#general-modding
1 messages Β· Page 49 of 1
looking really good man :)
Well keep at it! I really liked the earlier one that run on... what? blender or something?
It was blender yes
I remember you said you were also going to rework the levels a bit
"a bit"
level 3-6 have been completely remade and level 5 6 and S have enitrely redone layouts
levels 1 and 2 just had some areas tweaked
its only natural with some of the constraints of blender game engine being lifted that some things would have to be redesigned, like enemy placement for example, there are tons more now
Yes
from what i can see at least
oh yeah blender couldnt handle that many enemies was it?
Nah in level 1 the enemy placements are the same but the number will get substantially larger as the chapters progress we're also doing a more old school difficulty scaling so harder difficulties will also change the placement and increase the quantity of enemies.
@slender knoll 18 at most sometimes a max of 8-12
depended on the level
the restrictions got tighter and tighter the further I got into development and just in general the game was very unstable, it had not become an uncommmon occurrence for the game to just stop launching for some people, even with reinstalls
yeah personally im impressed you got as far as you did with blender game engine
dont think ive seen anything as complex as what you had put together in it was
Yeah, tbh I think there may have been 1 or 2 more involved games made on the engine but the fact i strung out as much as I did is a miracle.
Would still be using it if it weren't for a bud of mine.
glad to see the move from blender to unity wasn't that bad, in my opinions unity is just too good of an engine to pass up anymore
Good thing you decided to do the switch. That engine doesnt seem like something that would be of any use in the long run
my uncle is one of the guys who founded unity
especially not since its deprecation
@trim jungle ask him if it's their fault or the dev's fault that like only two games manage to nail edge detection or whatever you call it
he's a very distant relative
haha
and I don't think he's working on it anymore
yea might be good if you didnt ask him questions like that
he just sits around and is rich these days
im sure theres a lot more than two unity games that deal with edge detection properly lol
thats down to how people use the engine, not how unity is made
I'm not that well versed in this but two games come to my mind. Deadcore and Clustertruck. At high speeds in both games feel like it's very uncertain if the game mechanics react as they are supposed to be. Then again if you look at dusk it does it just as it's supposed to. fairly obvious it's the dev not the platform they are using
ofc those two might not be the best examples of unity games
Ah,
yeah it's entirely down to the method of grounded check they are utilizing, there are many different ways to do it and not every way is suitable for the type of gameplay it is meant to be for
all these unity "speedrun" games have left me unpleased. Clustertruck came close but it still feels like junk
Games movement and general mechanics function perfectly well at high speeds. There's little to no jank, even with bhopping
yeah dusk is done right, and its done right with the unity character controller which is a bit crazy to me that david got it to behave so well haha
And it's quake 1 bhopping that requires an ounce of skill to pull off assuming you have tap enabled and not hold
ive never played clustertruck, what goes wrong with the way the movement is handled at high speeds? cant jump when on the trucks? weird momentum feeling stuff?
it feels like as if momentum doesn't properly stop
@slender knoll nope
good!
It's very traditional q1
I dont know how to put it but
I enjoy effort based mobility more
as long as it's not insanely hideous to perform (Warsow)
well if you are on a moving truck obviously you would be moving at the momentum of the truck, but the moment you jump you start with the trucks momentum and (should) slowly get it reduced by wind resistance
i guess i couldnt put that very well without having played it myself
it feels as if you fall off the truck because the momentum doesnt stop
and instead it lets go to towards the slope
You can make it easier by enabling hold in the options menu which means you'll auto jump when holding the spacebar and you don't have to time it in viscerafest. Tradeoff will be you can reach higher speeds with tap.
whereas you'd expect that if you are jumping from truck to truck you would have some friction
well even when you land on a moving object you still have your own inherit velocity, not to say it doesn't work as expected but it sounds some what in line with what you could expect in reality
that said it could probably benefit from a more non realistic velocity system where its much more rigid, like landing on a truck very quickly brings your self momentum down to 0 while still moving at the truck speed
the game felt like there was no friction tbh
as if the trucks were covered in wet soap
friction can be a tricky thing to get right in unity
But yeah basically the movement is like if you blended blood or turok 2's air control with quake 1 bhopping. It feels really good right now and will likely get even more polished down the line. Will be interesting how it coincides with the rocket jumping esque mechanic in chapter 2
when you are moving you want 0 friction or else you get stuck on things that do have friction, like walls
i like to reduce friction to 0 when there is player input and when there is no player input, put the friction back up to 1 unless in the air and dampen the player velocity, but in a game like cluster truck setting the player velocity back to 0 on no input wouldnt be very good
Yeah Its fun and makes platforming not aweful
thats lookin like some fun movement
how the bhopping being handled, the good ole complex mathy way or is it a simpler method like adding velocity on mouse turning at certain degrees?
and an unreal style dash as well
I'll have to ask
Alot of what i handled in that regard is the quantity of speed gained, buffer ranges, things of that nature, how the actual system functions I'd need to ask my bud.
