#general-modding
1 messages · Page 55 of 1
dont use any specific limits, i just go with what feels best for each individual instance
except for environmental textures which are all 32x32
for the sake of consistency
looks awesome
cheers
Kart dog
oh my God it's adorable

@olive dove Mostly the vertices just wiggling around. I've tried a few of the 'free' shaders posted, and all they seem to do it make the texture skew and very heavily distort based on how close you are, which is like a very exaggerated caricature of the psx style.
It's not actually Roxy, it's based off of my Doggo.
Roxy-like
Wouldn't say he looks like Roxy but okay
Ah it's hard to see the floppy ears in the original image
Yeah I know.

Nah it's
your doggo is a roxy
but brownier, thinner and fluffier
let's call all dogs roxies in the server
Should have alt skins for cart dog so you have your doggo, Roxy, and the one from the game
nah man
slap dave's face on it for the last one
since all he does is idle as a cart hotdog

that kart dog is cute, shame the poor guy has no limbs :c
animal aboos
based
Oh
why is that cart doggo fuming
@wraith beacon fuck offfff I love that cart dog
The cart dog is powered by its farts
It's just like undertale!!
😮
is this asteroids reskin or made from ground up
It's Asteroids written from the ground up using a tutorial.
mm i like tonal shifts https://youtu.be/jl3YC_mCjo4
Streetcleaners are a new enemy type that first appear in 1-2. They're flamethrower-wielding machines that work in groups and are very agressive, but dexterou...
ah hell ye
music stays off for the rest of the level too so all you're gonna be listening to are the sounds of burning, gunshots and heavy breathing
Speedmap i've did on august (5 maps in one week).
A friend of mine had issues completing each level, wanted to show him that they were possible.
I had to do easier settings later. (there's some speedrun trick, you can do the map in less than 1:15)
So, i've decided to sketch as many maps as I could withing the lapse of one week. Managed to do 5 maps. Used custom textures based on "nekroturge's dev textu...
@robust ridge seems like a cool layout
honestly, the gameplay seems too easy and kind of tedious
for example, the pinkies pose zero threat to the player.
using a singular Baron or Arachnotron in a big open room basically renders them harmless, too
you should try using more hitscanners (in this case I'd recommend placing them in a higher ground than the player) and imps to take space in the room
to have the player prioritize enemies and dodge projectiles simultaneously
but that layout seems simple and very cool
also could you send me the texture pack you were using? I never tried out one of these but they seem useful
Hot Take: H-Doom is boring and meh
what
@analog pollen Vinny from Vinesauce is playing Ultrakill Prelude
everyone's digging it, and it looks fucking awesome I gotta say
I was like "wait, this looks familiar" and then I came back here and realized it was Hakita lmao
he made a big john reference, now I am complete
that's fuckin nuts
i prefer to keep immersion breaking references to a minimum but i'll sneak something in somewhere
Hakita puts big john in as a secret when
pls no
yes
conga dancing big johns and dabbing at once pls
oh god
hakita puta jeff from maximum action in as a secret when
Can-can dancing big johns that are also dabbing more like
Which character in Maximum Action is Jeff?
Is that the name of the hospital boss
the player
Nah his name is "Player"
take it from me
new blood staff member and maximum action logo designer
his name is jeff
ur jeff
no im gilby
suck it gary
ur baby
Gilby more like Golbo
people who call him Michael Action? More like clowns
I take pride in being a clown
Hey Clown Hatsu
🤡
When are we getting that newblood cart public beta
hatsu is proceeding by new blood protocol
delay it by a week every time someone asks about it
Nah I like a good deadline.
New Blood Kart will come out in some form in March of 2020
nice
Nice
March 69th
Michael Action
Mike All Action
Exactly. And wouldn't you say all is a synonym for max? Michael Action confirmed.
Michael "All Max" Action
🙏
Michael All Action Max
I mostly posted it in case anyone needed some topdown objects or terrain textures
random question but im wondering does anyone have any tips on how to make the player stick to the level surface, like being able to walk around on a sphere without falling off type of stick?
do a raycast down, then get the normal of the face you hit and set your gravity direction to the opposite of that?
also rotate the player
@severe patrol
Ayy I've been using that Jakob
Oh wait not that one
looks too cartoony for my tastes
but there's some really good resources
should share some of my maps
I mean you could grab the nearest "planet" and then rotate the player around it
A W.I.P vanilla-compatible Doom 2 megawad Ive been working on for a while. Cheesy name, huh? Mostly inspired by classic early 2000s wads, such as my favorites Alien Vendetta and Kama Sutra. Offers maps with varying themes, and doesnt focus on a consistent theme for each episo...
Second map i've did for the mapping week challenge.
Map is doable and can be speedrunned in less than 2 minutes, but i'm evaluating to add more ammo 'cause of few unpredictable archviles and overusage of berserk and monster infighting to save ammo.
So, i've decided to sketch as many maps as I could withing the lapse of one week. Managed to do 5 maps. Used custom textures based on "nekroturge's dev textu...
thanks for the tips, ill have to look into it
Societyman from the hit game Fingerbones
Aw
I thought it said “frick” on the gun
man that gamer looks like it has really risen
honc
Hit them with the Honk
Upload, browse, search and download mods using the mod.io Unity plugin. It takes minutes to get setup and running, and has a customizable UI to make in-game mod browsing a joy.
Good news
Reworking the kart physics
looks much nicer now
needs more drifting
and eurobeat
what is eurobeat even
the only instance of eurobeat I know of is "Discord" or whatever the my little pony remix thing is.
