#general-modding
1 messages Β· Page 56 of 1
ty, and is is the blobbyness because of the silohuette or the colours
also in the actual build the roundhouse is too far forward into the players view, and i didnt realise until it was too late to change it
it looks fine in the editor ill just have to move it back
both, the silhouettes are somewhat similar but you could tell them apart if they had seperate colors, though their animations would still be hard to read
the knights are fine since the only time their windups will happen are when they're close so you'll be able to tell anyway but with the casters it's a bigger problem
true
i could change the anim so that they charge with their arms raised above their head
also was thinking of making the knights head a lighter shade of grey to the body so it stands out more
that would help, i'd also recommend making the projectile visible as they're charging it, i did that for the projectile husks in ULTRAKILL and it made it a lot easier to instantly see who's about to attack
thats a good idea
looks real cool though, i like the idea with the shuriken turrets and the movement in general looks interesting
really love the over the top knockback on the kicks
yea i accidentally set the knockback value too high but just decided to leave it
it shouldnt be too broken cos of the start-up, but i guess we'll see
yeah, also really depends on what kind of challenge you're aiming for, if it's the kind where the player's supposed to survive by the skin of their teeth, then having a big advantage would be a negative, but if it's more just a freeform combat sandbox then it really doesnt matter if you're overpowered
im aiming more towards the challenge of the first one with the freedom of the second
with just the 2 enemies currently in its definitely a sandbox style combat
but the later enemies are much much harder and in large numbers
i'm aiming for the same with ULTRAKILL, it's pretty hard for first time players but people who have gotten used to the mechanics and abilities will be able to breeze through everything as long as they know how to use those
if you havent tried it i'd recommend giving the demo a shot so you can get an idea of what you might want to do or not do
yea ill give that a go at some point
@rare surge showed it off a bit and got some more feedback, about the view model
mainly that it seems with the way the left arm bends it looks it's coming from your throat instead of your left shoulder
true
and the index finger bends weirdly, like there's an extra joint or something, should probably look something closer to something like this
i can't seem to replicate the left hand's pose with my own at least
ye ive noticed that, its because one of the polys on there is uneven and combined with the outline and angle it makes it look weird
like from this angle it looks fine
the viewmodels kinda shitty in a lot of ways cos it was the first thing i made in blender
i need to remake it at some point
I've got to say this, the rampkick is p. cool
i think it looks great other than the nitpicks this guy had, fits the style perfectly
ty
looks a bit too fast, but reminds me of like, quake engine movement?
where you'd hit a ramp and just get flung
(but like, reversed since this is upwards?)
yea its more artificial than quake tho if that makes sense
it does
the ramp physics are a hardcoded thing instead of being a result of the physics engine
does velocity give extra damage to the kick?
cuz I'd be all over jump flinging my foot on some mobs face
that sounds fun
not yet but im adding that in at some point
Suggestions:
- as it is right now the player has no incentive not to spam wall kick against a wall, my suggestion is to make it so that there has to be a minimum angle between the intended direction and the wall surface (like in UT);
- the crouch slide would be more satisfying if you waited a few game tics before the ground friction kicks in. Like for a second you go max speed and then your speed starts decreasing;
- kicking enemies feels very unsatisfying due to the very low speed at which they fall back to the ground, I would suggest increasing gravity on them or multiplying the Velocity.Z by some multiplier
are you considering adding juggling as a mechanic? with how much knockback you have it would fit in nicely
yeah theres going to be a hammer weapon that you smash into the ground, and it launches enemies into a juggle state
alright cool
ty for all the feedback
what if you, say, dropkick an enemy, would you be able to keep them in the air a bit longer with shurikens?
Bonus points if you make enemies bounce of the ground a bit after landing from a kick
you could if i boosted the knockback on the corpses a little
would be fun to knock enemies into hazards like that
but take your time, keep honing and polishing as you go along, no need to add everything right now
o i dont want to have the dropkick go into a juggle state unless the hit kills them
because then the hammer would be useless
yeah but where's the dithering shader hakita
nowhere
wow rude
i cant do shaders
Shaders are a great thing if you want to lower your fps
But i must admit sometime in the future I wanna learn how to do stuff like this https://www.youtube.com/watch?v=Rh4CYI6SKm8
This is a quick video that highlights all of the lore crystal rooms in all 3 areas of the game. I am planning on providing some more in-depth lore exploratio...
That effect is amazing
well, psx dithering is a very simple bayer matrix, not really a hard shader to code
Everything is hard if you have no experience in doing it
hello i have no experience in doing it
Me too
"not hard" means "something you could learn to given effort in a reasonable level"
you can learn anything given some effort
This is the no-shade-holics anonymous.
My name is Ivory Duke, I have not been shading since I was born
took me a whole bunch of trial and error to make the texture warping intensity modifiable
hak, it's only the shotgun pellets that are cheeky parry-able right?
yea
that explains why I couldnt get the secondary fire to be flugn
the primary fire pellets reuse the code of the enemy projectiles which is why they're parryable, all other attacks have their own code
@analog pollen there's a very small frame window when the score window shows up or ends during intermission where you can hit the wall
just saying
that's only really something you can do on purpose and it doesnt seem to have any benefit so it's fine probably
yeah but I thought I'd tell you regardless
thanks, i appreciate it
Doosk: Managed to solve an issue with casing spawners, now you can choose between static and dynamic casings =P
Also, showing weapons currently done.
