#general-modding
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Also remember that a lot of gaming headsets do bass boost, so if you go overboard with it the game will sound like a mess on those headsets or on a setup with a subwoofer.
I used the raw super shotgun sample you posted here eons ago. The rest were just recorded in-game through an empty duskworld server.
Also beats audio users should know what they're in for when they buy their muddy, muddy headphones
I do agree with Unity, though
The raw pistol sample I posted was much tighter-sounding than my recording on youtube was
Unity makes sounds very slightly "muffled", too. No idea why. I thought Unity used FMOD like the older versions of ZDoom which is what I used to test with
here is a crappy game I made in Batch in around 10 minutes! If anybody actually finds enjoyment in this demo I may make an expanded version!
.bat 
I know I know
if you feel unnerved by it you can simply right click on it and click edit
then you can examine the games code
Im planning on making the full version once I gat my Hard Drive repaired!
sorry
i wont let you disrespect my profession like that
lmao
also why here?
I meant to post that in meme factory
o
It happens
#screenshotsunday
Somethin' is a-brewin' odd at good ol' DU_K FARMS... Think there's some children in the corn out there....???
Oooh, spooky...
wait is this a mod for Dusk?
it's a total conversion for blood iirc
oh ok
all the levels are based on something from pop culture from what I understand
and this one is a dusk level
Loosely inspired. Maybe have some dusk surprises in it... Definitely a couple grain towers
Yes I have such popculture inspirations as hospital... Museum... City street....
๐ ๐ ๐
But ya stuff crops up regularly... Like Optimus Prime and all...
@unique trellis so when's it available? :)

damn touche
I'm about to suggest we finish and tighten up episode 1 and get it out... It's mostly remastered stuff from our old beta
This is taking too long lol
:V
cool
#retro #fps #pixelart #indiedev #gamedev Everybody loves somebody sometimes, but not me baby.... Play it again Sam. https://t.co/MVy7SozDxh
ah, memories
#screenshotsaturday #gamedev #indiedev #indiegamedev #pixelart #fps #retro Also on a side note if anyones interested you can join the Quarantined: Viscerafest discord here! https://t.co/9tUumS0oot
Your game is looking good, looking forward to play this
Is the game going to be free?
D_SK Farm is getting all farm-y and stuff this weekend.... we don't have your newfangled BRUSHES in here, so its all sprite-based flattened layers and stuff... to make a ladder for the WIP silo, those square patches are made invisible and one slide smaller than the others below... gotta use tricks in a 20 year old engine ๐
Didn't Redneck Rampage have native support for ladders? I know one of the Build engine games did, but I can't remember
Yeah later ones did. It's not in the Blood code.... Lots of splinter BUILD versions... Eduke32 has it for sure
But it can't be used for Blood
perhaps
@unique trellis the first chapter will be free the game as a whole will be about within the 5-10$ range
@half tulip thanks
Are tweaks to the movement a possibility because right now it feels really stiff.
Not really no, The engines physics handling results in momentum based movement being buggy as all crap, this is basically the best I could do to make it as smooth as possible without having the player stick to walls phase through scenery and be unable to climb slopes @wraith beacon
Sometimes
These aren't assets ripped straight from the game are they?
don't think so
Makin sure
I'm sure DWM is well aware of the "no dumping assets" rule anyways so they're probably custom
this was pretty difficult to do because resetting the velocity of entities in hammer is needlessly complicated!!!
spent a few hours trying to find an AddOutput parameter that would do it and found nothing, so i decided to do a hacky fix with a bugged trigger brush that resets velocity
im curious whether it would be possible to get authentic Portal type velocity, where the entity's velocity changes based on the direction/orientation of the portal they come out of
but that would require a lot of math and me no smart
@dusky trench Where would "he is watching" be located though
I'm not sure if there's a way to backport portal's wacky technology or not.
Only thing I've seen it used in other than Portal is The Stanley Parable for pretty much all of the endless hallway and warped office gags
though people have ported it to Garry's Mod and HL2, but only the gun mechanics iirc
there's an actual brush in portal that can do all of that without having to place a portal
oo what's it called @sharp vortex ? sounds interesting
and with the method i'm using i think it would be possible to account for entrance angle + velocity then convert that upon exiting the 2nd portal
just difficult to do.
it uses a trigger_push to move the player/projectile after exiting the 2nd portal and resetting velocity
it's possible to dynamically update trigger_push angles, i'm not sure about velocity but i'm sure it would be doable
I can't remember, I was obsessed with trying to port it to Source SDK 2013 late last year, but gave up, and I don't map for Portal
ah cool though
i think with stuff like logic_measure_movement it could be possible
it would be a pain to set up and use multiple times in a map though
i'd imagine you would have to orient/redo the settings for every new portal you make
A red line turnaround for a Doom mod I'm working on.
Nope, it's Pengib the explosive snowball fight.
I'll make it not a bunch of redlines later. but first I've got to get it up and running in engine.
Got it working in engine, first time using angle sprites.
โผ
Hopefully I can figure out how to set these sprites as the player.
Finally i was able to release the open alpha for Titan.
It could be better, but i think it reached a solid version for open alpha.
https://www.moddb.com/mods/titan-alphaents-doom-16-rip/downloads/titan-open-alpha
#ScreenshotMonday HAHAHAHA
Full weekend. Tonight really started to shape the Bridge map, inspired by the ending scene of Fulci's Zombi... but Bloodlines styleย ๐
In the end of the story, everything comes unraveling... everything literally is falling apart, words and worlds spinning into each other and being deleted, jagged edges and monsters roam everywhere... Caleb has to reach Prospero Publishing to finish off Dunkel before he finishes writing The Beginning of the End....