TLT makes some good music

I have not heard this kind of music for at least a decade
you cant drift and not have this music. its internet law
I trust you
anime intro music = eurobeat
eurobeat is primarily an initial d thing as far as anime goes
and DDR
https://apps.mod.io/unity-plugin
Note that this isn't a plugin for mod support itself, but rather for supporting something akin to the Steam Workshop
The actual mod support etc still has to be done manually
^
i looked at that earlier and noted that
does present maybe an interesting way we might be able to support a curated workshop on switch though 🤔
#viscerafest #fps #retro Mmm..... (Once again art done by @SaraKpn ) https://t.co/4CWsUHHuw1
Thank ya

🤔
I don't get it
In game map editor
oh i thought there was some punchline to it
scaling
damn son

With science
what is this?
@unique trellis you made a map editor? is it for DUSK
Is it, Jakob?
its an external map editor he made for maximum action
because the one in-game sucks a lot
I mean that specific one isn't for MA cus MA doesn't support scaling
It's actually more of a demo thing I made for the ULTRAKILL guy that I continued working on
Heres the MA map editor download:
https://discordapp.com/channels/240195284695646209/586508141563346945/626091444817625118
it's real cool and definitely makes me think that having a level editor in ULTRAKILL is a viable option
yeah someone could make something else than metal corridors with glass and meatgrinders


Someone hasn't beaten the demo
Someone has beaten the demo
What about the fake sky room!
damn, caught
Tbh I love fake sky walls like that
Gameing

A man with a butt for a face.
He's a doughy boy
Oh man I can't believe you put Reb into New Blood Kart already
thats not douche foss
Nah reb's the one that stinks
I am the one who stinks
Stinklord
when's DAWN coming out?
After DUSK
Meaning it's cancelled and unreleased
Nah, the more you ask, the more it gets delayed.
We are currently at "Heat death of the universe"
No we're far beyond that point right now
We're in another dimension of waiting for DAWN
its beyond Half-Life 3 release date
when sdk haha lol
When it's uncancelled.
wait it got cancelled?
nah bro we just memeing
It was cancelled and then it was released and then it got unreleased so it could be cancelled again
redid ULTRAKILL's enemy juggling physics to make it a bit easier to juggle enemies
Updated enemy juggling. Too bad there's no enemy in the game that can take this much punishment... yet. #gamedev #indiedev #madewithunity https://t.co/IY5sdwDzv9
Finally, a new trailer for Blorc =P
https://youtu.be/bgrm5yVSHd8
https://www.moddb.com/mods/blorc/downloads/ Blorc: The mod that was originally meant to replace freedoom monsters sprites and then became the spiritual suces...
A W.I.P vanilla-compatible Doom 2 megawad Ive been working on for a while. Cheesy name, huh? Mostly inspired by classic early 2000s wads, such as my favorites Alien Vendetta and Kama Sutra. Offers maps with varying themes, and doesnt focus on a consistent theme for each episo...
ZMovement 2.2, UT style ground movement and bobbing logic that does not offend your eyes.
https://forum.zdoom.org/viewtopic.php?f=43&t=65095
https://www.youtube.com/watch?v=G4wiMSOM90g
noice
#indiedev #viscerafest #fps #screenshotsaturday #retro #gamedev #gamedevelopment #indiegame #indiegamev https://t.co/z8tCVhYpcV
/vr/ included my wad in the news post, nice
Virtual reality?
/vr/ is the retro game board for some reason, right?
its not actually virtual reality or something
i think it's supposed to stand for Vidya Retro
it stands for vrchat
r has to come after v so that it's grouped with the normal v
Vidya games
new trailer for vrmod note that there is a bit of acting going on, the weapon mechanics aren't that good currently lol You can find VRMod on the Steam Worksh...
Took more effort than I was expecting but I ported the build engine movement using EDuke's source as a reference.
https://streamable.com/tonwg
@low thicket next ZMovement version will have an actually faithful Build Engine movement as opposed to the approximation I had before
please, that would be a godsend
i put the zmovement code in psych and it largely works fine but i have a bug with bobbing where the player is bobbing even when not moving sometimes
possibly because it's based on an older version though
Yes that has been fixed one-two versions ago
And the bobbing looks much better now https://www.youtube.com/watch?v=G4wiMSOM90g
BTW feel free to report bugs if you run into them, I always take care of them as soon as I become aware of them
@low thicket
Did not notice that earlier cause I always play with view bobbing off
Just done with the Ion Fury landing recovery too for all the none of you that asked for it https://streamable.com/10xeo
actually tried zmovement today cos i remembered marisa's unreal/UT mods exist
this shit is 200/10

Glad to hear that.
I am not saying this to brag but last time i triex marisa's mod it did not have wall jumping, so i am proud i managed to code that.
If this statement is wrong feel free to correct me
as far as i could tell that's right, i made it work with your stuff anyways since i didn't feel the builtin ut movement was very accurate
I skimmed through it real quick and I recognized parts of the same UT code I used.
I believe her rendition is based on the original UT, I used UT4 just because the source is easily accessible on GitHub
Shake it baby, both on the ground and in the air.
https://forum.zdoom.org/viewtopic.php?f=43&t=65095
@low thicket there is a BuildPlayer.txt inside the pk3, you can plug that into your mod.