its so weird seeing doom anims that smooth
Art
plz pley dee emm cee too
Oh no it's wiremod time
hi
so is the rocket launcher hitscan
i'd suggest moving the rocket launcher first, because when you fire it the recoil causes it to block out the middle of the screen
not that it should take as much screen estate as it already does by default
hmm true
i have only been staring at this small game window for ages so i need to see proper how things look in fullscreen res
and then tweak the gun size according to that
right now im trying to get all the level modules done
you do you, but as a rule of thumb, never block out where the crosshair is because that is where the player will be looking 99% of the time
yeah i wont
now that you said it looks too big i see the problem there too
sometimes you just need someone else to say it you know π
thanks π
its not gonna be the next hit game or anything, i just want to make something simple and to the point
Faith 3D
Re: can you SPEEN
Yes they do speen, i have witnessed it
good
a game like that would benefit from centered weapons
Was thinking that too
Personally I believe all games would benefit from centered weapons unless they're like a mech game or a warship game or something
bruh, somebody gets it
With the ability to turn off crosshairs as well for the classic feel
Personally I believe all games would benefit from centered weapons unless they're like a mech game or a warship game or something
or something like insurgency where that'd make hipfire stupidly effective
Not really
you'd still suffer inaccuracy and such that only aiming down sights would fix
not in insurgency
Yes in insurgency
the only thing that makes guns less accurate in hipfire in insurgency is the aiming deadzone
now i suppose if the centered it and kept the deadzone there'd be some inaccuracy
At the very least you still have to deal with the lower controllability compared to when being aimed in
but hipfire would still be pretty powerful just because of the positioning
which directly causes inaccuracy
i'd say it more indirectly causes inaccuracy
because if you pace your shots properly then that's sort of a non issue
and "what about the lmgs" yeah ok well they're kind of god anyway so
well at least in ins 2014
idk about sandstorm
If you pace your shots properly it's a non-issue regardless
,
yeah
well ig also centered weapons would feel weird in a game like insurgency that's trying to have a fair level of authenticity but then the aiming deadzone is already kind of weird in that sense if you think about it so
Not really since in real life you'd have your head aligned with the sights as best as you can even if you're not actively aiming and firing, that way you can maintain a fast target acquisition speed
and if your weapon has a stock you'd have it shouldered pretty much constantly if you had any reason to believe you'd need to start firing at a moment's notice
well the shouldering is why the deadzone is weird
it wouldn't look like it does in games but it's closer to reality than having your gun be way off to the side
because you'd have it shouldered in a fairly particular way
but with the deadzone that implies you're changing the angle that it's shouldered at
which is like
...why tho
in that sense it's less weird with weapons that don't have stocks
because then the shouldering thing isn't a problem
also
Not really since in real life you'd have your head aligned with the sights as best as you can even if you're not actively aiming and firing, that way you can maintain a fast target acquisition speed
i'm not entirely sure you would
because then you're most likely either aiming with a laser or point shooting
neither of which really require that afaik
You're not gonna be very accurate if you're not at least aligning your aim with the barrel
and lasers aren't really commonly used in real life
that's more a video game thing since they're not that easy to spot by the user but can also give you away
Optics are more common
...and outside very close quarters you're pretty much always going to be using your sights
so...like
also ir lasers exist
that's usually more of a room clearing thing afaik
wait what the fuck are we doing this is #general-modding
asd sorry noticed to late
but i will try and see how it looks like with centered weapons
i'll probably add a toggle for it
anyone thought about making a QuakeFortress styled mod for Duskworld? That'd be sick as hell.
Haven't seen any talk of it here myself but yea that would be cool
do you guys use roughness maps in these oldschool type of graphics games
i feel like with pixelated screen they add a kind of weird glitter
idk if should use them at all or should just make them less reflective
i dont like those kindsa lighting effects in retro games, they usually look out of place to me
same still applies for me
no normal maps
the "glittering" isnt from the pixelated screen
its actually from the lack of filtering + mipmaps
low res textures + normals/roughness/specular/whatever you wanna call it require filtering + mipmaps or youll end up with shimmer everywhere
thats why AE tends to do that if you dont play it with TAA enabled
but filtering has its own drawbacks, see games like half life for that
where everything is just sorta blurry
what do i need to do then to get rid of that
is it in ue4 settings or do i need to look into postprocess effects
i dont see anything changing changing filtering settings in textures or enabling/disabling aa
well most of those are properties in the materials you are using
as for AA, well thats a post processing effect
so i assume itd be somewhere there, im not super familiar with UE4
wouldn't basically disabling AA give the same effect as TAA?
i mean in terms of this
uhhh im not sure what you mean by that but it sure doesnt sound right
i just quickly glanced what taa is
i meant just why would TAA reduce the pixel glittering
not just AA on/off
Well because of the nature of the way its sampling works
shimmer can only be observed as a difference between two frames
and TAA is a compositing AA technique that applies the effect as the sum of multiple frames
hmm ill look into it
if you have AE you can boot it up and see the difference
no AA, FXAA, and TAA
but thats just one aspect of shimmer reduction
didnt notice anything in AE in this regard with aa on/off but there definitely is something yeah
also a lot of models dont seem to be using roughness maps or they seem to be so bright that they dont reflect
world meshes
AA definitely affects the glowy spots if you meant those
in my project when i go pixelated mode i notice cycling pixels all over the screen
but i think not using roughness maps in every model is good solution too
in my project the glowy pixels felt visible because my ground had roughness maps
in ae ground didnt seem to be reflective in some quick maps i went through and usually the lighting was colored so the pixels arent really noticable
pixel cycling probably could be some filtering thing so yeah i'll test with settings and post processing sometime
I love that episode of futurama

Hm, gross
@near mortar I mean thats a more healthy reaction than most of the ones I've gotten so far...
An unfortunate number of people still want to hit that
Is that the main character turned into a weird squid demon?
If so that's for shame since she's got a fiancee
and is also a squid demon in that art
looks boring
It is the main character, she's not a squid demon but she's also never been human so.
So she's a weird freaky squid thing and the human thing is just a disguise or something?
Or is this like a Devil Trigger mode
looks like a squid demon to me
Caroline has various forms she can take, in game this happens when you pick up the berserker equivalent.