I can tell you momentum is gained by hopping continuously in a single direction and turning with the mouse at the very least does not impact that speed negatively
when will we see an alpha build of that π
A beta will be released hopefully sometime before the summer hits, likely more so around spring time. There's still a significant chunk of content that needs to be built and added to unity, so its a lil ways off yet.
oh ic
if you remember me name when that happens hmu
ill be still shitposting waiting for the Dusk SDK probably
We have a discord if you wanted to join we regularly post stuff from bugs to just screenshots of progress.
sounds like fun
ah so its something like how dusk handles it, compounding jumps increases a hidden speed multiplier thats added ontop of the base movement speed
or at least sounds like that
minus the requirement to hold forward + strafe
pretty much I believe
its not really added, Dusk doesn't have the notion of momentum really
and strafing also slows your movement
also im interested in the discord for announcements if you could throw an invite my way :)
the only momentum you can maintain in Dusk is vertical
its like, you just accelerate instantly towards where you're pointing your movement vector towards
yeah, i just meant the basic implementation, its true that it looks like momentum + some form of momentum transference is happening on mouse move in this game instead
but i still think it applies about a movement multiplier thats addition to the base movement speed
idk how david came about Dusk's movement, but despite how weird it is, it works perfectly
and feels really good to move
so physics can really go suck a dick
after experimenting with multiple forms of bhopping it came a little naturally to me in the same way david ended up implementing his, it just feels really accessible and 'freely moving'
back hopping in hl2 
@desert notch ooooh the more "enemies" you're seeing are the scientists which we just added, they're basically the games equivalent of standard health pickups, they don't attack you they just die so you can eat their hearts.
wow that is a wonderfully unique concept for a health pack type entity
I didn't want to use standard health packs but I did want a slightly effort free method of getting health as the only other way is to gib enemies.
does that mean you have to chase down your health packs? haha
nah not for these guys, they'll just act mildly annoyed.
ah, still sounds very cool
They're going to have a few randomized voice lines.
again they're meant to be kind of effort free because the rest you get from combat or bloated flesh which will be mostly in secrets.
I hope there's an ammo-free way to gib 'em
I don't recall seeing in all the footage you've posted a melee but I have to imagine there is one
@near mortar pressing f does a quick melee that deals 60 damage gibbing the first 3 enemies you encounter at full health instantly. Its not as overpowered as it sounds but it is a tool that remains useful throughout.
That sounds like a great melee for the way you have the game set up, props on that one
Thanks.
So, i've heard that viscerafest is now being remade on unity? Cool.
how are you dealing with the transition? (moving from your previous engine to unity)
@robust ridge it's going well for the most part, a lot of it is just porting existing assets into unity and rebuilding their functionality. I'm more the polishing guy in that regard though. A bulk of the porting process is being handled by my bud fireplant whilst I polish existing elements and continue to remake existing levels and make new content as well as new design elements and mechanical additions to make use of the room for improvement unity allows us over blender as well as help to distinguish the game more so from other shooters of this sub-genre.

Noice, i wish you a smooth engine transition =P
that game looks really fun
beta's out
Gonna have myself a good time tonight
Enter the gungeon perfume
Someone mod this into dusk
Once SDK comes I am making revolver perfume
thought this was a vape for a moment
Yo gimme that vape π¨ revolver
@dusky tinsel thanks
since we spoke something about game atmosphere in #gami_g i would like to know if my fps (demo thing for now pls no bulli) got it? theres few gifs n screenshots there so you dont have to download if you dont wanna https://akselmo.itch.io/ironscale
i will play
π
its made in about 100h pls dont hate too much
i didnt have a lot of time because it was basically university project
haha love how fast you can bhop
π
is it actual bhop
right now my biggest gameplay feedback is that the enemies are very tiny
like in hl1
its not hl1 no
smh
it was supposed to have tribes style skiing
but i didnt have time to make that
so i just slapped on simple "bhop"
yeah, i think that you encourage the player to be moving fast and not stopping, so the skinny tiny dudes are a bit hard to hit, it would help if maybe the shotgun had a lot more spread
feels like you have to be directly aiming at them to hit them with the sg
so bigger enemies, got it
obviously enemy variety would be nice
i was so unsure about my level design
but thats a lot of work
yes i wanna add lot more enemies to the full version
and , i dont want to be overly critical given how its obviously very early
but weapon feedback will need some iteration
ya i've gotten that critique before π
also make the gun explosions and particles and stuff look like actual fireworks that'd be sick
but dude thank you so much
and i think working the claws into something more viable could be fun!
perhaps a wide swipe to hit multiple dudes with, or some form of pounce/lock on
right now it feels like suicide to use them
right now i think my favorite weapon feedback wise is the laser rifle thing
the green pew pew
i like the disk gun too! close second
π
i just think its very satisfying to be bhopping at a billion km/hr weaving in and out of your green laser trails
i'll have to build the levels around that then in future! π
i love the fast movement in games
will probably add crouch slide to it in future
play dystopia
and just make the movement like that
cuz dystopia has the best movement
im grinning like a doofus now like omg someone who works on duskworld plays my game like a real gamedev dsjfhsdjf
side note, love the voice work
i had fun voice acting lmao
the little quips with "KEEP EM COMIN" are nice
my fiancee was looking at me so weird when i started grunting in the mic
also haha yeah the duskworld thing is a bit of a misnomer almost, yeah i did the duskworld stuff, but really my job is with NB as their lead dev support guy
so i help manage QA and operations across all the games
ohhh
but yes i also did the dev on duskworld lmao
thats no smal feat at all either!
i just feel bad saying any percentage of dusk was related to me, david is amazing
yeah no problem, its a fun game!
im so happy when people give feedback
im still playing it lol
hahaha
one of my friends got +3000 kills
he just played it like 3h straight
i was so confused about it lol
oh and you can eat gibs by slashing them with claws
you get a bit of health
I want to make oneliners for those too lol
"ew, a smoker"
or something like that π
"bon appetit"
"what is this?"
