#general-modding

1 messages ยท Page 44 of 1

pine carbon
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It's not Dusk that lowers the bass, it's something in Unity. I have never been able to figure out what. It's very frustrating and it's been a pain to design the gunshots around it. If you listen to the raw clips they're all a lot meatier than they end up sounding in game

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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.

cerulean pumice
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I used the raw super shotgun sample you posted here eons ago. The rest were just recorded in-game through an empty duskworld server.

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Also beats audio users should know what they're in for when they buy their muddy, muddy headphones

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I do agree with Unity, though

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The raw pistol sample I posted was much tighter-sounding than my recording on youtube was

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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

quaint birch
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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!

cerulean pumice
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.bat BigThink

quaint birch
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I know I know

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if you feel unnerved by it you can simply right click on it and click edit

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then you can examine the games code

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Im planning on making the full version once I gat my Hard Drive repaired!

misty sparrow
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i fucking HATE this

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fuck you

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no

unique trellis
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sorry

misty sparrow
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i wont let you disrespect my profession like that

rigid sorrel
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lmao

quaint birch
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also why here?

unique trellis
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I meant to post that in meme factory

quaint birch
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o

rigid sorrel
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It happens

unique trellis
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but i misclicked

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sorry to disturb the peace

unique trellis
pulsar gust
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Oooh, spooky...

unique trellis
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wait is this a mod for Dusk?

topaz breach
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it's a total conversion for blood iirc

unique trellis
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oh ok

topaz breach
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all the levels are based on something from pop culture from what I understand

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and this one is a dusk level

unique trellis
untold niche
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@topaz breach >talking about blood

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"all the levels are inspired by pop culture"

unique trellis
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Yes I have such popculture inspirations as hospital... Museum... City street....

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๐Ÿ˜‚ ๐Ÿ˜‚ ๐Ÿ˜‚

pine carbon
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@unique trellis so when's it available? :)

unique trellis
pine carbon
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damn touche

unique trellis
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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

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This is taking too long lol

viscid sandal
dusk dove
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:V

unique trellis
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cool

viscid sandal
tranquil oracle
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ah, memories

misty sparrow
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Another edited video

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Classic zom

viscid sandal
half tulip
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Your game is looking good, looking forward to play this

unique trellis
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Is the game going to be free?

unique trellis
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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 ๐Ÿ˜ƒ

cerulean pumice
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Didn't Redneck Rampage have native support for ladders? I know one of the Build engine games did, but I can't remember

unique trellis
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Yeah later ones did. It's not in the Blood code.... Lots of splinter BUILD versions... Eduke32 has it for sure

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But it can't be used for Blood

dusky tinsel
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ayy i can finally lurk here

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and maybe share my own shite

dusky trench
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perhaps

viscid sandal
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@unique trellis the first chapter will be free the game as a whole will be about within the 5-10$ range

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@half tulip thanks

viscid sandal
wraith beacon
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Are tweaks to the movement a possibility because right now it feels really stiff.

viscid sandal
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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

wraith beacon
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Ah, alrighty.

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I can imagine messing with collision stuff in BGE is a pain.

viscid sandal
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Sometimes

dusky trench
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"HD" Dusk bloody expositions

misty sparrow
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These aren't assets ripped straight from the game are they?

tranquil oracle
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don't think so

misty sparrow
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Makin sure

tranquil oracle
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I'm sure DWM is well aware of the "no dumping assets" rule anyways so they're probably custom

misty sparrow
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Y'never know

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Where's the one that says "Despacito"

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Ohwait that's ep3

quaint onyx
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this was pretty difficult to do because resetting the velocity of entities in hammer is needlessly complicated!!!

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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

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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

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but that would require a lot of math and me no smart

untold niche
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@dusky trench Where would "he is watching" be located though

sharp vortex
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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

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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

quaint onyx
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oo what's it called @sharp vortex ? sounds interesting

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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

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just difficult to do.

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it uses a trigger_push to move the player/projectile after exiting the 2nd portal and resetting velocity

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it's possible to dynamically update trigger_push angles, i'm not sure about velocity but i'm sure it would be doable

sharp vortex
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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

quaint onyx
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ah cool though

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i think with stuff like logic_measure_movement it could be possible

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it would be a pain to set up and use multiple times in a map though

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i'd imagine you would have to orient/redo the settings for every new portal you make

wraith beacon
weak cargo
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is it

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duck game: the fps

wraith beacon
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Nope, it's Pengib the explosive snowball fight.

weak cargo
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that'd actually be fuckin neato

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someone should make that

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anyways, s'gud

wraith beacon
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I'll make it not a bunch of redlines later. but first I've got to get it up and running in engine.

wraith beacon
dusk dove
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โ€ผ

wraith beacon
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Hopefully I can figure out how to set these sprites as the player.

robust ridge
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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

Mod DB

Finally, titan (open Alpha) is released. A Doom 2016 weapons rip made by AlphaEnt. It features most weapons from snapmap, an optional arcade mode, partial heretic compatibility and optional oldschool sprites amongst other things. Currently it's on open...

unique trellis
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#ScreenshotMonday HAHAHAHA

Full weekend. Tonight really started to shape the Bridge map, inspired by the ending scene of Fulci's Zombi... but Bloodlines styleย  ๐Ÿ˜›

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....

pulsar gust
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Aww man, I was making a bridge map in Dusk

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Sort of a mixture of Fulci's suspension bridge, L4D2's Parish drawbridge, and the bridge map in Reelism

unique trellis
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Dusk would be great for a bridge

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A true 3d engine w endless stuff, sky boxes....

unique trellis
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I need to play around in trenchbroom

pulsar gust
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Try out J.A.C.K., I found it much more flexible than Trenchbroom

unique trellis
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Never heard of it.. I just looked, I might give it a whirl.

pulsar gust
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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

unique trellis
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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?