Discussion about ZDoom
If you run into issues let me know, I will address them asap
awesome, i'll get to that soon
working on some new weapon sprites for psych so i'm still a little busy with that
footage of the mod should be out soon, planning on making a big update video for my channel that has a bunch of cool stuff

i want to learn about how to make the application because i didn't know how to it can help me please???
This isn't the place to learn. People will help you with making said applications, sharing the content and what not, but if you want to learn how to in general, this is not a good place to start.
from where if i want to learn ??
Learn about what, specifically
because i have project i want to do my about the application ??
Yes, but like, you have to be specific about this kind of thing. Are you a programmer? what language of code, are you even a programmer?
software , also php
i got a feeling we're talking through a google translate barrier here
@indigo inlet consider youtube tutorials
Ironically I think that's what he needs to use. Google it.
There's lots of classes out there for design and development
I can't speak to specifics though since I don't know PHP
ok
Tree time
whoa thats a big leak
https://twitter.com/Akselmo/status/1179726616089563137 been working on new fps project because i wanted to do something dark for halloween
They Spin
spinnybois
need some kinda feedback that you actually picked something up
like screenflash or somethin
i like the movement already
thank you
it has bhop and crouch slide
no walljumping in this like in ironscale, this is more a practice run for making final version of ironscale eventually
also trying to keep the scope super small in this game
no idea what ironscale is
havent been here a long time so i missed it
movement looks nice in that as well but everything else could use work
yea it was slapped together in a month, that's my excuse 😄
was a project for university
something pretty simple that would help with flow would be to add some inertia to your guns so they're not completely static on the screen when idling
👏 put your weapons in the middle of the screen 👏
i prefer em on the side but gave the option for centered weapons in ULTRAKILL
Put some bobbing on them
that too
Gimme some knock back when you fire
ye i plan to add inertia and ofc knockback
and maybe centering toggle
its all still very wip
Bobbing is pretty easy
Bob.X = 1.5f * RangeX * cos(Angle);
Bob.Y = RangeY * sin(2.f * Angle);
This is the UT2004 bobbing, make Angle a value that increases when you have horizontal momentum, and make range proportional to the speed you are going.
So at low speeds it bobs less
I mean centered weapons is really a style choice, I just think it looks better if you don't have any hands
Personally I want to see a game where the weapon is held with the left hand but is on the right of the screen.
@unique trellis interesting, thank you!
It's stoopid but I think it'd be fun.
Your torso is upsidedown
you can do that in maximum action
you can do that with pistol sprite in doom
"A game where the weapon is held with the left hand but is on the right of the screen"
So, Counter Strike?
I too would like to have my arm take up a third of the screen
Hey guys, if you've got some time, wanna give me some feedback on a project I've got?
It's better to just post it, if somebody will have time and interest they will
Awesome, thanks Ivory!
Nobody is going to say "yeah sure" without knowing what it is about
Presenting: Loopy Lore, a co-op storytelling card RPG with zero math where friends build worlds and tell tales. Print & Play and Tabletop Simulator mod available here:
zero math
bruh u lost me
It's a more casual role-playing experience. It's supposed to be about having fun telling stories with your friends and family
It doesn't look like a roleplaying game to me it looks like a person picks up a card and starts describing something with a basic idea of what it is on the card helping them along, sort of like a writing cue
At least that's what the way it's explained in the description sounds like
And then another player can interject with a plot twist card to throw the person talking off their groove basically
So it's less a tabletop RPG and more like having to improv a storyline on the spot with everyone taking a turn as the narrator
Good catch there, Fossethster. It is pretty much an improv game, but I think TTRPGs are all improv games with math in the end. The only reason we're not calling it an improv game is because folks get turned away by it.
Heck, even "storytelling" is still a grey term in tabletop.
I dunno I think you give people a rather incorrect impression of what the game is by saying that it's "like D&D meets Cards Against Humanity!"
The role-playing part is that you can describe what your character does with that card. "I'm a ninja with a donut addiction and I..." flip Flirt card "Sneak into a bakery by Flirting with the guards standing at the front and yada-yada-yada"
I think the idea could actually be a good one given that the rules state you can tell the story in a way that you wish, and given that you have other friends and family members participating it could lead to a fun chaotic mess of a storyline that could produce in-jokes and whatnot between everyone who plays in a similar way to D&D
but I think that it doesn't really count as an RPG
When most people think of an RPG one of the big things is they think of some kind of progression system, levelling a character in some fashion, etc.
I also don't think that really counts as much as roleplaying, your character in that instance still has to in some way flirt in the situation given
It's more a matter of how you go about performing the action of flirting
I don't think you should be afraid of people being turned away by it being an improv type of game, at least not to the point that you make it confusing to people trying to figure out what the game is
I had to figure that it was an improv game out by looking over the description of the way the game was played and the images a few times and piecing it together
It's a difficult one, because Improv is also a loaded term that instills a certain image in the players' heads. They imagine it's a game for people who are good at it, who have a natural inclination for acting and entertainment, and that couldn't be further from the truth of the game itself.
I mean if I was looking at games and you had marketed this as an improvisational storytelling game where each player takes turns as the narrator I would actually be much more interested in it than "a co-op storytelling card RPG with zero math"
I don't think "oh I need to be a really good storyteller to play this game" when I hear the word improvisational all I think is "you're put on the spot to tell a short bit of story based on a single vague base idea a card gives you, that sounds like it might be fun to play with a group of friends"
or otherwise I simply think that you're put on the spot in some way
rather than that you have to be super good at coming up with something on the spot
In regards to playing the game itself, the way the game is described aside, I think that it might be interesting if playing a plot twist card forced the entire rest of the chapter to be reshuffled, to sort of simulate how a plot twist is meant to change the course of a story drastically
it would make playing the card a bit more interesting without being too much of a troll on the other players
plus that's something you could put into the rulebook without having to modify the cards or decks in any way
Hmmm interesting, but I don't see how it'd make much of a difference. Players can choose any card in the chapter to flip and all cards are already placed down without looking, so it doesn't seem to have much of an impact?
