#general-modding
1 messages · Page 77 of 1
i got the ammo to save over scenes
its probably done in a really idiotic way but it works
dunno if this is the appropriate channel, but I've been "modding" Iron Lung lately to see what's going on behind-the-scenes
figured it was basically a New Blood game anyways and there isn't many other places to post something like this
cool cool
it definitelly became a very dangerous territory now lol
yup
Then make it multiplayer and corner the market, lol. UT4 is still dead, nobody cares about OW2, and Valve is doing its damn hardest to kill TF2
Any1 knows a way to change the default settings of a new material in unity? So i dont have to adjust it to something i need every single time
You can't 🙃
It seems like you'd need to edit the code in the render pipeline asset
Don't quotes me on that though
not what i meant
i mean when clicking create -> material for which you can then apply something
it has a bunch of settings which i dont like by default
imma show which
these
for example if i want the smoothness to be at a different level when i create a new material at all times
You can create your own "create material" button, but I don't think you can override what Create -> Material does
There might be a way (SRP probably needs that to override the default shader) but I don't know how myself
shimd
So you want the default smoothness to be different when making a new material or something along those lines?
Because if that's what you're trying to do, it's a bit of a ghetto solution, but create a material with the desired default parameters, name it "base" or "default" or something, then when you make a new material, instead of creating a new material, just duplicate the default one, edit it however you need, then move it to whatever folder it needs to be in.
Yea, np
I'm conflicted
I wanted to name my game (previously known as Universal Kill Switch/ MaxSine) "From Dust to Rust" but it's bit of a mouthful so I tried to shorten it down to "Dust to Rust" and now I'm trying to decide what kind of title card I'm wanting to go for design wise
and it's not workin out too well
So I'm honestly tempted to name it just "Dust" due to there being an already existing game named Rust, but now I'm like "It fucking sounds too much like Dusk"
Help?
If you keep the title as from dust to rust you can just shorten it to "FDTR"
or if you don't count to, it can be "FDR"
franklin d roosevelt
hmm
but idk
it's just adding those "from" and "to" that just kinda screwing up the name
but just naming it "Dust Rust" sounds not good
what about "dust AND rust"
i think dust to rust works pretty well
guts and ducks
imo "from dust to rust" is best but it is a longer name
what's really the issue with a longer name
RAD
Rust and Dust
ooooh
they sound cool but you need a good nickname
recognizable
fdr isn't a good nickname?
and also I want a game title that rolls off the tongue
Drust
Crust?
ugh, do not like that word
crust
Those hands sure have spicy crust 
I think I'll settle with Rust and Dust for now until I come up with something better
because I want to fit the Title card name in one go
Like how you look at game names like "Ultrakill" or "Dusk" you can fit the name all in one go/text/card
and not have spaces or gaps between
yeah
just want to say now, i have dibs on the name "harvest"
with games like that you usually want something quick and easy to remember, "ultrakill", "dusk", "cultic" and so on
lmao
"Synthetic Hunger" was another close candidate for me wanting the name to be besides the words Rust and Dust
aw fuck that sounds so cool can i have that
you could concatenate two words into a single name like how ultrakill is the merging of ultra and kill
What about synthdust or synthrust
syngergy
"Knifey McKnife Hands"
bulletshooter
wait so what is the game actually about
Ye I wanna know
"Meat Mittens"
the whole point of the game is that you're a Synth
and your organic parts are always hungry due to powering the robotic parts of itself
so you need to consume organic shit to survive, oh yeah and time loop shenanigans as well
Maybe you could incorporate the time loop part into the title
SynthLoop
deathloop
rustime

it's rustin' time!
manocrust 
Rustius
trust me calling it deathloop is a good idea hehehehehhe
Merot
WAIT I GOT SOMETHING:
Organized
lmao
I've got dibs on the name Ringlorn btw
I will come to your house and shank you if you use it
k
Yeah me 2
yeah thats good
What about just "Syn"
It kind of reminds me of sunlust and sunder
no wait that's taken
CUM: Divine Sodomancy

Well, i guess i can ask for some help now:
I want to make a game called Harvest, and have it halloween/fall themed, but i don't know what to make it about
two ways you could really go
U know how to draw, code & make music?
in the learning proccess
Sounds very broad...
lmao
that's the idea
what about BoTW based open world cellshade-
celshading my beloved
uh yeah you could harvest souls
grim reaper
but with guns
i actually have a decent idea about what the gameplay will be like, it's just the overlying story and explanation for stuff i need help with
now i want to use this idea damnit
you can use that soul reaper idea that's not what i want to do
Earthbound inspired?