She becomes hentai? Naisu naisu

Iβve only ever seen the male become the tentacles, never the girl
V.ambitious
Genre-leading, even
Look forward to the full doujin

It's time to take Jab out back and shoot him
Actually it's been that time for a long while but we should really get around to it right now
Daves tried
Are you too greasy?
I just respawn on the blood moon
You slip out of his clutches too easily
Has Caroline been reading cosmic horror again?
The necromicon is a fun read.
bro i wanna hit it harder now
Necronomicon is one of the greatest literary works written
Carts no longer get stuck on their tops
The code behind it would probably make any programmer scream but arrays and for loops and setting variables is just something I do when I need to brute force a solution.
True.
if its in ue4 it would be cooler if you'd use addimpulse to launch it up then do the rotation in air
blueprints bad
visual programing bad
pissual
I mean you're not wrong but it sure is handy for a grade NA dunce like me.
Also Blueprint is probably one of the better visual scripting systems I've used.
And visual scripting is far better for writing shaders.
I've seen theres a bunch of different ones for unity
In the words of Sweeney unrelscript was removed because it was a lot easier to just use C
into void
He pewpewing
Kinda wanna do multiplayer stuff but the new multiplayer system isn't done yet 
the new unity multiplayer system*
Just found out about "friend" classes in c++....
girlfriend classes when
public class GirlFriend : Friend
{
public GirlFriend()
{
IsFemale = True;
}
}```
Testing ZMovement Build Engine movement for 3.0 release
https://youtu.be/Ksy8t01q9_A
Build Engine Movement with double jump, crouch slide, and air dash. Mod files: Ancient Alien MAP17 QC:DE 2.5.1, Hunter champion ZMovement 3.0 (QCDE Patch) Ma...
zovement
i feel you on that @unique trellis
Okay so I'm adding skid marks to New Blood Kart and I may have gotten a bit too memey.
@prisma basalt
Can't watch rn. Working.
Will check out later
No bully Avain
How is it bullying if itβs telling the truth?
Don't bully Lain π’

I remember the coollain emoji
Yeah but do you remember lains hat being dum
It's okay @prisma basalt They don't define who you are
no
Finally, blorc update got released today!
(happy halloween and happy b-day to me =P)
Browse Blorc mod for Doom II files to download full releases, installer, sdk, patches, mods, demos, and media.
Ok, so quick update: The mod is now available to download.
Didn't realized when i've shared the link before that I had to wait 6 hours before allowing people to download the files.
There should be no problems now.
Looks dope gonna try it out also happy birthday m8
happy bday alpha
Happy birthday
something birthday
Have birth
Give birth
Love this mod very much.
Thanks to all who wished me a happy birthday =P
so guys i have decided to work on my own doom wad
currently it is called Project USA until the full release
working on textures and what not
until i get into the meat and potatos
the mod will have that happy cheery theme that golden soul has, but with out the Nintendo themes.
Skybox for the Dakota level
its in alpha at the moment so its not final
slade3?
https://twitter.com/Awesreek/status/1190689006004162560 https://twitter.com/Awesreek/status/1190689282299748353
#screenshotsaturday #fps #retro #viscerafest #pixelart #indiedev #gamedev #indiegamedev Updating some visual effects, changing the sprite projectiles to tracers and giving the enemies glowing eye's to make them easier to spot. https://t.co/1pJnvHTF89
#screenshotsaturday #fps #retro #viscerafest #pixelart #indiedev #gamedev #indiegamedev https://t.co/VcdUdENOtO
Yeah slade keeps turning my texture1 file into a audio file
HIDEOUS MASS
HIDEOUS MASS
HIDEOUS MASS
(Boss intros are fun)
#gamedev #indiedev #screenshotsaturday #madewithunity https://t.co/BiX8XxMbzT
Oh lawd it coming
it's HiM
very cool
Hideous Mass without the M 
hideo kojima
Dope. Are you using a plugin or did you make the system yourself?
well I use https://github.com/YarnSpinnerTool/YarnEditor to actually write to dialog
I have an idea for a unique dialogue system for a game
But I wanna get a working prototype together before I show you guys
oh like what
Oh damn, Yarn is so cool, been using it on a prototype too. Pretty neat.
some penance gameplay https://www.youtube.com/watch?v=kSqT5G0G698&feature=youtu.be
Some work in progress footage! Core gameplay is pretty much done and so are the level modules, but everything still needs additional tweaks, and UI needs pro...
please add pitch variation to sounds that repeat often like gunshots, otherwise they get really repetitive really quick
good point
enemy sounds have that already
and jumping
i think i could increase the variation
right now its very subtle
the enemy sounds are fine, it's just your own gunshots that get annoying after a bit
thanks for the feedback m8 π
also cant seem to hear any hit sounds on enemies unless they gib
makes it so when you're firing into a crowd i cant tell if you're actually hitting anything
i was thinking if i should add somekind of hit blip noise
like quake has
well at least QL has lol
an impact sound would suffice
also swords need some windup to actually hit something and do any damage
this is a decent example: https://youtu.be/CgHq_muqeH0?t=171
What awaits our Paladin Sir John Dane in this gloomy castle? To castle through sewers! Alas, poor Loric! Played with the UQE Hexen 2 port and enhanced textur...