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Ex... This is a rough cut of a sequence I have constructed in Blood using triggers, commands, sector types... Is this possible?

pulsar gust
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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

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Dave's done it in a couple maps

unique trellis
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Well in true 3d you just plop a light entity right?

pulsar gust
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For soft lights, yeah

wraith beacon
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Sorta, depends on the rendering system and or way the light is handled in engine.

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A lot of True 3D engines shit themselves when more than one light is present in a scene for example.

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Cryengine 2 had this issue.

cerulean pumice
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@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

unique trellis
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@cerulean pumice that is fascinating to me. If the effects and such toolset is limited you work w what you got!

near mortar
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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

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The guns are probably also doors

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just tiny explosive doors that propel the bullets

dusk dove
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explosions are actually just doors going in all directions

near mortar
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The moral of the story is, use doors and you can do literally anything

unique trellis
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David has mastered the lore of door

pine carbon
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@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.

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Dusk doors are just the handiest way of moving stuff around based on button states or triggers

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the [REDACTED] at the end of E3M5 is attached to a slow moving door in fact!

untold niche
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Jesus did you put an icon of sin style wall texture boss in dusk

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Is that what you need the mortar for

misty sparrow
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yo is that

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a dev

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in chat

weak cargo
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god i hope so

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i want to kill david's head on a stick

unique trellis
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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?

cerulean pumice
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I would say get acquainted with both quake mapping tutorials and unity's own tutorials

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btw you remember that TVTrope "Doom Doors"?

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I hope David creates "Dusk Doors"

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where everything is powered by doors

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I don't think Dusk will use Quake mapping strats

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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...

unique trellis
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Quality thanks

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Oh man Dave confirmed a [REDACTED]

near mortar
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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.

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But there'll probably still be a way people find to get in there and use the riveter anyways

near mortar
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So I just mixed the bratwurst monsters mod with droplets and droplets has custom blood color for the bratwurst ghosts

topaz breach
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oh no

near mortar
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Droplets (now HDoom compatible)

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"Did you see the ghost? It ran through here and slimed me! It wasn't me, it was a spooky ghost!"

near mortar
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I wish there was a mod to have the enemy roster from Blood in doom

untold niche
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Like Zblood with only the new monsters

near mortar
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"new" but yeah essentially

rare surge
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would anyone here be interested in giving feedback on a doom map i made

near mortar
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It looks like no one else is offering so I will if you want

astral night
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Peeps probably still at work

rare surge
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here

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it needs zdoom btw

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or anything that supports udmf

near mortar
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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.

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At least that door there looks misaligned based on the edges of the door

rare surge
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thanks

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im glad u liked it

near mortar
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I haven't dabbled in mapmaking for doom myself I'm just going off of pure player experience by the way

rare surge
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i mean a pro mapmaker probably would have said theres not enough detail

near mortar
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It felt fairly detailed for what you seemed to be going for to me

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It's meant to be sort of like a castle-ish design right

rare surge
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yea

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went for a gothic aestethic

near mortar
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Those aren't exactly intricately detailed to my knowledge

rare surge
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yea i guess so

near mortar
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Is this all with just vanilla doom 2 textures by the way

rare surge
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theres one custom texture for the skybox

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everything else is vanilla

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i was thinking of going back and adding some better textures once the mapset is finished

near mortar
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Oh yeah I forgot about that I was gonna mention

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At first I noticed the sky looked blank and then noticed the stars once I walked backwards a little

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so you might add more stars to the texture or something if you can

rare surge
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yea

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it would be an easy fix

near mortar
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you could also cheese it by just having a picture of the milky way galaxy visible from a rural area or something

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I dunno much about that kinda crap so that might also be a horrible idea

rare surge
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it would probably end up too low res

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and i try to avoid using images from other people so then i dont have to credit anyone

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cos idk what is royalty free and what isnt

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and its good to be on the safe side

near mortar
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What's the resolution of a skybox texture in Doom?

rare surge
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idk the exact numbers but its very very low

near mortar
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Looking into it the size might be something like 540 pixels tall

rare surge
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256x128

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apparantly

near mortar
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Ah

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I figured it was probably smaller than that even but a forum post mentioned it's probably something like that

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and I'm inclined to assume that guys on doom forums probably know more about that type of thing than myself

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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

rare surge
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yea all of my previous levels ended up bad due to lack of experience

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but i posted them thinking they were good because i didnt have anyone to test them

near mortar
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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

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and it just looks really good

rare surge
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thanks my dude

near mortar
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No problem and keep up the good work man, you'll only get better if this map is any indication

misty sparrow
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@robust ridge so ive been playing your titan mod

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and i think its really good!

