#general-modding
1 messages · Page 40 of 1
fuck yeah credits music
@rotund garden we really gotta release the OST later (with Ignacio's approval as well)
of course, I'll tell him later on
Cooking with the visuals I think
This isn't a modding question, but is a gamedev one, does anyone know how the instant repawn in ULTRAKILL works? I want to impliment something similiar in UE5.6
Mmm honestly they're not going to have any answers, Ultrakill mods are just a bunch of scripting and BepinEx shit from what I gather
I think they are asking how to make instant respawns in UE5 using Ultrakill as an example
As for an answer, I think it's probably more like teleporting and resetting stats to what they were, and involves some extra shit to make it faster.
I saw some dude making a video about his game talking about pretty much just never actually destroying enemy objects once they're dead so he can simply reset their state on reload instead of fully loading brand new objects
It was this one, though I don't think he explicitly says that in this video. Maybe I'm smoking crack and made that up, but I think it would work well for this kind of thing. He talks about it somewhere after 8:42.
https://youtu.be/BtexfEcmdts
Recapping the first year of developing my game, Bloodthief, using the Godot game engine!
➤ WISHLIST BLOODTHIEF ON STEAM: https://store.steampowered.com/app/2533600/Bloodthief/
➤ JOIN THE DISCORD: https://discord.gg/aU5naj2fgY
This is a devlog for Bloodthief, the indie game I'm working on inspired by Quake, Hotline Miami, Ghostrunner, and...
Pretty much just down to resetting only things that NEED to be reset, and anything that has changing states that remain in the level just make sure they return to normal
Naturally as he says, there will be a lot of edge cases.
Probably need to account for objects and enemies that weren't "activated" so they don't try to reset, stuff you wouldn't think about like doors, sounds, scripted events
object pooling is a good thing to do
However we do not use IL2CPP so anyone is free to open up the DLLs in ILSpy to see how things are implemented
god have mercy
don't get me started
I still haven't implemented the animations akdov made
@stiff thorn you up?
wassus cuz
you said something about anim trees in godot
merhaps I did
should we move to dms to not clutter up chat or
what's your goal?
either way is fine with me
entity has 4 phases, i need to play animations or blend them together based on a float value
It creates a duplicate of all dynamic object (they're all stored in one object so it just copies that, disabling the original) and whenever you respawn it removes the copy and instances a new one
At least that's my understanding from observing with rude and unity explorer
For the stats though I'm not sure it probably just stores it on checkpoint collect and reverts to it on death although that's an educated guess
working on the game on my first monitor and watching the timer on the second
18 hours left, gonna boost through this
yeehaw
if my scene gets deleted i'm quitting the game jam
best of luck with your submission!! 🫡
make backups!!
thank you 🙏
i did just now, won't risk it
@hazy sky what are the resolutions you typically put in a game
you mean like ALL of them?
I can give you a list
nvm i got it
these are the ones i'm using
i separate them into aspect ratios on my end
"4:3": [
Vector2i(512, 384),
Vector2i(640, 480),
Vector2i(800, 600),
Vector2i(1024, 768),
Vector2i(1152, 864),
Vector2i(1280, 960),
Vector2i(1400, 1050),
Vector2i(1440, 1080),
Vector2i(1600, 1200),
Vector2i(2048, 1536),
],
"16:9": [
Vector2i(640, 360),
Vector2i(854, 480),
Vector2i(960, 540),
Vector2i(1280, 720),
Vector2i(1366, 768),
Vector2i(1600, 900),
Vector2i(1920, 1080),
Vector2i(2560, 1440),
Vector2i(3200, 1800),
Vector2i(3840, 2160),
],
"16:10": [
Vector2i(1280, 800),
Vector2i(1440, 900),
Vector2i(1680, 1050),
Vector2i(1920, 1200),
Vector2i(2560, 1600),
Vector2i(2880, 1800),
Vector2i(3840, 2400),
],
}```
its just like a list of most popular resolutions i got off of google
my system is different, adding different aspect ratios is gonna require recoding the whole thing
you did have a team though, i'm just brute forcing this shit
its mostly the prior experience on different projects
BUT akdov and his friends did an amazing job on the visual side of things
i see, i'm just saying if i had more time i'd code a more flexible settings system and so on, you can't think much through when you're counting seconds
i'm also doing art and models and everything so
yeah i had it easy on this because i didn't have to worry about these
2 hours...
12 minutes.....