It'd be something if I knew the card I was about to flip and then suddenly, oh-oh, now it's been changed.
Ah, in that case that's simply not mentioned in the description of the game there
I was under the assumption that because there were 5 players max and there were 5 story tiles per chapter that each player takes a turn flipping a card in order from left to right
Yeah, I don't want to explain the entire game in the store page. That's what the manual is for. I only write in enough to give an idea of how to play. There are mechanics I don't explain because it'd be going into the minute detail of things, like how Plot Twists pause the timer or how you can reuse flipped cards.
Not knowing what the card is going to say would still work in that situation as then you might be preparing to explain a character because a role card is on your turn, when a plot twist suddenly changes it to an action card instead
But Plot Twists have content itself.
Say an action is "Shoot". During my turn, you could play the Plot Twist "Mobbed by Lemurs" from your hand and I've got to incorporate it into the story.
Along with "Shoot"
Perhaps it could be an alternative option for a player using a plot twist card then, instead of messing with the story by directly adding something they could use the plot twist card to reshuffle the cards
if they think it would have a more entertaining outcome than whatever the card presents at that part of the story for instance
Not sure it'd have as huge an impact as you're thinking, since the decks are all put aside once players start telling the story. I'd recommend you read the manual to get a feel for all the mechanics in place for the game.
That was just a mistake on my part, I also think I worded it improperly
I meant it as in basically you break the template by shuffling the cards in the current chapter around, but given you can take any card you want that doesn't really matter
Yeah, and all cards are hidden. All you know is you're about to flip an action, place or role. But the content is a mystery, so you have to improvise. Hence, all actions, places and roles have equal value to the player.
Did a small optimization on the Build Engine movement and a couple of changes
https://forum.zdoom.org/viewtopic.php?f=43&t=65095
Discussion about ZDoom
Oooh that looks pretty dope!
cheers
Have you put it up on twitter for Blocktober?
kinda and yes
dope
textures are mostly public domain textures that i've edited to make them fit into the visual style
wow that looks awesome
cheers
👌 
its not steel corridors and glass 
Thanks @analog pollen very cool
I like the lava
And the use of color
But it needs more color
Ae levels of color
COLOR THEORY
Roads
Cool road
❓
it's the riddler
🅱 iddler
I have no idea if other engines do this but changing the material at runtime in unity is apparently easy af
UE4 has texture swapping but I'm not sure if it does material swapping.
Yeah it changes to a fullbright shader here when you turn it on
Then again you can set the material in the construction script so maybe that also applies to runtime stuff.
Haven't really tinkered with that sorta thing that much.
What if we kissed in the underground lab 😳
(give the gif some time)
L-lewd!
https://twitter.com/Akselmo/status/1180609060367937537 finished doing the weapon models, they're nothing fancy but they should work for this project
Gun models, animations (probably gonna tweak them a bit) and weapon swaying done all done today :D Pretty happy how it looks, honestly. #gamedev #screenshotsaturday https://t.co/sLSeqmnAph
uhh the fps one or arpg one
i'll just link my filthy profile https://akselmo.itch.io/
uh fug u made castle rodok too
Yeah bro
You workin' on an old-school FPS? It looks good for an early prototype.
I got confused by the weapon colors 😞
Yeah I want to make something small and quick
Rip
This new game has random generated levels made out of modules (like Rodok) so it should feel bit different every time you play
I plan to make a lot of different level modules too
Making this will take longer than ironscale did (my older fps), but I don't want this to become super long project either
Trying to keep it in 3 months or so
also thanks, i was surprised myself how much better it looks than ironscale does already, even within just two weeks 😄
i hope to take everything i learn from this to the full version of ironscale (and i hope i have a 3d artist to help me with that)
yes
ok
they stimulate our eardrums
but sounds too loud can damage them
that's a lot of high-definition Pew-tering
I like it!
There are 2 living guns in viscerafest
when a squirrel lands on the wires and causes the campus transformer to explode
This is the first one you get in the number 7 slot
lel
Anyways the eviscerator which is what these sounds are for is made from the matter of the god yogsothoth and fires blades of blood that ricochet off the environment.
so it's the gun that lets you scream "Say hello to Yog-Sothoth and the other elder gods for me" and actually make sense?
P much
Ah yes
I mean, viscerafest is very lovecraft
something I have always wanted to do
The entire plot and the world regularly have lovecrafts work baked into it, its not just a big spooky boss that we throw at the end.
The amount of lore is getting out of hand at this point
Also humans can't really use the eviscerator, because shockingly touching the... flesh? Of an Outer God is not condusive to a healthy life.
:(
A bit
She was loosely based on... Or I should say the idea of her was loosely based on the dunwich horror.
she's human but also has plot armor but only kind of
her dads a sleeping space deity that if he ever wakes up everybody dies.
her dad's cthulu?
Yes
wait
sister
When i got to the end of dusk I just went "... oh no..."
Now I have to see if I can pull stephen weyte out of his closet again.
wait
did you go "oh no" because you were like "oh god now i have to try to get stephen fucking weyte involved"
No
ah
Viscerafests ending has some mild similarities to dusks. Not enough that you'd go, "Oh we ripped them off" but they are there.
