres.remap

hazy sky
stiff thorn
#

something something optimization

#

I don't member

hazy sky
#

bullshit

#

let me check if it works

stiff thorn
#

yeah just try it out

hazy sky
#

i think you lied to me

stiff thorn
#

did I?

hazy sky
#

it found nothing

#

interestingly it doesn't say this otherwise

stiff thorn
#

gang what

hazy sky
#

so how does that even work

stiff thorn
#

that's literally how it works on my end

hazy sky
#

lets see if it crashes in gmae

stiff thorn
#

and I'm on 4.5

hazy sky
#

same

stiff thorn
#

perhaps you do have the option enabled that doesn't do this

#

I would never lie

hazy sky
#

pants on fire

#

where is this optimization option

stiff thorn
hazy sky
#

what

#

do i have to replace shit as well or what

stiff thorn
#

I'm just deleting the .remap part

#

probably a better way to do it but it works

stiff thorn
hazy sky
#

literally what it says

#

ends with either .tres or .remap

#

string check

stiff thorn
#

does it check the whole thing or just the name, not accounting for extension?

hazy sky
#

it only checks for the end, hence the ends_with

stiff thorn
#

hmmmm

hazy sky
#
● bool ends_with(text: String) const

Returns true if the string ends with the given text. See also begins_with().

stiff thorn
#

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

hazy sky
#

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

stiff thorn
#

and also I tested it, if it doesn't find a resource it doesn't report it

stiff thorn
#

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

hazy sky
#

alright let's see your hacky method

stiff thorn
#

you can even see my comment from back when it was .import XD

hazy sky
stiff thorn
#

nice

hazy sky
stiff thorn
#

good shii

hazy sky
#

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

stiff thorn
#

there you go

hazy sky
#

thanks for the help on that

stiff thorn
#

anytime

#

I'd rather you didn't lose the 4 hours I did when I had this problem

hazy sky
#

i lost like 2 days on it

stiff thorn
#

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

hazy sky
#

initially figuring out how to actually apply a resolution was painful in itself

stiff thorn
hazy sky
#

while fullscreened, godot refused to apply any sort of change to the resolution

stiff thorn
#

really?

hazy sky
#

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

stiff thorn
#

I mean, some hacky shit I can think of off the top of my head is scaling the UI based on resolution

hazy sky
#

yea but how would that work

stiff thorn
#

but defo sounds like something godot has a function or setting for

hazy sky
#

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"

stiff thorn
hazy sky
#

couldn't strike a good solution

stiff thorn
#

set different scaling based on the picked resolution?

#

like manually?

#

think of this as like a plan C

hazy sky
#

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

stiff thorn
#

:((

hazy sky
#

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

hazy sky
stiff thorn
hazy sky
#

wait what

hollow gate
#

I wanna do it too

hazy sky
hollow gate
#

In godot there's a setting where you can change the window mode

#

In the top left

#

What did u use

hazy sky
#

define window mode

#

do you mean fullscreen/windowed?

#

do you mean scaling mode?

hollow gate
#

You know what im too lazy to send a screenshot I'll do it tomorrow

hazy sky
past flint
past flint
hazy sky
#

does this look like a soulslike main menu or am i trippin

slow willow
#

new project?

hazy sky
slow willow
#

ohh

#

yeah it kinda does look like something out of a roguelike

#

thought the gameplay had a sword lol lmao

hazy sky
#

i mean it's a crucifix/cross

slow willow
#

a badass one tho

slow willow
#

i meant to say soulslike why the hell did i say rogue

hazy sky
#

sauslike

slow willow
#

rogue implies to so many different game

hazy sky
#

sausboss

slow willow
#

how are you supposed to play i dont get it

hazy sky
#

kinda is a roguelike except the only meta progression you have are the different game modes

hazy sky
slow willow
#

oh thats awesome

hazy sky
#

there are entities on the side you cannot see yet

#

they only reveal with the flashlight, but their model does not exist yet sadly

slow willow
#

just make them beans lol

hazy sky
#

the more small entities there are, the faster the big one in the middle is

hazy sky
slow willow
#

and if you dont type on time they come out of said pillars?

hazy sky
#

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

slow willow
#

i love the idea

#

something i would buy from itch

hazy sky
#

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

slow willow
#

is an endless gamemode possible

hazy sky
#

already exists

slow willow
#

nice nice

hazy sky
#

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

waxen plover
frail peak
#

he's gonna need an ibuprofen for that

hazy sky
#

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

muted stirrup
hazy sky
#

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

stiff thorn
#

I remember somwthing about bbcode enabled overwriting to center alingment tho

stiff thorn
hazy sky
#

i mean it kinda IS spaghetti but have fun writing a whole ass screen with one label

stiff thorn
#

What about exporting ts

#

Personally I'd rather have enums control the alignment and other bracketed thinga

hazy sky
#

ok how are you gonna return elements from the game

stiff thorn
#

Huh

hazy sky
stiff thorn
#

Nice

hazy sky
#

fucking finally

stiff thorn
#

What's the fix?

hazy sky
#

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

stiff thorn
stiff thorn
hazy sky
#

this is a table of elements, left and right cells

#

however the lines themselves were not aligned

#

so they defaulted to center

stiff thorn
#

Aight, imma write this down for when I do UI

hazy sky
stiff thorn
#

Thanks

hazy sky
#

it's kinda painful to write but they allow for so much stuff, and you can actually write your own effects for it

stiff thorn
#

I would hope so since it's rich and all

hazy sky
stiff thorn
#

Aight bro no need to flex your nitro -_-

#

I know I'm poor

hazy sky
hazy sky
hazy sky
waxen plover
pure jackal
hazy sky
pure jackal
#

ah yes

#

the models

#

those pews better be modeled and textured even if monochrome or Imma bust out blender myself

hazy sky
hollow gate
hazy sky
dusky pivot
#

Stuff I made

#

Very happy

turbid karma
#

phon

dusky pivot
#

phon

hollow gate
#

Pohn

hollow gate
#

I HAVE AN IDEEEEEEEAAAAA

hazy sky
#

are you sure

hazy sky
hollow gate
waxen plover
#

You can just google that or is it hard to do in godot

hazy sky
#

not self explanatory

hazy sky
hollow gate
#

k

prisma basalt
#

whats up?

#

@jovial pagoda

waxen plover
waxen plover
#

the fun part

hollow gate
hazy sky
# waxen plover

you need to add profuse bleeding mechanisms to further emphasize the horror aspect of watching yourself deteoriate

hazy sky
#

i have a large array of resolutions in my settings global

waxen plover
#

and the blood becomes fully visible

hazy sky
#

you need gut wrenching screams of pain

waxen plover
#

yeah i need to voice act when i'm home alone lmao

#

unless i find someone willing

hazy sky
#

are you gonna sacrifice them for legitimate voice samples