Aww man, I was making a bridge map in Dusk
Sort of a mixture of Fulci's suspension bridge, L4D2's Parish drawbridge, and the bridge map in Reelism
I need to play around in trenchbroom
Try out J.A.C.K., I found it much more flexible than Trenchbroom
Never heard of it.. I just looked, I might give it a whirl.
The documentation is pretty comprehensive, I haven't had any problems with it in about... the 50 odd hours I've used it so far
I can do lots of weird and wacky stuff in BUILD... There are triggers/effects/switches in Dusk I'd assume, but at this point all we can do is architecture?
Ex... This is a rough cut of a sequence I have constructed in Blood using triggers, commands, sector types... Is this possible?
IIRC you handle light through radiating entities, and for hard light (light like Doom/Build Engine's "light" sectors) there seem to be means to do it
Dave's done it in a couple maps
Well in true 3d you just plop a light entity right?
For soft lights, yeah
Sorta, depends on the rendering system and or way the light is handled in engine.
A lot of True 3D engines shit themselves when more than one light is present in a scene for example.
Cryengine 2 had this issue.
@unique trellis David does everything through doors. literally. monster spawn ins? that's a door. ghost flying by in the cutty mines? came out of a door. non-euclidean geometry in escher labs? one-sided doors, baby
@cerulean pumice that is fascinating to me. If the effects and such toolset is limited you work w what you got!
I remember some snow that did footsteps was shown off however long ago and I believe Dave claimed David used doors to make that function
The guns are probably also doors
just tiny explosive doors that propel the bullets
explosions are actually just doors going in all directions
The moral of the story is, use doors and you can do literally anything
David has mastered the lore of door
@cerulean pumice mostly correct. Monster spawns are only sometimes attached to doors. It depends whether the trigger needs to move into place after a button is pressed or not.
Dusk doors are just the handiest way of moving stuff around based on button states or triggers
the [REDACTED] at the end of E3M5 is attached to a slow moving door in fact!
Jesus did you put an icon of sin style wall texture boss in dusk
Is that what you need the mortar for
Ok all kidding aside... Are the.... Ugh, in Blood we call them sector types, Duke3d it's sector effects.... The THINGS that make THINGS move (doors, minecarts, etc) and STUFF happen (a tree fall down and catch fire? A building get sucked into a dimensional rift? A sound effect playing when you enter a room?) Are they the same as Quake mapping? Or if I jump in to premaking Dusk maps, should I just build 3d architecture right now?
I would say get acquainted with both quake mapping tutorials and unity's own tutorials
btw you remember that TVTrope "Doom Doors"?
I hope David creates "Dusk Doors"
where everything is powered by doors
I don't think Dusk will use Quake mapping strats
Quake used its own coding system called "QuakeC" https://en.wikipedia.org/wiki/QuakeC
QuakeC is an interpreted language developed in 1996 by John Carmack of id Software to program parts of the video game Quake. Using QuakeC, a programmer is able to customize Quake to great extents by adding weapons, changing game logic and physics, and programming complex scen...
If it is an icon of sin style boss fight then it'll be the only reason in the game to use the mortar over the riveter.
But there'll probably still be a way people find to get in there and use the riveter anyways
So I just mixed the bratwurst monsters mod with droplets and droplets has custom blood color for the bratwurst ghosts
Unfortunately, it ends up looking like this
oh no
Droplets (now HDoom compatible)
"Did you see the ghost? It ran through here and slimed me! It wasn't me, it was a spooky ghost!"
I wish there was a mod to have the enemy roster from Blood in doom
Like Zblood with only the new monsters
"new" but yeah essentially
would anyone here be interested in giving feedback on a doom map i made
It looks like no one else is offering so I will if you want
Peeps probably still at work
here
it needs zdoom btw
or anything that supports udmf
All the doors and secrets and such work fine. I didn't see any missing bits of texture or anything like that. Pacing was good. Lighting and overall look and feel was excellent. Ammo was limited early but enough to get by on and then racks up to a decent supply by the end, so that's good. Health was generous but dispersed rather well. Majority of secrets were well hidden but had good subtle tells. Monster placements were great and didn't feel too overwhelming nor too underwhelming to me for the sizes of the rooms.
Overall I'd say this is a really good map, only things I feel I should point out are one definitely misaligned texture and one seemingly misaligned texture.
Misaligned door texture on the door to to the final room
At least that door there looks misaligned based on the edges of the door
I haven't dabbled in mapmaking for doom myself I'm just going off of pure player experience by the way
i mean a pro mapmaker probably would have said theres not enough detail
It felt fairly detailed for what you seemed to be going for to me
It's meant to be sort of like a castle-ish design right
Those aren't exactly intricately detailed to my knowledge
yea i guess so
Is this all with just vanilla doom 2 textures by the way
theres one custom texture for the skybox
everything else is vanilla
i was thinking of going back and adding some better textures once the mapset is finished
Oh yeah I forgot about that I was gonna mention
At first I noticed the sky looked blank and then noticed the stars once I walked backwards a little
so you might add more stars to the texture or something if you can
you could also cheese it by just having a picture of the milky way galaxy visible from a rural area or something
I dunno much about that kinda crap so that might also be a horrible idea
it would probably end up too low res
and i try to avoid using images from other people so then i dont have to credit anyone
cos idk what is royalty free and what isnt
and its good to be on the safe side
What's the resolution of a skybox texture in Doom?