i cant animate for my life, but i'll try to make it look better
if you take references from games that do it better you cant go wrong
just dont straight up copy π
also seems like your game has a big problem with just running past enemies
they cant seem to do anything about it if you just go past them and dont stop
yeah, i need to make the player character slower probably
either that or the enemies faster or give more incentive to fight
better to find punishments than debuffing player movement
but also, the game is about getting gud points so its kind of.. self defeating if you avoid fighting
and enemies do more and more damage the further you go in dungeons
if it's about getting points then at the moment getting points doesnt seem to feel rewarding enough
there's gonna be a carrot later, i am gonna add somekind of ending scene if you reach certain amount of points and then die
but i dont know how much time i have left for this
but that's not a part of the core gameplay loop and if your core gameplay loop cant support itself your game has a big problem
dogs could lunge at you, sword enemies could have an animation that hits you just as you are going past them, etc
the problem at the moment with the score is i couldnt even tell you had a score or were getting points from killing enemies
it needs to be really obvious and impactful when you get points from a kill
so that you wanna do it
hmm
I have no idea what ultrakill does with points but just seeing the combo thing go ULTRAKILL already makes me want to go fucking nuts
like a satisfying sound with a +20P popping up above them or something, and way more responsiveness to the actual score hud element
that's just feedback alone
yeah, once you get it to the point where it's satisfying to get points while the game's on mute, that's when you've got it right
makes sense
also the hud elements should be bigger in general, especially the score since it's the focus of the game
you need to tell the player right off the bat that this is it, this is what it's all about
no problem
also protip make it so when you get points it counts up rather than just showing the final result of that addition
actually seeing the number go up is way more satisfying
π i'll try that
ULTRAKILL's health used to just snap to the correct value when you got health back, it was functional, but once i made it gradually fill up to the true amount it started feeling much better to get health back
also because I'm a nitpicking fucking bastard- the overlay you're drawing on top of the screen to signal that the player picked something up is stretched horizontally and it's making my OCD flare the hell up
it's a placeholder, don't worry π
the ui is very babysteps atm
and now i got even more work to do with it thanks to your feedback π
this game's a good platform for you to learn all about gamefeel since the game's dependant on it but very simple otherwise
and i'd advise you focus on that as much as possible, it's really the core of what makes an action game (especially an FPS) fun
i'll do my best
gotta research this stuff
i dont have much time, i try to make this game happen before end of the year because next year im gonna work on my fiancees project
a month is plenty time to make a game feel good
plus look for job, other life stuff bla bla
idk if others would agree with me, but with that amount of time I'd focus on feedback and a few decent "endless arenas"
it's procedural atm so as long as the gameplay's fun the levels will work
didnt catch that part
yeah it whips you up a level from 20 different level modules
anyway thanks again guys you have been really helpful, i'll have to figure out how to make this game feel as good as possible with the skills and time i have
play ULTRAKILL and take notes :^)
I think i'll play some ULTRAKILL 
and i've played painkiller and serious sam, love both a lot
shill succesful, jab too slow to stop me once again
hakita > shillboi
play ULTRAKILL and take notes
oh boi
rule #16
backseat moderating
driverseat moderating
moderating
whats an ultrakill
I miss Unreal Tournament
UltraTournament
That sounds very cool.
spent a few hours on a segmented bar thing https://puu.sh/EAQ2k.gif
looks good
reminds me of dota
Reminds me of Dota
i was using heroes of the storm as a reference but yeah, kind of looks like dota too lol
Slark is for bitches
slark is for dumbnumbs
Added some more blood to New Blood Kart,
looks... tomatoey
It looks like desaturated ketchup
pumpkin juice
That's a good way to describe it
I don't expect ultra-hyperrealistic gore but that just looks odd
We live in a society where a child can get rejected from buying an M rated game but can go and make his own M rated game
Big brain
This is why GameStop is going out of business 
GameStop didn't just die... IT WAS MURDERED
It probably looks odd because I recycled the particle texture for the decal.
Family friendly kart game
And now for some bad procedural shattering.
Probably won't use this for anything but it's fun to tinker with.
When are we gonna get procedural Hatsu
Where he says tame swears and plays Minecraft procedurally
Good question.
procedurally generated NB Games on UE4
would ai generated games be cheap to buy due to mass producing or expensive because of the tech behind it? π€
it would most likely suck so nobody would care to buy it
@analog pollen you made ultrakill?
Ye he did
Oh shit I saw it on Alphabetagamer and thought that shit looked sick. Thats cool
cheers
no shill
nah, hes just one of those "I made this π€‘" guys
Dusk Modding
{
this.shootbullet((float)0, (float)1000, 2, this.rifledamage, 0, (float)16, (float)5, true, false);
}
// Token: 0x04000096 RID: 150
public float rifledamage;
So what I want to do is jack up rifle damage to instakill everything (BHopping + Flick shooting is incredibly fun in Dusk.) Those two are the only sets of lines I've found pertaining to rifle damage. Based off context clues of other weapon's damage code lines, I probably can't just change a value here and be done with it, can I?
You need to inject an Awake method that changes its value
If you're using dnSpy that should be relatively simple
The find+replace of override is something you need to do because of a quirk of UnityScript, but otherwise it's relatively simple
Other than the changes shown in that video, you go File -> Save Module to save your changes
Oh jesus thank you for that video. Once editing code requires me to do something beyond the realm of context clues and general cleverness I lose my way.
np
Yep, works beautifully. Where's the base damage value stored? I'd want to ask more questions as well, but I'd be in here all day wasting people's time.
Due to how Unity works, those aren't in the code
They're stored in scene metadata
But if you really wanna find out what they are, you can do Debug.LogFormat("Rifle Damage: {0}", rifledamage); in Awake() before you set it
and it'll appear in the game's output log file
Eh, I'll keep note of that for when I need to do something like that. Thanks for all that, even if the SDK will change everything that'll be useful for editing other games in a similar manner
Where do I make DUSK maps?
you can't play them yet but u can get started using Trenchbroom, which is a quake mapping tool
a very good one too
i think there was an official dusk texture wad released too to go along with it
the sdk isnt exactly out yet so playtesting them is uh not easy
What kind of Endless mode maps would people be interested in? Those are probably gonna be my focus. Make myself a few BHop-enhanced maps
hey zomb will the sdk be also multiplatform
I mean prolly
Make it NEXT exclusive
Zombie is to high IQ to not make it multiplat
The Z Axis is up and you can't convince me otherwise.
