#general-modding

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topaz breach
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you gotta step up yer trailer game ze

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before dave brings in rich and you never get the chance again

wraith beacon
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Also just so you know there's two level threes.

wraith beacon
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Yis.

viscid sandal
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Behold my robutt I'm remaking because the old one sucked and then i tried to remake it again but it still sucked, this one is better though, but it's not done yet .

spare spire
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return to castle wolfenstein stores map data in pk3 files.

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it does the same for mods

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would it be far fetched to assume i could load a map the same way i load a mod ?

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i just don't wanna write down map x everytime I wanna play a new level

wraith beacon
tranquil oracle
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neat

nimble socket
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Good stuff

outer eagle
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Looks fun

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can do some interesting stuff with that level wise

wraith beacon
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Definitely going to be more verticality focused than Pasta Labrynth.

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You won't be able to jump though because jumping's for nerds

viscid sandal
near mortar
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Davebot on the far right

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They all look really good, in all seriousness

viscid sandal
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Thanks

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Now I've got 18 more for chapters 2 and 3๐Ÿ˜…

queen comet
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@wraith beacon

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Also happy birthday

nimble socket
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Happy bday

near mortar
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Merry birth

queen comet
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One more trip around the sun

viscid sandal
untold niche
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Started from the bottom

wraith beacon
rustic cradle
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lookin good!

queen comet
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Man I can't put Goldfinger on every THPS-esque video

graceful nest
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Granted this isn't really the kinda thing you can tell from a video, but the movement feel there looks great

keen bear
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@queen comet thats a quality meme

queen comet
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๐Ÿ™๐Ÿ™๐Ÿ™

wraith beacon
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Pasta Labrynth lore time, Mac Yeetio the chef is actually one tenth Martian.

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That's your Pasta Labrynth lore.

topaz breach
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Can you make him 1/10th ziest instead

wraith beacon
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ziest?

topaz breach
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The planet ziest

wraith beacon
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Gonna be a top down shooter with typing game elements.

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Can't convince me that this isn't the Best worst idea for a game.

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I can't stop coming up with bad ideas, help.

wraith beacon
untold niche
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Is the plan that time slows down when you have to type?

wraith beacon
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Maybe.

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I'm trying to make it not too intrusive with things like short words that are all the same length.

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Definitely a silly idea though but that's kinda what made me interested in the mechanic of reloading your gun with a typing game minigame.

nimble socket
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H-man is a good protag

dusk dove
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is the final boss gonna be

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atsu

eternal nacelle
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final boss is hatsu saying "fuck"

topaz breach
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if this is true the game will be refused classification in australia

eternal nacelle
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thank god

tidal fulcrum
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doesn't matter, australia doesn't exist.

wraith beacon
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The final boss will involve all the words you type to reload being replaced with profanities.

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It probably won't but it's a funny idea so it's not out of the question.

wraith beacon
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I'll probably make reloading a manual button rather than opening the text prompt on bullet collision.

keen bear
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yeah thats smart

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i also think, just visually, an _ might be nicer than a |

wraith beacon
prisma basalt
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you making a binding of issac typing game?

slender knoll
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binding of avain

wraith beacon
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No it's a top down shooter that happens to involve typing. Not really going to be Binding of Issac like.

keen bear
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what if the words you typed dictated your attack

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or effected it in some way

wraith beacon
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Maybe, Not sure how I'd implement a system like that.

keen bear
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type "ice" to fire some ice bullet that has fun ice mechanics

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or rather, load your gun with that type of shot

wraith beacon
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Could see that being a mechanic though.

keen bear
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itd be much less reactive though

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because then youre just typing words from memory

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rather than reacting to the prompt

wraith beacon
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What if, the gun just shot the words ๐Ÿค”

keen bear
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thatd be fun

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you COULD come up with a unique projectile per word in your dictionary

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"dog" shoots dog projectile

wraith beacon
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Would probably be hard to implement though, I'm fine with it being a more reactive system right now I guess.

keen bear
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definitely

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theyd be very different games

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the idea of it shooting the word itself is fun

wraith beacon
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I'll look into making a system like that maybe, but I also like how the bullets are literally just a D

keen bear
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i noticed that

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its nice

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keeps with the letter theme

wraith beacon
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Another idea would be to make it so your gun can have multiple shots loaded? I can see that being a bit fun.

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Hiding in cover and shotgun loading three shots seems like an interesting idea I guess.

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Because reloading makes you vulnerable in this particular system.

keen bear
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that is nice

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maybe you have different weapon types that support more or less loaded ammo

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and also weapons of a higher damage value that require longer words to load

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like a rocket launcher or something

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six letter words

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versus a handgun doing 3 letter words and holding like 3-5 shots or something

wraith beacon
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There's a lot that could be done that's for sure.

keen bear
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i cant wait to see what you do with it

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goty 2019

dusk dove
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the atsu gun

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all the words are usernames you've had on here

near mortar
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Real talk though when's the H-H mod coming out

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The internet will be set ablaze by people wanting giant anime robertsons on that rendition of the letter H you've made

wraith beacon
tranquil oracle
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imo when you successfully type a word it should stay onscreen in green or something for a second (or half)

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because when I look at the footage currently it's like the user types 2 letters and then it gets erased

wraith beacon
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Yeah I know.

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I'll add that eventually but for now this is just me adding things.

neat hare
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five round burst

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five round NUT

tranquil oracle
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User has to type NUT five times

neat hare
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with varying orders of capitalization

wraith beacon
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Game now has an ammo counter so you know how much ammo you have and just a whole buncha other changes and improvements.

neat hare
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Boomer

sharp vortex
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What reason would you have to not just type out only a quick few random letters? Is that something you're looking into?

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also I fucking love the character

neat hare
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from what i can tell it gives you a word to type

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and the words seem to get longer the more ammo you stack

wraith beacon
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Yeah.

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How evil would it be to make typos clear all your ammo?

neat hare
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incredibly so

wraith beacon
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I guess subtracting one round as penalty wouldn't be too bad?

outer eagle
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Make that a expert difficulty maybe?

wraith beacon
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The Hotline Miami of typing games.

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Getting the type to reload mechanic working was definitely the main priority though.

viscid sandal
slender knoll
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blew my ears out but sounds good

viscid sandal
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Lel

viscid sandal
crystal kraken
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anyone here used 3Dmigoto for anything? I need something to replace shader code on Sekiro quick n dirty

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wondering if there's any other similar tool

keen bear
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never heard of it

surreal rapids
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@keen bear are dusk enemies all character colliders too?

keen bear
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uh, not sure what you mean by that

surreal rapids
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@keen bear sorry wrong word, character controllers

queen comet
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I think he's asking if they're pills or if they align with the model

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Just a guess

keen bear
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nope, theyre a custom ai along with a nav mesh agent

surreal rapids
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thanks!

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i havent used navmesh yet so i wasnt sure if it took care of collisions and gravity for you and such (i know cc only does gravity on simplemove)

keen bear
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looking back on it though, we would not have used navmesh agents most likely

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there are much simpler solutions

surreal rapids
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yeah, david mentioned quakes method which is identical, i believe, to dooms

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seemingly id didnt even use pathfinding until quake 3 (although i've barely ever played that one, i assume for the bots?)

queen comet
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Really? That's crazy. Quake's AI seems so much better, but I guess if you sped up Doom's enemies, they'd behave almost the same way.