"this is horrible!"
"not so great"
"I'm gonna puke"
"ack! it's poisoned!"
"damnit paramedic!"
lmao
ok i gotta get back to working, but i made it to 250 kills and definitely wanted to keep going
good stuff!
glad to hear you liked it!! will definitely make that campaign for it now π
after my current project... π
Messing with a grid based camera system thing.
it's neat but it'll probably have problems in larger areas, i think it'd look slightly better as a system that restricts the cameras movements within an area or room bounds
I figured
That looks super cool
trying to recreate doom's teleport pads, and found out that the charactercontroller really doesn't work well when you directly change its position
the real work around for this is using the move function, along with getting the offset of the teleport target position subtracted from current player position
π https://twitter.com/Akselmo/status/1087095696380051460 5 images total
π
π π
When you've got an Evil Dead horror movie cabin exhibit in your museum map, you go all out π
With all the projects in my head, an Evil Dead game would be great. Ash vs Evil Dead helped expand the canon mythology too so you have some basis and not just confusing zombie deadites and skeletons
Did someone say evil dead π
when someone mentions Evil Dead
haha
That movie is approach 40 years old
I'm trying lately to put myself in the mind of a late teen, early 20s person... Like, in 1999, we werent all wacky about games/movies from 1959.. yet here we are, making games and stuff to kinds be like 20 years ago
Ash vs Evil Dead is quality, much tighter than Evil Dead 2 my favorite of the series... It'd make a great mod. I'm surprised no one has already.. even an official game
havent finished Ash Vs. Evil Dead but it sure was exactly what I expected
didnt they remake the first movie couple years ago?
That was in 2013
I need to watch Ash vs Evil Dead someday. I loved the original trilogy of movies when I watched them.
the 2013 remake but its actually not a remake but it is but it isnt
Its a remake thats also a sequel maybe kind of but not really
fake perspective slant testing.
Any modders who are working on content for DUSK?
You can't just cheat and make mods before everyone else
illegal
just don't forget I have a patent for Gilby's ROUSmod
#viscerafest #indiedev #gamedev #indiegame #fps #pixelart #shotgun #GIF #retro #ost Shotgun!!!! Also for those interested here's the track in this vid. https://t.co/7xkPhkrwnh https://t.co/TrCHrhg1I2
hell yea i wanna play that
jesus I love these crunchy noises
cooked up a VTOL model for my GZDoom project
yeah, also Anti-Analysing screwed over the "landing rails"
will look fine ingame :P
Looks like the one in Brutal doom E1M1
Originally I wanted to try and port the NerdKoopa (aka where the BD v21 VTOL was taken from) VTOL from voxel to md3, sadly proper voxel to model converters aren't a thing (despite Model to Voxels being a thing) so I decided to just remake it as a model with some elements from the UH1Y Venom (tiny bit of Iroquois) and the SA-2 Samson from Avatar.
#screenshotsaturday.... this is a kitchenette in the tenement housing of e1m4 the Epidemic of BloodlinesEX...
Just kidding.... wip
Simple water shader
#indiedev #gamedev #pixelart #fps #retro #indiegame #scientists #screenshotsunday #viscerafest Scientists am I right? https://t.co/7LqX0cUmCd
@wild wraith its my game viscerafest
Goreshindig
@viscid sandal your game name is so memeable.. it'll worm itself into people's brains to make lame synonym jokes

Vivisectualparade
Added lighting
Will the project be Colour Theory supported, and hence @brisk timber approved????
Haha
Hell yeah, canβt wait
Fixed some bugs but the really weren't that noticeable so I'll just show off the refraction so more.
Behold the anti Oshry game.
Now to make it less slippery/bouncy.
Wait a minute, what if it was boat combat.
Or shark combat.
Game about ram ventilation.
why so sad
Bored
I was about to say
sad cuz the city in the background is upside-down again
Me and the artist who did the promotional art are working on 2 short cinematics for the game
what game?
Viscerafest
No this is for the cinematic
nice
It'll kind of be animation wise in the vain of immortal redneck if you've ever seen that games intro
I have not
@trim junglehttps://youtu.be/RzahU23jExA
Now available on Steam! http://store.steampowered.com/app/595140 Immortal Redneck is a FPS set in Egypt with roguelite elements. The game mixes old-school fi...
looks like the arcade mode endings in mk9 and mkx
MK4 endings are the best
yes
I'd like to thanks RedBull for helping me with this thing
https://www.youtube.com/watch?v=-C-n-PbH6Vc
I still have to get rid of the debug messages and figure out what's causing slowdowns but other than that - this map is finished.

