#general-modding
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Also just so you know there's two level threes.
Yis.
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 .
return to castle wolfenstein stores map data in pk3 files.
it does the same for mods
would it be far fetched to assume i could load a map the same way i load a mod ?
i just don't wanna write down map x everytime I wanna play a new level
Pasta Land will feature state of the art not platforming technology.
neat
Good stuff
Definitely going to be more verticality focused than Pasta Labrynth.
You won't be able to jump though because jumping's for nerds
Behold the revitalized chapter 1 enemy roster!
Happy bday
Merry birth
One more trip around the sun
Started from the bottom
Camera switching is now here I guess.
lookin good!
Man I can't put Goldfinger on every THPS-esque video
Granted this isn't really the kinda thing you can tell from a video, but the movement feel there looks great
@queen comet thats a quality meme
๐๐๐
Pasta Labrynth lore time, Mac Yeetio the chef is actually one tenth Martian.
That's your Pasta Labrynth lore.
Can you make him 1/10th ziest instead
ziest?
The planet ziest
H the game
Gonna be a top down shooter with typing game elements.
Can't convince me that this isn't the Best worst idea for a game.
I can't stop coming up with bad ideas, help.
Got some basic shooting in.
Is the plan that time slows down when you have to type?
Maybe.
I'm trying to make it not too intrusive with things like short words that are all the same length.
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.
H-man is a good protag
final boss is hatsu saying "fuck"
thank god
doesn't matter, australia doesn't exist.
The final boss will involve all the words you type to reload being replaced with profanities.
It probably won't but it's a funny idea so it's not out of the question.
Making the game feel a bit less like doo doo now.
I'll probably make reloading a manual button rather than opening the text prompt on bullet collision.
Alright, tweaked it a bit.
you making a binding of issac typing game?
binding of avain
No it's a top down shooter that happens to involve typing. Not really going to be Binding of Issac like.
Maybe, Not sure how I'd implement a system like that.
type "ice" to fire some ice bullet that has fun ice mechanics
or rather, load your gun with that type of shot
Could see that being a mechanic though.
itd be much less reactive though
because then youre just typing words from memory
rather than reacting to the prompt
What if, the gun just shot the words ๐ค
thatd be fun
you COULD come up with a unique projectile per word in your dictionary
"dog" shoots dog projectile
Would probably be hard to implement though, I'm fine with it being a more reactive system right now I guess.
definitely
theyd be very different games
the idea of it shooting the word itself is fun
I'll look into making a system like that maybe, but I also like how the bullets are literally just a D
Another idea would be to make it so your gun can have multiple shots loaded? I can see that being a bit fun.
Hiding in cover and shotgun loading three shots seems like an interesting idea I guess.
Because reloading makes you vulnerable in this particular system.
that is nice
maybe you have different weapon types that support more or less loaded ammo
and also weapons of a higher damage value that require longer words to load
like a rocket launcher or something
six letter words
versus a handgun doing 3 letter words and holding like 3-5 shots or something
There's a lot that could be done that's for sure.
Real talk though when's the H-H mod coming out
The internet will be set ablaze by people wanting giant anime robertsons on that rendition of the letter H you've made
You can now queue up to five shots for a five round burst.
imo when you successfully type a word it should stay onscreen in green or something for a second (or half)
because when I look at the footage currently it's like the user types 2 letters and then it gets erased
User has to type NUT five times
with varying orders of capitalization
Game now has an ammo counter so you know how much ammo you have and just a whole buncha other changes and improvements.
Boomer
What reason would you have to not just type out only a quick few random letters? Is that something you're looking into?
also I fucking love the character
from what i can tell it gives you a word to type
and the words seem to get longer the more ammo you stack
incredibly so
I guess subtracting one round as penalty wouldn't be too bad?
Make that a expert difficulty maybe?
The Hotline Miami of typing games.