You don't fight nyarlethotep though.
yeah, i think that'd suggest a pressing need to attend family therapy if you did
would family therapy work with elder gods?
jist sayin
The thing about game dev is you can always change things.
Nothing is final, you've got flexibility, unless you're on a deadline.
The similarities have been dumbed down at this point, its not an issue.
Viscerafests ending has been hard to figure out for various reasons, working with lovecrafts source material and trying not to piss all over it is really hard to do, because its so easy to take the lazy route and just be like, eh lets kill a god why not, its not like they're incomprehensibly powerful or anything.
On top of that trying to expand on his ideas whilst still remaining vague and just running with threads and ideas.
Killing Elder Gods is my favourite thing to do on Wednesdays
There's alot of effort going into the narrative side of the game.
Which is not to say its a narrative heavy experience, (assuming you're not taking the lore into account) just that I don't want to half ass it.
Lore and world building are stoopid
Lel
It's a difficult balance, because there are aspects of the narrative that butt heads and transitioning between the darker and lighter elements of the game isn't exactly the easiest thing to do.
With that said its coming along really nicely and i think you guys will like it.
Well, y'know how many Cyberpunk games and Doom 2016 did it
they left the lore around the map for you to check it out at any time after you picked up any Lore Tablet™
The games hub has a lorebrary and completing a level unlocks you new lore bits
I'm just talking about the basic plot though
just the barebones essentials involve a tonal transition.
I just feel that Lore should be more of an after thought rather than the main focus when it comes to narrative
That's just me though.
@wraith beacon I mean... it is and it isn't, alot of thought has gone into it, but more focus has been put on what the player needs to know
its just what the player "needs" to know isn't much
Never said your lore was the main focus.
I know
Just saying a lot of developers do kinda go down a rabbit hole of deep lore while the surface level plot is dull and tedious.
My motto for the games narrative is the player knows what Caroline knows, and that's it.
In terms of how we present the information
My general motto for a lot of games things is make the thing like it's a game, not some other medium.
Problem with that is there's alot of different kinds of games and alot of different things you can do with games
The plot is there for those who care, the main focus is the gameplay, and it is about 99% of what you'll be experiencing.
IDK making a game without the primary focus being interaction is kinda like making a movie that's just a black screen with everything being conveyed through audio
breaking it down to the most basic description, there's a minute long opening cutscene, and sometimes characters will talk to you whilst you're playing through levels.
It's not particularly obnoxious and never robs the player of control.
I mean there's nothing wrong with doing that, wether you like it or not is another thing entirely @wraith beacon
With that said for me the game always comes first
Maybe I'm just a bit narrow minded but making games that aren't interaction focused is stoopid.
https://www.youtube.com/watch?v=8zJoqCQNZPs The theme song
I've been hard at work recently on the soundtrack for Viscerafest by Acid Man Games. It's an indie Retro styled FPS in the vein of classics like Doom, Duke N...
yeet
@unique trellis are you making a horror game?
@viscid sandal and did you compose your own music or nah
Yee bro
awesreek has a composer
@coarse token michael markie is my composer, he did the music for qcde
that soundtrack is lit
it sounds hellish and more modern doom like but still remains heavy as the og
https://www.youtube.com/watch?v=vf2t2d1vGEk
for anyone else interested, this guy is good
Doom 2 Mod - QC:DE (Quake Champions: Doom Edition) Soundtrack. Music by Michael Markie ➜ https://markiemusic.bandcamp.com [00:00] · 01 · Slipgate [04:21] · 0...
Yeah, viscerafests ost will have a blend of synth, metal, oriental, and industrial music.
⚠ LEAKED SDK CODE ⚠
[Entity("func_button")]
class FuncButton : EntityBehaviour{
List<GameObject> targets = new List<GameObject>();
void ProcessEntity(IReadOnlyDictionary<string, EntityValue> pairs, BspScene bsp){
foreach(string name in pairs["target"].ToString().Split(";")){
targets.Add( bsp.GetByTargetName<GameObject>(name) );
}
AddComponent<ActualHoverComponent>().text = "Click me you bastard";
}
void OnPlayerClick(Player ply){
foreach(GameObject gm in targets){
foreach(EntityBehaviour eb in gm.GetComponents<EntityBehaviour>()){
eb.OnTargeted();
}
}
}
}
lmao
testing to see if I remember how to make codeblocks
`
3 of those +your text + 3 of those
Hopefully it's the right one I'm on phone rn
if(sdkFinished) { delay(); }
dude what
there gonna be so many crappy kart games made now lmao
inb4 Slender Kart
bruh
NB kart :)
poor hatsu :(
:^)
you are a MEAN man, mister!
I was kinda considering making a kart racing game but I'm not going to now in anticipation of the influx of beginner Unity kart racers
Make a kart racer in the Touhou games engine to assert absolute dominance
I mean... you could probably do that if you fix the player in the middle and scroll the background
You can make almost any game in any engine if you're creative enough
Sometimes it's fun to work around the limitations of an engine.
Didn't the Zero Punctuation guy make a horror game in a visual novel engine or something?
I know a dungeon crawler made in a visual novel engine
give that developer a medal for not making a visual novel in a visual novel engine and actually making a worthwhile game
Tinkering with some level design stuff in New Blood Kart
While a bit more time consuming I kinda like making levels in Blender rather than in Unreal.