Jam officially closed!!
god I'm scared
i love it when i upload my game and realize i didn't turn off invincibility off for the player
cool shit 👍
I'm sure you can upload an update and put it next to the previous version, don't delete the older one so it doesn't seem suspicious
explain what that tiny update does and that's it
what
i can't upload another version
that sucks
1 boolean ruining the whole game
actually no you're an immortal being it's now lore
if you think about it, aliens colonial marines had it's entire AI system fucked up due to a loose "a" in the code
could be worse
oooooooooooooooooo I see
I've been awake since 10am yesterday, pulled an all nighter for this 😔
took the day off to finish up work on the project 
it's okay, I barely slept for the past couple of days lol
i took the whole week off lol
we all spent
i mean i'm kinda proud of what i did alone
we're all rotted in the trenches
🔥
actually there might still be other bugs i still didn't play the whole game myself 😭
goodluck
there's audio settings
what do you mean
read the note above
ow
i can't get ammo
hold E
holding
does the screen light up
the progress goes over and starts over as well
yeah
ammo is still 0
you click r, open the barrel and spam F
you're not shown the amount of ammo you pick up, everytime the screen lights up you're picking up 1 bullet
huh
basically you pick up the ammo, open the barrel and spam f to put it in
you should have accounted for stupid people like me 
no there's literally no tutorial or indicators or anything so it's my bad lol
like i said i rushed it, wasn't even gonna post the game
i like the tone and feel
the operation of the gun could be a bit more forgiving but i dig it
got too invested into coding the game i forgot players don't just magically know how to play
dude so far this is awesome
if you get good at it you just move your hand diagonally and your speed reload
the ambients, the sounds, all on POINT
thanks man 🙏
just forgive the lame twist at the end, i was planning a fight against a monster but time ticks
i was about to ask how do i shoot myself but then it happened
LOL

HELP ME I AM STUCK
it keeps fading in and out of this
I gotta get good at the game, but man you COOKED here I really like this game
one piece of feedback I'd give so far is to tune the reloading a bit, to not lock you from going in or out
I dunno how to explain it
yeah i know what you mean
not being able to go back and having to redo the whole reload is annoying
i was gonna change it but didn't have time
when you open the chamber, you cannot make it go back or forward, if you moved the mouse a tiny bit, you gotta re-do it again
outside of this detail, the rest is awesome
thank you, i'm actually gonna go back to work on the game right now
the usual problem, it's okay we had to cut a bunch of things for a "post-jam" update
based
I won't lie, that endscene was a bit too long, but I was tense looking everywhere
everything was on point, you got something VERY good here, I loved it lol
thanks man, gonna fix a lot of stuff for the next version 🙏
i actually thought the long wait made things more suspenseful
here's hoping we wake up to 1500$ 
Does anyone here play both ultrakill and league of legends
I need an opinion regarding a mod I am making
I am currently modding kayle to be Gabriel and I don't seem to find a really fitting voice line when kayle triggers her Ult could anyone help me out ?
@hazy sky he did it...............
woah this looks amazing
it's so nasty I love it
Thankies :3
bro did u really have to do a 3d scan of my bed and put it into ur game completely unmodified
Sorry I couldnt resist 😭
the least u couldve done is pay me 25 million dollars smh
One small update, also made windows and made lightning better
I love this
Cool and claustrophobic early summer morning vibes
@dusky pivot look into light cookies, i think it'll make the visuals cooler
a
Sure!
very nice!
Great atmosphere
Near the end, picking up bullets non-stop helped to see down the trench when it got dark
ayy thank you man
fuck you new project 
This looks dope, what’s it for?
A game Im making
Sick
:3
More assets :3
fully translated to 2 languages + the default english
this does not affect the prayers, although i'm 100% sure i could translate them as well, but not gonna
We'll see about translating prayers later on in the future maybe
no
we won't
maybe the non-latin prayers but you HAVE to understand that you cannot translate these sentences 1:1 and in turn, it would make it HARDER in some languages right?
like for example the Hungarian language really likes long sentences
fucking FINALLY
and only one of the subtitles got fucked up by the resolution change, i'm pretty happy about it
idk if it's a good idea to show off the entity all well lit
kinda defeats the horror aprt
well but otherwise you don't really know what you're looking at
you're just looking in the dark
huh
isn't that the point? you can see vague shapes of it approaching you, but not fully?
i could try removing some light from back there
I just think the more vague the silhouette the better
when I was playing, my eye was more focused on the letters and the dark made it ahrd to see
it's one thing to have a silhouette, it's another to not have any at all
I could only see somethingmoving towards me
something that looks like an arm, something that looks like a hooded figure
but you aren't really sure if that's what you see
that's just my take on it tho
maybe someone else who played disagrees
yeah it's more ominous when it's dark
putting the monster in a fully lit room in the tutorial is like:
"this is jim. jim is gonna be haunting you. type to make jim not haunt you"
reworked the graphics of an earlier level https://www.youtube.com/watch?v=rEe9ZUFKUSk
Twitter : https://x.com/CrimsoneArt69
Play the demo : https://crimsoneart.itch.io/a-y-i-n-demo
I fear the game may be closer to release then expected.
game wasn't good enough so i'm doing it again
nice shaders
looks too clean.... needs grunge............
no way.......... skibidi plazmin..............