Getting the type to reload mechanic working was definitely the main priority though.
mmmmmm
blew my ears out but sounds good
Lel
anyone here used 3Dmigoto for anything? I need something to replace shader code on Sekiro quick n dirty
wondering if there's any other similar tool
never heard of it
@keen bear are dusk enemies all character colliders too?
uh, not sure what you mean by that
@keen bear sorry wrong word, character controllers
nope, theyre a custom ai along with a nav mesh agent
thanks!
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)
looking back on it though, we would not have used navmesh agents most likely
there are much simpler solutions
yeah, david mentioned quakes method which is identical, i believe, to dooms
seemingly id didnt even use pathfinding until quake 3 (although i've barely ever played that one, i assume for the bots?)
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.
And, yeah, Q3 would have to be for the bots.
its not identical but it is very similar
it was a loose identical :p
The same, but different
check if enemy enters cone of vision, walk towards player, if blocked then bump into walls randomly until find player again
not sure if quake has ambush flags?
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
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
Why not combine weapon 1/2? Might be OP, but you could like pull enemies towards you and deal more damage or something
Weapon 1 is hitscan
Weapon 1 but it shoots chains.
The functionality only would make sense for a shotgun or melee weapon
So it's a literal chain gun.
Can hitscanners not detect rage and reduce damage over distance?
Idk we'll see. Depends how the votes land
Due to a tie it came down to a coinflip but weapon 3 won
Looks pretty metal
Thanks
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
This might be a bit controversial, but I like Quake 1.5 a lot for what it is.
i like Q1.5 more than regular quake
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
og quake is bland and ๐ค
Yeah, 1.5 is really just the right enhancement to modernize the experience
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...
just need someone to remake all the bad levels
aka all of them
except the tech bases and boss stages
Delete this
Quake isn't bland, it's just shit brown
and bland
and people call Quack 1.5 "lmao brutl quack"
Doom had tighter combat imo
Aesthetically it's messier (especially in Doom 2) but less repetitive
quake 1.5 > quake
Ye
Doom has more satisfying combat but quake has more refined combat.
thats a load of shit
quake's combat is fucking tedious.
dodge grenade spam with occasional melee boi isnt refined
quake puts me to sleep

1.5 makes it better, but the game is still pretty fuckin' meh.
both vanilla quake and doom combat are garbo by today's standards. did not age well
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.
Establishing the look of H the game be like.
that shadow is spooky
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.
But this is modding and nobody cares what I think anyways so here's a gun
elite gamedev opinonions
I like both quake and Doom, but Doom is so much easier to get back to
Well to be fair it also has a much stronger modding community
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
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
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
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.
I enjoy quake more but I can understand people being turned off by the lackluster gunplay.
Which I'd love to fix myself but.... I'm busy
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
They're pretty easy to deal with when you have the super nailgun
and baiting their melee attack is also a decent strategy as well
Question: So this channel is for sharing game modification/development related stuff right?
Would this be the place to share the game I'm working on?
yes
nice
Making level design tools
I finished the character movement system for my little game, completely, for now, until I add rocket jumping and grappling hooks.
Maybe in a bit I'll upload a demonstration of it
welp nevermind, max upload size.
Just post a Youtube link maybe?
discord max upload size is 5mb so I have to upload this here and link it.
that'll do
oh my god maybe not the video recorded at like pax east gearbox level FPS
well I'm going to give up on sharing it until I have something fantastical added to it.
You want to hear a story eh?
that made me laugh but christ trying to watch the stream was a nightmare
There's definitely been a fundamental shift in H the Game's visual style
We doin it 2.5D boys.
That looks great already
why isn't the main character H
He is H.
he isn't an H though, 0/10
Making this game has made me self conscious about my artistic abilities.
are you going to add pbr to the sprites
No.
smh not following in simmo's steps
He points his gun
https://twitter.com/Akselmo/status/1112623065953898497 im gonna make the ultimate wow killer
Due to popular demand, #CastleRodok will become an MMO instead of singleplayer game! Now you can fight enemies with your friends and have fun times together! Here's some footage from secret beta test we had, still a bit choppy but it works!!! #gamedev https://t.co/hqXcusEX...
Thanks Akselmo, very cool!