idk the exact numbers but its very very low
Looking into it the size might be something like 540 pixels tall
Ah
I figured it was probably smaller than that even but a forum post mentioned it's probably something like that
and I'm inclined to assume that guys on doom forums probably know more about that type of thing than myself
Anyways you're welcome as I didn't say that earlier when you had said thanks, and I think you're pretty good at this but it's good that you're trying to keep feedback in mind
yea all of my previous levels ended up bad due to lack of experience
but i posted them thinking they were good because i didnt have anyone to test them
The lighting was really good though, I noticed that right away and that's probably my favorite part of the map because it definitely adds to the theme you were going for
and it just looks really good
thanks my dude
No problem and keep up the good work man, you'll only get better if this map is any indication
@robust ridge so ive been playing your titan mod
and i think its really good!
but i think the weapons need the idle movement
kinda like the lighting gun and gauss gun have
@misty sparrow They already have them, but there are locked. (found a way to made it a separate download without breaking the code, so i'm keeping that for later, as I need to tweak some animation sync)
siiiiiiiiiick
other than that im lovin the mod
very nice and smooth
kinda amazing you pulled something like that off
I'm also, trying to improve the oldschool mode. Now it's separate by player class, instead of a cvar on mod options.
(which gives me more freedom to customize oldschool weapons. For instance, oldschool weapons are now separate weapons, instead of being merged into the regular ones.)
Thanks, it was kinda hard to do it. Specially the muzzleflashes.
So, glad you liked it.
Technically speaking, it's meant to be shared after the mod gets out of beta (which could take a year, who knows?)
But, i can sent the "wip idle" through pm if you want. With a fair warning, it's incomplete yet, as it's not a priority as of now
Ye that'd be cool
The monitor on my PC went kaputz. I need to get a new one... It'll be a while though. So... Here's a shot of last thing I was working on, a truck being sucked into the nothingness spawned by the book in our Blood project... it was inspired by one in Ion Maiden, it's WIP here. I've got the lights flashing, wheels, EVERYTHING ๐
In a sector based engine this is a little more difficult than just creating a model and angling it.. everything is pretty much a "floor" here, so you have to scoot and align textures just right
The truck is a metaphor for your monitor
oh man, i know this is probably way outside the realm of blood modding
but how sweet would it be if someone replaced all the hitscanners with projectile enemies Arcane Dimensions style?
@cerulean pumice it is beyond capabilities at this point, but the crazy Russian hackers making BloodGDX and weapons mod and etc. May crack that nut someday.
@near mortar you are true.
Here's a map I made for Duke3d 22 years ago...
throwback thursday
It checks out
I was 14 when I made that map. 3dfx Voodoo was running a contest and I had like 3 weeks. Getting back into this stuff in January this year, I googled to see if it existed in the wild... And it did! It got a review and everything on some website for Duke maps... Pretty, pretty cool
@untold niche will check it out.. when I have a monitor again.
My first map EVER was this... Released in 93 or 94 when DEU first came out. I snazzed it up some for a joke wad for DooMworld
And I also contributed e1m1 of Doom Ressurection
that was your first wad?
in 1994?
holy shit dude
nice
oh, you went back and redid it
still looks better than anything i could make
Fuq I always try to map but it ends up like shit :/
the esthetics or the level design?
doors are easy
at least in quake/source
well unless your doing fancy doors with extra SFX and stuff
Preparing the open beta for september...
https://youtu.be/em9VPWZvr0c
Update coming soon in september. After releasing titan's open alpha some weeks ago, I found myself some time to work on q4rip again. So, with the idea of pra...
That looks excellent
I remember quake 4 being pretty fun but I haven't seen anyone really talk about it even negatively for a long long time
I can imagine having all those sprite frames would get hard to manage. Looks really cool though.
getting back to working on dm_wgh
going to make the air vents larger
gonna post some screenshots
main changes i implemented where making it so there was more ways to get around the map
some stuff was simple such as removing some doors
other stuff was adding some new vents and such
is there anyone making a doom eternal mod for doom 2 ?
Not that I'm aware
Kinda need tangible assets for that first
Good screens of the weapons
Good understanding of all the mechanics
It'll happen eventually
Might be from DBT and his group who did D4T even
Although not sure if they said anything on the matter
๐
Really loved D4D
It's really well made can't puck out any faults besides demon rune crashes I had
probs fixed by now
Yeah, someone's going to inevitably do it at some point
Once the game comes out is most likely when it'll happen
Though I did see some guys in the ZDoom forums spriting carnival thread trying to make sprites out of the few new weapons we've seen
Speaking of D4T: whilst replaying Return to Saturn X during the level transport hubs Unwilling mobs will spawn despite no monsters being present as they are treated as some sort of filler mob
Yeah
I actually kinda like that
They show up in that sorta lobby area so it makes the hub feel more like the demons cleaned house and aren't concerned about it
Yep
Is a shotgun that shoots mini-shotguns already a thing in Doom?
I believe one of those joke shotgun oriented mods has that
Isn't that part of Russian Overkill?
Nah as I recall Russian Overkill has a shotgun that shoots a like cluster nuke of entire shotgun shells
which is pretty good too
This time i've decided to don't make a mod out of the trailer, like i've did with doom 2016 years ago.
Though, i know someone who is making some oldschool sprites for the sake of fun.
The track that kicks off Chapter 1 of the game. I wanted to set the high energy electro feel of the chapter with this sort of Dancey-Metal hybrid that keeps ...