2d cruel
I am hope eradicating my grappendix
yanking your grappendix
hello @sudden imp do you like this inclusion i made for you
Yo want help with translating?
I can do hebrew
close enough, welcome back rambo the video game
Yippee
Hope to see some time crisis 1's time management here
Madness combat 4
was it any different than in 3 or 2?
i'm conflicted between letting the player move around / stay in 1 spot
i think staying in 1 spot makes the player feel helpless, but then again being able to walk is more opportunities for scares
should i have restart on death or have lives like in TS3?
also should i have different weapons like in TS3
yes i really like time crisis 3
okay these guys are GOOD
gonna make it so getting hit either resets the timer or add some time
literally making it a rail shooter
what i do right now is basically:
animate the player moving to a position
the animation player sets the players values to disallow shooting and going into cover
in theory, I can make the movement animations in blender as well
the camera moves independently from the player, meaning I can do segments where the camera locks onto the enemies and tracks them
very good proof of concept
the enemies shooting logic I need to get down though, plus the visuals
right now they're basically hitscan which is FUN
I think I'll make the enemies bullets into projectiles
and make them collide with the players area
this looks familiar,,,,,,
I wonder why
indeed i wonder
good old time crisis
actually it might break immersion
yessir
make it diegetic
like a clock thing?
clock on the wall, pocket watch something
it's only immersion breaking if it's plastered on your HUD
make it those vacuum tube clocks
or maybe add a red mark the clock hand is rotating towards as an indicator
sure
then again I only ever made gamey games so
can't say I tried to make things that work diegetically
i don't see a retro game being immersive but i'll try anyway
the word immersive truly lost its merit nowadays
a game is immersive as long as you achieve getting the player immersed
graphics don't really matter, imscared is a very chunky pixelated game but it still got me immersed as fuck
imscared tells you it's a game, hence the immersion
silent hill feels immersive despite being a psx game
you need a bit of realism in graphics to have a higher chance, which i'll try to achieve
well, we also have good ambience, soundtracks and so on in the equation
what you could do is
replace the sans speech pattern and voice act the radio
that would in itself already give more immersion
I'll be honest I didn't even pay attention to what the radio said I just went on 0 thought
it would feel out of place honestly, though some gibberish would work instead of the sans stuff
would it?
like talking, but you can't really tell what he's saying
damn i thought i made the dialogue text fluid enough
it's a radio, it's meant to convey information across distances
i just zoned out during those sections
no like, the audio is just random noises, but the text is fine lol
it's like speech but you can't tell what he's saying
some games do this i don't know how else to explain it
no what I mean is
voice acting those mish-mash voices would actually help ground the thing a bit more
you already have screams and grunts in there, hearing a guy through the radio going abbabdlaabsldbsnsb kinda just reminds the player that it's just text being processed with garbled voice chunks
then again if you wanna keep the text to speech thingy that's up to you, but even a low-tier voice acting gives more character than garbled noises mapped to letters
honestly i played mouthwashing, it literally just plays small clicking noises and it's immersive
i'm reading too much into this
man it's been a while since I've beat that game
but that's also different because you SEE the characters and interact with them
in your game you listen to a disembodied voice through a radio
that can be solved by making the radio do some little animations to express emotion
huh
Ye, in the way that it was barely relevant
Didn't even die once to a timeout
Personally I'm not too much of a fan of that but you love ts3 anyways so ye go for it
what if I based it off of Vampire Nights instead where you get "different" weapons based on progression
the special mode allowed you to upgrade your gun, ammo or use different guns altogether
but you were locked to that gun for the run
I think
maybe you weren't actually but the switching was not as fluent as TC3
like you had to pause and switch weapon from that menu
BUT you had the option to upgrade your gun, your bullets and even unlock a shotgun and machine gun
granted almost every enemy in vampire nights had a healthbar
big miss to base it off of vampire the masquerade: bloodlines 😔
big win to base it off the malkavian mod
i like to make a silent takedown
this motherfucker cooks so fast
still so many things to do
but i made the player 100% state based, meaning setting the state forces actions. so i can directly influence and force player behavior for example, when moving between sets, i can force the player out of cover and lock them into the moving state which disallows firing and reloading, also sets them invincible and untargetable
untargetable means enemies cannot fire dangerous shots at the player
they will always miss, but the visual bullets will do near misses around the player
there is an inaccuracy modifier that influences these, so i can make enemies spray down wildly, or make focused shots
the way they work is basically a random number rolls between min and max shots until danger shot
at 0, it will be a guaranteed danger shot
i used to have an early exit chance but it was too luck dependent and made the enemies unpredictable as fuck
but the general thing is, i have 3 cover positions now, left, right and down, i can animate an empty in blender around the map, segment the animations into actions and basically the rail system is done
i still need enemy spawning
not sure how to decorate this bedroom
carpet, closet, sofa, fan or smth, trash bin
more paintings
hell maybe even some dumbbells
add some empty mounts for those fish trophies that u hang on the walls
A rocking chair with a little table and a candle next to it
put a big moldy teddy bear in the rocking chair
Idk
Add a wooden box full glass pieces with a blood droplet on each piece
what
plazmin becomes the bay harbor detective
Hey isnt that my bed .3.