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but i think the weapons need the idle movement

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kinda like the lighting gun and gauss gun have

robust ridge
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@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)

misty sparrow
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siiiiiiiiiick

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other than that im lovin the mod

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very nice and smooth

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kinda amazing you pulled something like that off

robust ridge
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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.)

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Thanks, it was kinda hard to do it. Specially the muzzleflashes.

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So, glad you liked it.

misty sparrow
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Any eta on the idle anims download?

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That's like the one big thing I want.

robust ridge
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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

misty sparrow
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Ye that'd be cool

robust ridge
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ok, give me 15 minutes then.

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done.

unique trellis
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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 ๐Ÿ˜‚

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

near mortar
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The truck is a metaphor for your monitor

cerulean pumice
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oh man, i know this is probably way outside the realm of blood modding

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but how sweet would it be if someone replaced all the hitscanners with projectile enemies Arcane Dimensions style?

unique trellis
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@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.

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@near mortar you are true.

viscid sandal
unique trellis
topaz breach
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throwback thursday

unique trellis
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It checks out

untold niche
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are we doing our old custom maps now?

rare surge
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my first wad was garbage

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i uploaded it to idgames aswell

unique trellis
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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

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@untold niche will check it out.. when I have a monitor again.

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And I also contributed e1m1 of Doom Ressurection

cerulean pumice
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that was your first wad?

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in 1994?

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holy shit dude

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nice

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oh, you went back and redid it

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still looks better than anything i could make

patent spade
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Fuq I always try to map but it ends up like shit :/

untold niche
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the esthetics or the level design?

unique trellis
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I try and map and its like

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โ€˜How do I get doors to workโ€™

winged shard
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doors are easy

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at least in quake/source

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well unless your doing fancy doors with extra SFX and stuff

robust ridge
near mortar
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That looks excellent

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I remember quake 4 being pretty fun but I haven't seen anyone really talk about it even negatively for a long long time

wraith beacon
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I can imagine having all those sprite frames would get hard to manage. Looks really cool though.

winged shard
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getting back to working on dm_wgh

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going to make the air vents larger

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gonna post some screenshots

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main changes i implemented where making it so there was more ways to get around the map

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some stuff was simple such as removing some doors

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other stuff was adding some new vents and such

unique trellis
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is there anyone making a doom eternal mod for doom 2 ?

misty sparrow
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Not that I'm aware

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Kinda need tangible assets for that first

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Good screens of the weapons

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Good understanding of all the mechanics

outer eagle
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It'll happen eventually

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Might be from DBT and his group who did D4T even

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Although not sure if they said anything on the matter

unique trellis
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๐Ÿ‘

misty sparrow
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Yeah it'll happen

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But not anytime soon

rustic cradle
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Really loved D4D

outer eagle
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It's really well made can't puck out any faults besides demon rune crashes I had

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probs fixed by now

misty sparrow
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I don't like how they changed the upgrade menu

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Besides that, it was aight

near mortar
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Yeah, someone's going to inevitably do it at some point

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Once the game comes out is most likely when it'll happen

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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

outer eagle
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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

near mortar
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Yeah

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I actually kinda like that

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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

outer eagle
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Yep

sharp vortex
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Is a shotgun that shoots mini-shotguns already a thing in Doom?

near mortar
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I believe one of those joke shotgun oriented mods has that

rustic cradle
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Isn't that part of Russian Overkill?

near mortar
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Nah as I recall Russian Overkill has a shotgun that shoots a like cluster nuke of entire shotgun shells

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which is pretty good too

dusky trench
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DoomModFun or something

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It's on the first page of zdoom gameplay mods.

robust ridge
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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.

viscid sandal
viscid sandal
untold niche
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Kicks fucking ass

hushed hull
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@viscid sandal just replayed QV. still fucking awesome

viscid sandal
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@hushed hull thank you!

winged shard
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idnt know markie put more music out

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ive got some more stuff to liten too it seems

brisk timber
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was just digging thru my old computer

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look at this lmao

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was trying to proc gen a level in doom

weak cargo
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damn son

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zdoom, too

brisk timber
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yeah

untold niche
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The caves of torment

brisk timber
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well it wasn't 100% procgen, it would randomly set the height and ceilings so each time the level looked different

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the path was the same

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this was gonna be called "new hell"

untold niche
brisk timber
unique trellis
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New Hell?

topaz breach
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very old new hell

brisk timber
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Yeah new hell. Idk thought it sounded cool

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It was gonna be techno hell

untold niche
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It would have had dreamscape as the music

topaz breach
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fresh hell

unique trellis
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@brisk timber can see your color theory degree at work

dusky trench
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Check this shit out.

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not mine, but shit is beautiful

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dude made an intro movie too

unique trellis
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Nice. On my spare time, I'll also get my hands on QC:DE.

winged shard
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the only things modding wise ive done for zdoom

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is replacing the secret sound with the quake one and some mapping tsts

viscid sandal
dusky trench
prisma basalt
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@dusky trench dont backseat mod

dusky trench
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more of a suggestion than a backseat mod

unique trellis
prisma basalt
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its been up for 5 hours. odds are we noticed it and allowed it

besides thats from the mod he is making

brazen copper
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Yeah, I was listening to it earlier, sounds sick

viscid sandal
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@dusky trench it still applies here its for a game im making so ๐Ÿ˜› and I had no idea it existed so

unique trellis
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Is TrenchBroom easy to use at begining ?