The third level of Chapter 1 is darker than the previous two and starts off a little quieter, so I wanted to change up the pace musically as well with a more...
Kicks fucking ass
@viscid sandal just replayed QV. still fucking awesome
@hushed hull thank you!
was just digging thru my old computer
look at this lmao
was trying to proc gen a level in doom
yeah
The caves of torment
well it wasn't 100% procgen, it would randomly set the height and ceilings so each time the level looked different
the path was the same
another experiment
this was gonna be called "new hell"
?
New Hell?
very old new hell
It would have had dreamscape as the music
fresh hell
@brisk timber can see your color theory degree at work
Check this shit out.
Discussion about ZDoom
not mine, but shit is beautiful
dude made an intro movie too
Opening scene for upcoming map pack for Doom 2 on the GZDoom engine. song is Parvus_Decree Haere Mai. Found on Royalty free music website, with royalty free ...
Nice. On my spare time, I'll also get my hands on QC:DE.
the only things modding wise ive done for zdoom
is replacing the secret sound with the quake one and some mapping tsts
Like a monstrous beast, Caroline's blood boils with rage. Nothing can stand before her, or you for that matter. Soundtrack for Quarantined: Viscerafest by Ac...
@dusky trench dont backseat mod
more of a suggestion than a backseat mod

its been up for 5 hours. odds are we noticed it and allowed it
besides thats from the mod he is making
Yeah, I was listening to it earlier, sounds sick
@dusky trench it still applies here its for a game im making so ๐ and I had no idea it existed so
watch a youtube tutorial. you will get the basics down in no time
it's as complex as most other level editors really
i saw alot of 8 16 32 and 64s
yea what lain said. you should be able to nail the basics in a few hours
just watch a few youtube vids WHILE using the program
youll be a master in no time
its how i learned to take apart and put back together an electirc scooter
is it as easy as doom builder
Trenchbroom is the Quake answer to Doom Builder/GZDoom builder and Descent Mission Builder
So in other words it's easy to learn but by the time you master it you'll be able to do tons of cool bullcrap?
Instead of having to master it to do the basics
TrenchBroom seems about as easy as Hammer, but god damn is it hard as fuck to set up. I gave up last time I tried it.
avain is right
char const *d6(int result)
{
switch (result)
{
case 1:
return "+mMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMm+\n"
"MMy-------------------------------------------:yMM\n"
"MMo oMM\n"
"MMo oMM\n"
"MMo oMM\n"
"MMo oMM\n"
"MMo oMM\n"
"MMo oMM\n"
"MMo oMM\n"
"MMo oMM\n"
"MMo -//- oMM\n"
"MMo -mMMMMm- oMM\n"
"MMo hMMMMMMh oMM\n"
"MMo -mMMMMm- oMM\n"
"MMo -//- oMM\n"
"MMo oMM\n"
"MMo oMM\n"
"MMo oMM\n"
"MMo oMM\n"
"MMo oMM\n"
"MMo oMM\n"
"MMo oMM\n"
"MMo oMM\n"
"MMy::::::::::::::::::::::::::::::::::::::::::::yMM\n"
"+mMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMm+\n";
// the rest
}
return NULL;
}
we were shitting up dusk chat
you could do this instead
"A" "B" in C is the same as "AB"
string literals can be concatenated like that
didn't know that
what on earth
Zombie talking about code. Carry on
The good thing about returning a string constant instead, is that you can now control how the text is printed at the call site
instead of it being constrained to what the d6 function does
although I would personally recommend an array of string constants over a function that returns them
what does *d6 do btw
* means it returns a pointer
int a; // an integer
int *b; // a pointer to an integer;```
int *c = &a; // a pointer to 'a'```
pointers can also point to functions
lmao zombie
Yeah, although function pointers require additional care
you should be teaching the game dev course
hahahaha
To elaborate, basically, a function pointer and a regular pointer aren't necessarily the same size on all platforms
also @keen bear I can also just send you the missing DLL
So a void * isn't guaranteed to be able to hold a pointer to a function
I need to put it in the release some day tho
(although on Windows + any platform that implements POSIX, a void * can hold a function pointer, so unless you're targeting obscure platforms, it's not a huge deal)
I honestly have no idea what any of that means
it's low level stuff
basically what he's saying is that unless you're doing embedded (and even then), a void pointer should allocate enough memory to hold a function pointer
POSIX is a bunch of standards
I want to do a video some day explaining pointers in simple terms
because every tutorial online that explains pointers was written by someone with no understanding of how to teach properly
if you google "what are pointers" right now, I can guarantee any tutorial you find will start by shoving big scary hex numbers in your face
and proceed to not explain pointers clearly whatsoever
doesn't help that most modern programmers are told to stay the hell away from pointers, more or less
Yeah
This quote applies:
We keep lowering the bar for technical prowess, it seems; if something has
the potential to be used "wrong", high-minded designers remove the offending
syntax rather than find or train competent programmers. This is why Java
removes pointers (among other things) -- it's not that pointers aren't
useful or efficient, it's that they require discipline from programmers.```
@keen bear I put the DLL in the release, try downloading it again
cheers