Oh I see, its a pretty GOOD recreation
I genuelly though somehow you got the asset and I was really confused for just one second :p
yeah I based the texture off of yours bc I thought it looked awesome
yeah
ADD A FUCKING FISH FEAR ME HAT
guys, moral question : I am making a video game, and in it i made a secret room that shows a map of the fictional world. Would it be moral to use a swastika to denote a temple?
no
but it is an ancient symbol used in asian religion, and even google maps used to use to denote a temple
you are not google, some people will just find it edgy and you'll lose the german audience 😭
just make your own symbol, it's more fun
fine, i guess your'e right. but just to prove my point, here it is used in japan on google maps
I know but most people will think of n-zi germany, only a select few know about the japanese thing
yeha you're right
I mean yea the swastika was corrupted beyond belief by nazi Germany so it's probably not a good idea
unless you want people to also think your game is wolfenstein
anywaysssssssss here it is
what is this didy blud doing on the doom editor, is blud wolfenstein
why is 2fort in spin
didn't find a better place for it to fit in
hylics but low quality
I always wanted to try hylics but never did
Paintings, closets, tables and chairs.
Maybe some piles of old books and whatnot.
Or a fishing trophy.
The singing bass kind or whatever it’s called.
Maybe even some old planks or pieces of wood that have rotten off the walls?
Also, a broom somewhere.
Or maybe even a little ice cooler with beer.
he leaves it in a shed closer to the ocean
I cant get an answer from #ultrakill-modding so does anyone know how to connect to a server on polarite
No, sorry
Sunset and night
Fuck ya
Guyse
Anybody want to playtest chapter 2 of my game ayin dm me so I can send you the file its a speedruning platformer
holy
wish i still had my creative talent for drawing
Art blcock
you could always just pick up a pen
my problem is that i feel like drawing is a chore
I'd much rather make a 3d model and paint it than draw something
you gotta enjoy the process
there's something about putting lines and shapes on a canvas to create something cool that just tickles my brain
it doesn't tickle mine sadly.......
I have a hard time getting my mind onto the canvas, and 3D modeling just feels easier to me
who would model when you can draw goofy shit like this
Got it in game :3
yooo this is fire
thanks :3c
shhh my wife is sleeping
:)
boop
How does the heater run off of love and why is it in optimum head crushing position
holy
released a upcoming trailer, sorry for bad quality tho but is there any improvement, i should do to my game? and what do you think? https://www.youtube.com/watch?v=7LwmZXKl2sw
@rotund garden @hazy sky https://www.youtube.com/watch?v=JYmpczVMs2Q
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˃ 🎮 THE TOXIC TERROR GA...
your game is 11 on the list
WAIT HE DID A LIST?
as in it's the 11th game phil'll play
for the first stream yeah
it's gonna start in less than an hour
can't wait to see him play litany 🙏
(i couldn't beat it)
wait you posted a patch?
I fucked up and completely forgot to tell you, but this guy went and emailed Phil about the game being too hard and asked him if he can patch it, and he let him upload a version that JUST fixed the difficulty
it's fine i patched mine aswell, i was just asking since i thought patching would put my game all the way at the end of the list
ah yes, the love tank we all have above our beds
looks cool asf
he let you do it?
nice
we should def make a game together sometime,, 👀
That sounds awesome actually
hell yeah
@rotund garden can you ping me when phil starts playing litany, my attention span is too fried
he let bunch of people do it, he talked about it on the livestream
yeyeye, I'm also waiting for it
@waxen plover LITANY TIME
Yippee
LITANY SWEEP
dude DUDE
Quick akdov make a gif of the entity reaching for the player in fast motion with the caption YOU GOT GAMES ON YO PHONE
._.
it's funny that you picked the versiom that ultimately didn't make it lol
i was gonna take a screenshot of it in-game and cut it out but the text was in the way
well moreso the one I rejected and tweaked it
yeag the text will always be on the way
also MAN I wanna finish it's design for the more complete game, since we went for an all-dark material to it due to time constrains lol
we can make it so it gradually reveals itself
like it's not a hard shader trick to give it a cool fading effect mixed with a fresnel effect to keep the shape vague at a distance until its too late
oh shit did i post the new book materials here?