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for the 1st time

misty sparrow
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youll have to learn it, yeah

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same as most mapmaking tools

prisma basalt
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watch a youtube tutorial. you will get the basics down in no time

astral night
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it's as complex as most other level editors really

unique trellis
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i saw alot of 8 16 32 and 64s

astral night
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yea what lain said. you should be able to nail the basics in a few hours

unique trellis
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Will Try !!

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(... and height , texture , alignment,...)..

misty sparrow
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just watch a few youtube vids WHILE using the program

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youll be a master in no time

astral night
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^ step by step tutorials

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do along with them

misty sparrow
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its how i learned to take apart and put back together an electirc scooter

rare surge
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is it as easy as doom builder

midnight sage
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Trenchbroom is the Quake answer to Doom Builder/GZDoom builder and Descent Mission Builder

near mortar
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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?

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Instead of having to master it to do the basics

sharp vortex
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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.

keen bear
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avain is right

tranquil oracle
#
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;
}
keen bear
#

we were shitting up dusk chat

tranquil oracle
#

you could do this instead

#

"A" "B" in C is the same as "AB"

#

string literals can be concatenated like that

shrewd grail
#

didn't know that

brisk timber
#

what on earth

astral night
#

Zombie talking about code. Carry on

tranquil oracle
#

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

brisk timber
#

what does *d6 do btw

tranquil oracle
#

* means it returns a pointer

keen bear
#

give us a screenshot of starblazer at the very least

#

if i cant play it

tranquil oracle
#
int a;  // an integer
int *b; // a pointer to an integer;```
#
int *c = &a; // a pointer to 'a'```
shrewd grail
#

pointers can also point to functions

brisk timber
#

lmao zombie

tranquil oracle
#

Yeah, although function pointers require additional care

brisk timber
#

you should be teaching the game dev course

tranquil oracle
#

hahahaha

#

To elaborate, basically, a function pointer and a regular pointer aren't necessarily the same size on all platforms

shrewd grail
#

also @keen bear I can also just send you the missing DLL

tranquil oracle
#

So a void * isn't guaranteed to be able to hold a pointer to a function

shrewd grail
#

I need to put it in the release some day tho

tranquil oracle
#

(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)

brisk timber
#

I honestly have no idea what any of that means

shrewd grail
#

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

tranquil oracle
#

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

shrewd grail
#

doesn't help that most modern programmers are told to stay the hell away from pointers, more or less

tranquil oracle
#

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.```
shrewd grail
#

@keen bear I put the DLL in the release, try downloading it again

keen bear
#

cheers

tranquil oracle
#

Reminder that there is nothing wrong with goto and anyone who tells you otherwise is a brainwashed compsci drone

shrewd grail
#

to be fair that quote can be extended to most of C/C++

tranquil oracle
#

The dangers of goto are hideously overblown

shrewd grail
#

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

tranquil oracle
#

C# has bounds checking

shrewd grail
#

Java's JVM will just insult your mother in German

tranquil oracle
#

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

shrewd grail
#

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

keen bear
#

dll doesnt contain whats necessary

tranquil oracle
#

Also, Rust is a really cool language

shrewd grail
#

the hell

tranquil oracle
#

It's like C but with a focus on memory safety and multi-threading

#

Like, memory-safety checks at compile time

keen bear
#

a screenshot would suffice instead of making your troubleshoot it lol

tranquil oracle
#

lemme see if I can build it

shrewd grail
#

I know I can, on Linux and Windows

tranquil oracle
#

no build system huh

keen bear
#

i could try building it, but thats the point of a release :P

tranquil oracle
#

lemme shit out a quick CMake file for it

shrewd grail
#

yeah to be fair I didn't see the point of having autotools back then, it's like one line of g++

tranquil oracle
#

associating the * with the type instead of the variable

#

:(

shrewd grail
#

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

tranquil oracle
#

The main reason I associate it with the variable is because, well, I guess it's best explained with an example:

shrewd grail
#

and yeah I know, the multi declaration on one line

tranquil oracle
#

Yeah

#

But the main reason I avoid it isn't even necessarily that

shrewd grail
#

just saying I am aware that I should change that, but it's not fully done yet

tranquil oracle
#

I avoid it because it makes it look like the pointer is the type, rather than a property of the variable

shrewd grail
#

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

tranquil oracle
#

Yeah honestly your code isn't really that bad

#

All my main complaints are really nitpicks

#

And personal stylistic concerns

shrewd grail
#

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"

tranquil oracle
#

id Tech 2 is written in C and is probably one of the most well-engineered engines ever made

shrewd grail
#

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

tranquil oracle
#

The code behind those engines is much less primitive than you'd think

keen bear
#

whats the go with sdl2? i fail to see the appeal

tranquil oracle
#

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

keen bear
#

yeah i guess

shrewd grail
#

it beats talking directly with the hardware

keen bear
#

something about it has just never jived with me

tranquil oracle
#

alright, wrote a quick CMakeLists

#

let's see if it builds

keen bear
#

it gives me a weird feeling

shrewd grail
#

it should build, if you have all the libs set up right

#

that said I should learn how to use autotools someday

tranquil oracle
#

I never use autotools

#

CMake is a lot easier

#

but let's be honest, pretty much all build systems are shit

shrewd grail
#

it's still good to have one

#

so does it build then ?