nah
similar to dusk
fps game
the levels become more insane as they progress
starting out in a town trying to catch some goons
end up in a horror cult like area
So literally Dusk
yes
but wacky
i dont know any of the specifications i was just really inspired by dusk
i promise it wont be as much of a ripoff as it sounds
so basically, the game would be a quake-like with puzzle solving maps rather than just key hunting, and it would all be themed around halloween and the fall season, what i'm having trouble with though is what the game would actually be about, what kind of monsters do you fight or environments do you visit, how does the player character fit into this world
i don't just want to make it about like, a halloween cult or something overused like that
yeah cult fps games have been popping up a lot
cough cough cultic
im gonna try to steer my game away from that
Maybe it starts out like as a really cheesy not very scary halloween cult but then it steers into a more psychological horror approach
i feel like i would want to make the enemies in my game less organized, not come from a specific main threat
also thats a good idea
kinda like how in ultrakill the enemies would canonically be fighting eachother (but they arent cause thats hard to code)
i'm not doing cults period, and i don't think i have the talent for psych horror
i'm more, evil dead 1 horror
actually that's not a bad idea, maybe the plot could be something inspired by evil dead
yeah
the basic theme i want would essentially be evil dead and other 80's exploit horror mixed...scream fortress, so yeah
oh boy thatll be fun
so like a giant pumpkin creature would be one of the enemies but it also ludicrous amounts of gore
actually that gives another idea, has anyone made an fps game where one of the enemies was just a sentient glob of viscera
cause i want to do that
Here's my game's plot (so far)
ok fuck that sounds really interesting
I like that
Thanks
oh dam that's very intertesting
first enemy design for the game
Cool, is he just the basic melee grunt, or does he shoot lasers out of his eye or something as well?
this guy is just a generic stabby guy
however he can if you're within a range throw his knifes (however he does need to go pick up said knife if he misses)
Ah, cool, so he gets 2 shots before he has to go pick them up?
That's some nice spritework/colors man 
yup!
Some greyboxing tests
POOOOG
ayyyy
1 layer of idle frames done
Sayonara, Photon! It's MY server now.
another one joins the game making ranks
Glad to see this
Crystal Marcher miniboss (rough design)
enemy AI is now in progress
And so far I'm liking how I set up making enemies code wise 
:)
I'm gonna go back to working on New blood kart around the 29th

I can't believe I've made twitter just to have better organised posts
Well, I booted it up once in a few months again for this, so enjoy:
Hello dear VR players!
I present to you the Museum of Source 2, an exhibition of interesting S2 features and perhaps even something more...😉
Gallery: https://t.co/it7UyT9a5A
You can play the mod here: https://t.co/CEHHy1wRXX
#Alyx #VR #HalfLife #Source2 #Valve #HLA
A Half-Life: Alyx map made for a greybox map jam, that presents itself as a regular Museum.
But there is much more to be found... beneath...
I can post those screenshots in better quality here, if asked.
Anyways, thoughts?
Not even half way done with the sheet and my hand hurts
I still need to animate:
-Left hand throw/slash
-Right hand without knife
-Left hand without knife
-Both hands without knives
-Jump
-Land (heavy)
-Gib/death
-Pick up knife off wall/floor/ceiling
Why must hand animating be death
Nice piece bro 
the bolt is kinda eh
too lazy to go back and fix tho, this is just to remember where is everything in blender
thx
Good stuff
Ayyyy nice
topology isnt the best in 1-2 places but eh whatever it's fine
I was just so piss frustrated with unity that i went to blender's embrace
Re-adding enemy gibbing in my game. Also taking some cues from Doom Eternal for showing when enemy health is low
Now this is a knoife
ROTATE
Yooo battlemode 2.1
in game environment modeling and texture making is now in the process 
This was a small series of semi-stylized urban materials I made over a two and a half day period in Substance Designer (excluding palm shader). The palm shader was modeled in Blender and baked in Substance Painter, taking advantage of the new opacity baker. I drew inspiration from the likes of GTA IV/V, Skate, and Uncharted for the style of the ...
so i think im gonna take a little break from the game designing right now
i kinda got obsessed for 2 weeks then tired myself out on it lmao
literally was like "time to think about this nonstop for 10 days"
and now i have no ideas
so breaktime it is

for me it's code/art burnout cycle
understandable
where I code nonstop then I make assets and want to constantly make more art assets and then I drop coding for art for like 3 months and then I get burnt out on art then the cycle renews when me having a huge boost in motivation to code
the cycle repeats
ive heard its like that for a lot of devs
being a full time game dev seems scary
i wouldnt last a month lmao
oh I don't do dev professionally
I just have a lot of time on my hands due to not being in collage and no one locally wanting to hire me (legit I tried 8 places recently, fuck them for saying "we'll hire anyone" and then single out people and close their doors saying they've hired ONE person the next day)
Imagine having big idea for a game,that probably can change lil world of fnaf fan games forever,but every attempt at doing something goes into nothing because u lazy af 
😔
But,fr,i don't like state of fnaf fan games rn
Can i discuss this here tho?