i fell asleep but i just watched the vod, congratulations dude
game kicks ass, lot of effort went into it it deserves first place
can't wait to see Phil get all excited by the manual handling of the rifle in Gallu, you'll be right up there with us man we got this
it's funny that the :3 rune is the first one that shows up
ayy i really hope he likes it, no need to win i'm just glad i built a project i can finish in the near future
it's literally the number 1 rune YOU drew man
there's also the middle finger rune and the upside down smiley 
it's funny how i was like "that's definitely a middle finger, i'll name it rune of salt" and then you're like "yeah that's actually a middle finger lmao"
just for the hell of it, here are the animations I did for the Specters, the smaller entities
there are three head variations, this just shows one of them
oooh, I really liked these
nice to see them up close
realized that the details about them having extra fingers wasn't noticeable in-game at all
outside of the Entity when you're about to lose and you can see it has a shit ton of fingers
is this jame dev
oh it is
Thinking about restarting gamedev on my sidescroller/platformer
will say i'm lacking a touch of motivation but I'm surprised im even considering it again
these things are creepy, didn't know they were this detailed
i love em
Added some papers across the floor
Dont wanna add much moreI dont want to overload it :p
https://selfishdream.itch.io/litany @rotund garden great game 👍
damn they so offended that you said holy in latin to them
these are the three heads
the third one was changed to this
talk about holey
they were detailed because there was going to be an easter egg where they'd stare into your face then run away lol
didn't make it to the game jam due to time constrains
holey moley
they have three variants as well
oh I see he posted it
make the animation of them hanging in from the side of the screen 👀
Yoo this is neat
FUCK YOUUUUUUUUUUUUUUUUUUUUUUUUU

@fair hound hey you seem experienced with gloom-engineering, may i request the full list of stuff i'm gonna need to mod the game properly?
or, to be more exact, what programs you used in order to make the two-handing mod?
Ill DM you
W
W
blender cavity my beloved
Grimy i love it
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Saturday he'll play more of the games from the jam
was the list updated?
can't find the link for it
i think he drops the list during the stream
praying gallu is in there 🙏
also MAN I haven't done topology in so long i'm seething
is that sonic
Dude @fervent gust unblock me
I didnt nothing wrong i didnt like did not even meaaage u i think somebody manipulate i
U' like who told u to block me?
are you aware that they literally cannot see this since they blocked you
also not the best channel for it
F R I D G E
making a game using raylib for my Creative Code final project
Evil red bg
Oh ok
Thank you for letting me know 
Dialog system :3
Ooooooo
Time flyes and so does TUGG STYLE....
Wishlist here
in hopes of me bringing it lyve later next year :
https://store.steampowered.com/app/3042790/Scirocco_Thugs/
TURN ON DA TV IT'S DA MODAPPHUKKIN NEWS!!!!!!!!!!!!!!!!!!!!!!!
GALLU IS ON THE LIST
HOLY!!
fucking HELL come on PHIL!!!
how am I on the last 3 😭 😭
GALLU TIME @waxen plover
YES
did you post the update
what you came up due to limitations of time for the ending was cool, like me making the big entity completely dark because I wasn't going to get the texture in time lol
yeah, should've atleast added an animation for them standing up and not just appearing lol
now that I realized, I didn't know about the ending being "unfinished" until I beated it
4 / 5 / 4 !!!!!!
You cooked friend, congrats!
@rotund garden do you think i should add more content and mechanics or just add a more fleshed out ending and release it
do you see yourself playing the game for like an hour+?
I do be thinking rn
I don't know if there's enough things to add to make it even better, outside of maybe finishing your vision for the ending
extend it for a couple of more levels, like the enemy soldiers standing up could be one more level where you gotta aim strictly to the head
and then have the final level be the creature you wanted to add, if you want to fight it or be like a playable sequence where you hear the babies crying and all of that
you could turn it into a short but sweet experience, and then add a score based mode where you last as long as possible against endless waves
The shop's art assets have been implemented!!! I even changed using your raw funds for money as credits you get for exceeding the round's quota, similar to something like Nubby's Number Factory if you've ever played that! #IndieDev
Gotcha gotcha
spatial audio handling
fuck if i'm gonna configure these one by one for each, i'll make an enum for options and an array for the set values and set it up like that
Holy peak, Psychomp
fuck you ps2 bios time 
pretty lightieeees
also happy birthday brutha
yep
doesn't look as good as the original
OG has thicker, shorter trails and a stronger fade out
from what I'm seeing
problem is i can't find any good footage that i could take a closer look at
might just download PCSX2 to look at the bios
'course
idk why i did this tho i just thought it'd be fun
pcsx2 is the GOAT
you figured out the answer to the question "why?"
well yea but i cannot really do much with this
it was like a half an hour thingy
it's kinda bumming me out that i couldn't fully replicate the look of the clock
look at those reflections and shine
Been doing a bit of progress here, mostly working on the dialog system and shaders rn tho
Thanks @waxen plover for the UI icons ❤️
No problem!