Make a circle one and setup some checkpoints
First draft of ledge grabbing.
Few things to reinforce code wise but it does work
Thank you
So weird how Mirror's Edge singlehandedly changed how games approach movement in first person yet the game itself was just kinda forgotten about
the game had good movement mechanics but unfortunately the rest of the game was kind of bland and not very memorable
I thought it was super interesting and memorable
They did a good job of building up a visually interesting world
And I like how they contrasted the intense chase scenes with slower puzzle scenes and elevator rides to give you a chance to catch your breath
(although I know the elevators were needed for technical reasons to mask loading screens)
bruh, the real reason to remember mirrors edge was that it was one of the earliest commercially successful PhysX games
Spooky scary skeletons
shivers down your spine
A bit of view bob would be nice
ya i'll add it at some point
Do you need a tip on how to get started?
Sure
Give me a sec
This is how I did in for my GZDoom movement mod, different approach may be required for different engines. Language used is ZScript a kinda C looking object oriented language.
The basic idea is that your viewpoint height is the result of the sum of the PosZ position of the player (the lowest Z coordinate of the player's hitbox) + the actual viewheight + the bobbing fluctuation
First to make a good view bob you have to make it proportional to the player speed and that decreases until 0 when player is not on the ground (cause people do not walk in the air), so we require a variable that reflect that
if(!Player.OnGround || Player.OnGround && Jumping) //nobody walks in the air
{
ZMBob--;
ZMBob = max(bNoGravity ? 0.5f : 0.f, ZMBob);
PostLandingBob = True;
}
else
{
if(PostLandingBob)
{
ZMBob += Vel.XY.Length() / MaximumGroundSpeed;
if(ZMBob >= Vel.XY.Length() * player.GetMoveBob()) { PostLandingBob = False; }
}
else
{
ZMBob = Vel.XY.Length() * player.GetMoveBob(); //this way all GetMoveBob() values are meaningful
}
ZMBob = min(MaximumGroundSpeed, ZMBob);
}```
Then apply the multiplier to the bobbing
```c
double defaultviewheight = ViewHeight;
double HeightAngle;
double bob;
HeightAngle = Level.maptime / 20. * 360.;
bob = ZMBob * sin(HeightAngle) * (waterlevel > 1 ? 0.25f : 0.5f);
Then determine the actual point of view, ViewBob is a
player.viewz = pos.Z + player.viewheight + bob```
Oh wow, thanks! This is super helpful!
If you are interested later I can show you how to do the thing where after you land from a jump/drop your viewheight lower and then raises again.
Oh bNoGravity == Fly Powerup
Alright
you're gonna have to level up your enemies because at the moment fighting them seems like busywork
Yeah the guns etc aren't really balanced yet
I run some numbers when I have done all enemy models
Okay so I have a game dev question
Yall remember the Barnacles from Half Life, and how they were added as a way to get the player to look up?
Are there any other games that had an enemy type designed to make the player more aware of their environment?
all mimics ever
I don't think mimics count
Dead Space 2 had these sacks that could be attached anywhere on map geometry and would shoot explosive if you entered their range without noticing
Made you inspect walls and ceiling carefully
Clouds are lovely and fluffy and rather difficult to make. Project source (Unity, HLSL, C#): This project is currently available to patrons only, but will be...
Done with coding ledge grab
https://streamable.com/qq0zw
hype dude
oh yeah, it's all comin together
Enemies sorta follow where they're supposed to go now.
ADVANCED KART AI
dang boi this shaping up to be a real kart game
new blood kart hype
tumbling down tumbling down tumbling down
I still need to make it so you can unflip your car.
Press select to reset
Anyone keeping tabs on moat ttt
Is that one of those joke TF2 maps?
Well he said TTT so my guess is it's a Gmod map
oh moat is the big TTT server net right now and moat himself did a bunch of cocaine and banned all his staff so now they're making their own moat gg with blackjack and hookers
3 classes left... Mapset: UAC Ultra
@pine carbon hey quick question if you don't mind. How did you go about dealing with standard enemy navigation? So like one issue we're runnung into is that its very easy to trail enemies behind you into a conga line, how did you go about preventing something like that from happening?
Are they projectile enemies or melee enemies?
Melee enemies I'm somewhat less worried about but all of them yes
Well first of all enem pathing AI should be on a rather slow tick, so they're only updating where they know you are every half second or so. This will keep them from feeling like they're attached to the player like a leech and make it easier for the player to dance around them. Second, for projectile enemies you could try making it so they path to a point nearby the player rather than exactly where the player is (which is what they do in Dusk)
how about pathfinding for flying enemies? i've got some problems with how to handle verticality with navmesh pathfinding
I just used a rough approximation of Doom AI for them
Move toward player, if obstruction is encountered move in a random other direction for a time, then go back to moving toward player
might have to try that out as well then, dont know how well it'll work in ULTRAKILL but it's better (and cheaper) than what i'm doing now
Mhmh mhmh
Is anyone good with words?
yes me very good with rusesoft word
afaik you cant
shit, I'm gonna get possessed, aren't I? That's what I get for trying to be fancy, I suppose.
unless you have that tool or mode on that allows text and pics be placed on top of each other
Now THAT is witchcraft.
Always glad to have a laugh, bud
what are the best doom 2 megawads?
That's like asking which are the two best guitarists of all time
Scythe 2 and Scythe 2
visual studio starting to act up so guess its time to grab 2019
Buttons!