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And, yeah, Q3 would have to be for the bots.

keen bear
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its not identical but it is very similar

surreal rapids
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it was a loose identical :p

queen comet
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The same, but different

surreal rapids
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check if enemy enters cone of vision, walk towards player, if blocked then bump into walls randomly until find player again

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not sure if quake has ambush flags?

queen comet
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I can't think of a time in Quake when enemies ambush the player like in Doom, but I'm usually jumping and running around at 50mph lol

viscid sandal
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https://media.indiedb.com/images/members/3/2860/2859885/profile/Box_art_caroline_lower.png Hey everyone! So I've hit a bit of a rut and wanted to ask you guys for help.
Effectively I've decided I want to replace the Eviscerator (gattling gun) with something more interesting as viscerafest already has a fully automatic weapon.
I've come up with a few ideas and have created a straw poll so you guys can give me your thoughts on what kind of weapon you want to replace it.

Weapon (1):
A weapon that deals a fair amount of damage to every enemy in the player's field of view,
but has a small ammo cap and ammo for it is infrequent, player can use health as ammo.

Weapon (2):
A melee weapon that has a secondary fire that launches a chain toward enemies dragging
them toward the player stunning them for a few seconds allowing the player to wail on them.
The chain has a cooldown time.

Weapon (3):
A weapon that fires a blade that can pass through enemies and will ricochet around the level for a period of time.

Here is the straw poll now vote!!!! https://www.strawpoll.me/17680196

Straw Poll

Vote Now! [Weapon (1)] [Weapon (2)] [Weapon (3)] [They all suck!]

queen comet
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Why not combine weapon 1/2? Might be OP, but you could like pull enemies towards you and deal more damage or something

viscid sandal
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Weapon 1 is hitscan

wraith beacon
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Weapon 1 but it shoots chains.

viscid sandal
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The functionality only would make sense for a shotgun or melee weapon

wraith beacon
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So it's a literal chain gun.

viscid sandal
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๐Ÿค”

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Weapon 1 is meant to be a hybrid of the voodoo doll and life leach basically

queen comet
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Can hitscanners not detect rage and reduce damage over distance?

viscid sandal
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Idk we'll see. Depends how the votes land

viscid sandal
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Due to a tie it came down to a coinflip but weapon 3 won

viscid sandal
near mortar
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Looks pretty metal

viscid sandal
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Thanks

robust bolt
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Hey i wanted to ask if there are any mods you could recommend for Quake. Im mostly looking for mods that make the game a bit more modern when it comes to controls

rustic cradle
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This might be a bit controversial, but I like Quake 1.5 a lot for what it is.

misty sparrow
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i like Q1.5 more than regular quake

rustic cradle
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Quake is rather low on my list of FPS classic favourites, but 1.5 streamlined it in a way that made it just so much more enjoyable for me

astral night
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ye

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it's just better

misty sparrow
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og quake is bland and ๐Ÿ’ค

viscid sandal
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Lies WILDWOODY1

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But yeah quake 1.5 is good

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It doesn't "brutal doom" it

rustic cradle
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Yeah, 1.5 is really just the right enhancement to modernize the experience

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Can't wait for it to be 100% finished. Would be really neat to play through AD with 1.5 gameplay and weapon enhancements. Not sure if that'd even be possible though, with AD adding some stuff in that department itself. One can dream, though...

misty sparrow
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just need someone to remake all the bad levels

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aka all of them

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except the tech bases and boss stages

viscid sandal
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Delete this

surreal rapids
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Quake isn't bland, it's just shit brown

toxic hemlock
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and bland

sharp birch
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and people call Quack 1.5 "lmao brutl quack"

untold niche
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Doom had tighter combat imo

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Aesthetically it's messier (especially in Doom 2) but less repetitive

astral night
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quake 1.5 > quake

untold niche
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Ye

viscid sandal
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Doom has more satisfying combat but quake has more refined combat.

misty sparrow
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thats a load of shit

tidal fulcrum
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quake's combat is fucking tedious.

misty sparrow
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dodge grenade spam with occasional melee boi isnt refined

tidal fulcrum
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quake puts me to sleep

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1.5 makes it better, but the game is still pretty fuckin' meh.

astral night
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both vanilla quake and doom combat are garbo by today's standards. did not age well

rustic cradle
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I agree, the general combat design with all those hitscan enemies hasn't really aged all that well. Doom holds up a lot better than quake imo tho, I'm still havin a blast playing through og doom and doom 2 (except for thy flesh consumed maybe), especially with Andrew's idkfa ost remake and, say, smoothdoom.

wraith beacon
nimble socket
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that shadow is spooky

viscid sandal
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In doom whilst the juggling of enemies weapons and resources is all a factor its mitigated by the fact that they throw tons of low tier enemies at you usually pushing you into this play style of shoot whatever is closest. Whereas in quake there's less enemies but they all hit harder and last longer making your choice of target hold more weight in the moment. In conjunction quakes hitscanning enemies with the exception of the shambler are pretty neglagable adversaries who only appear in base maps and as for shamblers they have predictable and easy ways to counter them. Where doom has a leg over quake is that quakes guns sound like pillow launchers making them feel unsatisfying to use in tandom with the bouncy and lackluster recoil. Dooms weapons sound and feel more crisp to use, but I personally prefer quakes combat on the whole to dooms and its shortcomings don't bug me much.

misty sparrow
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elite gamedev opinonions

nimble socket
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I like both quake and Doom, but Doom is so much easier to get back to

viscid sandal
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Well to be fair it also has a much stronger modding community

misty sparrow
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quake doesnt have a modding scene

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it has a mapping scene

viscid sandal
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Actually on top of modding tools being developed a few mods have been popping up here and there more frequently. Biggest issue has been its just a hard game to develop mods for

nimble socket
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I boot up Doom and I get addicted for hours, Quake I love, I really do, but requires more patience and is harder, but dont get me wrong I want more quake content, AD was brilliant and I love the chunky graphics, quake also has jumping, which is better than Doom`s sprinting over holes

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Quake being full 3D makes it better in some technical aspect for obvious reasons, like the RL feels better, but I cant say one is better than the other

viscid sandal
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they both kind of equal out admittedly, doom is frontloaded with good levels and then is backloaded with crap, quake kind of has them sprinkled through before finishing poorly (except for the shub level I do like that one but not because its a good boss level) But both the games have this back and forth that ultimately comes down to personal preference which one you like more for the most part.

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I enjoy quake more but I can understand people being turned off by the lackluster gunplay.

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Which I'd love to fix myself but.... I'm busy

nimble socket
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I find Doom is timeless, ep1 and the gunplay and bestiary is near perfect, except lost souls, fuck lost souls, the later episodes are kinda ehhhhh, Doom 2 is not a game I enjoy, SSG is nice but the maps and enemies suck, Quake`s shambler on nightmare is not my favourite enemy, he adds tension, but some maps can make fighting them horrible

viscid sandal
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They're pretty easy to deal with when you have the super nailgun

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and baiting their melee attack is also a decent strategy as well

coarse token
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Question: So this channel is for sharing game modification/development related stuff right?

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Would this be the place to share the game I'm working on?

eternal nacelle
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yes

coarse token
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nice

wraith beacon
coarse token
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I finished the character movement system for my little game, completely, for now, until I add rocket jumping and grappling hooks.