keen bear
#

all i ever wanted was a screenshot ๐Ÿ˜ฟ

tranquil oracle
#

messing around still

shrewd grail
#

ah yeah that

#

hold on

keen bear
#

perfect

#

i just wanted to know

#

i was so curiou

#

s

shrewd grail
#

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

tranquil oracle
#

uh, do you need SDL_mixer too?

shrewd grail
#

and some day, I looked at the machine and went, "Eh"

#

yep

tranquil oracle
#

your repo only mentions SDL_image, SDL_ttf & SDL

shrewd grail
#

ah crap, forgot to update that

#

but yes

#

sounds were added like... 4 days before the deadline

#

I completely forgot

#

my b

tranquil oracle
#

there we go, now it builds

shrewd grail
#

so there's only one test level and one enemy type (even though I have more in the code)

tranquil oracle
#

it works

shrewd grail
#

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

keen bear
#

So the real question is what's the difference between zombies build and the release

shrewd grail
#

there should be none

#

when I said it was not implemented I mean it's not functional

keen bear
#

Then whysitbroke

shrewd grail
#

it just looks like it is

#

it never registered your score to begin with

keen bear
#

No I mean

#

In terms of it working at all

#

The game itself

shrewd grail
#

that is something I genuinely do not know, as I do not have a spare Windows machine to test it

keen bear
#

Interesting for sure

shrewd grail
#

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

tranquil oracle
#

I excluded the resources folder for filesize reasons

shrewd grail
#

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

tranquil oracle
#

so what's the insert coin button

#

lmao

shrewd grail
#

A or Select

#

or launch the game from the command line with the option --freeplay

#

(I think it is --freeplay)

tranquil oracle
shrewd grail
#

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

tranquil oracle
#

Well, this was like one of your first projects, right?

shrewd grail
#

it's my second video game, and to be entirely fair it's essentially a remake of the first

tranquil oracle
#

It's pretty impressive, all things considered

#

These days students are just made to use Unity for this kinda stuff

#

It's pretty depressing

shrewd grail
#

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

tranquil oracle
#

lmao

shrewd grail
#

the previous lab head was a lazy bum tbh

#

he wanted to use UEngine 4

sharp birch
#

well, Unity is popular af when it comes to teaching

shrewd grail
#

but never actually made anything with it

#

he legit gave a presentation of the UE4 demos

sharp birch
#

okay, who the fuck teaches with UE4

#

isnt that complete suicide

tranquil oracle
#

The current course I'm in requires us to use UE4 for one of our projects

sharp birch
#

oof

tranquil oracle
#

Even though literally everything else has been Unity

shrewd grail
#

besides there could be worse engines to teach

#

like GameBryo

rare surge
#

whats the best thing to learn for gamedev

#

is it worth learning unity or shoumd i jump straight into c++

shrewd grail
#

you can combine both IIRC

#

Unity has C++ bindings

rare surge
#

o

shrewd grail
#

that said, learn the language before starting with Unity

rare surge
#

alright

shrewd grail
#

whether it's C++, C#, Java... just learn the language first

tranquil oracle
#

Using C++ with Unity is suicide

rare surge
#

ive been doing python for like 3 years

tranquil oracle
#

C/C++ in Unity is pretty much just for plugins

rare surge
#

but thats supposed to be quite simplified right

tranquil oracle
#

You can't write a whole game in it

shrewd grail
#

there are tons of other engines in C++

#

if you wanna laugh at how incompetent you are, start with idTech3 though

tranquil oracle
#

I'm not a fan of using C++ myself, I'm more of a C person

rare surge
#

really i would wanna make my own engine

shrewd grail
#

welp, I've got some good and bad news

#

you said you were doing Python ?

rare surge
#

yea

tranquil oracle
#

if you start out with python

rare surge
#

other languages isnt a choice

tranquil oracle
#

you are chopping off your own limbs before you even get to use them

shrewd grail
rare surge
#

every course ive been on forces python

tranquil oracle
#

hahahaha

rare surge
#

its still programming tho right

#

it cant be that bad

shrewd grail
#

the fact that I essentially came to the same conclusion you did is why I wanted to rewrite/improve it in C++

tranquil oracle
#

Python is radically different to pretty much any other language, syntactically

rare surge
#

well yea but i imagine the fundamentals are the same

tranquil oracle
#

plus it's a dynamic language and those are awful to learn with imo because they let you get away with bad habits

shrewd grail
#

that said, algorithmically speaking, it's not that different

rare surge
#

yea

#

i just started an AS computing course and for some people this is their first time programming

shrewd grail
#

and yes, that project is a testament to how much shit you can get away with in Python

rare surge
#

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

shrewd grail
#

I really never understood why some programming classes just don't start with C

#

like, it's the fundamentals

rare surge
#

i guess python is the easiest to understand

shrewd grail
#

more like it's the easiest to explain

#

it's not super rigid like C

#

but that's what makes C so damn powerful

tranquil oracle
#

C is very minimalist, too

#

There isn't much you need to explain right out of the box to get someone writing stuff

shrewd grail
#

then, pointers

rare surge
#

i think my first language was lua actually when pissing about with roblox studio

shrewd grail
#

and everything goes out the window

rare surge
#

i was like 10

#

never used C

tranquil oracle
#

pointers are super easy, they're just never explained properly

#

all explanations I've seen have been super overcomplicated

shrewd grail
#

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

wraith beacon
#

Turns out UE4 is easier to learn than I thought.