Reminder that there is nothing wrong with goto and anyone who tells you otherwise is a brainwashed compsci drone
to be fair that quote can be extended to most of C/C++
The dangers of goto are hideously overblown
someone once said to me that C (and C++) just assume you know what you're doing, and will happily let you shoot yourself in the foot
if you want to read an array past its bounds, go ahead, C won't stop you
C# might, I don't remember
C# has bounds checking
Java's JVM will just insult your mother in German
C# does have pointers however, and the System.Runtime.CompilerServices.Unsafe API can let you read past an array's bounds even without an unsafe block
yet another reason why I should start learning it
that, and the fact that I want to get a job that does not involve being at McDonald's
Also, Rust is a really cool language
the hell
It's like C but with a focus on memory safety and multi-threading
Like, memory-safety checks at compile time
a screenshot would suffice instead of making your troubleshoot it lol
lemme see if I can build it
I know I can, on Linux and Windows
no build system huh
i could try building it, but thats the point of a release :P
lemme shit out a quick CMake file for it
yeah to be fair I didn't see the point of having autotools back then, it's like one line of g++
s'how I was taught 12 years ago
if you look at my more recent project, I tried changing it
but I don't "automatically" do it yet
The main reason I associate it with the variable is because, well, I guess it's best explained with an example:
and yeah I know, the multi declaration on one line
just saying I am aware that I should change that, but it's not fully done yet
I avoid it because it makes it look like the pointer is the type, rather than a property of the variable
mh, yeah, fair enough
but in all honesty that is probably the least stupid quirk of my code
I mean that engine, while perfectly working, is a mess
it's classes upon classes upon classes
it could be used as evidence for why some people don't like OOP
and I probably could make it ten times as efficient if I rewrote it in pure C
like, in all fairness, it works, it does its job, admirably so even considering how badly coded it is
but even I find it janky as fuck
it's gonna sound real stupid, but, idTech 1 was made in pure C, and it fucking wrecks my C++11 engine in every single way
Yeah honestly your code isn't really that bad
All my main complaints are really nitpicks
And personal stylistic concerns
and I keep telling myself "if that was possible in the 90s, surely with better programming I could make something at least close with more modern tools"
id Tech 2 is written in C and is probably one of the most well-engineered engines ever made
see, this is what I'm worried about
the devs of yore, they made fucking magic back then, with tools that nowadays amount to sticks and sharp rocks
at least theoretically, I should be able to have something close, in terms of efficiency (corrected for the overhead of SDL2)
or at least closer than this unnamed engine
The code behind those engines is much less primitive than you'd think
whats the go with sdl2? i fail to see the appeal
SDL2 is great
It's basically a crossplatform, "standardized" (I guess you could call it that) way of getting a window, dealing with input, etc
yeah i guess
it beats talking directly with the hardware
something about it has just never jived with me
it gives me a weird feeling
it should build, if you have all the libs set up right
that said I should learn how to use autotools someday
I never use autotools
CMake is a lot easier
but let's be honest, pretty much all build systems are shit
all i ever wanted was a screenshot ๐ฟ
messing around still
so there's a bit of interesting background in that project
at school, we built an arcade machine, cause our campus manager is a huge fan of arcade games
uh, do you need SDL_mixer too?
your repo only mentions SDL_image, SDL_ttf & SDL
ah crap, forgot to update that
but yes
sounds were added like... 4 days before the deadline
I completely forgot
my b
there we go, now it builds
so there's only one test level and one enemy type (even though I have more in the code)
the scoreboard was never implemented tho
we just made one for the demo, so it looks at least "good"
it fooled the teachers so I guess that's a success ahah
So the real question is what's the difference between zombies build and the release
Then whysitbroke
that is something I genuinely do not know, as I do not have a spare Windows machine to test it
Interesting for sure
or perhaps Zombie's CMakefile pulls a DLL I don't know about that the game needs on Windows
and that happens to be present in my path on this machine
resources are always what takes the most space
I have another project, that I can't legally publish on GitHub because I seriously do not know which licence it's supposed to be under considering it pulls shit from like 10 different projects
the codebase is like 2MB tops
the resources folder is about 880MB
I need to re-do it at some point... if I ever get any new D&D group
A or Select
or launch the game from the command line with the option --freeplay
(I think it is --freeplay)
works
both graphics, sounds, music, and enemy placement were done by classmates of mine
who did all an amazing job
I only made the engine
y'know all things considered, on this Discord, amid the people who made Dusk, Amid Evil, Unfortunate Spacemen and all that, I really feel like this game is... subpar, to say the least lol
Well, this was like one of your first projects, right?