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Maybe in a bit I'll upload a demonstration of it

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welp nevermind, max upload size.

wraith beacon
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Just post a Youtube link maybe?

coarse token
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that'll do

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oh my god maybe not the video recorded at like pax east gearbox level FPS

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well I'm going to give up on sharing it until I have something fantastical added to it.

eternal nacelle
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You want to hear a story eh?

coarse token
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that made me laugh but christ trying to watch the stream was a nightmare

wraith beacon
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We doin it 2.5D boys.

outer eagle
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That looks great already

coarse token
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why isn't the main character H

wraith beacon
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He is H.

coarse token
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he isn't an H though, 0/10

wraith beacon
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The player sprites will probably go through heavy reworks.

wraith beacon
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Making this game has made me self conscious about my artistic abilities.

topaz breach
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are you going to add pbr to the sprites

wraith beacon
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No.

topaz breach
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smh not following in simmo's steps

wraith beacon
dusky tinsel
unique trellis
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Thanks Akselmo, very cool!

near mortar
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@wraith beacon The new H doesn't look much like an H because it's too wide in the middle, looks more like a pillow or something

viscid sandal
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Hey guys is it cool if I post my doom eternal stuff here?

near mortar
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Is it a mod or fan game or something?

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If so then it belongs here

warped tulip
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no

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it's doom eternal

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that's marty stratton

near mortar
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If it's Doom Eternal then it also belongs here

robust ridge
dusky trench
patent spade
dusk dove
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eeeeeeeew

patent spade
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mmm

eternal nacelle
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Suits hates it

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so keep it

patent spade
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i mean idk about it, idk what to do

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i have the original vector here too

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i think it looks dope, im just having a hard time deciding a look for it

eternal nacelle
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I mean that vector look is fine

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The one with all the weird detail and shit is just too much

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But thats pleasant to look at

patent spade
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yeh i feel it has that super meat boy look to it

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i wanna go for that type of style sorta but its about a clusterfuck of guns

weak cargo
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GUN looks like it's got two different angles goin on in the sides

patent spade
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?

weak cargo
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you got this trapezoid thing goin on and the right side of the N seems steeper than the G

patent spade
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mmm. i can tell you that its not tapering more cause its scaled on both sides by the same amount but it could just be that it looks like it is :/

patent spade
boreal imp
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the C seems a little too Thique

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if you thinned the side down just a tad it'd look a bit better

patent spade
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how bout this, i rotate it a bit, im a guy of perfection...i dont like odd numbers

boreal imp
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a lot better!

patent spade
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nice

viscid sandal
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@patent spade noice

patent spade
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ty dawg

unique trellis
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holy shit youre back at it bread?

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gotta wonder tho

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have you had the list all along

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or is it really gone lmao

dusk dove
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that looks WAY better wow

keen bear
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not a fan of the color sheme

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too christmasy

patent spade
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the color scheme is sorta not permanent, if you got any ideas lay em my way

nimble socket
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colour theory

patent spade
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yeah im fucking bad at it

keen bear
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heres my idea for it

patent spade
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ofcourse why didnt i think of that

keen bear
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well look at your name

patent spade
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ill actually fucking do that

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oof

keen bear
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๐Ÿ˜Ž

patent spade
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lil badass over here

nimble socket
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rip

coarse token
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badass rank increased to 1000000

keen bear
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it actually does look pretty good with a quick photoshop

patent spade
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oooo

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nieato

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doin it

keen bear
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obviously do it right and not with a paint bucket

patent spade
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well duh, there isnt really a paint bucket in illustrator

patent spade
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ok uhhhh wtf is going on these are the same colors and yet they look different...wtf

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illustrators straight up broken and i cant find a fix...

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....bruh im fucking dumb as shit, the color is changing cause of the perspective i set it too and the sun placement is wrong....fuck me

patent spade
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ok so i got it down, but i dont know what colors (or design really) i should use, you guys got any ideas (i should be doing this since im a graphic designer but shits hard and sometimes regular people have cool ideas...)

coarse token
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What's the theme of your game?

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Is it kind of dark or is it more self aware

patent spade
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its supposed to be a funny mod about overpowered weapons....

coarse token
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Also a question, what's the colour scheme and graphical advancement of the game? I see the pixelized stuff which makes me think it's kind of retro; With retro stuff I try to keep that feeling around, by using only a few select standout colours, really vibrant ones very selectively. Some orange or red in there might fit nicely if you can texture it well but tbh the logo as is looks good.

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If you can find something that works, some red inside the letters and maybe orange would like quite nice, but I don't know of any good design patterns that could do that

patent spade
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yeyeye i getcha, i was thinking about doing some texture work on it but i dont really know how it would go about doing that since this is illustrator, i can port it over to photoshop and do some texture work but i dont really know what i would do. imma think more about it,maybe a color change would be cool but idk really, i also like the logo as is too

warped tulip
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This looks good, but one thing to keep in mind is people might think of the pokemon logo before they think of the 3D Realms logo

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maybe if there were highlights on the blue part of the letters but that's probably really tough to do

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I never did much with the 3D stuff in illustrator

coarse token
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Hey any of y'all willing to help me out with some textures for my models? The little game I'm making is bound to need some "new blood" soon.

patent spade
coarse token
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textures are too good

patent spade
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mmm whatcha lookin for bud

coarse token
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Some quake-ish texturing

patent spade
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aahh well quake used that type of stuff, just gotta scale it and retouch in photoshop

coarse token
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I'm going to take pictures of rocks and lower the quality of the image lol

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maybe I'll find some good stuff on that site

patent spade
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mmm yeah, do you know how to fix pics in photoshop?

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you can check out cages stuff

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its really good

patent spade
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tfw having thirty chrome tabs open, steam ,discord,photoshop,illustrator open all at the same time and ur ram really starts to feel it

patent spade
coarse token
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this time the FPS is not gearbox pax FPS

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All I need right now is some projectile models and the rest of the weapon models and then I can uncomment the firing scripts

olive dove
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Neat

coarse token
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I finished all the models for now, gotta do some texturing

olive dove
keen bear
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very nice

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proud of u

unique trellis
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Why in the world does unity's default cylinder use a capsule collider, it scares me when I'm using a character controller and it just starts sinking into the mesh

olive dove
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lol

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Why not I guess

desert notch
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i mean you could set up any type of collider in unity the wrong way and end up with that behavior, they use capsule because it's a lot less likely to get stuck on things than a box collider or something

unique trellis
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so a unity forum posts says that an actual cylinder is harder to work algorithms for, and thats why they dont use it

viscid sandal
patent spade
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Epic

keen bear
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now announcing

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idk whats wrong with me

misty sparrow
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Plenty

unique trellis
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wait a second did you really just make a Saturn rom

keen bear
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yes

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lol

unique trellis
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smh

keen bear
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ยฏ_(ใƒ„)_/ยฏ

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hatsu made me do it

torpid jay
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Lies

keen bear
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no

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just spent a few hours making a sad version of pasta labrynth for the saturn

nimble socket
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Smh PS1 superior console

topaz breach
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there we go

rain furnace
prisma basalt
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Cardboard whale

rain furnace
unique trellis
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sad seal

wraith beacon
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Scott's making the most epic Pasta Labrynth sequel.

coarse token
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man dude I can't use blender

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my game so far is exclusively just unity's base meshes

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not even one mesh, a bunch of them made to look like newer ones

unique trellis
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just got 3ds max, it's ui feels so much more alien than blender's

olive dove
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That says something lol

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Though, it's probably because it's just new

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(to you)

unique trellis
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yeah the way it works is way different than blender 2.7

wraith beacon
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Eh I'd say check out Blender 2.8

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Still many months away from launch but it fixes a lot of Blenders problems.

unique trellis
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i've tried to use 2.8, but my current setup cant run it very good

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2.79 has been doing pretty good for me lately

woven scroll
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Hey mods and devs, gonna be working at a project to get some sort of show of skill for when i'm looking for gamedev work, i already got a concept and all that but how does unity work for sprite based games

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I'd like to have sprites dynamically lit and probably use Spine to animate the sprites