They workk
Ledge Grabbing and accurate PK movement
https://forum.zdoom.org/viewtopic.php?f=43&t=65095
Discussion about ZDoom
I decided to go back to developing my old abandoned Doom 2016 HD Sprites for GZDoom two years later! In 2017 I didn't know anything about DECORATEs, ACS scri...
I was expecting that to look hideous
I stand corrected
Not my style but that looks like nicely done work
I'm actually glad it improved a bit
It has potential.
It is also difficult to rip doom 2016 monsters. At least I couldn't achieve it.
I had a new idea for a rule set for my co-op storytelling card RPG. Anybody wants to help me playtest or want to give some feedback?

That emote is amazing and cursed. Amazingly cursed? Cursedly amazing?
@shell hound I’m interested is it a vidya game or tabletop?
@unique trellis tabletop, but I do have a tabletop sim mod made
so do you have a pdf of the rules?
I have a google doc since we're still testing. I can send it to you
he out there making them levels
also are you really gonna use those statues after the boss fight
it's precisely after the boss fight that the statues are the best
because now you know what can happen
it's a question of when and which one
Working on dynamic bones all day so here's what I've managed so far
Finally anime can have bones too
ZMovement 2.4.1 https://forum.zdoom.org/viewtopic.php?f=43&t=65095
Improved Ledge Grabbing and other stuff
Discussion about ZDoom
Hm
Trying to find how to make springs and I'm just finding a bunch of physics bullshit.
Page 2 of google gives me this 👌 very cool very nice
WIP but this is supposed to be the starting area
Titanfall Doom
man that looks rad as heck
@dusky tinsel man i love the rad crosshair lol
nah man its cool as hell
😄
@dusky tinsel your profile picture looks cool, what game/mod did it come from?
game made in unity
haha i love it
it's about lizardguy templar who kicks ass in hell
super hyped for crusader lizard game
i was gonna make it human first but then, because i find lizards cool, i just decided to make it a lizard lol
no its fps
oh ok
lizardman
ye same
put it on youtube
i'll record some more gameplay when i got sounds and some basic level stuff done so it looks better
oooh ok
Need to adjust the position of the trail to be always aligned with the player-hook vector but everything else is done https://streamable.com/3x3cz
well it's not gritty boomer shooter style, but I just finished a new area of my Garry's Mod map
c o l o r s
Boomer Zone 😎
can't wait to do something dirty looking again tbh
Does gmod have VR?
I feel like a lot of the game modes and maps would fit it really well
Player horse riding
Fuckin nice
I probably said it couldn't be done but look at it now, a player on a horse.
Whoa.
Now my question is how do you get said horse
And is there something to distinguish from enemy horses
Good question. It's basically a Mario mushroom.
oh boi what is jakob up to this time
What if, you could CONTROL the pink cube and make it JUMP ONTO the grey one?! 😱
THAT is a game right there
this project has to be shut down, it's too dangerous to the industry as a whole
Jakob out here breaking laws

Do you make prayers to the elder god in there?
you can if you want to but dont expect anything to answer
Just like in real life, love it!
It swingss https://youtu.be/yuJK4K1Ef50
god tier mod
You're too kind
grappling hooks make everything better
It will be even better once I make it grapple moving monsters
👀
currently working on a mockup/test of a source 2 level for steam VR home
hoping to texture it with dusk textures after the modding tools for dusk are released
thinking a bit about what level type i want to do
thinking i may do a small farm area with bookshelves and the PC Desk
inb4 titanfall doom
or rather Apex Doom Legends because no one will bother with coding titans 
I will not bother coding either
Oh! Are you making stuff from Doom Eternal in OG Doom?
No, I just like grappling hooks
I feel pretty confident saying everybody like grappling hooks
I applied the geometry hook behavior I coded to monsters as well
i can vouch for liking grappling hooks
You get my "cool" seal of approval
Placeholder sprites for assault rifle.
🇩 🇴 🅾 🇸 🇰
this is super late
but Gmod does have vr
it even has kinect support for some
godforsaken reason
anyway why is Unity giving me errors trying to open the tutorial games
which tutorial games and what unity version
and do the tutorial games have a "standard assets" folder in them
also could you send a screenshot of the errors?
"failed to load file [appdata filepath with my real name in it] file not found"
What's the file path? (with your name removed from it of course)
I think you should be able to just ignore that error, depending on what the file is
its giving me the error then immediately cancelling the download i start
Oh so you're installing a tutorial project from the asset store, and then getting the error?
yeah
I've never encountered that before
So, the appdata path it's looking for, does the folder at least exist, if not the file?
roaming/unity/asset store-5.x/unity Technologies/sample projects/3d beginner whatever.json
it looks like its failing because its checking for the file im trying to download
before i download it
Yeah that's... weird
i created a Sample Projects folder where it should be because that didnt even exist yet
oh unity crashed while i wasnt looking
actually the textures look fine
a bit stretched but passible for an indie project
the stretchiness happens because i have the ps1 filters on
i'll have to ask my playtester(s) if they want it off or on
it looks like there is a reflection of the floor texture on one of the walls
he doesn want the ps1 stretchiness
ree
so the texture stretch was intentional
personally i think overstretched textures are kind of disoreinting
to me they look like errors
however i never grew up with the PS1
so I don't really get PS1 nostalgia
wasnt nauseating for most people in ULTRAKILL
for some people it was which is why i have the option to tone it down or disable it
i didn't find the retro filter nauseating
i think retro filters can look nice but i often have trouble focusing on graphical detail and signals
yeah that's definitely a downside
which is why you should allow people to turn it off in your retro inspired games
^^^ yup
ironically i love old looking pixel art and polygonal graphics but I often turn off the filter so i can appreciate the sprites and polygons in all of their glory
for me it depends, but i usually keep the retro stuff on since it helps bring the visual style together
without the PSX stuff ULTRAKILL looks clearer and easier to read but also a lot less moody
When it comes to 2d sprite games i keep the retro filter on because its really more part of the artstyle
but its still nice to have the option
im installing a different unity build to see if the default one is just incompatible
Gotta git gud
Hey guys, i'm not very informed currently, is dusk modding a thing and if so how would one get started?