dammn kraja
I remember seeing this before, but not the entirety of it
if anything, the only thing I can see detracting points from it is the fact that the static noise in that room is a little too harsh
really wanna get my hands on that wad
uhhhh eBic leak: 2020 probably
holy crep
@viscid sandal game stuff looks good 
thanks
The game is fun. If it's not fun, why bother
@near mortar ?
Reggie meme
ah
@midnight crow this is dripping with atmosphere, good job
thanks @topaz breach
i still have to fix some shit (like the framerate that goes down for no reason at all) and after im done with that...
i still have to make like... 10 more maps 
thank god i have 4 of them kinda-sorta finished already
well thats true
#retro #fps #indiedev #gamedev #indiegame #pixelart #legs I can practically hear the bombers from serious sam screaming right now. https://t.co/cgANLJYJaF
Resident Penguin Wake is being revived.
bloodshot (quake 1.5 dude) got fucking hired by 3DR, good shit
wait what
Correct, I dunno how many mappers they hired for this project but I'm looking forward to what they will come up with.
Really glad he landed a nice spot, absolutely deserves it
firstly, lead dev of SWAT Elite Force got hired by Ready or Not devs
now Quack 1.5 dev gets hired by not-3D Realms
lotta peeps seem to be getting nice spots from modding and whatnot
yeah right
really wish Doom 2016 would just allow people to make garbage maps instead of just tiling things together
even if most of the maps would be absolutely simplistic, Im p. sure one or another would be baller
except id Tech 6 wasn't really meant for modding
guess you're right
Making some quit game end messages.
Too Visceral for you?
?
Ah nah all of the exit messages are from the perspective of like a break up so there meant to be all kind of depressing because I have a sick sense of humor. also I've got like 20 of them already
Ah okay.
What does windows have that i don't?
Don't you dare calling me back once you start regretting this decision.
Next time, i'll find someone who lasts longer.
XD
You haven't been playing Project Warlock behind my back have you
π π π
#screenshotsaturday
Making modern cities is hard... Especially when you've established roads with lots of cars.... So to cut off and limit the map, just out a giant cavernous hole in the road, thereby cutting off access π
@viscid sandal so in Build, I'd have to add an additional texture because we can't rotate them in 2.5d π Now IM I think will have this capability from what they hinted about in a level design discord, but we'll see.
but yeah for sure, I like the tore up janky road
Bonus #screenshotsaturday but in video form π
Just some WIP on a Saturday!
JANKY CUT ROAD OH BABY
with some added total black 25% transparency sprites to give the effect of fading away to the right... mmm... what we have to do to make it
yum
So we were joking about this on my server but my bud did this
Wip
not too shabby tho
Me likey
lol @viscid sandal noahmode
Yes
@topaz breach we're thinking of doing this but a more refined version for all the devs
With quotes for all of us as well
π
Puzzles
when make not top down
That's pretty cool
Oh just revamped so much in this map, alot of the same stuff exists but now... just a better sense of scope. Enjoy! I will probably have this map ready to up...
Looking awesome
The ending of the clip, I was going to redo it and that happened... Absolutely brilliant blood moment π
Yeah that was great
When you explore the inside of the buildings it goes all horror, but the streets here are a gunfight you can't win so have to duck in to doorways and such... Love Dem hitscanners
I actually got some work on Pongo game done today wowie.
The real question is, how do I make a flashlight feel good to use.
probably have an unfocused/focused mode, and add some audio and maybe some fx/screenshake while youre hitting an enemy with the focus
so basically alan wake
that's what I said yesterday lol
Is it an actual port?
no, it's reverse engineered
afaik it doesnt use the beta code
like some other devs are rumored to be using
correct
Eh GDX is good enough for me, also BloodEX is coming out soon so whatevs
NBlood looks and feels a lot smoother at least on my setup
I'll still get BloodEX, but there's value to be had on an opensource port
even better when it's by Nuke, dude's got talent
time to hit up GOG Galaxy I guess
One more... If you played the 2003 release this is an update in really proud of..

NBlood: A port created using reverse engineered machine code from the final game, using EDuke32 as a base point in order to inherit all of its bugfixes to the Build engine (this does not imply any relation to Duke3D, EDuke32 is still Build, Duke3D game-specific code is separate)
BloodEX: Port running on its own engine (Kex), based on reverse engineered machine code from the final game
BloodGDX: Java-based port based on leaked alpha code, filling in the gaps with reverse engineered machine code from the final game
BloodCM/BloodTC: Not a port. Rather, a manual recreation in the form of a standalone Duke3D mod largely done through guesstimation, same author as BloodGDX
For those not in the know
NBlood's currently my port of choice because it's so far the most accurate and outperforms BloodGDX
Interested in trying BloodEX when it releases though, to see what modding options it offers
jesus christ I forgot just how much bullshit blood is on the max difficulty
second map, I got launched 30m into the air by a TNT bundle and then sniped by the hitscanners
Its great isn't it
It is, I have no idea how to clean the god damned bar in the train map
did it with 4 health left wtf is this game even
@crystal kraken hardest difficpulty is designed for coop
Which we can now do with excellence in nblood
Personally I'm sticking with GDX because workflow for project design is simply better right now... When the ability to load maps becomes easier on the fly and not having to create additional bat files or whatever we'll be good
People were also saying dynamite isn't working correctly in nblood
IDK how true that is, haven't tried it
I'm not a huge purist but throwing dybamite, it exploded on my fellow Bloodbaths and they blew up... Maybe I was missing something
Lamps.