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I've been doing proof of concept on Godot but i'd imagine deving a game on Unity get's me an upper hand when looking for work

patent spade
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@woven scroll check out Fight Knight. Its pretty cool

woven scroll
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yeah it's cool but unrelated to my question also

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oh wait it's not entirely

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Unity deved?

patent spade
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No idea

woven scroll
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Very different from what i have in mind but the sprites are gorgeous yeah

patent spade
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Just noticed you were talking about sprite bases games

woven scroll
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Yeah trying to find the right game engine

patent spade
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oh uhh fucin doom lol

woven scroll
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Unity seems like it might get me a job

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Oh yeah make doom mods for a living awoken

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Get that patreon the fuck up

patent spade
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Idk what engine is best for sprite based games... im curious myselg

woven scroll
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hopping between the open source ones like libGDX and Godot to something like Unity

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So i could use the game as a show of skill in Unity development

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might make finding a job in the business easier

patent spade
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i guess

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Ever made a vido game?

woven scroll
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concepts only

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But if i can't get job during summer i'll start prototyping in earnest

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and after the summers done we'll be on 6 months of game dev at school

patent spade
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Know how to code?

woven scroll
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yeah

patent spade
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cool cause i dont

woven scroll
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It's not hard if you put your mind to it

patent spade
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Yeah i guess, the only code i can codw is decorate

woven scroll
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like currently in class going through a javascript class but the teacher is ass so we just learn ourselves

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and then the teacher asks us how to do it

patent spade
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The usual my friens ia going trough the exact aame thing

woven scroll
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He just told us to do working javascript on the page so we had to figure it out ourselves

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so we all did it differently

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we're now doing js functions but i already got through those to make my scripts work on the page

patent spade
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solid

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I could learn codind i think...but it is a lot of effort AND i could always NOT do that amd just try and figure out blueprints :P

woven scroll
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Eh

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It's not that much effort

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especially for basic stuff

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learning basic coding takes like a weekend or something

patent spade
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yeah i guess thats true....

woven scroll
#
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there you go

patent spade
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Wew look at that

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Imma copy that for latee

woven scroll
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free too

patent spade
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Ty

woven scroll
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This is what we do in JS class because the teacher is faded on painkillers or something

patent spade
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Lol

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It really do be like that tho

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Im learning graphic design and the teachers keep insisting on using certain programs to do a thing... which is sort of understandable but it is also annoying

woven scroll
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we luckily dont have any program insistence as long as the job gets done

patent spade
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Like i wanna design a page in illustrator and the teacher tells me to use indesign....indesign = putting shit toghether, illustrator = design

woven scroll
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Yeah i dont do the whole design thing

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i just smack things in css and it looks gaudy as fuck

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But it works

patent spade
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It do be like that

woven scroll
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if i have to design i draw a layout first and then specify how the elements work

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then get to making it be

patent spade
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I should do that...but i dont

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When i design i sorta do it on the go

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Which is unconventional but it works for me

tardy cedar
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yey

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doomrpg got revived

prisma basalt
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Wasn't that CnD by bethesda?

coarse token
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now exclusive to the epic games store

weak cargo
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fffffffffuck yeah

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also no, dude abandoned it

misty sparrow
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^

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then another lad picked it up and made it work for modern gzdoom

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and is currently making it work with the new doomrla

marble crypt
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Sick

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That's really exciting

weak cargo
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oh it's great

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i've been missing drpg

patent spade
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goals

rain furnace
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What kind of certain hentai do you enjoy?

rigid sorrel
nimble socket
patent spade
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i enjoy the good ones

viscid sandal
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@patent spade I remember ๐Ÿ˜ข

patent spade
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those were the times

topaz breach
dusk dove
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tfw those times are over

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god its fucking weird seeing somebody unironically say hentai sometimes

topaz breach
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making beatsaber maps is hard yo

unique trellis
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When you all said DooM RPG I thought you were talking this brilliant mobile game...

coarse token
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Y'all I just spent two days trying to find out why my array of vectors wasn't changing the angle of my raycasts but nah turns out I just hadn't initialized the values yet in Start(). On the bright side all the hitscan weapons work now.

unique trellis
unique trellis
viscid sandal
sharp vortex
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Nothing to really show yet, but finally busted my balls with Unity. Was having trouble for the longest time figuring out exactly how to read the Unity documentation. Learning C# has payed off finally as well.

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Just gonna keep fucking around with this 2.5D platformer thing I made and then eventually try to make schute game

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But it was surprisingly fun to code just going off of the documentation and a few tips

wraith beacon
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I don't know if I should go full ironic meme factor with the visuals or not.

wraith beacon
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Might even switch to 3D models because I'm not really feeling the sprites.

viscid sandal
coarse token
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brutal

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they seemed like chill dudes

coarse token
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I'm so desparate to try to get the shotguns in my game to have consistent spread but I keep getting this stupid effect where the "spread" itself rotates.

sacred dock
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Congrats, you've accidentally created a borderlands mechanic.

topaz breach
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except borderlands sux

coarse token
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Can somebody actually help with this? I can't make the spread work.

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I've worked for like a week trying to figure out how the heck the stupid script is to work

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world space local space, whatever it is, I can't make the angles work properly.

unique trellis
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Are you doing the raycast from the gun, or camera?

coarse token
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There isn't a gun, it's just the camera right now

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I made this zone specifically for trying to get the raycasts to work proper so there isn't even movement here

unique trellis
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I can't directly help you because I forgot how I wrote my spread code + shooting

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But ik you gotta use some weird quaternion math for it

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If I was at my laptop I could throw up a quick thing for you

coarse token
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The quaternions I understand much better than the normalized vector garbage that viewportpointtoray seems to use

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I'm going to try to get up to date on quaternions, so that I never have to deal with the local to world space stuff I've been trying to use.

unique trellis
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Use just regular raycast, with camera transform and the camera transform forward

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The viewport to point Ray and that stuff is weird and seems a bit overkill

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Simplier thing would to use the Ray direction (camera forward) + randomized rotation

coarse token
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camera forward + predefined angles didn't work

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idk about the randomized rotation. The issue is that the rotation isn't the same in every direction for my guns, I think. If it was uniform all the way around the rotating effect wouldn't really matter

unique trellis
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Hmm that's weird

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Wait, are you raycasting from the gun transform

coarse token
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no, there isn't a gun

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just a camera

unique trellis
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could you show me the raycast code?

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just the physics.raycast part?

coarse token
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gonna type it out, easier than ctrl+z right now. Physics.Raycast(Camera.main.transform.position, Camera.main.transform.forward, out RaycastHit hit, 100f) {//on hit code}

unique trellis
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hmm, that looks about right

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have you tried the raycast debug?

coarse token
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To get the direction I would assume I could've just used a new Vector3(mainCam.rotation.x + vectorArray.x, then the same for y and )

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debug.drawline only extends a short distance, I've been using cubes in play mode to see where the ray ultimatley ends up

unique trellis
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hmm

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i see you are limiting the ray length

coarse token
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I've had the same results with mathf.infinity

unique trellis
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this is really odd

unique trellis
coarse token
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I wish it were that simple. I'd have finished making the game by now. Something else is at play when I use fixed angles as opposed to random number generation

unique trellis
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looks like im going to have to figure out some advanced math to make the angle caclulation for this easier

unique trellis
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Nice duskdude cameo there

near mortar
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Clearly it's the sequel to dusk

coarse token
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Okay, so I made the spread consistent wherever the player is facing, but the spread doesn't rotate with the player.

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@unique trellis
The spread is always facing forwards from the camera's original position, how can I like, grab all the rays, and just rotate them all at once?