Legit Fnaf fangames are at thier all time low, pushing "WHAO NICE GRAPHICS" above actual replayability and diversity
I am not really about it
Most of the fazbear fanverse games are silent af
Only flumpty 3 was released so far
Candy 4 is silent as hell, which is sad,cus i probably could steal some more character bases xd
You make good graphics, it'll get a following, you make a fangame with actual diverse gameplay and replayability with less than the "Standard good graphics" then it'll get maybe 50 followers at max
Popgoes evergreen and tjoc burned collection also silent
Jolly 4 not silent,but pretty much no gameplay was shown
Aftonbuilt was cancelled but had cool concept
Popgoes Evergreen iirc got fucked by other Fangame devs for leaking like
a LOT of other fangame shit
nonono
https://www.youtube.com/watch?v=T1sqw39IhRc
ignore the clearly clickbait style thumbnail
This is what happened recently with Evergreen and a lot of other Fangame shit
It has recently come to light that several prominent fangame developers were allegedly operating a secret community dedicated to acquiring unreleased materials from upcoming fangames. It looks like they amassed these assets to try and obtain leverage over other prominent fangame projects and creators.
Do not bother ANYONE mentioned in this vide...
Only 3 fan games i really care about is,FnaSMMI,Ultra custom night,and Killer in purple 2
Watched it already
ngl Fnaf fangame devs are elitist and reject anything that would Gameplay wise set them apart of other fangames
So that's my stance
I use to make Fnaf fangames with others back in 2017 to 2018 and even back then it's a garbage heap for developing fangames that were diverse and "out there" with ideas and concepts. No one's willing to change that. No one wants to change that.
Well I mean
But,i had idea in my head
some aspects yes, it's hella scripted
What if i could use fnaf sb kinda concept
And make it actually scary
Fnaf sb not scary because, lighting too bright and wacky,also the characters,all animatronics stupid,you have bugged to shit camera,you can just run past them
Only kinda scary one is map bot on release
you know that SB had a omega update like 2 days ago, right
oh that's fr
Like,who the fuck would care about Fnaf SB in 2023??
NGL I though that the game would follow in the footsteps of Alien Isolation given how the save mechanics worked
boy was I wrong
Save mechanic sucks,and can be exploited easily
Like everything
Legit,i finished all 6 endings,by using shit tonn of glitches,and debug mode
ngl this was the FIRST attempt at translating Fnaf to full freeroam open world ~~with the most incompetent devs at the forefront of it all
~~
?
In both,devs tried to make everything in limited time
And completely failed
So they cut most of the original ideas
And made half ass game
There are some story
Mat pat tried to connect the dots,but it's sounded more like story made while drinking 100°c vodka
well isn't that 99% of Matpats content still?
Nah
He actually does good vids
It's only sb where he was talking gibberish
Because that how steelwool made the""""" ""story"""""""
Also
Like with mw 2012
Story was effectively cut
Still impressed how both of this games dev histories are similar
But fnaf sb is still largest "open world" fnaf game
No other fan game had something similar
Debug textures and bad uvs aside, these are infact, rocks.
Very nice!
solid
Tried adding some oomph
That slide move has real "Psh, nothing personnel kid" energy
"casually approach kid" energy as well
Rough concept art of the villan of DAYBREAK episode 1
I drew his legs a bit too short
"The Shadeborne are a reclusive nation of cyborgs that have been given prophecies of DAYBREAK thousands of years ago. They live in such intense fear of DAYBREAK that they purposely fill their planets atmosphere with smog to blot out the sun, drape themselves in heavy cloaks, and replace their flesh with steel so their skin will never be touched by the rays of the awoken suns. The most devout amongst them even ritualistically peel out their own eyes so they may never see the light of day."
Sunrise... Be Free.. To Run....
Sun, Sun, Sunrise... Over your Head... Be Free To Jump
No Big-Phat™️ update for NBK just yet but I did add some more details to the duskdude model, wounds on his back from the E1M1 hooks, and the grangly teeth from the end screen
:)
can we make it canon that dusk dude never brushes his teeth
I love how he's looking
Always liked the headcannon of duskdude being this absolute murderhobo
Life goals.
I regret sharing anything with you animals 🙃
wdym
I mean it makes sense for his character to not brush his teeth or have any hygiene at all, probably lost his will to live after his family died
THE MAN
Rocks.

cyoob
We now have synchronized tick rates between the clients and the server, as well as server athoritative movement (client prediction pending). The players can jump, look around, move, stand on each other's heads, and that's about it.
I'll start porting over the movement mechanics from the photon version tomorrow
Does anyone know a good way to do volumetric lighting in unity?
Sounds like an HDRP thing, but I haven't messed around too much with that
...Did I say this week or maybe next week?
I MEANT TOMORROW!
Tune in tomorrow, 23 June 2022 at 8 PM CET / 2 PM EST for roughly 15 minutes of Golden Souls 3 talk, recaps and sneak peeks!
Hit that notification bell so you don't miss out!
#goldensouls
https://t.co/CeR1rZSuIm
Oh shit, just found this benchmark for GD script optimization
pog
https://www.gdquest.com/tutorial/godot/gdscript/optimization-code/
Flowers.
You could write it yourself but it'd be a massive waste of time compared to the good assets already out there. https://assetstore.unity.com/packages/tools/particles-effects/aura-2-volumetric-lighting-fog-137148 is generally the most popular. Works great in my experience.