Shoot em with your flashlight and watch as they turn on.
Lamps can also turn on other lamps.
I tried and hoped by some chance GDX would just be like "oh, go ahead and have 3 stack sectors besides esch other, I support your life choices, I'm cool and hip and modern .." But no, no it didn't. If you stand by the chapel, no issues, but on other side, yep. It hates it.
This will be part of the Dusk tribute map
nice!
Sky will be red, too... I'm not just doing a farm it'll be little vignettes, Escher labs, etc. It's a secret level so can go all kooky
Awesome sounds like it'll be cool
im tryna do a simple check to see if the player is moving in ue4
im not getting any errors, but nothing prints at all
even though the print works perfectly fine with other parts of the BP
even this doesnt print anything
nvm figured it out, needed to attach an event to the branch
When you gotta jam but you don't have much time
looking pretty darn π
KILL THE INTRUDER... ok no more posts about this until this map is done haha
This is motivating to finally make angled brown wood slats for decoration and stuff. I had to make a single vertical wood slat since it didn't exist in original files and I'm a decoration nerd...
Sometimes, I wish Ken's BUILD2 had been more fully realized.
Also, fun fact for those of you considering Blood mapping in future... Browns are the most palette able colors in Blood... The base color of the cultists, for ex. That's why there's like 6 different ones
examples of what i'm talking about...
say, any place i could possibly get far cry maps ? crymod hates me, and I'm burnt out both modb and filefront.
Really good, solid sound work there.
Lookin' pretty rad
Thank you
Is Amid Evil going to have an SDK too?
Probably not ue4 ainβt a very mod friendly engine. Not completely throwing it off the table but donβt get your hopes up
Ah, noted!
quite the fall from grace considering UE2&3 games have some classic mods
Epic now is clearly not Epic from then.
Not So Epic Games.
an unreal without modding is not an unreal.
to think i was gonna try and locate a launcher to play custom maps in unreal. not anymore.
Okay, this is not epic
that would be just one big oof moments tbh
but if Nexus Mods are any indication, as well as all the pre-teen and teen kids, it wouldn't mix well for the theoretical highest rated fornite mod
which is? π
demon tiddies mod
AE is already H AE though.
Oh boy here comes the fan art
Mod for games
all the moderator only channels are hidden from public view

Ye that's where they talk shit about us
^^^
I dunno
prism knows whats up
Who is the most talked about in the lounge?
its mostly steev calling reb "jab jr"
Whoever is being the biggest pain in the ass atm
He ainβt wrong
SO usually Jab
steev get so mad he call me bab jab
hello son
Where is my pie
π
i like to think reb hasnt worked hard enough to inherit the legacy of jab
Do I gotta play 2hu
ππΏ
got it
There's some Jab history moments that won't be beaten imo
you gotta become a lighter, kinder version of me
61 KILOS BOI
T H I C C Jizzus
or when lain was kicking me
I can't even talk about some jab stuff without breaking rules lmao
and i became Punished Jab
if anyone got screenies of whatever that was feel free to pm 'em to me π

Vore
Do general restrictions on this server apply to the mod channels too (even if they are private and for use by u cunts)?
yes
Oof
do we follow them? idk
you bet all they do is post scat all day
Can't wait to blackmail NB for copies of DUsk with screenshots
We post so much vore its not even funny
Like ridiculous amounts
its kind of changed me as a person
Guessing it goes like this. Channel for mods and above. Channel for admins and above. And a channel just for Dave
i hope u get vored by a woodchipper π
nah
Hot
sometime poop logs owo
u were gonna say uwu
uwu senpai-chan~
Canβt spell New Blood without scat (just replace and add some letters onto it and you get New Blood, believe me)
uwu
Thanks
Can't spell Blonde owo without New Blood
Conspiracy time: Lain's pfp is a prism
spent months to mix

Is Prism Lain?
yes
Is lain a nerd?
yes
This can be used for modding.
Sounds like cowboys, marines, and space marines fighting in a bar with a flanger effect memetically engulfing a walgreens stock sound effect cd
@unique trellis game
nowhere currently
Plan is to launch on steam, gamejolt, gog, and itch.io when it's complete.
wow!
@unique trellis first chapter will be free and whilst the full game doesn't currently have a final price point it will likely be between 10-15$ US
Shareware version style
Indeed. Chapter 1 is also the shortest though. It has 5 main levels, a boss level and a bonus level, though the shareware version will also have the introductory stage which is seperate from the other chapters. Whilst it's not done yet chapter 1 will likely be 40-50 mins for a first timer.
This is the second channel I've seen today making vore references. o_o
awesreek: What game?
@still jasper
Ahhhh
The shareware will also be out prior to the full launch so its also going to be nice for beta testing.