No objections
Well I mean
you can set the axis whichever way you prefer
and depending on the way you interpret it, x rotation might actually be what allows you to look up, like in Unity
so I guess if you really wanted to, you could be right
@deep pulsar Windows & Linux yes, iunno about Mac
Mac is poop
We'll probably try because there's an existing version of the game on Mac, but it's certainly not something on my bucket list
yeah, mac is ass
RIP all of the 32 bit Mac OS applications.
reminder that we had to make a 32 bit version of dusk
shout out to all our crazy russian friends for that
ah, of course :P
Oh yeah didn't apple say fuck you to 32bit applications
Yep
what would be a good way to do 1st person melee weapons. I'm wondering if i'd get away with or maybe it even is done this way, to just do a bunch of raycasts in front of the character and deal the damage and the weapon and its animation is just there to look good
Yeah basically
that's how hitscan weapons work
i meant melee weapons*
ah
well there's plenty of games that do raycasts for melee weapons too
since im thinking messing aorund with damage ranges would be a pain if collision is inside the weap
for melee weapons you might wanna go with a hitbox instead, people expect melee weapons to have some horizontal/vertical range instead of having to be perfectly precise
yeah that's what i was thinking that way would always hit as well, but feels kind of cheap way lol
cheap how
Might be kinda hard to make it look good tho
like in amid evil i noticed when i swinged axe it just hit at random points of the screen instead of following the axe
like u notice the attacks follow some big hit boxes or angles then it kind of ruins the feel
might as well have any weapon mesh
what ruins weapon feel more for me is not being able to hit anything with it
could also just use really big swords
i mean if it does help tf2 does it that way if im not mixing it up with another game
just shoots a short ranged ray infront of the player
its especially great since you dont even need a weapon mesh or animations to get it working
can just call it done and leave it there
a great bad indie budget idea, instead of using melee weapons/animations you just use text, text says you have a big hammer equipped and when you swing it just displays text swing and plays vfx at hit location
as vfx i mean text string "bang" ofc
What y'all think about Unitys new ECS
ECS?
Entity Component System
we out here doing shader stuff now
im never active here but I thought I'd share this lip syncing demo from my "genocide engine" project
As for the actual gameplay mechanics, here's me running around as alvin the chipmunk with the Doom shotgun while enemies have HL1 scientist sounds
oh yeah there's FMV support too, had to put one in the beginning so OBS would capture the gameplay in time (since it goes to gameplay as soon as you launch)
Banned
:(
So wait is this a custom engine or something?
kinda, it's heavily modified from OpenB3D, the successor to Blitz3D which is what SCP Containment Breach used
Been working on it since september 2017
Ah okay.
I really like OpenB3D though, it runs on absolute potatoes like my Windows 98 machine
although i have to turn off OpenGL2 features like RenderToTex for it to run smoothly on an OpenGL1 card but it works
I'm hoping to make it as moddable as GZDoom, atlhough when it comes to entities I'm not too sure how I'm gonna enable that for others without modifying the source.
For the weapons I made my own instruction set with these .WPN files
here's what the doom shotgun looks like, I really gotta make a compiler though as doing this manually in hex is so painful and time consuming
use lua for external scripting ?
I have
And now for some more snail pace New Blood Kart dev.
I'm still probably going to keep the discoloured blood because I like earthy discoloured colour palettes.
unpatchable pumpkin juice
Just played High Noon Drifter with Fistfull of Doom, good shit
Visual Studio: x is never assigned to.
me: FieldInfo.SetValue FieldInfo.SetValue FieldInfo.SetValue
Snoop dog
Implementing some enemies.
what is this
new blood kart
damn he really be out there
heretic
eretic
sheet of a moveset for a dusk dude mod in rivals of aether
it was gonna be the AR at first but i got talked out of it
there's another sheet but i only posted in here to prove i could,
thats cool as hell dude
looks like a darkest dungeon character lol
dusk dude could literally fit in darkest dungeon with no changes
He'd have to only use the crossbow, sword and sickles, other weapons are too modern for the setting of Darkest Dungeon. Also I think he looks too round and soft compared to a Darkest Dungeon character in that fanart
but that wasn't what he was going for so that's a moot point
started work on the first endless map
and the first environment art assets in general
is the game gonna be a wave based survival game or like a normal campaign
normal campaign
but doing an endless map first since it works for testing the level design on a much smaller scale
makes sense
Floating houses in the sky are always cool
https://twitter.com/HellishMess/status/1195187448273235968?s=20 Announcement on the state of New Blood Kart.
It's no longer New Blood Kart but I will include a few New Blood characters.
good announcement, i like the title
and the new theme
although im unsure why the main character has a butt for aface
Me neither
If you are not sure about it maybe it's not a good idea
Honestly if I see a game with a butt face main character i am bot going to take it seriously
I'm not sure if you're genuine about that statement. It's not really intended to be super serious
At least I don't think it is
@wraith beacon what about H The Game?
I am genuine.
Just because you are not meant to take something seriously that does not mean you should do everything do make potential players think your game is just a 12 years old kid fever dream
Which is what making a butt face main character makes me think
lol when i quickly looked at it i thought it was two mafia guys on a cart
optical illusion
yeah i thought it was 2 dudes as well
Wait that wasn't 2 mafia boys?