@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
Hey guys is it cool if I post my doom eternal stuff here?
If it's Doom Eternal then it also belongs here
I think i might have done a mistake by releasing a poorly edited video about blorc's new features on april fools...
Ye, the video is that badly edited =P
Por favor te lo pido isabel! So, not only Tano pasman is a playable character in blorc, there is also, a complex weapon upgrade and medals system, waiting to...
Resurrected Nightmare's 25th Anniversary development period has been longer over, since January I began the long haul trek to 1.0 adding various things, plan...
im not very sure about this look. whaddya think guys?
eeeeeeeew
mmm
i mean idk about it, idk what to do
i have the original vector here too
i think it looks dope, im just having a hard time deciding a look for it
I mean that vector look is fine
The one with all the weird detail and shit is just too much
But thats pleasant to look at
yeh i feel it has that super meat boy look to it
i wanna go for that type of style sorta but its about a clusterfuck of guns
GUN looks like it's got two different angles goin on in the sides
?
you got this trapezoid thing goin on and the right side of the N seems steeper than the G
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 :/
i also got an unfinished 3d version. think it might be the one i should do
how bout this bois?
the C seems a little too Thique
if you thinned the side down just a tad it'd look a bit better
how bout this, i rotate it a bit, im a guy of perfection...i dont like odd numbers
there we go, how about that?
a lot better!
nice
@patent spade noice
ty dawg
holy shit youre back at it bread?
gotta wonder tho
have you had the list all along
or is it really gone lmao
that looks WAY better wow
the color scheme is sorta not permanent, if you got any ideas lay em my way
and also @unique trellis yeah im back and yeah its fucking gone...i even have the link lol http://collabedit.com/c77uw
colour theory
yeah im fucking bad at it
ofcourse why didnt i think of that
well look at your name
๐
lil badass over here
rip
badass rank increased to 1000000
obviously do it right and not with a paint bucket
well duh, there isnt really a paint bucket in illustrator
ok uhhhh wtf is going on these are the same colors and yet they look different...wtf
illustrators straight up broken and i cant find a fix...
....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
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...)
its supposed to be a funny mod about overpowered weapons....
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.
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
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
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
maybe if there were highlights on the blue part of the letters but that's probably really tough to do
I never did much with the 3D stuff in illustrator
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.
@coarse token textures.com my guy
textures are too good
mmm whatcha lookin for bud
Some quake-ish texturing
aahh well quake used that type of stuff, just gotta scale it and retouch in photoshop
I'm going to take pictures of rocks and lower the quality of the image lol
maybe I'll find some good stuff on that site
mmm yeah, do you know how to fix pics in photoshop?
you can check out cages stuff
its really good
tfw having thirty chrome tabs open, steam ,discord,photoshop,illustrator open all at the same time and ur ram really starts to feel it
and finished, i think it looks ebic
next iteration of my little fps game, added some gun models, weapon switching, and soon they'll actually have textures and appear in the right spot on screen...
this time the FPS is not gearbox pax FPS
All I need right now is some projectile models and the rest of the weapon models and then I can uncomment the firing scripts
Neat
I finished all the models for now, gotta do some texturing
PBR is looking pretty sleek RN. Thoughts?
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
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
so a unity forum posts says that an actual cylinder is harder to work algorithms for, and thats why they dont use it
Epic
Plenty
wait a second did you really just make a Saturn rom
smh
Lies
Smh PS1 superior console
there we go
This looks like a shitty nuclear missile
Cardboard whale
That's it I give up on my seal
sad seal
Scott's making the most epic Pasta Labrynth sequel.
man dude I can't use blender
my game so far is exclusively just unity's base meshes
not even one mesh, a bunch of them made to look like newer ones
just got 3ds max, it's ui feels so much more alien than blender's
yeah the way it works is way different than blender 2.7
Eh I'd say check out Blender 2.8
Still many months away from launch but it fixes a lot of Blenders problems.
i've tried to use 2.8, but my current setup cant run it very good
2.79 has been doing pretty good for me lately
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
I'd like to have sprites dynamically lit and probably use Spine to animate the sprites
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
@woven scroll check out Fight Knight. Its pretty cool
yeah it's cool but unrelated to my question also

oh wait it's not entirely
Unity deved?