I mean the old one was to and I got alot of great feedback on it but that was when it was running in blender and before I decided to redo most of chapter 1 so
I'll be sure to check it out! I heard some of the music and it sounds pretty sick
The full ost for chapter 1 is on youtube which is about 11 tracks at this point I think?
but yes
(lol)
@dusky trench mer like quake angle 
Becuz lovecraft
Also Calebs Carolines brother now I guess so that's a thing thanks david
@pine carbon actually that reminds me how did you drag stephen weyte into dusk?
Dave emailed him
but then there was months of union stuff involved to actually make something happen
@dusky trench no but in all seriousness whilst the game is much more free flowing and you're much more mobile than you ever were in quake especially later on the combat has a hard focus on some of quakes ideologies more so than dooms. Best way I can describe the combat is its like if quake and the build engine trinities combat had a baby.
@viscid sandal So the shareware will give you less weapons? Is that game 2.5 or 3D?
And you worked on your project alone?
@unique trellis the game is running in a fully 3d engine and does utilize models where necessary but the enemies, weapons and props are predominately 2d sprites.
I was working on it alone (kind of) but a bud of mine recently joined development.
The shareware build will contain 6 of the 12 weapons one of which you can only find in a secret and won't get as a standard weapon in the open until chapter 2.
Appreciate going with a shareware model
Still got plenty of mates still iffy on trying out DUSK and AE
So your bud did what with your development?
Hopefully they'll give Viscerafest a go
The game was running in blender but blender is trash and having never used unity before I needed his help porting to a new engine
Hmm... If it's a 3D engine, then what engine are you using for that game?
The decision to cut BGE in 2.8 was a good decision.
I have never heard of Blender Game Engine before.
It was very poorly optimized and rather buggy
I know Game Maker, Unity, and Unreal Engine.
It's the game engine component of the 3D modelling Package Blender.
BGE is never used because to be blunt, it's garbage.
I mean the game struggled to maintain 100 fps with anything more than 18 enemies in a level at most the current unity build.... Well uh
410 fps
that's what I wished for my laptop
when playing 3D game that's not Quake
Lel
Wait, so you did the programming, level design, art, and the music of the game?
But yeah the weapons in chapter 1 include the skull crusher pistol, shredder dual assault rifles, bunker buster double-barreled shotgun, pung cannon, Quad shotgun, plague rifle, and eviscerator gattling gun.
@unique trellis not the music
That why I said kinda
No no. You asked if I was working on it alone and I said I was at one point kind of. The only thing k wasn't doing was the music which was done by my composer Michael markie. Fireplant is the guy helping me with the unity build.
@unique trellis have you heard of quake champions doom edition?
yep
He composed the music for that https://youtu.be/C-OF5bs2YLk
Album out now!: https://markiemusic.bandcamp.com/album/qc-de-soundtrack A cover of the original Quake Theme I did for the Quake Champions Doom Edition mod! O...
Yup
so who did the sound design? you did?
Other than that I've also hired a British voice actor named Janna polzin to provide the dialogue for Caroline the main character and sarakpn did the promo art and me and her are working on short cutscenes rn together.
@unique trellis I was doing it all but my sound effects didn't really gell well with the music so markie is redoing most of the sounds.
That's awesome
Indeed
You did the art?
Wow! What software did you use for the art and the animations? Looks so cool!
I have lots of ideas for games but I don't know how to make one.
I use an app called piskel for the sprite work and texturing, and I use blender for modeling the levels and 3d props
Cool
It's not an easy thing to break into that's for sure
I have written lots of ideas for game since I was in middle school and I still keep it in my folder. Sometimes I edit those old ideas because there are lots of dumb and nonsense writings that I have written in the past.
i broke the part of the sliding mechanic that reduces your speed so u just turn into a drift car when you crouch
Make that a main mechanic.
Here is the recorded audio of the noises that I made for gunshot. I recorded it with my iPhone 5s.
I used Audacity to edit sound.
What's your thought?
Sounds good
sounds actually pretty solid
sounds punchy, that's a good thing
mouth gang rise up
there's something playing along side that I can't really name, and it's sorta throwing the sound off
#screenshotsaturday
Ooooo
The light out of the window... It's two triangle sprites, turned out pretty good... The whole window is sprites it's just decoration and some visual noise to distract from the annoying monsters
Ope deleted it
Sound that I edited from noises that I made with my mouth. Software: Audacity.
Improved version.
There are no stock sounds used.
Only noises that I made.
I have never taken any sound courses.
oookaay
They sound pretty good for something that doesn't use any stock sounds but, I do feel they'd get a bit grating after a while and the SMG noise seems a bit too loud.
I'm gonna sound mean but I do not see any way you could do that with your mouth and Audacity without some serious plugins I've never heard of
Yeah they very much just sound like stock sounds
Same
The fact that you're vague on exactly what you did makes things even more suspicious
In fact if you could actually talk about the method of how you make these that would be great
Can't have someone just posting stock gunshot sounds in here claiming that they made it
Good point.
There's only one possibility - his mouth is a gun
tru
Ok well if you could show us an example of the process I'd be more inclined to believe you
I layered all the sound that I recorded, then adjust it by using pitch, speed, classic filter, equalization, and amplifier.
Original sound
First edited version
The original file format was m4a
recorded from iPhone 5s
Most recent version
I'll send the screenshot later. I got work to do.