Nope it's a guy with a butt for a head
Also I think Hatsu unintentionally created a new series of games with titles that start with "how"
how to cook an egg
How to file your taxes
There it is: https://akselmo.itch.io/penance
Now I need to eat something
Maybe i'll graduate with this project lol
ahhh yesss
i played it a couple times
some thoughts:
- music's great, fits the style and gets you in the ass kicking mood
- most of the guns sound good except for the crossbow which is really limp (the machine gun sounds by far the best)
- visuals are good, enemies are readable and pretty easy to distinguish from the environment and eachother, except for the cross things which look too much like powerups or health pickups
also the fact that the skybox is rendered on top of the fog looks pretty bad
- the levels get real repetitive real quick because of how little there is to them both visually and in terms of modules though for the most part the modules function well individually
- could've used an overlay to let you know you're at max rage meter or whatever, i usually didnt know that i had it available and should've made the score counting speed exponential because it just keeps going up slowly if you get a lot of points in a short period of time (also the sound sounds more like a warning/alert than a point get and isnt very satisfying)
and now for the big one
i'll be honest, the balancing is really bad
enemies will never pose any threat to you unless you try to melee them or try to shotgun a rifleman
the melee might as well be swinging a wet napkin at enemies with how weak it is, when you run out of ammo (which i'll get to in a moment) you're much better off bunnyhopping past everything to look for more than trying to melee any amount of enemies
the ammo distribution is really bad, because it doesnt take into consideration what the player has or what the level has, so what ends up happening is you run out of ammo very quickly at the start (because even if you get lucky and get plenty ammo in the level, there's a 1/6 chance it's for a weapon you dont have) but once you have a decent arsenal you will never run out of it (except that one time i had to bhop through an entire level because the whole level only had 1 ammo pickup in it, not counting the 2 pistol ones at the start)
i'm just writing feedback
reading this like 

im thankful for the feedback though
That's the most in-depth feedback I've seen from anyone on the internet
on each of my attempts i died on either level 1 or at the start of 2 because i ran out of ammo (or killed myself not realizing the rocket launcher instakills you) until i got lucky and got a level with a rifle and the level filled with rifle ammo, on which playthrough i got to 20k points until i got bored and killed myself
http://puu.sh/EF1hT/180334140a.png
until i got bored and killed myself
me_irl
these are all things that could've been ironed out if you got some people to test your game, i feel
so that's your number 1 problem right now
i had few testers, but problem might have been that they weren't that much of fps players
so yeah i agree
it's best to get at least some devs to play it because they tend to have the most experience, but getting as many different kinds of people as possible is always for the best
it's better than i expected it to be tho
What's your game like akselmo?
bad 
I wouldnt mind playtesting
procedurally generated boomer shooter kinda deal
I linked it if you scroll up
And I doubt I'll touch it again anymore, gonna start to look for jobs etc because i should be able to graduate after this project. but all the feedback will be used for future games so it's helpful
oh and forgot to mention i felt the movement was very weird, shifting momentum felt very inconsistent (holding a direction is a slow momentum increase, turning mouse is instant momentum shift, holding the opposite direction of your momentum makes you instantly stop and then slowly gain momentum) i got used to just holding W and bunnyhopping while using the mouse to turn eventually but you should consider the way momentum works with strafing (though maybe it's an intentional choice, i dont know)
I didnt' really notice anything weird with it myself. But again problem with not enough testers i suppose
could just be a personal thing for me of course, just my 2 cents
Yeah you can do a 180 and not lose any speed
so yeah, sound and visuals are mostly good, but balancing would need a lot of reworking
Problems aside I'm still pretty happy about the game. Best I could do this time.
oh yeah and one last thing, the wall of text at the opening? brevity is the soul of wit
i can only read so many thous before my eyes glaze over
dont think there was a single thee in there tho
Hahaha that was purposefully quite extreme. My friend cobbled it to me.
it's easy to skip so it's not that big a deal but it's kind of a poor first impression
once the game actually starts that makes up for it instantly tho
https://www.youtube.com/watch?v=ixPwlQuKNWU
bruh what am i seriously doing with my life
Please help me make this silly project!
https://www.patreon.com/Kippykip
dISCORD: https://discord.gg/ZAWNaKx
tWITTer: https://twitter.com/kippykip1
damn that's a swear word you can't say that
π³
hey wait I still can't embed stuff
i think it wasn't that the rat role was given privileges i think it was just i wasn't allowed to upload anything
thanks mods,
I could always embed stuff
Thanks mods 
embedding is fine, just attaching is disallowed
Discord's finnicky about embedding, unless you mean uploading crap directly to discord which isn't embedding
yeah that
because i brought it up earlier that people without roles could upload into the modding channels
@dusky tinsel tried the new build, definitely better now
Congrats on the release Akselmo, gonna give it a try once I have some free time π
I have one more here, usually linearly easing is bad for things like fading in/out and moving things
choosing a better easing function for the point feedback popups and for their fade out would improve it a bit
(you can find the formulas for these functions implemented in most languages, sometimes even in the standard libraries, so I find it better to just link this sheet for reference)
btw- you managed to ship your game and it got enough attention that people are willing to spend time to give you feedback, so congratz.
good protips from david
https://mobile.twitter.com/DUSKdev/status/1196218265737027584
Latest screenshots from my doom project. Been a productive week or so https://twitter.com/Bridgeburner4/status/1195977170201366528?s=19
Good progress this week on The Age of Hell. Started adding in the surrounding areas outside the main structure. This will be the opening area of the map https://t.co/ghXndo2Fyt
#doom #mapping #leveldesign #screenshotsaturday
130
how do you make a 1994 game look like a 2004 game
these maps are sick
You use a little something called a source port
i tried,
GZDoom is not Doom 1994
Not at all
I'm actually starting to get kinda triggered by people making "doom mods" that would never run on the original engine
Your hate gives me strength
No doom mod made nowadays would run on the original engine, not even the maps
Yeah I know
but they should be calling them ZDoom mods or somethin
man i was just trying to be nice 
Not all source ports are ZDoom
prboom runs maps with a much higher linedef limit that could not be loaded with the original 1994 exe
So we should have:
- real vanilla Doom mods;
- limit removing Doom mods;
- dehacked gameplay mods;
- ZDoom mods;
- weird source ports made for just one mod mods.