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the spread is always facing the same direction

unique trellis
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wait

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what

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this looks so weird

coarse token
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I marked the raycasts with lightshot, which is why they're coloured.

unique trellis
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what are you trying to exactly do? there's something that's not clicking in my head

coarse token
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Like, see the red one, yeah? that's what it should look like, more or less

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but then the casts further to the left are the same exact spread,

unique trellis
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i honestly have no idea uh, what is going on

coarse token
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for (int i = 0; i < 7; i++)
{
Vector3 combatDirection = Camera.main.transform.forward;
combatDirection.x += combatAngles[i].x * 0.1f;
combatDirection.y += combatAngles[i].y * 0.1f;
Quaternion direction = Quaternion.EulerRotation(combatDirection);
if (Physics.Raycast(Camera.main.transform.position, combatDirection, out RaycastHit combatHit, 100f))
{
print(combatHit.distance);
GameObject testObj = GameObject.CreatePrimitive(PrimitiveType.Cube);
testObj.transform.position = combatHit.point;
testObj.transform.localScale *= 0.1f;
}
}

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the quaternion is unused

unique trellis
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hm

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oh

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i think i know whats wrong

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ok so this is supposed to be a shotgun right?

coarse token
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yeah

unique trellis
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the rotation will always be positive

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so it will always only be on the right

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you want left/right spray, right?

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make the int i = -7

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that's what i used for mine

prisma basalt
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Use code blocks you nerds

coarse token
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how to do codeblocks on discord

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The i is used to iterate through an array of different vectors

prisma basalt
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your code

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Shit

coarse token
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'code'

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''code'

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something like that right

prisma basalt
coarse token
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code

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there we go

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void initCombatAngles()
    {
        combatAngles[0].x = 0f;
        combatAngles[0].y = 0f;
        combatAngles[1].x = 3.5f;
        combatAngles[1].y = 0f;
        combatAngles[2].x = -3.5f;
        combatAngles[2].y = 0f;
        combatAngles[3].x = 1.75f;
        combatAngles[3].y = 3.5f;
        combatAngles[4].x = -1.75f;
        combatAngles[4].y = 3.5f;
        combatAngles[5].x = 1.75f;
        combatAngles[5].y = -3.5f;
        combatAngles[6].x = -1.75f;
        combatAngles[6].y = -3.5f;
    }
prisma basalt
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Boom

misty sparrow
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you did it, reddit

coarse token
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see, it's an array of vector values being added to the camera's rotation

unique trellis
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oh

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im going to try this myself real quick, and see if i can replicate what youre doing

coarse token
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the code I pasted without the code formatting up there is the entire script more or less, just init the angles in start and add a button to activate the raycasts

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super small script

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I have a bunch of commented out stuff that I tried to fall back on

unique trellis
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ok i see what you mean now

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must be something with the stuff not rotating with the camera forward

coarse token
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I'm thinking like this, so the camera is rotated 0 degrees x,y,z, spread is pretty normal, then add the same vector values to the camera when it rotates 90 y, and it should look the same, except in a different place.

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It doesn't though, why?

unique trellis
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ok i see what youre saying now

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yeah i can't really understand why its doing that

coarse token
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It's all about the normalized direction

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I hate that so much, magnitude of 1 instead of just being able to use euler angles

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idk what to do in order to make it work, I feel I've tried everything

unique trellis
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this honestly has me stumped

coarse token
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Vector3 direction = new Vector3(Camera.main.transform.forward.x, Camera.main.transform.forward.y, Camera.main.transform.forward.z);

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so that works to put the pellets where the player faces

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is there any way to "un-normalize" the camera.main.transform.forward?

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If I can get the camera.main.transform.forward in euler angles I can add the spread to it and it should work

unique trellis
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try transform.eulerangles?

coarse token
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tried that, am onto local stuff right now

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ughhh this is so frustrating, how does TF2 have fixed shotgun spread?

keen bear
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you could just use a local direction, then use TransformDirection

tranquil oracle
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Vector3 direction = new Vector3(Camera.main.transform.forward.x, Camera.main.transform.forward.y, Camera.main.transform.forward.z);
w-what

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why not just var direction = Camera.main.transform.forward;

keen bear
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also that array from earlier

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you can just feed it vectors individually instead of .x then a .y

tranquil oracle
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Could possibly even just allocate the array there and use an initializer too

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Depends on if that function is called more than once I guess

keen bear
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    {
        combatAngles[0] = new Vector3(0,0,0);
        ...
    }```
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or whatever

tranquil oracle
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I'd also change it to Vector2 since you don't use the z component

keen bear
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yeah ofc

coarse token
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I kept z in because when I print(direction) the z sometimes changes?

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it's all so confusing

tranquil oracle
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Explaining that would take effort

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lmao

coarse token
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normalized vectors and all that aren't my cup of tea

keen bear
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its much simpler than youre thinking

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for example

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ill posts dusks code

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now keep in mind this is js

coarse token
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Vector3 direction = new Vector3(Camera.main.transform.forward.x + combatAngles[i], Camera.main.transform.forward.y + combatAngles[i], Camera.main.transform.forward.z + combatAngles[i]);
should be the camera.transform.forward, + the angle then right?

keen bear
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and not particualarly great js

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        forwarddir.z = 1;
        forwarddir.x = Random.Range(-inaccuracy, inaccuracy);
        forwarddir.y = Random.Range(-inaccuracy / 2, inaccuracy / 2);
        if (Physics.Raycast(cam.transform.position, locke.transform.TransformDirection(forwarddir), hit, range, hitlayers))...```
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sorry for the formatting lmao

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but thats just how dusk code is

tranquil oracle
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I'm pretty sure you could literally just do var direction = Camera.main.transform.forward + (Vector3)combatAngles[i]; for that line you posted

coarse token
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Yeah, I was able to make random deviation work but fixed spread doesn't behave the same in my experience

keen bear
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but basically, it just uses a local direction and uses TransformDirection

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well dusk can use fixed spread if it feels like it, just makes inaccuracy a specific number

tranquil oracle
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that timing code is a little flawed btw

keen bear
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very

coarse token
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the full 800 something lines with all the other 8 weapons I have is equally so, but the script I posted is just for trying to get these bloody raycasts to work

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the timing code doesn't work at all right now I don't think

keen bear
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use what zombie said basically

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although obviously you dont need to use camera.main

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could be any camera

tranquil oracle
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Yeah

coarse token
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I tried direction = Camera.main.transform.forward, but how do I add the combatAngles[i] to it?
It's normalized so it doesn't work, like I say this with near certainty, the simple solution didn't work

tranquil oracle
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multiply by a quaternion

limber bramble
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Vector3 direction = cam.transform.rotation * (transform.forward + (Vector3)offset);

tranquil oracle
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^

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where cam.transform.rotation can be combatAngles

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(put through Quaternion.Euler)

coarse token
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That's what I originally tried

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Vector3 direction = transform.forward;
 direction += combatAngles[i];
tranquil oracle
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That would just do a component-wise add

keen bear
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multiply

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not add

tranquil oracle
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It would treat the angle like a position if you add

coarse token
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Holy what the it turns it into a position?