Working on animations, not that they're supposed to be good but just to have them, and whenever the magazine for my uzi "falls" out of frame the whole gun vanishes https://cdn.discordapp.com/attachments/502171313201479681/989353381162279012/AnimationBug.mp4
game dev 
Added a stun system and grab mechanics
does it use a skinned mesh renderer
forza andrea 🫂
wow
that looks cool
what game is this?
Here's a remake of my first game ever
I made it in javascript
in under 2 days
it kinda sucks
but eh
I haven't tested it in any browsers other than chrome
Every time you click space, the gravity changes
that's it
oooh nice
Just a prototype I'm working on lol
i'm god's silliest mapper and thusly he gives me all of his worst lighting issues
The mystery of a black box 
Throwback to an old FPS I was working on in early 2021. Unfortunately the project file got corrupted and I was too much of an amateur to make backups
Those are great gun sounds
Oh hey i remember this it was awesome
Type to Texture Rocks
I love how the style of the game fits perfectly with hatsu's art style (obviously because it's made by hatsu) but you could take a screenshot of anywhere in the game and it would look like one of his drawings
fucking cool
Is this another project?
Sorta just a test scene to make a bunch of assets for other projects.
Yeah so my game is a sidescroller with an emphasis on big shooty and quick movement. The rest of the ideas have shifted a bit? initially it was supposed to be a sort of snes era game but I kinda digged pc98 era graphics (admittedly a lot of those games were porn but I can't knock MS gothic), and the story got more kojima-y in the sense it made no sense. And then my UI ideas got kinda wild
so it went from somewhat same to mildly neurotic
hhOLY shit this took a while to manually texture
However I'm not satisfied with the textures in general at all
will def retexture or entirely remodel at a later point
current ideas:
like 4 bars that you need to determine which special stuff you can use
one being the local value of the gravitational constant and another being the current value of the planck constant so you can only use some stuff once these are within certain bounds
jumping is pretty ok but you can abuse the recoil mechanic to rocket jump with any weapon
I know just enough physics to make some complete pseudoscience bullshit
Looking cool!
lit looks better imo
Yea but wanted to demonstrate how much my fake lighting carries my shoddy model and texturework.
ah I see
Me, a spanish guy 
CACA
YEET combo
rotation
Katamari Damaci
Cloudy and its consequences on Hatsu are a serious topic nobody is willing to discuss
Honestly I never really liked Cloudy with a chance of meatballs.
Me either
But at the same time I haven't watched it in a long time either.
damnit godot 4 has a feature I need but I'll need to rewrite it in gd4 syntax and the api isn't stable and it'll probably shit itself every update
i've just broken for holidays in 3 months i'll be busy with uni
at least i'll have the time to fix every time it breaks (i'm a linux user im used to it)
I doubt Godot 4 is going to fix any of the engine's problems, will definitely be an improvement but I'd rather use tools that're mature or done than something that's still in it's infancy.
look if I wanted to use something that worked i'd have used unity
Well the Engine won't grow up without a mature content and userbase soooo
i'm just annoyed custom properties for tilemaps only happened now
also true
it has cruelty squad that's mature enough
Animated Tilemaps is what I'd kill for a backport to 3.6
I mean yeah but a big user base doesn't really mean things get done either.
Still waiting on the animation toolset overhauls in Blender 3.X 🙂
I say, knowing well that I'd not use them, but rather just render out entire scenes in Aseprite and then plop them into Godot without tilemaps
Also Blender's animation tools are crisp rn ngl
unless you mean like Video editor then yeah oof
Animation tools are fine but far from ideal, they're missing a lot of things and also they run like shit a lot of the time.
????
Mate my shity GTX 620 runs Blender 3.0's animation editor scene at a stable 40 FPS 90% of the time (unless it's, ofc vert/tri heavy, but why the fuck would you want an absurdly high poly mesh for animation, seems like a skill issue if so)
Nice works on my machine argument.
Clearly you haven't worked on a large animation with a lot of bones.
I have
I highly doubt that.
80 bones actually (was a commission sent by a team of 8 people, one of the few times I actually got payed a hefty amount for my work)
They wanted faceplates and different moving parts to the model that I *could've * gotten away with just using shape keys, but eh, don't want to temp my fate with how many I'd need and how many the game engine they're wanting supports
Alright but hear me out right, have you ever animated a model with this turned on.
yeah
There's no reason for split normals to just, tank performance.
???
Try it, it does tank performance.
It's the same as marking the edges as sharp
No, no it isn't, Blender's implementation of split normals is just, fucked for some reason.
that's not split normals
Yes it is.
you clearly don't know how to use that option
you don't use the Split edge modifier for it
you use edge creases and marking sharp edges
I'm not using another modifier though.
Just turning on autosmooth can tank perf.
this is with (check the upper left text for the stats of the model itself)
this is without
It only tanks perf when doing animation playback though.
no added verts, edges, or splits
Because it's having to recalculate normals every frame.
if you set it to only 30, yes it will, but if you set it to like 180, and manually mark edges as sharp, it won't have to
A 10 minute video with tips on how to speed up playback of armature animations in Blender 2.8+ (using Blender 2.9 Release in this video).