PrBoom can handle maps so much better than GZDOOM
i wouldnt be suprised if EDGE handled high linedef count big maps better than gzdoom
GZDoom has a gagillion other things to handle on top of an higher linedef count
i wouldnt be suprised if EDGE handled high linedef count big maps better than gzdoom
Me neither, but once again, it is a less complex software so it would only make sense
i like the skybox and the floating leaves
i like it, it's super minimal but it fits
might keep it then
thinking of adding some cloud textures that float by in the distance too
Add some birds flying in the distance
thats a good idea
Oh man, I love that art style.
ty
that looks really good
PrBoom can handle maps so much better than GZDOOM my one and only boom map runs better in gzdoom than prboom+
i wouldnt be suprised if EDGE handled high linedef count big maps better than gzdoom not sure about edge but gzdoom can handle up to about 100k lines before any significant loading time slow down.
I think the question is about fps not loading time
I loaded a couple maps today with really high linedef counts and open spaces and they were unplayable in gzdoom
Just like the newest Sunder maps
Honestly nothing beats the newest Sunder maps in term of low fps in gzdoom
Last time i tried i got 7 fps before i triggered any monster
And i have a very beefy pc
Honestly nothing beats the newest Sunder maps in term of low fps in gzdoom
Haven't played mine yet then 
Does it get more than 10 fps?
Sunder map 15 was the only one I had an fps drop on
I think the latest ones i tried were map16 and 17, the mostly orange and mostly green ones
I've got areas in the slaughter spectrum that get lower fps than the new sunder maps. Opening scene of map 1. I hindsight I would have made that area less open but too late now. Lessons learned though
Sunder map 16 has a custom node builder that ribbiks made for insane gazebo. Before then that map did run at single digit fps
I might give it a second chance then
I wonder if some kind of intensive portal usage could bring significant fps boosts
Not for sunder unfortunately (boom wad). Portals can help with fps by eleminating over lapping lines but they will also tax your cpu pretty heavily if they get big. It's a balancing act
Insane gazebo is making a udmf map for my project so I'm very interested to see what he come up with will all the gzdoom tricks available
Slope sliding
oh no he's stuck
He can't go back up π¦
Hey, you can actually render a mesh directly to a RenderTexture without a camera, if you don't need the fancy camera bits like culling, shadows n stuff. Here's how, annotated: https://t.co/bWFVwmHCBg #unitytips #madewithunity https://t.co/BEjVJklyVg
259
Tune in for an extensive breakdown on Wednesday June 12th at 7PM CET: https://www.youtube.com/watch?v=ooBaESJCH0o Try out Megascans, Bridge and Mixer for Fre...
Huge music and sfx bundle on humble bundle if yall are interested.
Buy Windham R16M4FTT-NYTHD 223/5.56NATO 16" 10+1 NY OK: GunBroker is the largest seller of Semi Auto Rifles Rifles Guns & Firearms All
@brazen copper
The SAFE act is garbage
The only thing it's done is lead to some ugly-ass rifles
And a handful of actually cool looking ones
wrong room lol
I do like the g36 civilian model aesthetically
ye
Creating a 3D model just by taking lots of pictures of a real object? Yes! Check the full article: https://www.prusaprinters.org/photogrammetry-2-3d-scanning...
anybody got any good idea for a power fantasy shotgun that hasnt been done before?
SG fires hitscan explosives that allow you to shotgun jump
the jumping part was something that i would do bye default
but like hitscan explosives are nice...point is im making this for doom
everythings hitscan lol
but alright what do you think it would do, look like, reload
all of the above yknow
alright
Handheld punt gun
what
Handheld punt gun
im talking shotgun here
Usually it's attached to boats
It shoots a bloody massive birdshot shell that has enough spread to take out a rack of like 20 or 30 clay pigeons
But since this is a power fantasy shotgun you could do whatever with it, buckshot, dragon's breath, slugs, frag rounds, HE rounds, etc.
Fucking pidgeons
fuck dude, ok sounds like a good idea. now how can we make it do cool stuff like reloads n such?
wall of death gun
clip, hmmmmm clip doesnt make sense...might just work
Could also do belt-feeding
Very few video game shotguns do belt-feeding despite it being hilarious and awesome
i think that could work as a secondary power up mode
and you could make it double barreled and fire two shells at once for extra monstrosity points
so like regular is clip, secondary is belt
fucking double barrel
alright i like the idea
alright its in
Here's also a better version of that image I already posted
oh nice
Bread change your name your picture isn't bread anymore
Breadonicle
Change it to children's toy or something
its relevent to another server...
dont butcher the name of an epic warrior
his name is thok
Whatever you aren't bread anymore
to you im not, and your opinion is invalid
My opinion is the only one that matters
thats your opinion and its invalid
Reb#3624 Nickname of the user Bread Knight#7041 changed to Breadonicle
I thought you had me blocked why are you responding
you still are
Ok then don't respond to me lol
ok
yall 3d dudes this pose good? this is for a resin print
(needs some minor mesh work still)
yes i like
3d modeling wierd
yup
Best way to make 3d models rn is just making them in trenchbroom :v)
cursed
shits hard man
been 2 and a half hours to get a fucking single keyframe
how the hell do people do this
not an idea dude
blender is not exactly the greatest thing
I've been using it
it's a pain in the ass
yeah
@tranquil oracle doom 3 full body awareness mod when
I could probably just dump it online somewhere tbh
Made some improvements to my decal system
not particularly happy about how the mesh turned out by it's a first retopo attempt so π€·ββοΈ
at least meshmixer isn't angry about the mesh anymore so that's a start
@wraith beacon cowboi boi
Unfortunately, due to a PC malfunction I haven't been able to get any work done the whole month, but development will continue soon.