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there went a week of debugging

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thanks though, I'll see if I can't get it to work now

tranquil oracle
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public class ShootGun : MonoBehaviour
{
    Vector3 rotation;
    Vector2[] combatAngles;
    float fireDelay;

    void Awake()
    {
        combatAngles = new[]
        {
            Vector2.zero,
            new Vector2(3.5f, 0),
            new Vector2(-3.5f, 0),
            new Vector2(1.75f, 3.5f),
            new Vector2(-1.75f, 3.5f),
            new Vector2(1.75f, -3.5f),
            new Vector2(-1.75f, -3.5f)
        };
    }

    void Update()
    {
        rotation.y += Input.GetAxis("Mouse X");
        rotation.x -= Input.GetAxis("Mouse Y");
        rotation.x = Mathf.Clamp(rotation.x, -30, 30);
        transform.eulerAngles = rotation;

        if (fireDelay > 0)
            fireDelay -= Time.deltaTime;
        else if (Input.GetKey(KeyCode.Q))
        {
            for (int i = 0; i < 7; i++)
            {
                var dir = Quaternion.Euler(combatAngles[i]) * transform.forward;
                if (Physics.Raycast(transform.position, dir, out var hit, 100f))
                {
                    var cube        = GameObject.CreatePrimitive(PrimitiveType.Cube).transform;
                    cube.position   = hit.point;
                    cube.localScale = .1f;
                }
            }

            fireDelay = 1; // 1 second between attacks
        }
    }
}
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untested but that would probably work

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put the component on your camera to test

coarse token
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I'm going to test that after I play some Duskworld. Thanks again though

keen bear
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there you go

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thats basically exactly the code zombie posted

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and theres the spread over many frames while rotating

unique trellis
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added this to my old spread code, works like a charm ๐Ÿ‘

keen bear
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just used 9 arbitrary angles

tranquil oracle
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If I were to improve the code, I'd make it so that it randomly negates the components so you don't need to manually include negative variants

keen bear
#
        {
            var dir = Quaternion.Euler(angles[i]) * transform.forward;
            Debug.DrawRay(transform.position, dir, Color.blue, .16f, false);
        }```
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yeah this is just simplest possible solution

tranquil oracle
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yeah

keen bear
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id also probably use a few spread presets because seeing the same pattern over and over is obnoxious

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thank you for attending our ted talk

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remember us when you make the best fps of all time

coarse token
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Oh nooooo.

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when I first started writing the script I had the same effect for spread, but it suffers from skewing again

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This is what I was worried about tbh

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@keen bear @tranquil oracle
This happens.

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if (Input.GetKey(KeyCode.Q) && Time.time >= nextFireTime)
        {
            for (int i = 0; i < 7; i++)
            {
                RaycastHit hit = new RaycastHit();
                Vector3 spreadAngle = Quaternion.Euler(combatAngles[i].x, combatAngles[i].y, 0f) * Camera.main.transform.forward;
                if (Physics.Raycast(Camera.main.transform.position, spreadAngle, out hit, 100f))
                {
                    print(hit.distance);
                    GameObject gameThing = GameObject.CreatePrimitive(PrimitiveType.Cube);
                    gameThing.transform.position = hit.point;
                    gameThing.transform.localScale *= 0.1f;
                }
            }

I wrote this like a week ago and it does the same thing, both suffer from the same issue.

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oh god copy paste formatting is so bad
Also, correction, I wrote part of this a week ago. I pasted the for loop bit into the most recent code.

tranquil oracle
#

hm

coarse token
#

I'm out of ideas tbh. I thought that adding a few degrees to a direction would be simple.

keen bear
#

@coarse token try this

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make your angles a vector3, with the z val as like 1

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and jsut do that

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that should have zero skewing

coarse token
#

lemme test it out

keen bear
#

no skew

coarse token
#

if this works I'll literally buy dusk a second time

keen bear
#

lol

coarse token
#

visual studio just crashed lmao rip

keen bear
#

nice!

#

you won!

#

but yeah you should have no issue with that

tranquil oracle
#

the easiest way to win is to not play

keen bear
#

you dont have to use vec3's

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but its just an easy way to debug it

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its functionally a smooth brain way of normalizing it

coarse token
#

bloody brilliant. now to figure out why one of the pellets is missing

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thanks again though

keen bear
#

either not iterating through the entire array

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or wrong values

#

lmk if its actually working

#

we can get you through this

coarse token
#

It is working I am just missing a pellet somehow, triyng to find out where I ballsed up

keen bear
#

make sure youre iterating through the whole thing

#

thats the easiest cockup

coarse token
#

I found the missing pellet, he's going to the floor.

keen bear
#

lmao

coarse token
#

some value must not have a z or soemthing

keen bear
#

probably just a value thing yeah

#

shoutouts to @limber bramble for making me realize where that was going wrong

limber bramble
#

thanks, glad to have helped in some way SENPAI

coarse token
#

Now I get to make the fun stuff

#

like explosions and grenade launchers

#

Actually, after a week of messing with this stuff I'm going to study up on it and figure out what I can learn from it for the future

#

then the fun stuff

keen bear
#

grenade launchers are frustrating

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also yeah

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the thing to take away from this

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3d math is a bitch

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and its a reality of gameplay design

coarse token
#

what's so taxxing about grenade launchers?

#

I don't plan on any complex physics

#

the hardest physics thing was just realizing that the player parent object character controller wasn't rotating with regards to x, but the camera was. Caused a lot of funny, silly bugs, which i could actually see game concepts made out of

#

eg looking down and pressing "S" made you walk backwards straight into the air, or gravity would turn sideways

keen bear
#

well theres a lot of things to consider, like inheriting velocity, aiming arcs, etc

#

the physics of the actual projectile

#

theres a lot to it, and a million things to tune to get it to feel just right

unique trellis
tidal fulcrum
#

BANDICAM

nimble socket
#

Looks neat, I can see potential, but is the spread RNG or can the player predict it, thus mastering the weapon in an intended way?

#

Either work depending on their design philosophy, but its pretty good looking ๐Ÿ‘๐Ÿป

unique trellis
#

the spread is 100% rng right now

#

planning on making it more predictable with some animation curves

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the gun itself isnt supposed to rotate, but the bullets

olive dove
#

@unique trellis Nice. What engine do you use?

unique trellis
#

Unity right now

coarse token
#

Tbh a lot of my features start as bugs that I fix and then make a new thing entirely with

#

Slot 7 weapon is completely based upon a bug I created with quaternions.

unique trellis
#

I can definitely see repurposing this bug into a tool

unique trellis
#

Maybe a Bioshock Ironside kind of power up

coarse token
#

where do those bullets even spawn

unique trellis
#

They're actually spawning where a raycast hits the wall

#

I still haven't been able to replicate this bug

#

Also they will spawn about 20m from the camera's forward because that's the code that controls where projectiles go when there's no raycast hit

coarse token
#

If they're supposed to be projectiles, is the raycast for the collission?

unique trellis
#

The raycast is for detecting extacly where I want the projetile to face and launch to

#

I haven't implemented raycast collision detection for them yet

#

But I heard that it's taxing

coarse token
#

That's sort of the reason I went with hitscan weapons.

#

I'm questionning whether or not the crosshair, maincamera, or weapon models should be used for the projectile's origin though.

#

Maincamera origin looks weird but goes where the crosshair is, crosshair is way above the weapon models and seems to appear in thin air, and the weapon models are way below the crosshair even if they don't look weird firing from there

unique trellis
#

I usually do the start position as the gun barrel, and then use the raycast thing to make it look like it's shooting towards the center

#

If they're small enough you won't notice how it looks a bit odd when the bullets are coming out but unaligned with the gun

unique trellis
#

i think im going to work on the custom raycast collision over using rigidbodies for the projectiles

nimble socket
#

That looks pretty darn good

rare surge
#

yea the trails are noticeable, they make it look a lot better

#

also get OBS instead of bandicam, will save you a lot of hassle recording

nimble socket
#

I like the tracers

unique trellis
#

thanks for the feedback, also thanks for recommending something other than bandicam

#

i thought obs wasnt free

rare surge
#

na its 100% free

unique trellis
#

alright thanks, downloading it right now

coarse token
#

At least the video quality works for you. My laptop can't handle OBS and unity at the same time. It gets super low FPS, like this video: https://vimeo.com/user97751189/review/332284060/198d8ff46e

I managed to get grenade launcher physics down in about a day, and the disc launcher in far less. They need a lot of polish but that'll all be fine tuning and a refraction algorithm for the discs.

rare surge
coarse token
#

well I'm honestly not even concerned, the video was like 4 fps lmao. I can't stand editing on my desktop computer either since there is no invert mouse option. I'll make a proper link and video sometime if you are that interested though.