Dead Github Link (as of November 2020): https://github.com/theoldben/BlenderNormalGroups
Blend File to Append: https://www.dropbox.com/s/74x0fmpa3h773sb/Normal Map Optimized Append.zip?dl=0
It is absolutely correct.
Would be nice if they mentioned that in the changelogs then, also doesn't help that I still have to use 2.9X for work.
my 2.93 version doesn't, nor does my 3.0 version
the only time it dips in frames was when I had ~>300K verts but even then I really don't think people should be animating with that high of poly unless it's for CGI or some sorta in game cutscene model
For First person stuff the assets get pretty heavy.
how detailed are you wanting first person assets to be? do you bake the details?
genuine question
Generally I don't make the assets for my first person work. But a significant chunk of the cost comes from things like bone constraints.
does your models use Rigify? if so that'll do it
IK constraints in blender is fine, so are 90% of the "copy/limit" constraints, it's when it comes to Dampen tracks or tacking constraints is when it can get taxing I find
No, I don't use rigify.
okay good, Rigify tends to screw people over because a lot of the tweaks and controls on the rig take a lot of calculation due to how many constraints one bone tends to have
for standalone/one off/for render models? it's good. For animation/game orientated models? God awful
I usually use mixamo to rig my models, sometimes it doesn't work out (like 80% of the time) but it gets the job done
But it sucks when it comes to low poly models
Like on the first iteration of duskdude in new blood kart, when you rotated duskdude's head, some vertices in the hat don't rotate
Weight painting problem
One of the reasons why I hate rigging my own models is weight painting
I manually weight paint all my models from the ground up, no auto weight paints for me
based mixamo
skill issue 
can't wait for the blender class where I get to learn to rig and weight paint
Idea I came up with, Thoughts?
(shooter where weapons have Periodic Elements that react with eachother)
Actual AI flowchart from one of my projects
This is one of the simpler ones
Unsure if readable on mobile, you may need to hit "original image"
chicken scratch man
dear god
Thank you discord, you useless app
Henlo my frens
I have a lil problem in a unity game
I need to do a entity that does a "tp dash" or something like that
Like a special cuphead dash
That teleports you to the next position
Somebody has any ideas?
You just want the player to teleport? Then you just change the transform.position to where you want it to go. Say 2 units in front, them you can just create a Vector3 that's equal to transform.position + transform.forward * 2
Depends how you set up your character. If you have a character controller attached you need to disable it before you set the transform position and re-enable it afterwards. Or if it doesn't have one you can just set the transform like Junga said.
What I did in one of my projects is that I would teleport the player where the dash would end and use a raycast to detect if there are any walls in the way
There is also a offset vector for smoothing, after the player teleports then that offset vector is equal to the end position minus the start position, and then I use either Vector3.Lerp or Vector3.MoveTowards to move the offset vector to zero
Kinda complicated but this is my strategy
Or if your character uses a rigidbody, you can just set the velocity and then invoke a function after a certain time to reset the velocity to 0
Ensures that you don't end up dashing somewhere where you didn't mean to
( i.e if the offset position ends up being behind a wall or something )
If its a enemy that does the dash
Do i still need to disable controllers or movement?
Because i want to make it tp in a certain animation frame
Like
The enemy has a normal dash in first phase
And a tpdash in the second
The enemy needs to calculate the position of the player, and tp in front of him
idk
coroutines or somthing
you can use player.transform.forward in unity
it gets the vector that the player is facing
after that i have no idea but
transform.position += transform.forward * dashDistance;
h m m
Boss arena type beat
oooh
gaming
Neat. What are you using to make it?
I have spent an unreal amount of time getting this shotgun working
Model isn't mine, the animations and code are though
The sauce is that the shotgun's alt fire is slam firing, which means it's a way faster semi-auto at a much worse spread
I need to redo all the animations.. again... but whatever it works now and it took me like 3 days
That's pretty cool
Thanks 
Ah I remember pulling my hair out over programming the shotgun in an old project. Yours is already looking much better!
I had a whole weapon system that I had to redesign to make it work
It was working great! Until it wasn't lol
Back to refining the boss stage itself because it kinda boring ngl
what issues did you run into? asking for a friend who happens to share my name and appearance.