No idea
Very different from what i have in mind but the sprites are gorgeous yeah
Just noticed you were talking about sprite bases games
Yeah trying to find the right game engine
oh uhh fucin doom lol
Unity seems like it might get me a job
Oh yeah make doom mods for a living 
Get that patreon the fuck up
Idk what engine is best for sprite based games... im curious myselg
hopping between the open source ones like libGDX and Godot to something like Unity
So i could use the game as a show of skill in Unity development
might make finding a job in the business easier
concepts only
But if i can't get job during summer i'll start prototyping in earnest
and after the summers done we'll be on 6 months of game dev at school
Know how to code?
yeah
cool cause i dont
It's not hard if you put your mind to it
Yeah i guess, the only code i can codw is decorate
like currently in class going through a javascript class but the teacher is ass so we just learn ourselves
and then the teacher asks us how to do it
The usual my friens ia going trough the exact aame thing
He just told us to do working javascript on the page so we had to figure it out ourselves
so we all did it differently
we're now doing js functions but i already got through those to make my scripts work on the page
solid
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
Eh
It's not that much effort
especially for basic stuff
learning basic coding takes like a weekend or something
yeah i guess thats true....
W3schools Free Tutorials with Examples of HTML, Photoshop, C, C++, C++11, Java, Swift, Android, JavaScript, jQuey, R, PHP, WordPress, Python, SQL, MySQL, XML, JSON, Data Structures, Operating System, DBMS, Cloud Computing and Software Testing. learn at w3schools.
there you go
free too
Ty
This is what we do in JS class because the teacher is faded on painkillers or something
Lol
It really do be like that tho
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
we luckily dont have any program insistence as long as the job gets done
Like i wanna design a page in illustrator and the teacher tells me to use indesign....indesign = putting shit toghether, illustrator = design
Yeah i dont do the whole design thing
i just smack things in css and it looks gaudy as fuck
But it works
It do be like that
if i have to design i draw a layout first and then specify how the elements work
then get to making it be
I should do that...but i dont
When i design i sorta do it on the go
Which is unconventional but it works for me
Wasn't that CnD by bethesda?
now exclusive to the epic games store
^
then another lad picked it up and made it work for modern gzdoom
and is currently making it work with the new doomrla
What kind of certain hentai do you enjoy?


i enjoy the good ones
@patent spade I remember ๐ข
those were the times

tfw those times are over
god its fucking weird seeing somebody unironically say hentai sometimes
making beatsaber maps is hard yo
When you all said DooM RPG I thought you were talking this brilliant mobile game...
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.
I think I've gotten most of my blender skills translated to Maya now
I guess I'm back in business with the gun modelling
Hey kids thought you may enjoy the dank bunny hoppage going on over here. 
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.
Just gonna keep fucking around with this 2.5D platformer thing I made and then eventually try to make schute game
But it was surprisingly fun to code just going off of the documentation and a few tips
After a few hours of work I've made some progress on Avain Man
I don't know if I should go full ironic meme factor with the visuals or not.
Might even switch to 3D models because I'm not really feeling the sprites.
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.
Congrats, you've accidentally created a borderlands mechanic.
except borderlands sux
Can somebody actually help with this? I can't make the spread work.
I've worked for like a week trying to figure out how the heck the stupid script is to work
world space local space, whatever it is, I can't make the angles work properly.
Are you doing the raycast from the gun, or camera?
There isn't a gun, it's just the camera right now
I made this zone specifically for trying to get the raycasts to work proper so there isn't even movement here
@coarse token https://youtu.be/RdhBt9GWOdk here is a good video on this
CLICK SHOW MORE FOR FILES AND INFO! We show how to add random bullet spread to a gun! To download the Breakfast With Unity project files, go here: https://gi...