#

it was just uploaded so it might start working soon though

rare surge
#

na you dont have to, like you said its not worth for a 4fps video

#

whats the disc launcher btw, is it kinda like the ripper from unreal

coarse token
#

Yeah, I guess. It bounces off walls and what not a number of times and knocks enemies and other things around. I was too young to remember what the ripper was when UT was popular so I had to look it up.

#

My original plan for the disc launcher was actually just a rocket launcher, except the missle was a disc, and the explosion was a bunch of radioactive goop. Then I made the grenade launcher, and it became largely obsolete as a result.

rare surge
#

well a rocket launcher could still have use

#

like both grenade launcher and rocket launcher are useful in quake

coarse token
#

Nah, the grenade launcher explodes on contact, so it's basically just a rocket launcher that has the benefit of arcing projectiles. The alt fire is what you think of when you think grenade launcher

#

it's basically two in one.

rare surge
#

ah

unique trellis
#

oops

#

i messed up the code for making test blocks pop into the sky after being shot

#

so now they just sort of fly forward

unique trellis
#

Flak Cannon v2 is operational

viscid sandal
rain furnace
#

Please humans I beg you

#

Once duks SDK comes out

#

Fireblu dusk

outer eagle
#

bring me fireblu, only fireblu can sustain me

near mortar
#

Can we get a DMC style mod first though

#

just to annoy the seal

eternal nacelle
#

style meter mod

#

I'd be up for that

viscid sandal
rustic cradle
#

What engine is this btw?

coarse token
#

Looks like Quake?

#

Could be any engine though tbh, dusk is UNITY...

rare surge
#

its unity i think

#

ik for sure that it started on the blender game engine

keen bear
#

^

#

its unity, but was BGE

coarse token
#

I am going to have to speed up my development

viscid sandal
#

@rustic cradle this screenshot was taken in blender as this area is still wip but the game is in unity

rustic cradle
#

๐Ÿ™‚

viscid sandal
#

This is what the game actually looks like in unity

viscid sandal
#

still wip

rare surge
#

got the movement for an fps im working on more or less done

#

everything about the sound is unfinished and placeholder

unique trellis
#

is that a charcontroller or a rigidbody?

rare surge
#

its the built-in char controller

#

except the crouching is custom and doesnt use the character movement component

unique trellis
#

ive used the charcontroller before, tried moving it outside the .move method and it didnt like that very much

rare surge
#

.move?

unique trellis
#

charactercontroller.move()

coarse token
#

Visual studio be like: missing parameters and no known class "charactercontroller"

unique trellis
#

you should try jetbrains rider, works perfect with unity

rare surge
#

ah thats explains things

#

i made it in ue4

keen bear
#

rider rules

coarse token
#

visual studio is good

#

but it's SOOOO PICKY

#

tbh though the most infuriating part is that there is no overload for converting between quaternion and vector3's that just disregards the w

keen bear
#

well, its an important part of the maths

#

thats what eulerAngles is for

coarse token
#

yeah but like, transform.rotation is a quaternion, why can't I just skip the new Vector3(transform.rotation.x, ... ) thing and plug it in?
I always forget euler exists

keen bear
#

well thats what its for

#

Quaternion.eulerAngles is exactly what you desire

coarse token
#

yeah but I'm still mad, even though there is no feasible reason for me to be mad

keen bear
#

thats also how i feel about unity sometimes

limber bramble
#

unity really does do some weird shit sometimes that it doesn't outright tell you

unique trellis
#

#screenshotsaturday

Been a month, seriously, since I could do any mapping. I jumped back in with this crazy idea I had for the burning hospital map.... and I'm liking where its going Leatherneck

Bloodlines maps are all about weird things that aren't normal bloody things... and this one is no exception ๐Ÿ˜ƒ

coarse token
#

I can't tell what's going on in this image

viscid sandal
#

Nice

unique trellis
#

Baiscally the whole map is a hospital burning down... Caused by the cabal and the overall story arch, the author who is writing the reality that Caleb is having to fight through...so you'll be going down a hallway and a crack in reality opens and there's a giant lava waterfall ๐Ÿคฃ๐Ÿ˜‚

I was experimenting with a giant mirror wall too, because why not, it's all crazy.

outer eagle
#

Sounds incredible

unique trellis
#

And in the bottom left is reality breaking through, a hallway of the hospital

unique trellis
viscid sandal
#

noice

chrome elm
#

That sounds and looks awesome

#

Bonus points for running it in blood

unique trellis
#

Verticality is hard in Build but I'm going for it

coarse token
#

If only I knew how to animate/model things.

crystal kraken
#

Caleb Wake's Satanic Nightmare

unique trellis
#

https://youtu.be/1-IlNSxrvAg

This is a level from the 2nd episode... You can download the beta from 15 years ago which has 13 complete levels (14 bc one of them is not accessible from the menu ๐Ÿ˜€) and most of Felix's trippy bendy maps like this one are pretty cool

Note: This level is simply gorgeous, congrats to Felix Droot for this Bloodlines TC (although not much of a "Total Conversion" in it's state), created by...

โ–ถ Play video
viscid sandal
viscid sandal
#

Soon

viscid sandal
#

No, multiplayer and indie titles don't mesh well as the community will end up dying within the first week, and even if it didn't and I had the time to id rather work on more singleplayer content instead.

#

@wild wraith current plan is a single-payer mode and a horde esque mode (there's a bit more to it than that but it's not implemented yet so I'm keeping my mouth shut)

chrome elm
#

you seem familiar somehow

#

you're a game dev, right?

viscid sandal
#

Yes

#

@chrome elm I'm working on a game called viscerafest

chrome elm
#

ah, i knew your pfp looked familiar

#

i saw it on youtube and it looks great

#

plus, from what i've heard, i think you picked the right guy for the soundtrack

coarse token
#

Isn't DUSK an indie game too?

rustic cradle
#

Hence the small but dedicated DW community Leatherneck

viscid sandal
#

@coarse token no, an indie game is a game that doesn't have a publisher and new blood interactive is a publisher

#

Not that anyone seems to realize that

#

So many games on steam marked indie that aren't

unique trellis
#

Well itโ€™s really more like independent developer/publisher

chrome elm
#

or rather, "not triple-a"

#

or, in layman's terms, "not lazy shits"

#

anyways, saw the game, thought to myself "good stuff" and was intrigued

#

and now that the dev's here, i gotta say this:

#

good stuff

near mortar
#

Well, indie is short for independent
Independent means no publisher

#

However there are certain situations where I'd say indie games can still have publishers to an extent like say devolver digital which seems to basically just let people make their games but simply gives them money to do the stuff they want. New Blood seems quite similar in that regard but I think Dave steps in for changes enough that it probably means they don't quite count despite having a similar spirit.

rare surge
#

publishers pay devs while theyre making the game, right

#

so they have income

near mortar
#

Publishers financially back game developers so as to give them a budget to work with

#

In exchange typically publishers take massive control over the games to please investors and crap

rare surge
#

yeah i was thinking smaller publishers tho, like devolver like you said

coarse token
#

gamedev is brutal man

coarse token
#

Working on animations for the weaponry in the unity game now. I might upload a demo of the game soon.

nimble socket
#

btw what you working on?

coarse token
#

If I can upload a video I'll show you soon.

unique trellis
#

Why do those floating triangles look good floating in the air?