Well.. it's complicated
So I'm making a generic weapon scripting system so that they all inherit from the same object (the Weapon class)
It's so I can make them all cram into an inventory neat and tidy in an array of some kind. The plan is to have a lot of weapons players can switch between
I also need all of the animations to be fully dynamic, at least speed wise, as all of the weapons come with individual stats that affect fire rate, reload speed, etc
I see
Hang on let me just like
Paste the shotgun code
It's a bit large but it's easier to answer questions like this
The unfortunate thing about the shotgun is it required a full reimplementation of my Update hook
The main issues I ran into were related to the alt firing, as I had only built the system to handle two firemodes, and definitely not both mouse buttons at once. So I had to add several things to determine which buttons were pressed and when, as well as like, keep the weapon state as accurate as possible
Lots of little tweaks on a system I had to do a lot of rewriting for, like the if statement in the reload section to see if the magazine is full. If I didn't do that, the gun plays an extra shell sound because of code flow
For the sake of it, here's what a more "normal" gun looks like. I'll post a video of it firing in a second, but this is an AK that always fires an extra shot and has its spread increase the longer you hold Mouse1
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AssaultRifle : LightReloadedWeapon
{
public float minConeSize = 1f;
public float lastShotTime = 0.4f;
public int fullSpreadCount;
bool _fireExtraShot = false;
float _originalShotTime;
public override bool CanFire()
{
return _nextFire <= Time.time && (_firing || _fireExtraShot);
}
public override void Reload()
{
base.Reload();
_fireExtraShot = false;
}
public override void Attack()
{
// Should not happen
if (isEmpty) return;
if (!_fireExtraShot)
{
// Setting up the extra shot
_fireExtraShot = true;
baseAttackDelay = _originalShotTime;
}
else if(!_firing)
{
// Firing the extra shot
_fireExtraShot = false;
baseAttackDelay = lastShotTime;
}
var t_coneSize = coneSize;
coneSize = Mathf.Max(minConeSize, t_coneSize * Mathf.InverseLerp(0, fullSpreadCount, _timesFired));
var firePosition = _weaponSlot.GetFirePosition() ?? Vector3.zero;
var fireDirection = _weaponSlot.GetFireDirection() ?? Vector3.forward;
HitscanAttack(firePosition, fireDirection);
coneSize = t_coneSize;
currentMag = Mathf.Max(0, currentMag - (bulletCost + _lerpedBulletCount));
}
public override void AltAttack()
{
if (currentMag < 1) return;
bulletCost++;
var firePosition = _weaponSlot.GetFirePosition() ?? Vector3.zero;
var fireDirection = _weaponSlot.GetFireDirection() ?? Vector3.forward;
HitscanAttack(firePosition, fireDirection);
currentMag = Mathf.Max(0, currentMag - (bulletCost + _lerpedBulletCount));
bulletCost--;
}
protected override void AwakeHook()
{
base.AwakeHook();
_originalShotTime = baseAttackDelay;
}
}
my hiatus is over!!!
here's a sneek peek of the 1st dusk level redesign ;)
also yes i need to redo the kart model
THEYRE BACK
AYOOOOOOO
once you test the rough sprites, hit me up :)
ight :)
Still working on the feel of the game, the boss will have more solid animations on a much later date
the boss gives me faith vibes
it's supposed to be this thing
but
I got lazy with animations
vroom vroom

vrom
Very nice
but wheres the driver!
Who wants some physics balls?
Rough take on an environment theme for a industrial sci-fi sky city
Nice! Also where's that skybox from? Or did you make it?
I ripped the skybox from the dusk files
Petition to make the lake bloody and put a submarine in it
Will different racers have different handling and weight stats?
No
Every racer will be the same other than their design + animations
Because if I did add that stuff then there would be one supreme character that everyone would choose and nobody would choose the other characters
I mean we could probably tweak it for Mario Kart style "some racers are better on some tracks" but thats a lot of work and balance for a meme racer
give each character one unique stat that doesn't actually have any effect
Maybe in the "Just F#%&ING KILL EACHOTHER" mode some characters can start with items but idk
Its up to da boss
Idk if only kind of having individual stats would be a good idea, it's a pretty all or nothing deal
Like how mario kart handles it is that "heavy" characters get to top speeds faster but turn like ass
Or how lighter characters get knocked around more than heavier ones
yeah that sounds like a reasonable thing to make, test and balance for a whole team
Not for 3 and a half people, which only one programs currently
But going with no individual stats is definitely the most balanced option
Well, depending on how they set up the karts, it shouldn't be that difficult to code
again, code is one thing, balance is another
Yeah, true
Like, if NBK gets picked up, and Dave wants stuff like stats, then we'll add it.
but for now, you get funny animations from funny little guys
Aight, keep up the good work regardless
hypothetically could you mod minos prime into saints row 3?
my own enjoyment
well then, find a rip of the model and fit it to the SR3 rig
updateeee to music
Still a wip doe
make it an easter egg
Working on the boss theme for the sky city
and wew I'm harnessing my inner melodic side towards this end portion
I like it 
1
And first phase theme of the boss is done (ish)
top is the older concept
bottom is the wip of the new
This is pog
I'm so done with unity. Cannot express how excited I am for Godot
I'm not satisfied with only 4 minutes of boss music
MORE IS REQUIRED
Here is the network topology I have planned for Daybreak.
Clients auto-connect to a "master server" which holds a list of active servers in the region, sends them back to the client to create the server list, which the player can then join from. The servers connect to the master server on creation as well to send over the needed info for a player to join and when the server shuts down, it sends a message to the master server to remove it from the list. If a player wants to play offline it creates a server under the localhost address that does not contact the master server.

Gives me Evangelion vibes with the red cores
kinda looks like amogus
Eventually I want to learn Godot as well, but I only have so much time and I already barely have enough time to learn Unity
That's imposing!