#

At least when compared to Zdoom.

rare surge
#

wha doom is wayy easier

#

ACS makes more sense to me than blueprints

shrewd grail
#

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

viscid sandal
winged shard
#

looks properly dsiturbing

dusky trench
#

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.

near mortar
#

Don't worry, you will

rare surge
#

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"

eternal nacelle
#

I would love to die as "the guy who made one fat albert video"

rare surge
#

also the video made me realise how dumb a lotta yt commenters are

outer eagle
#

Best not to look at them

golden bloom
nimble socket
#

Looks awesome.

golden bloom
#

Thanks :)

brisk timber
#

fuckin noice

outer eagle
#

oooooooo

robust ridge
#

Looking good

nimble socket
#

Nice stuff, those animations look super smooth.

wraith beacon
#

Managing all those sprites seems like pain.

outer eagle
#

Great results though

wraith beacon
#

So um, for UE4 would you guys recommend using Character pawns or regular pawns?

unique trellis
#

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.

wraith beacon
brisk timber
#

nice

#

always fun making stuff in UE4

wraith beacon
#

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.

brisk timber
#

how's it set up

wraith beacon
#

Well, event blueprint.

brisk timber
#

you got him strafing atm

#

so you want him to rotate with the mouse?

wraith beacon
#

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.

brisk timber
#

ah ok

#

so change waddle right to 'add rotation input'

#

and the Z rotation is the one you want

wraith beacon
#

Thanks for helping me BTW Leon.

brisk timber
#

no worries

#

@wraith beacon did it work

wraith beacon
#

Yeah, but tank controls aren't exactly what I'm looking for, probably should've worded what I wanted a bit better.

brisk timber
#

ah well you get the idea of what the nodes do

wraith beacon
#

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.

brisk timber
#

ah yeah that's a little more complicated but not too hard

wraith beacon
#

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.

rare surge
#

is the game a platformer

wraith beacon
#

No, it's an obstacle course game.

rare surge
#

im askin cos people wont like tank controls, even if the games designed around it

wraith beacon
#

True.

rare surge
#

wait so is it sorta like captain toad

wraith beacon
#

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.

rare surge
#

right

wraith beacon
#

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.

topaz breach
#

make croc but with penguin

#

call it peng

#

(croc had tank controls)

rare surge
#

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

topaz breach
#

tank controls can work as long as you design the levels and other systems around it

rare surge
#

ye they can work and be in the game but you need to ask whether they should

shrewd grail
#

I haven't seen a lot of platformers that do tank controls right

wraith beacon
wraith beacon
#

If someone could help me with making the effect consistent across resolutions and aspect rations I'd really appreciate it.

topaz breach
#

feelsbad when ze goes from on a similar level to me to far surpassing me in a few days

shrewd grail
#

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

topaz breach
#

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

shrewd grail
#

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

topaz breach
#

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

shrewd grail
#

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

tranquil oracle
#

sec

#

just trying to get this thing working

#

I'll DM you the current code

wraith beacon
#

I'm very much an art person so a lot of this programming stuff is out of my league anyway.

wraith beacon
brisk timber
#

what are you trying to do?

wraith beacon
#

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.

brisk timber
#

is this a post effect?

wraith beacon
#

No it's a geometry shader alpha mask thing.

brisk timber
#

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

#
shrewd grail
#

I find it ironic that a Discord server is called "Unreal Slackers"

wraith beacon
#

Alrighty.

#

Thanks for letting me know about that Leon ๐Ÿ˜ƒ

brisk timber
#

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

shrewd grail
#

long as it's not WeChat everything's fine

topaz breach
#

what do you have against wechat

#

dislike the chinese?

shrewd grail
#

more like their policies on quite a lot of shit rather than against the denizens of China proper

topaz breach
#

fair enough

#

I've never personally used the app so idk

shrewd grail
#

I hope I will never have to

#

I don't want to sign up for a 37th chat app

topaz breach
#

sads for the great firewall

brisk timber
#

Bring back irc

weak cargo
#

no

astral night
#

wechat is just whatsapp but with more features

#

honestly better in every way

#

same with line

topaz breach
#

isn't wechat basically the only social media china uses

astral night
#

nah but it's the most popular

topaz breach
#

but like they use it for everything right

astral night
#

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

topaz breach
#

the whole nine yards

astral night
#

it's got chat, twitter / facebook style social networking etc

topaz breach
#

contactless payments and everything right

astral night
#

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

topaz breach
#

are line and wechat made by the same people

astral night
#

nah, QQ and wechat are

topaz breach
#

their store pages on google play are almost identical

astral night
#

line is japanese and i don't remember who made it

topaz breach
#

it just says "line corporation"

astral night
#

hmmm

#

could be a subsidiary of one of the japanese tech giants

topaz breach
#

likely

viscid sandal
rustic cradle
#

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?