just make a cubemap from a spirally noise texture and add it to the thingy's material
wym
you mean the clock crystal's material?
yeah thats what the reflections look like to me
i doubt theres much of an actual scene for them to reflect
probably just plugging in that noise texture ont he background as the reflection source
also bevel the ends of those crystals too so they have some extra facets
I'll check something later
could add like a cellular noise so jt looks like the crystals are cut into shape
could also add some normal maps as well
is it 3d
2d
Making a small action arcade game
handss
fuck sake
Nah i just happend to execute a while loop that never ends in the start function, its on me
I actually wanna try that on godot
Tv :3
I've made an infinite loop in Godot and it crashed catastrophically from what little I remember, like embarrassingly bad
I need to try that
I wish I could remember exactly what happened when it did, I just remember thinking "holy fuck that is not a graceful crash". Don't know if it was circumstantial or not
Like Unity you run a endless loop and it just stalls, you immediately see the stall and go "oh I must have fucked the loop"
I need to get back into vidya dev again soon
I mean godot lacks stalling or other professional game engine features but I wouldn't want it any other way around
Hey what would we say is the best way to mod ultra kill
My game is for TYPING AND HORROR FANS, algorithm PLEASE FIND THEM!
My game is for TYPING AND HORROR FANS, algorithm PLEASE FIND THEM!
My game is for TYPING AND HORROR FANS, algorithm PLEASE FIND THEM!
My game is for TYPING AND HORROR FANS, algorithm PLEASE FIND THEM!
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My game is for POWERWASH SIMULATOR FANS, algorithm PLEASE FIND THEM!
My game is for POWERWASH SIMULATOR FANS, algorithm PLEASE FIND THEM!
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decided to start posting about Litany a bit, until we make an actual proper account for it
Been working on this shader all night
Using depth buffer I managed to make a fog effect that instead of applying colors it makes objects have chunkier pixels the further away they are
Ooo that's a sick effect!!!
Thanks ♡
post process outline, dithering AND quantization?
looks pretty good
i should rework my retro shader as well
what i really want to do is to apply dithering not as a fullscreen effect but onto the colors itself
yall have some good mods ?
And pixelization based on depth
It took me all might
Its basically a pixelozation shader that uses the depth buffer to calculate its intensity
If you pay attention you can see that through the door things have pretty chunky pixels
Theres also fish lense and crt rgb pixels
it's a unique look, not sure about the depth based pixelization but it looks okay here considering it's a small enclosed space
Worry not
It cant exponentially scale
The max pixel size is clamped
So basically it wont look like shit on big spaces
now I wanna see what happens if you have the two extremes close together
minimal pixelization with extremely chunky pixels
adn the distance is like silent hill fog XD
I can enable it in some scene with bigger distances later
Tho dont expect it to have gigantic pixels
As said before, the depth is clamped
Hello
hi
test
5 second cooldown not bad
I also uhh
downloaded ultrakill demo
yes.
demo.
Im kinda broke
trying to think of ways to make reloads in Legion more modular
because i would like it if some guns like the shotgun made one-by-one reloads
well, not ALL of them of course
but the double barrel should totally have one of these
speaking of Legion
The Huot Automatic Rifle was a Canadian World War I era light machine gun project.
no you should unclamp it for the funny 😈
do it for the vine
4
i misclicked, i apologize
i want to make an ultrakill mod but idk how
i know a bit of c#
#ultrakill-modding has all your modding needs
ty
@stiff thorn holy FUCK man there's a literal fucking config file API in godot??????????
Inherits: RefCounted< Object Helper class to handle INI-style files. Description: This helper class can be used to store Variant values on the filesystem using INI-style formatting. The stored v...
might convert litany's config to use this api and potentially circumvent the false virus positives
There's a whattidy what now
you can make an INI file for your game
so instead of storing settings in a json file, you can make an INI based approach
Well that'll be useful
Thanks
Another godot documentation W
reworked the pause options
soon we are working
hell yea it's being set
messag
this is not good
not sure why it happens
sometimes the timer i'm using for the RPM calculation misfires
hello devs. i would like to ponder with you. upon watching me play ultrakill cybergrind, a friend of mine said that my style of play feels "algorithmic"
i did get his point, i do have pretty cut in stone ways of dealing with each enemy. it did make me wonder how a bot would play ultrakill
specifically a bot i model after my playstyle, cranked to eleven. aware of every cooldown, every coming attack and enemy in the vicinity and performing near-perfectly.
would this be accomplished with a traditional mod, and where to start? i dont have an affinity with coding but i might be willing to try it out.
(i also sent this to the ultrakillmodding channel, but that channel's mostly being used for mod support.)