(Should definitely have some cheesy dialogue to finish off the style)
Hello, blender users
is there any specific reason for the model to rig up to the skeleton asymmetrically, or is it just random blender things
i have no idea what i'm doing
weight paint issues
seems to be, but it seems to only have issues on the right side
yeah, again it's a weight painting issue
if one side doesn't line up model wise or weight wise, it'll do that
well, at least i dont have fix the whole model
huh thats a lot of bones for the ribcage? does it have articulation there?
Is the ribcage a mouth/does it get blown open
anyone know which files in ultrakill are weapon models? i want to convert them into the file types gmod uses but i cant find them
Maybe there are other digits that sprout of the ribs like in The Thing?
yes the ribcage is openable
very openable and rather wonky atm
i did take inspiration from the thing, the model is not finished, and for now missing a lot of deer and human parts all over it. thought it would be easier to make the model with all symmetrical parts first, then individually sculpt out the details
Ok so, if its only going to open and close as a group, and not going to open one rib at a time, you could get away with just using the center rib bones instead of one for each seam
no, i moved each individually
OK
but that does seem like a good suggestion, so maybe ill try and do that if i think i know how
Yeah i'll try that
i tried moving him forward but it made him look bad from the back so that's a no go
greetings
oh shit dub congrats on champ role
Yeah checking my chest mouth guy, he just uses one bone for each "lip", but if you want it to be very wiggly, keep it multiboned
I think one thing (this goes to @rotund garden) is to make his arms more buff, looks too lanky especially in the back view
YEET-em-up
yeeted into the void
Yeah I noticed the same now lmao
time to redraw to make it look better :^)
hmmmmmmmmmm
Now all it needs are white wall tires, and big 1930s headlights
a bumper sticker saying FUGGEDABOUDIT
OOOH I should add headlights
I'm currently a bit short on good opinions for my gameplay ideas
well thats the thing
I'm just looking for, well idea guys essentially but just people who have gaemed enough to give some valid criticism and ideas on what'd fit the existing ideas I have
Well, what kind of games do you like to play?
i'm gonna be honest with you chief none
Well, the advice I'd give you first is to learn what kind of games you like to play, and then from there study them. Learn what is fun, what is bullshit, what is fair, what is boring, specifically to you. And then, you will know where to start
Because if you enjoy what you are making then I garente other like minded people will enjoy it too.
I mean if you dont know what kind of game/mod you want to make then I dont think relying on ideas from other people will be all that useful
hey remember that game i said i wanted to make
i was looking through some of my old files, and i think i found my first enemy design:
are those candy corn claws?
that is indeed black magic
He is Plazmin.
holy shit this is fucking great
amazing
mfw
https://twitter.com/GameDevKS/status/1543180705122877440 made new boomstick
the gun
does it shoot?
idk does it?
Not sure, guess we'll never know
ask the man
Dude how'd you do that directional sprite thing? I've always wanted to try that in Unity
Black Magic.
It does not
Only how he makes the sprites themselves
Not the implementation
I'd just set the sprite depending on the "forward" direction of the object that holds the sprite and find the camera angle is beyond a certain angle from that "forward" direction.
so effectively the camera angle will be the trigger to change the sprite to face a different direction/frame
So basically there's an array of sprites that's 8 spaces long, and in the update method we get the angle between the camera and the sprite. Using the angle we return the index of the sprite we're gonna use (They have to be in a specific order) After that's done then we rotate the sprite to look at the camera but only on the Y axis.
My implementation isn't that good but it's better than buying a 20 dollar asset from the asset store

Also looking at the GetIndex function gives me anxiety
the car
I was correct, also I noticed that you wouldn't need (I'd think) to have the sprites in any particular order as long as you were to have equal frames and a "Center frame"
like here (Green = Center)
the Orange would be where you could just mirror the sprite if you wanted to
You could theoretically make 2 sprite sheets
one for the front facing, one for the behind
and the "Center frame" would be perfectly aligned sheet wise in the center (so it'd go: Left, Bottom Left > bottom Center > Bottom Right > Right)
and no matter where the array is, you'd always know which frame is the center one because both the Front sheet and Behind sheet are the same frame numbers
or hell, you could even use an int for keeping track of the frame position
from 0 to 5 (or 1 to 6)
where 2 (or 3) is always going to be the center frame in all the sheets
and seeing how you know where the center is, you can determine which angle you'd want just by adding or subtracting from that int value by 1
saves having to deal with the array and you can add more sprite sheets with ease if you want to have unique angle looks instead of flipping the sprites
Cool! I'm gonna check out that script later. My initial idea was using some kinda Animator Blend Tree haha
im just trying to see what cool new mods might be created, i dont understand any of this
It's just your average day in #general-modding

this is average?!
mostly
what happens when the day isnt average?!
it's mostly either:
-Coding talk
-Showcasing gamedev
-or showing assets for games
On an unaverage day, we actually walk about mods 
Anyone know how to render a mesh for an inventory? I have a UI I'm working on and it seems like the only option I have is generating some kind of render texture
What sort of thing are you trying to accomplish?
avoiding using paint.net basically, lol
I kind of just want a scalable solution that lets me add any mesh I want that'll display in an inventory, think like souls inventory though
At worst case, I'm going to take screenshots of all the guns and just make them textures
the car
have you considered making renders of the weapons in Blender/Maya/Whatever modeling software you have outside of Unity
yeah this is what I think I'm going to end up doing
takes up a bit more space but its probably the easiest solution
actually I ended up figuring it out
it looks bad but it's all dynamically rendered, just need to do lots and lots of tweaks
For anyone curious, here's the tutorial I followed https://www.youtube.com/watch?v=8yzpjkoE0YA
Ever wondered how to add a 3D object to your Unity canvas? This is great for screens like weapon select, inventories, skins, etc.