Sorta but it's not officially supported yet but there is an SDK coming soon.
@wraith beacon He be racin!
I've read posts about the sdk from 2017, is there a release date?
No
Ye
Getting to grips is a great start even if you're planning to make test maps for mods and stuff
"post your skyrim ENBs"?
eh, might as well https://www.nexusmods.com/skyrim/mods/65213/
I don't even use enbs
I don't even have skyrim anymore
after losing all my data I lost all motivation to reinstall it
Don't know how you could hate ENB when the true gaming experience is depth of field out the ass and bloom with the power of the sun
MUH SHADERS
gotta shove in all the dof and bloom to hide the shitty world graphics because you put all your budget into 8K titty textures
Yeah that's pretty damn fitting lol
level 1-3 is mostly done now so I made videos of both of its routes
https://youtu.be/MzUomcpNtPc
https://youtu.be/DFojkR7JOFI
Level 1-3 is divided into 2 paths, an easy one and a hard one. You only need to complete one to beat the level, but those looking for high ranks will have to...
Level 1-3 is divided into 2 paths, an easy one and a hard one. You only need to complete one to beat the level, but those looking for high ranks will have to...
Looks like fun
It feels a bit weird that the shells of the shotgun move in the game world with the same velocity of the player after being exected
they're just a part of the gun's animation rather than actual physics objects
I thought so
pretty sure that is the more realistic version of a shotgun being expunged
the shell's velocity isn't 0 when it exits the gun
Yes, but if you move forward at the moment of ejection and then move back the shells are supposed to keep moving forward
Not follow you backward
ah, yeah, I get that.
problem is those arent the shells being ejected, they're new shells being thrown in the air and then caught with the shotgun to reload, so those cant be physics objects
the previous "shells" are what you shoot out as explosives, the shells in that shotgun are actually just heat sinks that eject excess heat between shots, but the alt fire overheats them and allows you to shoot them out as explosives
So, honest question
How would you guys actually implement John Wick style grappling into a first person game?
i'd have a "take down" button of sorts. you get the enemy to the ground but like the movies you would still have a window to focus on other targets while the enemy is in the hold before you execute. i wouldnt give it any sort of invincibility making it a tactical decision rather than a "do something cool" button
but i would also give enemies the ability to parry it
Okay so now you can get on a horse.
Victory lap around the corpse of your enemy
Horse animations aren't complete yet.
But I got the basic mechanics working.
Not sure if I want the horse to handle differently from the player though.
Gamer deving is feeling a little frustrating right now because of how sluggishly UE4 Ed runs on my backup GPU.
@wraith beacon how's the music for the game? d'you make music too?
big boy hatsu is a man of many talents
scott are you doing genesis stuff again
nah just poking through old videos
okey okey

upload it
those have all been posted before, they're scott's duskworld test videos
Temple_Mystica.map
👀
it's a really early version of the map, the blockout basically
the first versions of it were done in TrenchBroom, then it was imported into Unity and tweaked from there
still no bsp loader release 😢
The BSP stuff'll be broken out into a separate library after the SDK source comes out, but anyone's free to rip it out themselves if they want to use it asap
My programing brain while I'm at work: 👑
My programing brain when I'm home: 💩
thats how it is for me too
you have to go full big brain and write everything down
Being able to change rotating speed on other entities
I can’t wait for the bad dusk maps where the audio is crusty and everything is retextured into awful, awful things.
Yes.
We do not judge, but we all agree you are wrong
I don’t know what a terrywad actually is but I meant wads like Gordon Freakman.
A bit of a mix then.
@unique trellis Uh is that a violation of the no furry content rule? I know the furry texture only appears at the end
oof
Perfect.
I can't wait for my frames to drop.
they dropped below 1
Epic.
picture depicts the highest frame count
That is what the movie CUBE should have been really about
Replace them with chaingunners
you get like... one frame, and that's it
Bam baby check out my plutonia in a box
What about mega mega spheres though.
Load up Project Brutality with it 
22 crashes to get a -10 frames screenshot
you know what'
s a fucking pain in the ass
I've been trying to texture this drill bore and not make it look shit for the past two days
Project brutality bad Russian Overkill good
Project Brutality makes my head spin
Cause there’s like
A zillion branches of it
And a community arguably worse than brutal dooms
And before you say “aren’t they the same?”
They aren’t
trust me
Russian Overkill better
Yes defo
too bad theres no maps/monster replacement for it
Russian Overkill + DoomRL Monsters + Slaughter WADs = Party Time
I enjoyed project brutality for a short time but I still prefer the normal brutal doom, and still prefer original doom to that. Project brutality was too over the top, and brutal doom changes the gameplay to something that is less of the original doom and more of its own completely different game
more its own completely shit game
What makes you say that?
how bad it is firstly
peanut butterality
another update on the game music: https://www.youtube.com/watch?v=J-CL0TvaUrs
this looks great