In the meanwhile, here's some footage of me beating an extra hard secret encounter from 1-3
#screenshotsaturday #gamedev #indiedev #madewi...
I get it man sometimes we all have to take a stinky on our pc and sometimes it will break something
usually my stinkies are fine but just this time the PC didnt want it no more
The PC took a stinky on him
stinkies all around
My PC failed recently too.
Upgraded my CPU but found out that my mobo did not support the new chip even if the official AMD page said the opposite.
I had to hastily buy a new motherboard
πΈ
Although the new mobo is much better, and thankfully the M.2 slot is on the front not the back.
twitter's bitrate is just not happy with that footage at all
twitter's bitrate tends to murder ULTRAKILL vids
i should start uploading youtube versions of each clip
best of both worlds I guess
twitter just ultrakilled hakitas career as a gifdev
no gif no hype
i've been keeping the youtube channel as more like a big updates only thing whereas twitter is lots of smaller updates, but i can just upload unlisted versions of all the small updates and link to them directly in the tweet
Twitter's video player is just garbage.
yeah
Bro Hakita you only need a new gpu?
maybe, but it's been many years since i last upgraded so i'm getting other new parts too
oh okey cus I got a GTX 770 laying somewere I could send u
thanks for the offer but it'd probably take longer for it to arrive than for me to buy new parts next week
I guess
that's a beautiful shotgun mrs. viscera got there
absolute shotgun porn
some beauty firing sounds right there
the kar ping suits it really well
they wreck
especially the quad
Double barrel is the Bunker Buster, and the quad is the Deus Mortis which no is not a faith reference.
sadly
Damn those sound great
wrath moddin time
@outer eagle michael markie the guy doing are music has taken over for sound design
Ah excellent!
Freaking great sounds
Jakob can you like
Stop being a madlad
Jakob be like βI GOT WRATH WORKING WITH ARCANE DIMENSIONSβ
π
Oh hi mark
@misty sparrow no u
@misty sparrow
when Wrath fully releases with every tool available there's gonna be a load of custom maps that were pre-made being submitted on the first day
nah
Don't forget weapon mods for Wrath?
Zombie stop ur gonna make me coom
I mean it's the same engine, i would be surprised if it took a huge effort to use those maps with Wrath
You mostly just need to set up entity aliases
There are also a bunch of func_ entities that are missing in Wrath
That is what i thought
Could mostly just port those over from existing QuakeC code
The Wrath devs are lucky, because they're actually using the Quake engine they get to load all kinds of BSPs for free:
Me invading Black Mesa and causing a resonance cascade
The Wrath devs are lucky
I guess that could be said about any dev who decides to use that engine
Eh I'd say it's more of a blessing and a curse.
Same way you run them in Quake
Quick and dirty way is to just shove the .bsp in the kp1/maps folder
then just do map <map name> in the console
Yeah it's stupidly easy
However none of the maps are going to work as you'd want them to
ah yeah
HL3 is taking a long time cause it's being developed in DarkPlaces
the console is disabled by default
oopsy
Because of +use
ok basically
i think i might still have THE duskworld map by a certain someone
sitting on my hard drive
bind backquote toggleconsole
I only have my own untextured broken q3bsp compile
I'll have to check the archive
In bed though so later
Maybe that one isn't beiken
Broken
yeah dude this was the last version kooch posted of aquaboogie
all thats there is textured, but theres still lots of geometry missing
And he had the extremely limited ep1 dusk wad lol
that was before we finalized texture names too
dusk textures galore, its actually a really nice map
Still need to create an absolute final ver
Yeah that looks really good
Aside from the broken/missing geometry
I'm pretty sure he didn't use white lights only
Yeah there's tons of coloured lights
I forget the command for colored light
I thought the newer bsp compilers just garbed some color value from the entities?
Well it's an option I think for compatability
Is that map compile a q1 or q3 bsp?
Since q1bsp is incapable of storing coloured light information (hence the existence of .lit files)
Yeah there was a .lit distributed i believe
Can't remember for the life of me
I have the brain rot
HOW THE HELL DO PEOPLE DO THIS SHIT?
what are you doin
trying to make a handheld double barrel clip fed punt gun
Find a reference model and draw over it to get your basic shape
Just pose some random double barrel model in blender and screenshot it
oh boy
i mean i guess i can try that but i dont think that makes me any better of an artist
and where the fuck would i get a really long double barel shotgun
Doesn't matter even if you use a short model, since you can extrapolate
It's just to help you get the very basic shape right
Artists use references all the time
i actually tried using a reference... not sure if it was a good one
hell if you wanted you could just slap some cylinders together in blender for your ref model
Lots of work done on the age of hell (my full TC for doom). Getting close to starting gameplay elements on this map
http://twitter.com/Bridgeburner4/status/1198511059306369025
Productive af weekend working on The Age of Hell. This area is close to done. Mostly the surrounding natural areas and tweaks to the facades left. https://t.co/ghXndo2Fyt #doom #mapping #leveldesign #screenshotsaturday

jesus christ looking at my models in blender and poor breadonicle makes me think this program is for wizards
here's a model I've been suffering over for a while
its just the learning curve of blender, once you get over the hump its actually a treat of a tool to work with
I know it's super powerful but honestly
I wish it had edge drawing
you know what next time I really start working with it again I'm looking for something like that
welp i used mod_generatelightmaps and this happened
working as intended??? lmao
some areas with the lighting rebuilt look FAR better than others though
looks interesting
I'm fucking about in the Q1 levels right now
surprised it works as well as it does
only thing is no guns or ammo pickups spawn
darkplaces definitely tampers with the og dynamic lights
oh absolutely
the planned hallowed health spawn looks like an abstract art piece
thats what you see in the first image
its so off lmao
wow lol
i got this thing. lights arent very good but its usable
Your model was too dark?
i mean im trying my damndest to make it look like barrels
it looks good