It's not particularly hard to make a mouth noise sound like a gunshot if you know what a gunshot sounds like
Here's a real crap one I made just to prove I could do it with just base audacity and my mouth
Know what you're doing and how a gun sounds, or at least how to do a good video game gun sound, and you could probably easily make an entire arsenal's sounds with just your mouth and audacity, though you could also definitely improvise some better alternatives for crap like reload sounds and such
Alrighty.
Early steps (I deleted some of the earlier steps for my "beretta 92fs.wav because I didn't think that you guys would think that my sound is like mixed from stock sounds).
SMG.
I believed you if that counts for anything lol
And I don't have money to buy stock sounds.
Not the best quality because I have never taken any sound course. I edited sounds with tips I learned online and experiments with Audacity.
You using the stock reverb plugin?
Pretty much everything under "effects"
No.
damn, game devs gonna need to step up their game with this
force everyone to use their mouths to make gun sfx
I don't recommend that. This is just an experiment.
Oh, I see how you're doing the "reverb" now
Some of you guys may think that I ripped sounds from hickok45's videos or Black Ops 2 because of that reverb.
as much as I like BO2, it doesn't have that MUCH reverb into it
I used no reverb. I used "Speed", "Fade in", and "Fade out" for the tails.
And even "Pitch".
Yeah, the first proof pic you posted tipped me towards that. I just assumed you put some stock reverb on it as well.
I have never seen any stock reverb
This is an original work, so I don't use stock sounds.
Editing sounds from noises that I made with my mouth is what i have been trying to do for a long time, but failed multiple time.
Here is an example of my work that I used some free recorded gun sounds (tail) and sounds ripped from YouTube channel's videos (Forgotten Weapons and FPSRussia).
How I made is difficult to explain.
I took sounds of SCAR-H (FPSRussia), artillery (Forgotten Weapons), bolt rifle (free recorded gun sounds), and multiple sounds that I mixed with ripped sounds from YouTube videos (Forgotten Weapons) and failed (importing multiple sounds to improve my AK-47 sound). It is impossible to get my original AK-47 sound because it got screwed up when I tried to improve it or the pre-equalized versions got deleted to get replaced by the equalized version.
This AK-47 sound is used as a mod for CS 1.6.
I don't plan to upload the mod because I don't remember all of the sources that I used. I don't want to be called plagiarizing or stealing.
He didn't mean a stock reverb audio file, he meant the stock reverb track effect that audacity gives you.
He thought you just used that instead of basically hand crafting a reverb effect out of multiple tracks like you did
I know. I said that I didn't use the "Reverb" effect. It sounds awful to use it. Like there's a shootout inside an office.
If you have Audacity, you can check that I did edit the gun sound. Note that the file is different from the screenshot because I deleted all the tracks for full-auto firing sounds.
nuh uh
What do you want, @eternal nacelle ?
I want to be loved :(
You only want to use your power to do more harm than good, like those corrupting humans in my country.
Hallo Reb
Fucking Reb.
i wish i was
me 2
Big green losers are all doing mod power aboos
Like reb lying about this man's mouth gun sounds
So kids, you can now add custom enemies to Blood.... You could make 10 different zombies, as long as you had graphics... And you can place 30 of them each with different hp, speed, weapons, etc..
All from the mapedit in DOS.
What a world to live in.
Want a slightly yellow cultists, with 2000 hp, that crawls only and spits puke... Do it.
Holy shit, that's in depth. I love it.
It's a mad, mad, mad, mad world
Also shown here... Enemies fighting enemies, which is in game but they are initially targeting the others not Caleb... There's just so much new stuff coming down pipe with GDX and hopefully NBlood port
so
possibility
of a Blood modding community springing up even more?
than just Death Wish

DW is the best but there's a ton of other maps and add-ons... Just everyone jumps to Dustin's 
He's a good dude
Yeah um I don't think I know how to do multi skeleton anims in UE4, oh well.
'ello, here's some shill: https://twitter.com/Akselmo/status/1102011773127929856
A snowy forest, full of snow and trees. And rocks and few bushes too! Just lacks enemies and few more modules. Pretty glad how it turned out. #CastleRodok #ScreenshotSaturday #Gamedev https://t.co/shymfCaUti
name: Cold Boi
Coming to Playstation Soonβ’
π thanks
improved it a bit just now, it feels more like a forest imo https://twitter.com/Akselmo/status/1102199173254991872 needs only enemies and such now
Now we have a proper forest! I finished all the modules :D Just need to add enemies now, and I maaybe make one more module, not sure yet. But it looks pretty good now i think!
#CastleRodok #Gamedev https://t.co/McWezXSnjk
Nice aesthetic
very nice
I played the shit out of the chamber of secrets ps1 game when I was a wee lad
Check it out
When ea wasn't complete shite
hell yea
i played the PC version as a kid which was excellent
i got the PS1 game much later but its also actually really fun, also its dubbed in finnish so its really funny
I have played 1 2 and 3 on PC but only 2 on ps1
they're completely different which is a bit weird
well it's weird nowadays but I suppose it wasn't back then
yea back then i usually expected the console version of the game be way different
the first hp game on ps1 is okay too, but i think the first two games are better on pc
The 3rd one is basically the same on PC and PS2 from what I remember but the PS2 version had some exclusive eyetoy minigames that were a bit of fun
i remember the third game being a lot like the second game on PC
but i havent played it for long time
Join us for a live playthrough of Ion Maiden, followed by Viscerafest!