#ultrakill-modding and also #ultrakill
the occasional nutshot
40% chance to nutshot
Finally, a good game mechanic
God hand reference
gonna make a bell ding sound on nutshots
Fuck yeah
eastern european babushka table cloth
I- wait actually you might be right
where'd you get this from anyway
discord
I really had fun of ultrakill
demo version..
its pain how I can play a bit
still better than nothin
@vague meteor who you
aight
the missionary was such a great map........
idk why (don't ask) but i went ahead and repainted the vertex colors on the map by hand for each light source and moonlight basically
could have rebaked it per light source but it's just not the jedi way
although now i'm curious.............
i have no fucking idea how they made it back then but old games always had the vertex colors also light up the characters as well
but this feels straight out of the game
player clip brushes also work
i might actually just say fuck you to PBR textures
and keep everything like this
this has much more soul than PBR
or i could design it with both in mind
funfact: the way i achieved the smooth moving text characters in gallu is by creating a textmeshpro textbox for each character
of the dialogue text 😭
how about i say fuck you to NONE
trying to make it so in the legacy branch, the lights are using per-vertex shading
so the explosions and shit like that should still add into the vertex colors
man that looks so good how much did it took you to make this?
the map, an hour since it's an already existing map from Medal of Honor: Underground
i fixed it up, fixed the UV's, enhanced the geometry a bit etc, created the clips for the player and the level
the painting of the lights took a little over an hour
i was going side by side with the original
but man is it worth it
i think i'm implementing this for all of the levels
just going around painting light onto shit is so relaxing
made a level class that supports selecting meshes for legacy rendering, you'd generally only apply this onto the level itself
and when you toggle legacy rendering, it swaps out the material
shit's gonna go hard

its moreso a comparison for myself
left has no lights added, the right also has lights added to the scnee
scnee
what i can do is toggle the light layer when toggling the legacy rendering
what good shadow clips can do without needing extra geometry on the level itself
shadow clips aren't rendered, they're invisible but they cast shadows
really gearing up for the maps i'm gonna make here with all the cool shit
thats a lotta shadows!!!!!!!!!
engine documentation on my debug stuff
@pliant saffron, please keep all discussions in English.
First step of production is making things feel better, so I started working on making the mouse feel fun with redone sprites and a bit of tweening! To test, I used a picture of... myself. #indiedev #gamedev
funny girl looking thing i like it
finally
Your art style is so cool! I gives me static vibes
legacy rendering shenanigans
holy shit, this look cool as hell, how did you do 2000s shadowing?
what do you mean 2000s shadowing?
like the baked shadowing
do you mean the lighting only affecting the level on the vertex basis?
i think
ah yea, basically i painted them in blender
ohhh i see
depends on what you're going for
BUT if you need lighting, seek baking in-engine at all costs
you see, this lighting you saw on the video supplies ZERO lighting at all, it's only visual
the only reason it works is because added lights in the level since the legacy rendering can be toggled
the lights do not get toggled to disabled
so your best bet is to look into baking solutions in your current game engine
man progress is so satisfying
cleaned up the HUD better so now each element is separate, and uses it's own class (AmmoWidget and HealthWidget) to control features BUT uses the same compound variables as all the other. what differs is the functions you call in them to dictate their behavior
also added a neat little feature into the weapon handler, a gameplay setting the player can toggle in a true Quake 2/3 fashion!!!!!!
auto swap weapon on pickup: never, if stronger, always
weapon strength basically ranges from grenades/disposables -> pistols -> smg -> rifle -> shotgun
AND also squashed a lot of bugs thanks to my custom debug suite, so everything works BUTTERY smooth so far
so far, until jian comes along and breaks my weapons in half again
simplistic hud in action
-. .. --. --. . .-.
sharing just for the media link 👀
new secret room
shit looks like gear of war 1 with the color banding
also yes it's using the pistol animations for now while i'm making the other ones work finally
cool
generally had enough of the shenanigans with the player controller so i separated it and set it up to a different node so the player handler remains relatively clean while all the movement code is in the movement node
i mean what can i do now
at least they work for now, all i have to set later is the flag that they're not a pistol
@stiff thorn holy SHIT i can save audiostream randomizers in the file system?????????????????
what the FUCK why haven't anyone told me YET
oh my god dude
say what
you can save audio stream randomizers as a resource into your folders
this is game changing
I just looked it up
holy fuck i've been doing this manually
I didn't know this existed
same
i was fucking around like man i wish i could save this
so like almost 3 years later i found out about it
yeah did you know godot has a node that tells you if it's visible on camera?
what
yeah
lemme check the name
visibleonscreennotifier3d
there
Godot's becoming the blender of game engines now
with the infamous "there's a button/simple step for this specific problem"
2D also has this
super useful and I only learned of it like a few days ago
Modding
oh damn
that's pretty nice actually
does it account for overdraw?
like does it trigger behind walls?