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found the wad, but no luck on the GUI so far...

rustic cradle
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Nvm, got it! Just made my first Quake-Map ๐Ÿ˜ฎ

untold niche
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SHOW US

shrewd grail
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out of curiosity, why would you want to avoid using a VPN ?

rustic cradle
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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.

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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

shrewd grail
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it's a good idea tbf

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but honestly VPNs are pretty simple (on paper)

prisma basalt
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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

shrewd grail
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most VPN services are

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but I've heard a lot of good stuff about PIA

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really I think I only ever heard bad shit about one particular VPN service, and I barely remember its name

prisma basalt
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pretty much any VPN that doesnt keep logs is good. next is server locations

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most are dirt cheap so cost isnt a factor

shrewd grail
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sadly it is for me, but I know I'm the exception more than the rule for that one

rustic cradle
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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

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And I got a map with more complex geometry, a door trigger, jumping ogres and a platform

shrewd grail
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got a door trigger, you're already halfway through remaking Dusk

wraith beacon
unique trellis
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absolutely perfect

wraith beacon
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But yeah um for now he's just a big zombie penguin.

unique trellis
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are all the characters having that monochrome color palate

wraith beacon
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This is all previs stuff so probably not.

unique trellis
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ok

dusky trench
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DUSK Penguin conversion when?

unique trellis
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so what type of game/mod are you making?

wraith beacon
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I call it an obstacle course game but it's sorta just a thing I guess.

untold niche
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Make it so the later levels are basically 2D serious sam with penguins

unique trellis
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i assume it will be a platformer, is that correct

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?

dusky trench
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Wait so it's basically just 3d Pingus?

wraith beacon
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It doesn't involve platforming, just sorta a avoid things like crushers sorta dealio I guess.

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Describing what it is is hard because I don't even know what it's going to be.

unique trellis
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oh i think i get it

wraith beacon
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No platforming though, that's the thing because well the game has tank controls.

dusky trench
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Early Alpha Hours who up??

wraith beacon
robust ridge
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I imagined big john's voice in my head

dusky trench
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you know a friend once told me

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So it's basically the freeware lemmings knock off Pingus but 3d? @wraith beacon

wraith beacon
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No, the green penguins are the enemies, they just don't do damage yet.

brisk timber
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looking good man

wraith beacon
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Thanks, this is my first UE4 project so I admit I have no idea what I'm doing.

brisk timber
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ie most game devs

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heh

wraith beacon
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True,

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But yeah um this is probably the first game I probably will finish, at least in the prototype stage.

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Next I'll probably just add some more advanced ai for the Zombies and Big John Flipperson and some crushers.

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That and deformable snow, that's still a requirement for this game even if it's just a dumb effect.

dusky trench
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tbh the penguin animation for the waddle is kinda cute

brisk timber
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there you go 28 bucks

untold niche
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Money better spent on Amid Evil

brisk timber
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1.4 copies of ae

outer eagle
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What would a .4 copy of AE contain?

brisk timber
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just under half the content

untold niche
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2.8 episodes

outer eagle
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Waa thinking barely any textures and models rest are mspaint placeholder stuff etc.

wraith beacon
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Eh I kinda like making things myself though.

dusky trench
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that's the spirit

wraith beacon
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Sure there's people giving up their hard work and assets but I do like making shaders myself and figuring out this stuff myself.

outer eagle
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Fair enough

wraith beacon
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I also don't have money to spend on assets so there's that too.

wraith beacon
outer eagle
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Start of video is real creepy

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Unless that was just my phone

untold niche
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I totally want a plushie of that penguin

topaz breach
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are you gonna add inbetweens ze

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or is it just gonna only use keyframes

shrewd grail
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tbf it has some odd charm to it as is

gusty flame
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the runescape aesthetic

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inbetweens 4 scrubs, keyframes 4 lyfe

wraith beacon
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I'll add inbetweens eventually, all these assets are going to be changed.

eternal nacelle
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I really like your style

tidal fulcrum
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Da Ze for AE when?

wraith beacon
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I wish I could work on it lol.

wraith beacon
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Still using the pistol model for the flashlight because I haven't made a new model for it yet.

nimble socket
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Cute :3

wraith beacon
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The gun is basically scrapped BTW.

outer eagle
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Rip guin-gun

wraith beacon
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Maybe it'll return but for now, no guns.

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But yeah um now there's tank flashlight aiming.

nimble socket
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Resident penguins

wraith beacon
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Resident Wake Penguin edition.

nimble socket
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YES!

wraith beacon
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That's what this is at this point.

wraith beacon
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I didn't just repurpose the gun like last time.

outer eagle
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I like, much better over the run of the mill flashlight

topaz breach
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this is looking very nice ze

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you are making good progress

desert notch
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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

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like the smooth turns and movement just don't mesh well with the animations

wraith beacon
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All of the art and animations arent final and will be changed.

olive dove
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Why are you posting you dev stuff here @wraith beacon ? Is it because this is the closest thing they have to a dev place?

wraith beacon
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Yup.

olive dove
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Cool. What engine?

wraith beacon
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UE4.

olive dove
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Really? Looks like unity to me. Oh well, guess it goes to show how similar they are in the end

wraith beacon
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Yeah they're actually pretty similar tech wise in a lot of ways.