it's my second video game, and to be entirely fair it's essentially a remake of the first
It's pretty impressive, all things considered
These days students are just made to use Unity for this kinda stuff
It's pretty depressing
yeah, the lab wanted to use Unity at the start, but I went like "Wait wait wait, I got this" and shat out the engine in like a month and a half
then kept adding to it until I got this
lmao
well, Unity is popular af when it comes to teaching
but never actually made anything with it
he legit gave a presentation of the UE4 demos
The current course I'm in requires us to use UE4 for one of our projects
oof
Even though literally everything else has been Unity
whats the best thing to learn for gamedev
is it worth learning unity or shoumd i jump straight into c++
o
that said, learn the language before starting with Unity
alright
whether it's C++, C#, Java... just learn the language first
Using C++ with Unity is suicide
ive been doing python for like 3 years
C/C++ in Unity is pretty much just for plugins
but thats supposed to be quite simplified right
You can't write a whole game in it
there are tons of other engines in C++
if you wanna laugh at how incompetent you are, start with idTech3 though
I'm not a fan of using C++ myself, I'm more of a C person
really i would wanna make my own engine
yea
if you start out with python
other languages isnt a choice
you are chopping off your own limbs before you even get to use them
@tranquil oracle psych ya: https://github.com/bad64/StarBlazer-original
every course ive been on forces python
hahahaha
the fact that I essentially came to the same conclusion you did is why I wanted to rewrite/improve it in C++
Python is radically different to pretty much any other language, syntactically
well yea but i imagine the fundamentals are the same
plus it's a dynamic language and those are awful to learn with imo because they let you get away with bad habits
that said, algorithmically speaking, it's not that different
yea
i just started an AS computing course and for some people this is their first time programming
and yes, that project is a testament to how much shit you can get away with in Python
the guy is jumpin straight into selection iteration and arrays before half the people in the room even know the print statement
i feel bad for em
I really never understood why some programming classes just don't start with C
like, it's the fundamentals
i guess python is the easiest to understand
more like it's the easiest to explain
it's not super rigid like C
but that's what makes C so damn powerful
C is very minimalist, too
There isn't much you need to explain right out of the box to get someone writing stuff
then, pointers
i think my first language was lua actually when pissing about with roblox studio
and everything goes out the window
pointers are super easy, they're just never explained properly
all explanations I've seen have been super overcomplicated
one easy way I've seen is to make the difference between value and reference
but I've never seen anyone do that in a class
I guess it depends on people
it's a lot like programming languages
I know a lot of people who basically do magic with C#, but when faced with plain C, just throw their hands in the air and go "WTF IS THIS HERESY THERE IS NO GARBAGE COLLECTOR AAAAAA"
and inversely, I start every C# file out of pure reflex with #include <iostream>
which causes the editor to helpfully inform me that Wtf are you even doing you complete asstard go back to vim
I hate mimes. #blood #retro #fps #indiegame #indiedev #gamedev #pixelart https://t.co/snHzB2S5I5
looks properly dsiturbing
You know what's funny?
I started my modding career with a fucking add-on for Flan's Mods for Minecraft in 2012.
Nearly > 13000 downloads
I really don't wanna die and find out the only thing I made that became popular was a CoD meme add-on for some whack minecraft mod.
Don't worry, you will
i know the pain
the most popular vid on my youtube channel is a clip of fat albert with 1mil views
the rest of my vids that i put effort into get like 150 views
i dont want to die as "the guy who made the one fat albert video"
I would love to die as "the guy who made one fat albert video"
Best not to look at them
Looks awesome.
Thanks :)
fuckin noice
oooooooo
Nice stuff, those animations look super smooth.
Managing all those sprites seems like pain.
Great results though
So um, for UE4 would you guys recommend using Character pawns or regular pawns?
depends on what you're doing. characters require you to implement less but also makes more assumptions about what you want to do. they have a skeletal mesh and movement component already integrated, so if you're doing like, a shooter or something, then it's probably an adequate starting point.
I got a basic system working I guess.
Could someone help me out with the character turning BTW?
I have it set to rotate based off of movement but it's not working when I have a camera that isn't affected by rotation.
how's it set up
No I want him to rotate with the movement.
As in like a character in Super Mario 3D land or Crash Bandicoot or some other fixed camera 3D platformer.
ah ok
so change waddle right to 'add rotation input'
and the Z rotation is the one you want
Thanks for helping me BTW Leon.
Yeah, but tank controls aren't exactly what I'm looking for, probably should've worded what I wanted a bit better.
ah well you get the idea of what the nodes do
I'll figure it out eventually.
Was sorta just wanting a system where I'd point the analogue stick where I wanted to go and it'd move in that direction without it strafing.
ah yeah that's a little more complicated but not too hard
Maybe I'll just build the game around tank controls.
Yeah, I'm actually starting to kinda like controlling the little guy like a tank.
Well, it's probably closer to an RC car but still.
is the game a platformer
No, it's an obstacle course game.
im askin cos people wont like tank controls, even if the games designed around it
True.
wait so is it sorta like captain toad
I guess, just sorta meant to be a game about avoiding death traps by focusing on moving at the right time rather than precision platforming.
right
I do understand the concern about tank controls though.
I'm just finding them oddly charming in this instance for some reason, probably because I made it and I have creators bias.
i mean if having tank controls lets you do more with the gameplay then go for it
but otherwise i think normal analog controls would be better and let you do more challenging obstacles
tank controls can work as long as you design the levels and other systems around it
ye they can work and be in the game but you need to ask whether they should
I haven't seen a lot of platformers that do tank controls right
https://www.youtube.com/watch?v=hyZXAUUEdqw Got a quick version of a fadeout dither shader working.
Beep beep boop distance based halftone fadeouts.
If someone could help me with making the effect consistent across resolutions and aspect rations I'd really appreciate it.
feelsbad when ze goes from on a similar level to me to far surpassing me in a few days
how bout trying to catch up then
you might get to work together on Dusk 2: Heretic Boogaloo
or seeing as this is UEngine, AMID EVILER
I'm a bit hopeless with most coding stuff because my brain just don't work like that
modelling I might be able to catch up with but making actual workable stuff is so much more annoying than just random models
I'm on the opposite side of the fence
well, kind of
I have some coding skills, but this isn't my primary skill
however I have zero art skills
2d graphics are more my thing anyway
like maybe one day I'll get into ux design or something like that
really appreciate a good menu
you better not watch my github then 8D
@tranquil oracle still not sure what to do with appdata_ptr, like from what I read it just passes data from the application to PAM, indiscriminately, I dunno how to tell PAM that this data should be a username or a password or stuff like that
I'm very much an art person so a lot of this programming stuff is out of my league anyway.