didn't test yet
@waxen plover phisnom mentioned you as potential honorable mention
he mentioned Gallu before Litany, he REALLY liked that ending section
AYYY 
you gotta gimmie the timestamp
is he finally finishing up
around the time before he plays the first game
he's live right now
https://www.youtube.com/watch?v=SRvSMxDKDQo
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have there been any other perfect scored games
also i fixed one of the biggest annoyances in my game
the fucking shotgun
whenever you shot that thing, it deafened you with the bullet ricochet sounds
since i was already pooling the sounds, i've made it so the system looks for the following sounds to play, check their distance from each other and actually skip playing the sound altogether
so you'd get like 3-4 ricochet sounds as opposed to 12 or 16
since the audio pool is limited to 32, this is also pretty cool for saving space for extra sounds
time to finish up gallu so i can release the final version as soon as the results are out
i have some cool shit cooked up
two games got perfect score, but there's a good chunk of games that got really high points so it's not a guaranteed victory
based 🫡
as
Supposedly he had some friends check to see if they fit the theme since there was a decent chunk of games that didn't follow the theme at all and were DQd the kther dau
damn
its so funny having everything with the pistol anim
Are you just asking for a way to change the player's rotation?
NewMovement.Instance should give you the player
private void AimAt(GameObject target)
{
Transform player = NewMovement.Instance.transform;
Vector3 diff = target.transform.position - player.position;
Vector3 dir = diff.normalized;
float yaw = Mathf.Atan2(dir.x, dir.z) * Mathf.Rad2Deg;
float pitch = -Mathf.Asin(dir.y) * Mathf.Rad2Deg;
Camera cam = player.GetComponentInChildren<Camera>();
if (cam != null)
{
Vector3 camRot = cam.transform.localEulerAngles;
camRot.x = pitch;
cam.transform.localEulerAngles = camRot;
}
Vector3 rot = player.eulerAngles;
rot.y = yaw;
player.eulerAngles = rot;
}
maybe visually yes it's setting the rotation but when when i turn my mouse and look at Player rotation in game explorer it's evidently still turning.
If you want to rotate the player camera you likely want to use CameraController.Instance.SetRotation
ty mwa mwa
Pretty much completed
Someone should really check this bot to not mute when u send a pic folder -3-
it is there to prevent spam bots and shit
at least it doesn't delete the message
Yeah
dealing with massive headaches........ so i guess i'll just work on small shenanigans like different UI styles as an optional choice
gonna make a Goldeneye 64/Timesplitters 2 inspired ammo counter
this hud framework i've built is so fucking goated.............
wait lemme remove the green flashbang......
it works very similar to the one in Timesplitters 2 because any magazine that's 10 or below in capacity gets assigned the one you see on the pistols, anything that's 30 or below has the double row. anything above 30 just gets the side by side ammo counters, and throwables/disposables show total ammo
starting to really get the hang of UI
i still need to make the old UI functional tho
Is that the plazmin shotgun
holy tomorrow never dies
i honestly didn't think that third person would work
it's funny that it does considering i'm literally making the gun turn TOWARDS the fucking mouse position in 3D space, but for some reason i didn't expect it
oh yeah i think i forgot to send it here
it is KINDA similar i guess but not the plaz shotty
i hate that all this time i used a VERY complex bs 3D trail to drive my bullets
and then i'm like, hey, what if it was just a cube
make it dumb, always works 
basically replaced 4 of my GPU particles with simple mesh nodes and interpolate their size and rotation via code and i already have like 80% increase in performance
it's brutal, before this, the game lagged whenever i sent 50 bullets into the SKY!!!!!!!
not even when popping around the room, just flying in the sky
with the new static trail that i scale according to the speed of the bullet, i can safely send like 200 bullets without lagging
this is a hundred bullets per trigger pull
looks similar enough
so it seems like spawning effects does hurt performance
but the bullets are so bouncy without it
i might introduce bullethole and vfx pooling to avoid this
He is cooking
what's cookin,,,,,,,,
Made a small action-heavy game
on god I hope I don't have to do none of ts
I probably will tho 🥀
what do you have in mind for them
just meant particles in general
I hope I NEVER have to optimize ANYTHING
oh yea
i had to ditch particles on a lot of terms
GPU particles are so fucking heavy for some reason
so i just replaced them with simple physics process stuff
like the sparks on the wall were two particles emitted from the same emitter, rotating and shrinking in size
so i just did the same thing in physics process and the overhead dropped by like 76%
???
yea
they are HEAVY for some reason
i still have particles for like chunks of the wall popping out but overall i found out that it's cheaper to literally fake particles
ffs
average godot shenanigans
doing stuff like rain and mist effects are still pretty good so
i think in the long run, the particle emitters are made for large amounts of particles, not just 2 or 6 or 12
for small numbers the overhead is just too much, but for rain for example it's much cheaper to go a GPU particle than doing it by hand i think
I see