I can't directly help you because I forgot how I wrote my spread code + shooting
But ik you gotta use some weird quaternion math for it
If I was at my laptop I could throw up a quick thing for you
The quaternions I understand much better than the normalized vector garbage that viewportpointtoray seems to use
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.
Use just regular raycast, with camera transform and the camera transform forward
The viewport to point Ray and that stuff is weird and seems a bit overkill
Simplier thing would to use the Ray direction (camera forward) + randomized rotation
camera forward + predefined angles didn't work
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
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}
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 )
debug.drawline only extends a short distance, I've been using cubes in play mode to see where the ray ultimatley ends up
I've had the same results with mathf.infinity
this is really odd
@coarse token https://github.com/SwagDeNoli/FPS-Snippets/blob/master/Weapon Spread try this, it might help
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
i have pre-determined angles working (but only for 1 axis at a time)
looks like im going to have to figure out some advanced math to make the angle caclulation for this easier
Nice duskdude cameo there
Clearly it's the sequel to dusk
Okay, so I made the spread consistent wherever the player is facing, but the spread doesn't rotate with the player.
@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?
you can see what I mean here
the spread is always facing the same direction
I marked the raycasts with lightshot, which is why they're coloured.
what are you trying to exactly do? there's something that's not clicking in my head
Like, see the red one, yeah? that's what it should look like, more or less
but then the casts further to the left are the same exact spread,
i honestly have no idea uh, what is going on
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;
}
}
the quaternion is unused
hm
oh
i think i know whats wrong
ok so this is supposed to be a shotgun right?
yeah
the rotation will always be positive
so it will always only be on the right
you want left/right spray, right?
make the int i = -7
that's what i used for mine
Use code blocks you nerds
how to do codeblocks on discord
The i is used to iterate through an array of different vectors
code
there we go
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;
}
Boom
you did it, reddit
see, it's an array of vector values being added to the camera's rotation
oh
im going to try this myself real quick, and see if i can replicate what youre doing
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
super small script
I have a bunch of commented out stuff that I tried to fall back on
ok i see what you mean now
must be something with the stuff not rotating with the camera forward
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.
It doesn't though, why?
It's all about the normalized direction
I hate that so much, magnitude of 1 instead of just being able to use euler angles
idk what to do in order to make it work, I feel I've tried everything
this honestly has me stumped
Vector3 direction = new Vector3(Camera.main.transform.forward.x, Camera.main.transform.forward.y, Camera.main.transform.forward.z);
so that works to put the pellets where the player faces
is there any way to "un-normalize" the camera.main.transform.forward?
If I can get the camera.main.transform.forward in euler angles I can add the spread to it and it should work
try transform.eulerangles?
tried that, am onto local stuff right now
ughhh this is so frustrating, how does TF2 have fixed shotgun spread?
you could just use a local direction, then use TransformDirection
Vector3 direction = new Vector3(Camera.main.transform.forward.x, Camera.main.transform.forward.y, Camera.main.transform.forward.z);
w-what
why not just var direction = Camera.main.transform.forward;
also that array from earlier
you can just feed it vectors individually instead of .x then a .y
Could possibly even just allocate the array there and use an initializer too
Depends on if that function is called more than once I guess
I'd also change it to Vector2 since you don't use the z component
yeah ofc
I kept z in because when I print(direction) the z sometimes changes?
it's all so confusing
normalized vectors and all that aren't my cup of tea
its much simpler than youre thinking
for example
ill posts dusks code
now keep in mind this is js
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?
and not particualarly great js
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))...```
sorry for the formatting lmao
but thats just how dusk code is
I'm pretty sure you could literally just do var direction = Camera.main.transform.forward + (Vector3)combatAngles[i]; for that line you posted
Yeah, I was able to make random deviation work but fixed spread doesn't behave the same in my experience
but basically, it just uses a local direction and uses TransformDirection
well dusk can use fixed spread if it feels like it, just makes inaccuracy a specific number
that timing code is a little flawed btw
very
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
the timing code doesn't work at all right now I don't think
use what zombie said basically
although obviously you dont need to use camera.main
could be any camera
Yeah
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
multiply by a quaternion
Vector3 direction = cam.transform.rotation * (transform.forward + (Vector3)offset);
^
where cam.transform.rotation can be combatAngles
(put through Quaternion.Euler)
That's what I originally tried
Vector3 direction = transform.forward;
direction += combatAngles[i];
That would just do a component-wise add
It would treat the angle like a position if you add
Holy what the it turns it into a position?