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I just prefer UE4 because of it's built in feature set and visual scripting stuff.

olive dove
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Cool. Personally not a fan of visual scripting. Probably the only artist like that though

wraith beacon
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I'm a dummy who can't program for shit so it's pretty handy having something like Blueprint.

olive dove
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Yeah. I like unity for my stuff though. Suits my needs pretty well

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You see my screencaps?

wraith beacon
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Yup.

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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.

olive dove
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Yeah. I'M probably just gonna do planes placed where you hit

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I got a basic billboard shader working the way I want so that's neat

olive dove
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What do y'all think?

outer eagle
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I must avoid it?

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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)

olive dove
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I mean, one typically wants to avoid fireballs.

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And yeah, basic demon shoots em.

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Might tone down the particles

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You have no idea how long it took me to make that billboarding shader.

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I had sever versions that worked, but not all of them did what I wanted. If that makes sense.

outer eagle
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It does, looking forward to seeing more

olive dove
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I'm looking forward to making more. :P

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But seriously, thanks

desert notch
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Liking the visuals Golden

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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

olive dove
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Thanks @desert notch

olive dove
nimble socket
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Not bad.

viscid sandal
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He's loving that self hugging more than makes me comfortable.

olive dove
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Uncomfortable works lol

unique trellis
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@viscid sandal how's the game.

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I accidently left your discord ๐Ÿ˜‚ ๐Ÿ˜‚

viscid sandal
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Its aight and its going well we're hopping engines currently

olive dove
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Oh cool, what game are you working on?

viscid sandal
olive dove
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What engine is that? GZDoom, Unity, UE4?

viscid sandal
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Blender

olive dove
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Cool

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It's harder to use Blender as a game engine so massive props to you (or the creator) for that

rare surge
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wha i didnt even know blender could be used to make games

olive dove
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It can

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It's more difficult than say, Unity, but it can be done.

viscid sandal
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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

olive dove
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What engine you switching to?

viscid sandal
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@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.

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Unity

olive dove
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Oh

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Ok cool

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That's what I'm using

viscid sandal
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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.

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And thats just one of the major irritations.

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Also yes I am the main dev and the only dev up until about a week or two ago.

olive dove
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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.

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Or I could

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If you want the help that is

unique trellis
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@viscid sandal that's micromachine maps

viscid sandal
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@olive dove We've gotten that taken care of

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In motion its still very rough but we're working on it

olive dove
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Cool

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How you doing the character controller?

viscid sandal
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No idea

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My bud fireplant made that

unique trellis
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@viscid sandal cool. That's a big switch but the core gameplay was great.. GLHF

olive dove
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I use a rigidbody with no gravity. I handle the gravity in the controller.

viscid sandal
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Yeah it is. Currently we're just getting the basic mechanics in play then we'll go in and refine them later.

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Yeah again I have no clue I'm just handling item placements animations that dont port over right and lighting.

olive dove
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Ok

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Baked lighting I assume?

viscid sandal
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Not currently but its also not done yet. I imagine some will be and some wont

olive dove
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Ah, ok

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I'm using all baked lighting. Might do some work on the shader though

viscid sandal
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At least with my understanding of baked lighting

olive dove
viscid sandal
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Nice

unique trellis
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I feel like this might be another awesome retro FPS, or a retro adventure game.

olive dove
wraith beacon
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Lookin neat.

olive dove
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Thanks

patent spade
dusk dove
heady coyote
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rip the ground

near mortar
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Happy birthday to the ground

wraith beacon
eternal nacelle
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there he is

wraith beacon
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Here he comes, he's gonna shoot those Mafiosos.

brisk timber
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he looks like an eager beaver

wraith beacon
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He's eager to shoot the Mafioso beavers.

wraith beacon
wraith beacon
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Honestly I'm not feeling the beaver project right now, going to put that on the backburner.

untold niche
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Make it an expansion pack for the penguin game

near mortar
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Second character

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Penguin is a pacifist, beaver is a vigilante like the punisher

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Problem solved, obviously

untold niche
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It just werks

patent spade
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m o l e

dusky tinsel
unique trellis
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Pretty nice

dusky tinsel
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thank you ๐Ÿ˜„ theres still lots of placeholders like the ui but its something

olive dove
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I still have yet to make a weapon or health system.

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I need to do that

shrewd grail
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everyone seems to make shit that look so much nicer than my game holy crap

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(then again I made the engine myself, so that might be why)

olive dove
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Oh that's cool, can I see it?

shrewd grail
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apparently the Windows release has been broken for a while, and I cannot figure out what exactly is going on with it

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some missing DLL or something

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I think I have a screenshot somewhere tho

olive dove
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Cool

shrewd grail
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though I'm just proud of having made an engine on my own, rather than using an existing one

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everything is made by me and my classmates, sounds, gfx, engine...

olive dove
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Use a framework, like Monogame or XNA?

shrewd grail
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nope