Could someone help me with aspect ratio preservation stuff?
what are you trying to do?
I'm trying to have a texture that's uvs are set up to be window, the issue right now is if the aspect ratio isn't consistent you get stretching.
What it looks like with a square aspect ratio.
What it looks like with a wider aspect ratio.
is this a post effect?
ah that's nice
you'll need to show the whole graph
I'm not great with materials, but it's all math
@wraith beacon this a really good place to ask questions
Unreal Slackers is a Discord community where Unreal Engine users come from all over the world to socialize, get help and share their work. All skill levels & backgrounds welcome.
I find it ironic that a Discord server is called "Unreal Slackers"
it's called slackers because people spend time on there instead of working
oh fuck I missed that slack part lmao
it probably was on slack originally lmao discord is much nicer
long as it's not WeChat everything's fine
more like their policies on quite a lot of shit rather than against the denizens of China proper
sads for the great firewall
Bring back irc
no
wechat is just whatsapp but with more features
honestly better in every way
same with line
isn't wechat basically the only social media china uses
nah but it's the most popular
but like they use it for everything right
there's others like QQ (which is basically wechat since they're both tencent)
yea wechat is dominant
you can do almost everything in it
the whole nine yards
it's got chat, twitter / facebook style social networking etc
contactless payments and everything right
hell you can even pay with it
yeah
it also has a proximity based matching feature lol
i think you like shake your phone and for 5 mins or so it'll show you on a map along with other people who did the same thing
are line and wechat made by the same people
nah, QQ and wechat are
their store pages on google play are almost identical
line is japanese and i don't remember who made it
it just says "line corporation"
likely
QUAD!!! #indiegame #gamedev #retro #gaming #pixelart #fps https://t.co/yOHGYIZ70a
So I've tried to get into custom content creation using trenchbroom to be ready when the Dusk SDK hits. To do so, I've watched a few tutorials and just wanted to get started. Unfortunately, quaddicted is not accessible in Europe due to fear of breaking GDPR, which is why there's no way of downloading start.wad and Necros' GUI without using a VPN, which I'd like to avoid. Do you guys have any suggestions of other tools that might work / alternative links to the tools that are accessible in Europe?
found the wad, but no luck on the GUI so far...
Nvm, got it! Just made my first Quake-Map ๐ฎ
SHOW US
out of curiosity, why would you want to avoid using a VPN ?
Hah, it's basically just a room with some basic lighting, some weapons and items and a bunch of enemies in the baclk... Not sure, never really got into it and I like to get some more info on what to avoid, what to take care of etc.
Not only regarding VPNs, but pretty much anything. Like to have at least a basic understanding on the tech side of things before I use something
i use PIA
its legit one click and the VPN does the rest. its a bit more hands on if you want it to be but the whole thing is automated
most VPN services are
but I've heard a lot of good stuff about PIA
really I think I only ever heard bad shit about one particular VPN service, and I barely remember its name
pretty much any VPN that doesnt keep logs is good. next is server locations
most are dirt cheap so cost isnt a factor
sadly it is for me, but I know I'm the exception more than the rule for that one
Oof, went through a crashcourse of basic geometry editing and entity logic today. Definitely a lot to learn, but I'll keep it up whenever I find the time
And I got a map with more complex geometry, a door trigger, jumping ogres and a platform
got a door trigger, you're already halfway through remaking Dusk
Here's a Big John Penguin I guess.
absolutely perfect
Size comparison between the player and Big John.
But yeah um for now he's just a big zombie penguin.
are all the characters having that monochrome color palate
This is all previs stuff so probably not.
ok
DUSK Penguin conversion when?
so what type of game/mod are you making?
I call it an obstacle course game but it's sorta just a thing I guess.
Make it so the later levels are basically 2D serious sam with penguins
Wait so it's basically just 3d Pingus?
It doesn't involve platforming, just sorta a avoid things like crushers sorta dealio I guess.
Describing what it is is hard because I don't even know what it's going to be.
oh i think i get it
No platforming though, that's the thing because well the game has tank controls.
Early Alpha Hours who up??
Progress I guess.
I imagined big john's voice in my head
you know a friend once told me
So it's basically the freeware lemmings knock off Pingus but 3d? @wraith beacon
No, the green penguins are the enemies, they just don't do damage yet.
looking good man
Thanks, this is my first UE4 project so I admit I have no idea what I'm doing.
True,
But yeah um this is probably the first game I probably will finish, at least in the prototype stage.
Next I'll probably just add some more advanced ai for the Zombies and Big John Flipperson and some crushers.
That and deformable snow, that's still a requirement for this game even if it's just a dumb effect.
tbh the penguin animation for the waddle is kinda cute
there you go 28 bucks
Money better spent on Amid Evil
1.4 copies of ae
What would a .4 copy of AE contain?
just under half the content
2.8 episodes
Waa thinking barely any textures and models rest are mspaint placeholder stuff etc.
Eh I kinda like making things myself though.
that's the spirit
Sure there's people giving up their hard work and assets but I do like making shaders myself and figuring out this stuff myself.
Fair enough
I also don't have money to spend on assets so there's that too.
He shoot.
I totally want a plushie of that penguin
tbf it has some odd charm to it as is
I'll add inbetweens eventually, all these assets are going to be changed.
I really like your style
Da Ze for AE when?
I wish I could work on it lol.
Progress for today
Still using the pistol model for the flashlight because I haven't made a new model for it yet.
Cute :3
The gun is basically scrapped BTW.
Rip guin-gun
Maybe it'll return but for now, no guns.