there went a week of debugging
thanks though, I'll see if I can't get it to work now
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
}
}
}
untested but that would probably work
put the component on your camera to test
I'm going to test that after I play some Duskworld. Thanks again though
there you go
thats basically exactly the code zombie posted
and theres the spread over many frames while rotating
added this to my old spread code, works like a charm ๐
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
{
var dir = Quaternion.Euler(angles[i]) * transform.forward;
Debug.DrawRay(transform.position, dir, Color.blue, .16f, false);
}```
yeah this is just simplest possible solution
yeah
id also probably use a few spread presets because seeing the same pattern over and over is obnoxious
thank you for attending our ted talk
remember us when you make the best fps of all time
Oh nooooo.
when I first started writing the script I had the same effect for spread, but it suffers from skewing again
This is what I was worried about tbh
@keen bear @tranquil oracle
This happens.
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.
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.
hm
I'm out of ideas tbh. I thought that adding a few degrees to a direction would be simple.
@coarse token try this
make your angles a vector3, with the z val as like 1
and jsut do that
that should have zero skewing
lemme test it out
if this works I'll literally buy dusk a second time
lol
visual studio just crashed lmao rip
the easiest way to win is to not play
you dont have to use vec3's
but its just an easy way to debug it
its functionally a smooth brain way of normalizing it
bloody brilliant. now to figure out why one of the pellets is missing
thanks again though
either not iterating through the entire array
or wrong values
lmk if its actually working
we can get you through this
It is working I am just missing a pellet somehow, triyng to find out where I ballsed up
I found the missing pellet, he's going to the floor.
lmao
some value must not have a z or soemthing
probably just a value thing yeah
shoutouts to @limber bramble for making me realize where that was going wrong
thanks, glad to have helped in some way 
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
grenade launchers are frustrating
also yeah
the thing to take away from this
3d math is a bitch
and its a reality of gameplay design
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
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
trying to write good enough projectile code is hell
BANDICAM
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 ๐๐ป
the spread is 100% rng right now
planning on making it more predictable with some animation curves
the gun itself isnt supposed to rotate, but the bullets
@unique trellis Nice. What engine do you use?
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.
I can definitely see repurposing this bug into a tool
Maybe a Bioshock Ironside kind of power up
where do those bullets even spawn
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
If they're supposed to be projectiles, is the raycast for the collission?
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
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
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
i've added some bullet trail effects, i dont think theyre really noticeable but they're there
i think im going to work on the custom raycast collision over using rigidbodies for the projectiles
That looks pretty darn good
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
I like the tracers
thanks for the feedback, also thanks for recommending something other than bandicam
i thought obs wasnt free
na its 100% free
alright thanks, downloading it right now
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.
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
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
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.
well a rocket launcher could still have use
like both grenade launcher and rocket launcher are useful in quake
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.
ah
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
Showing off some dynamic music from #Viscerafest! (@Awesreek) Indie FPS I'm doing the music and sound design for. Stop by the discord for progress/updates! https://t.co/3IPycDSQom #gamedev #indiedev #gamemusic https://t.co/rxyh7amCnB
bring me fireblu, only fireblu can sustain me
Working on the hub area
What engine is this btw?