That's rad
indeed
Ought to get Viscerafest some more much deserved recognition
guys stream is kind of struggling though, his internets kinda crep
the stream died and he's probably just going to do a pre recorded vid
Based GameFront
Based and gamered
@near mortar @queen comet I don't get it 
I like Gamefront compared to other games media
Like Kotaku, for example, stole some of my videos π
Ouch
Video Game Journalism mentioned
Small sceencap of a game I'm making in Godot. Very early, but I'm liking the aesthetic.
I need to make some kind of enemy/enemies still. But the look is there so I'm happy for now
Pointy
Cool image.
Tutorial I based a some of my scripts on: https://www.youtube.com/watch?v=LbyyjmOji0M Where I got my sounds: https://freesound.org/
@pine carbon What you think?
Pit but not
I forgot about pit! Yeah, this is similar to wolf3D. Only this is made in an actual 3D space, I'm just locking the movement to 2 planes
https://www.youtube.com/watch?v=33FQ6gjxm3M&feature=youtu.be&a=
I'm still proud of my moving sidewalk joke for easy
A quick idea I had for a Quake-style difficulty selection in a Doom 2 wad I'm working on. This is extremely early WIP, and will change tons, later. Subscribe...
I approve
Neat!
Welp I can die happy now
whole ass puzzle to get to nightmare
this is quake on steroids
Shame I can never finish a wad
Finally after Q4rip and csdmo's update i found some time to keep tweaking blorc and titan.
Still working on blorc's weapon upgrades menu. Titan remains on standby until I can go to a friend's house to continue ripping missing animations.
Also, showcasing blorc's different weapon behaviours up to which upgrade level is set.
(video is currently unlisted)
https://youtu.be/jelD5YrAn0o
Ok I'm running out of sectors, 90 to go... at least I got a couple thousand sprites left hahaha... was going to add a whole basement area to the tenement housing of Epidemic (its already got 3ish floors stacked!) but I may have to cut it :π€ Plus detailing off the tunnel to leave...
Neat! What's the sector limit?
the limits are at the bottom of the mapedit screenshot... I'm creeping up on walls and setors... so going to start using even more sprite constructions as necessary π
@near mortar originally caroline did have a glass eye, but at some point during development who and what caroline was changed drastically along with the the entire plot of viscerafest which is why the title of "QUARANTINED" Was dropped, her having 1 eye no longer really made any sense.
So that facial scarring is still relevant but it has done nothing to her eye then
pretty much
It just so happens to be on the same side as her naturally red eye
yup,
I thought it might be more fun art wise to give her multi colored eye's, its not something I see very often, and its more interesting and fun.
Her eye colors weren't exactly natural human colors anyways so.
It's more common than you think, just not typically in first person shooters and crap
It's more anime bullcrap and 12 year old deviantart OCs
Neither of which are things I tend to indulge in so.
Though your character is designed a lot better than most anime characters tend to be and obviously deviantart OCs are garbage in comparison to literally anything
Well thank you, I think... Idk its pretty easy to surpass either
Anime characters tend to overdone or underdone
Like what is this
Oof
flipped the side the basement entry was on, for gameplay made a difference... i used a few sectors and effects to make a cool basement
@unique trellis blood references
And when can I play 
can i post some screenies here?
Yeah of things you're developing or modding
Nice athmosphere
You wouldn't see stars in a city like this nowadays
And it's a shame
i have an early alpha build right here but...
it's a bitch to run atm
Gorgeous
pretty nice looking doom mod you got there
is it just a level pack or gameplay mod too?
looks neat
so far it's just two maps, a custom hud and some decorate actors
but i'm planning on making new weapons too
@viscid sandal let me hook you up today or tomorrow
Yum
Neat stuff
Pasta Land is definitely going to be more fleshed out than Pasta Labrynth.
That's badass spritework
Guess which one of these stairways I made while four glasses of wine in
all of the above
Thanks
Id trust those stairs with my life @graceful nest
Probably a poor decision on my part
I can actually move up/down em pretty smoothly
But they look trash and that's not the aesthetic I'm going for on this level
Ah
I mean I won't disagree. But I've also never made stairs whilst drunk... Also likely because I've never been drunk
Swirling a glass of wine while doing Quake stuff is great for inspiration- not so great for productivity
I can imagine
I just don't drink, 1 I'm 19 so it's not really legal per say, and 2 because beer tastes like glorified piss and I'm meh at best on wine. 3 because i like maintaining my semblance of intelligence i do enough stupid crap uninebriated as is.
3 is a big mood
i mean I'm on this server
Lel
https://zehatsu.itch.io/pasta-labrynth Pasta Labrynth is out now everyone.
I'll check it out tomorrow! Looks stylish as hell
actually screw it
t o n i g h t
Thank you for all the support lately friends π
Well that was absolutely lovely
GREAT feel on the firing/aiming
also I'm pretty certain I'm gonna have that tune stuck in my head forever now
Pasta Labrynth was nice
Oh fuck sleeping today I guess
Oh christ level 3