But yeah um now there's tank flashlight aiming.
Resident penguins
Resident Wake Penguin edition.
YES!
That's what this is at this point.
He's got a proper flashlight now.
I didn't just repurpose the gun like last time.
Really liked the wooden box vibe this sorta one has so I gave him it.
I like, much better over the run of the mill flashlight
the thing about animations with rigid keyframes like that is that if you dont make the player move through the world in the same way that they move through their animations, it just kind of ends up looking a bit weird and out of place
like the smooth turns and movement just don't mesh well with the animations
All of the art and animations arent final and will be changed.
Why are you posting you dev stuff here @wraith beacon ? Is it because this is the closest thing they have to a dev place?
Yup.
Cool. What engine?
UE4.
Really? Looks like unity to me. Oh well, guess it goes to show how similar they are in the end
Yeah they're actually pretty similar tech wise in a lot of ways.
I just prefer UE4 because of it's built in feature set and visual scripting stuff.
Cool. Personally not a fan of visual scripting. Probably the only artist like that though
I'm a dummy who can't program for shit so it's pretty handy having something like Blueprint.
Yeah. I like unity for my stuff though. Suits my needs pretty well
You see my screencaps?
Yup.
In all honesty one thing I find kinda baffling about Unity is the lack of built in decals, you can implement a custom solution but it's frustrating not having a mediocre solution built in.
Yeah. I'M probably just gonna do planes placed where you hit
I got a basic billboard shader working the way I want so that's neat
What do y'all think?
I must avoid it?
Seriously though looking good, trail pattern is nice but a bit all over the place might cause issues for a player in game (I assume it's a projectile attack from a enemy)
I mean, one typically wants to avoid fireballs.
And yeah, basic demon shoots em.
Might tone down the particles
You have no idea how long it took me to make that billboarding shader.
I had sever versions that worked, but not all of them did what I wanted. If that makes sense.
It does, looking forward to seeing more
Liking the visuals Golden
Also decal solutions for Unity aren't terribly hard to set up, and as with anything programming there's many different methods to pull it off, some harder than others
Thanks @desert notch
I don't animate very often. https://gyazo.com/0216ca4ba9200920683453b5c0e6ee2e
Not bad.
He's loving that self hugging more than makes me comfortable.
Uncomfortable works lol
Its aight and its going well we're hopping engines currently
Oh cool, what game are you working on?
Welcome to the action-packed joyride that is Quarantined: Viscerafest! A fast-paced single player first person shooter with nonlinear level design, resource ...
What engine is that? GZDoom, Unity, UE4?
Blender
Cool
It's harder to use Blender as a game engine so massive props to you (or the creator) for that
wha i didnt even know blender could be used to make games
I think its easier I couldn't be bothered to try and figure that thing out despite the fact that that is what I am moving to with the help of a friend
What engine you switching to?
@rare surge blender had a game engine for awhile but its support was lackluster and it was poorly optimized alongside having a ton of annoying quirks.
Unity
I couldn't have more than 18 enemies in a level at once and depending on the situation that number could drop as low as 11.
And thats just one of the major irritations.
Also yes I am the main dev and the only dev up until about a week or two ago.
If you need a billboard shader I made one a lil' while ago, assuming you know CG you could mod it to suit your game more.
Or I could
If you want the help that is
@viscid sandal that's micromachine maps
@olive dove We've gotten that taken care of
This is what the game currently looks like in unity
In motion its still very rough but we're working on it
@viscid sandal cool. That's a big switch but the core gameplay was great.. GLHF
I use a rigidbody with no gravity. I handle the gravity in the controller.
Yeah it is. Currently we're just getting the basic mechanics in play then we'll go in and refine them later.
Yeah again I have no clue I'm just handling item placements animations that dont port over right and lighting.
Not currently but its also not done yet. I imagine some will be and some wont
At least with my understanding of baked lighting
My project as it is RN. Hoping to get something done by the end of today.
Nice
I feel like this might be another awesome retro FPS, or a retro adventure game.
Lookin neat.
Thanks
what have i been up to...well reviving old projects.. CHECK A LOOK

rip the ground
Happy birthday to the ground
there he is
Here he comes, he's gonna shoot those Mafiosos.
he looks like an eager beaver
He's eager to shoot the Mafioso beavers.
Oops it's shitty game dev time with ZeHatsu.
Honestly I'm not feeling the beaver project right now, going to put that on the backburner.
Make it an expansion pack for the penguin game
Second character
Penguin is a pacifist, beaver is a vigilante like the punisher
Problem solved, obviously
It just werks
m o l e
I finally got something to share ๐ https://twitter.com/Akselmo/status/1045736983832797185
I textured almost the whole level. I may tweak the textures a bit later but it looks okay imo. Next up I have to make a better spawn system and tweak the enemy textures a bit. Then weapon and health pickups. Last but not least UI and sound.
I'm getting somewhere! :D #Iron...
Pretty nice
thank you ๐ theres still lots of placeholders like the ui but its something
everyone seems to make shit that look so much nicer than my game holy crap
(then again I made the engine myself, so that might be why)
Oh that's cool, can I see it?
apparently the Windows release has been broken for a while, and I cannot figure out what exactly is going on with it
some missing DLL or something
I think I have a screenshot somewhere tho
Cool
s'nothing big, school project, etc
though I'm just proud of having made an engine on my own, rather than using an existing one
everything is made by me and my classmates, sounds, gfx, engine...
Use a framework, like Monogame or XNA?
nope