I am going to have to speed up my development
@rustic cradle this screenshot was taken in blender as this area is still wip but the game is in unity
๐
still wip
got the movement for an fps im working on more or less done
everything about the sound is unfinished and placeholder
is that a charcontroller or a rigidbody?
its the built-in char controller
except the crouching is custom and doesnt use the character movement component
ive used the charcontroller before, tried moving it outside the .move method and it didnt like that very much
.move?
charactercontroller.move()
Visual studio be like: missing parameters and no known class "charactercontroller"
you should try jetbrains rider, works perfect with unity
rider rules
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
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
yeah but I'm still mad, even though there is no feasible reason for me to be mad
thats also how i feel about unity sometimes
unity really does do some weird shit sometimes that it doesn't outright tell you
#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 
Bloodlines maps are all about weird things that aren't normal bloody things... and this one is no exception ๐
I can't tell what's going on in this image
Nice
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 ๐คฃ๐
I was experimenting with a giant mirror wall too, because why not, it's all crazy.
Sounds incredible
And in the bottom left is reality breaking through, a hallway of the hospital
Here is a video of it... easier to see this way. I may go with more of a "warped hallway" look than what I've got...
noice
Verticality is hard in Build but I'm going for it
If only I knew how to animate/model things.
Caleb Wake's Satanic Nightmare
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 ๐) 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...
Some fun new barrel effects.
Soon
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)
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
Isn't DUSK an indie game too?
Hence the small but dedicated DW community 
@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
Well itโs really more like independent developer/publisher
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
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.
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
yeah i was thinking smaller publishers tho, like devolver like you said
gamedev is brutal man
Working on animations for the weaponry in the unity game now. I might upload a demo of the game soon.
btw what you working on?
If I can upload a video I'll show you soon.
This is game development, it's not a skit. That's for later today.
First try at probuilder and polybrush, something's gone wrong
Why do those floating triangles look good floating in the air?
Unless it's broken.
looks like you had scaling issues
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
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
Working on a Twisted Metal 2 PC map.
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
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.
https://www.youtube.com/watch?v=hzwZ0Hs69cQ How does my thing look?
Neat and old-school.
Thanks!
are you planning on adding a visible player hand in the animation?
hands? what the heck are those
Not sure. I kinda like how it looks without hands, but I'm sure most think it's just weird
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.
Not sure if this could be classified as fun but it's a start I guess
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
i think bubbles would work nice since the blocks disappear
nice
@wraith beacon i think the chicken shouldn't jump when collecting an egg, kinda kills the pace
wrong hatsu
Did a gamefeel pass on it
game feel be like
It feel game
I dont like it, its aura mocks me
I imagined a Painkiller mod for Dusk.
Weapons and Tarot Cards included. And 66 souls turning you into a demon.
oof, idk if I can see that happening in DUSK
Maybe not really. I can imagine other mods for Dusk, though.
is this 1/69 ze? @wraith beacon
Playing with shader based anims on the asteroids
Looks pretty good
cool and good
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.
Ima start on it tomorrow
for sure
@rain furnace any particular seal? or just a basic seal
I got you fam. I'll make it Dusk and Seal worthy
@lone widget My weapon models could really use some textures.
Currently working on a vehicle mod for Twisted Metal 2 PC. The map is done. I'll record a gameplay vid soon.
It's a take on Trapper from Twisted Metal Small Brawl.
eyy good stuff
Do you ever just implement really bad proc gen?
Not bad, the screen scroll speed at the end tho.
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.
I mean, its pretty well made besides the freak bounce
1/69
how many jumps do you get
is that perturbator
The music?
ye
No its made by michael markie my composer.
ooooohh markie?? the QC:DE music guy???
well ik what not to give her...
yes
that's a hell yeah from me
The ost for chapter 1 is on his youtube channel
The track that kicks off Chapter 1 of the game. I wanted to set the high energy electro feel of the chapter with this sort of Dancey-Metal hybrid that keeps ...
hell yeah
he's also the sound designer for the game as well.
double hell yeah! tracking on indiedb
Indeed, almost done with the remaking of chapter 1's levels
yay still planned as the "shareware" episode?
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.
the game does seem really purple
porple
ah ok fair
as long as the blood paints the porple walls
So like level 2 is brown blue and pink with spikes of green
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...
S T Y G I A N
stydge
stygia
It used to be called the cursed child right?
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.
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.
@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.
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.