#

Unless it's broken.

keen bear
#

looks like you had scaling issues

unique trellis
#

I don't think it was a scaling issue

#

But I do know that polybrush technically isn't made for 2019 is some way

#

That happened after I hit undo

coarse token
#

just wanna thank everyone from newblood and the modder's basement

#

making some real progress on my little fps game thanks to it

#

weapons, mechanically, feel great now and I'm learning to do animations for them with unity's animation controllers, so they're actually looking good too. After that I'll be onto learning how to draw things because the weapons are untextured

signal whale
chrome elm
#

alright so i found the textures needed for that dusk racetrack

#

HOWEVER

#

instead of being a lazy bastard and risk having the whole dusk dev team break my kneecaps, im gonna make my own textures that look like the originals, but arent the originals

#

they wont even be carbon copies

#

i am intellectual boi

#

so basically im making my own grunge textures, inspired by dusk

coarse token
#

I just spent three hours trying to figure out why an animation wouldn't play and apparently it's just because I didn't know how to use mecanim and the animation never even stopped.

#

On the bright side now I know you can zoom out in the mecanim animator

#

Learning Unity's editor sometimes makes me want to die.

unique trellis
#

Neat and old-school.

olive dove
#

Thanks!

unique trellis
#

are you planning on adding a visible player hand in the animation?

coarse token
#

hands? what the heck are those

olive dove
#

Not sure. I kinda like how it looks without hands, but I'm sure most think it's just weird

wraith beacon
#

The footstep noises are temporary and are the same ones from Pasta Labrynth.

#

Probably should've asked Synteks if it was okay to reuse them.

wraith beacon
sharp vortex
#

looks kind of fun
I think if the blocks were somehow incredibly fluffy clouds it would suit it more

#

give it a more bouncy vibe

#

or the the blocks had an actual bounce to them when hit instead of dead

rare surge
#

i think bubbles would work nice since the blocks disappear

wraith beacon
sharp vortex
#

nice

rain furnace
#

@wraith beacon i think the chicken shouldn't jump when collecting an egg, kinda kills the pace

#

wrong hatsu

wraith beacon
topaz breach
#

GAME

#

FEEL

neat hare
#

game feel be like

near mortar
#

It feel game

brisk timber
#

mmm ue4 modding

nimble socket
#

I dont like it, its aura mocks me

unique trellis
#

I imagined a Painkiller mod for Dusk.

#

Weapons and Tarot Cards included. And 66 souls turning you into a demon.

coarse token
#

oof, idk if I can see that happening in DUSK

unique trellis
#

Maybe not really. I can imagine other mods for Dusk, though.

wraith beacon
#

Scope's grown a bit, and by a bit I mean a lot

topaz breach
#

is this 1/69 ze? @wraith beacon

wraith beacon
nimble socket
#

Looks pretty good

brisk timber
#

cool and good

lone widget
#

If anyone needs help with some textures, models, animations or materials, let me know

#

I dont know shit bout coding but I know a lot bout everything else.

rain furnace
#

Make a seal playermodel

#

Cart doggo but seal instead of doggo

#

@lone widget

lone widget
#

Ima start on it tomorrow

#

for sure

#

@rain furnace any particular seal? or just a basic seal

rain furnace
#

Basic seal

#

They're all generally similar

lone widget
#

I got you fam. I'll make it Dusk and Seal worthy

coarse token
#

@lone widget My weapon models could really use some textures.

signal whale
#

It's a take on Trapper from Twisted Metal Small Brawl.

chrome elm
#

eyy good stuff

wraith beacon
nimble socket
#

Not bad, the screen scroll speed at the end tho.

wraith beacon
#

The screen scroll speed's consistent throughout, you just have to not bounce too far on the asteroids. In all honesty this is basically just flappy bird levels of mindless level design admittedly.

nimble socket
#

I mean, its pretty well made besides the freak bounce

topaz breach
#

1/69

wraith beacon
coarse token
#

how many jumps do you get

viscid sandal
grim kernel
#

is that perturbator

viscid sandal
#

The music?

grim kernel
#

ye

viscid sandal
#

No its made by michael markie my composer.

grim kernel
#

ooooohh markie?? the QC:DE music guy???

neat hare
#

well ik what not to give her...

viscid sandal
#

yes

grim kernel
#

that's a hell yeah from me

viscid sandal
#

The ost for chapter 1 is on his youtube channel

grim kernel
#

hell yeah

viscid sandal
#

he's also the sound designer for the game as well.

grim kernel
#

double hell yeah! tracking on indiedb

outer eagle
#

Development seems to be going swell

#

looking forward to it

viscid sandal
#

Indeed, almost done with the remaking of chapter 1's levels

outer eagle
#

yay still planned as the "shareware" episode?

nimble socket
#

looking good, I`d say my only critique is maybe the level textures/lighting being a bit too colour-y rather than serving as background aesthetics, if that makes sense [which is just me being a pedantic fup], but otherwise, badass, keep up the good work. Im definitely interested to see what the final product will look like.

neat hare
#

the game does seem really purple

viscid sandal
#

@outer eagle yes

#

@neat hare every level has a different color pallette

grim kernel
#

porple

neat hare
#

ah ok fair

grim kernel
#

as long as the blood paints the porple walls

viscid sandal
#

So like level 2 is brown blue and pink with spikes of green

outer eagle
#

Seems far more varied compared to earlier builds

#

talking about individual levels

viscid sandal
#

Nah every level has always had a distinct pallete

#

And chapter 2 is set in japan, so that will have its own color pallette with each level and a different location, and chapter 3 is...

neat hare
#

S T Y G I A N

viscid sandal
#

stydge

grim kernel
#

stygia

untold niche
#

It used to be called the cursed child right?

viscid sandal
#

Wretched child but yes

#

Thats still an aspect of the episode but that title makes it sound like that was all the chapter was about which is not the case.

#

Also me and the wonderful lady who's been doing the promotional art have been working on an opening cutscene for the game.

nimble socket
#

Personally I would recommend having the lighting and wall textures be different to create natural contrast in the environments and make the visual information more readable, I`d say use use of a single dominant colour sparringly, I just think there is a little too much purple in the clip, but I have literally only seen 3 rooms, so I cant judge, you got more sweet promo material tho? Game looks fun to play eitherway. Dont think Im trying to be smart, just giving my input.

viscid sandal
#

@nimble socket the wall textures are grey its just the lighting but there's a bit more variation in certain rooms, one thing we have yet to do yet is make the enemies pickups and stuff more distinct as due to the way unity is handling how lighting is interacting with them they look a bit to dark and don't pop out enough.

#

Another thing though and this may be a result of the video quality but everything kind of mushes together in that video more than in the actual game.

nimble socket
#

Ah, fair enough, yeah, thats an unfortunate thing, but besides that, it looks great, im just mentioning it because a whole level of solid purple would get visually unappealing after extended periods and as mentioned make it harder to identify enemies, I think a great example of vibrant colours in environments would be no one lives forever, but then again, much more basic lighting, I just wish you luck in finding a way to get the lighting engine to do what you wish it to, because everything else is nice, add a bit of verticality maybe [which im sure you already have plenty of] and your set.