I see this question asked a lot so figured I'd make a quick tutorial on the matter.
❤️ Become a Tarobro on Patreon: https://www.patreon.com/tarodev
=========
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Why must making custom dialogue code be a chore to get looking right?
Like I can make a simple RPG/static dialogue box, but to have a dynamic one that allows for anything surpassing that is uhhhg
WIP trailer for a new racer that you may or may not be familiar with... (if you frequent #bnnuy-and-the-jits or #meme-review you might know who he is)
WE
ARE
THE
can I get a special mention pwease
👉 👈

Shhhhh kono
🐱
I hope there's some shoutout to me there lmao
hehehehe
It's (almost) doneeee
Updated the death screen for our game. Still ironing out kinks with the animation though. It seems to want to auto skip to the "landing" animation atm
maybe because you technically start on the floor for like 1 frame, so that automatically enters the landing state ?
I've had something like that happen in Unreal
I really appreciate high effort death screens like this
Yeah! I'll have to look back at the code later and see if I can force it to ignore that first few frames.
this is some real high quality content
360
revolution
Orbitin'
Fixed it
I think it was what you said, since the gameobject thinks it's already landed on frame 1. So I just made that bool to false during the awake frame
Lol that looks amazing
fr
Thanks!
finally, someone makes the halo death outside of halo
Check out Will's portfolio here: www.willgranda.com
3kliksphilip made a video on my new csgo level
Holy cow, I don't even think most of the shipped Half-Life Alyx maps are that detailed! How long did you work on it?
it's not HL:A
this is on source 1 for csgo
HL:A is on source 2
haha
I think 3kliks mentioned it- it was over a year's worth of work, but maybe 4-5 months of solid development
I wasn't saying it was, just a comparison
HL:A maps are extremely detailed by most video game standards
and made by a team of artists :P
lol yeah
of course you used blender curves 😛
they're way too good
how did you know how to pre-calc lighting on props? don't you have to take into account the actual map's lighting as well?
that's one little trick i still don't know how it's done
uh it was mainly just importing level geo and baking in ambient occlusion into the main texture or a texture in the 2nd UV
using substance
or baking in some extra detail to the tiling texture
oh ok just AO
yeah haha
when i heard "pre-calc lighting" i was thinking all the lighting information was done externally lol
some of it is kinda?
but yeah that makes much more sense
not like massive parts of the environment at once, mainly just flourishes of diffuse style shading on most materials, e.g. baking in AO, shadows, cavity mapping, etc into the albedo
sometimes importing in existing level geo to make it more accurate
that's pretty cool but also knowing source 1 also sounds incredibly painful
fr
Thanks
wait you made this? its bloody amazing good job
Yup I did the art! Thank you! ❤️
working with hammers a nightmare and I cant imagine the necromancy needed to get detail like this
Did most of it in Blender ngl
Hammer is just for piecing bits together and adding smaller reusable details around
he's so cool
Such a fantastic looking map. Makes me want to see it in a singleplayer campaign
Haven't came up with a name for this track yet
Supposed to be a "dream" version of the starting area of the game (which is a washed out, corroded, and gunked up city that was once NYC. With the regular weather being mostly acid rain and/or heavy lightning storms)
is it bad that I think that the leading samples are actually jarring?
like the high frequencies or the sounds themselves
the sounds
I don't really have an issue with high freqs
there's just something jarring about them
the rest of the track is pure sex though
I actually half expect it to break into full d'n'b blowout at the end of it
maybe even breakcore
that was the original plan, however I soon realized that I fucked up the delay for the lead synth
hence why it's slightly off beat
I've adjusted the synth to not peak (thank fuck) and while I was at it changed a few things around and added more now
now I'm not sure if I should keep with the chill vibe with an occasional speed up, or just stick to the original track idea of having a soft D&B loop in the BG instead
okay this is fucking GOOD
Holy shit I cranked this out
banging
do you have anything against it being used in mods for other games?
with credit ofc
just asking in advance
I'd say wait till I finish my game, or when I upload the OST somewhere so you can link to it 
yee

👍
Put it on a vinyl
anyone good with blender, how the heck do I get rid of the noisy effect blender gives translucent textures?
Possibly something to do with light bounces, but you can also just use denoising
Or just up the samples
Yea i'd check sampling first
hmm
bumping up the sampling to 5k did it
well, i can still see it
but I can actually see whats on the other side now
yup this looks good, thanks guys
most of the time
OH
that's the AO
also WHY ARE YOU using CYCLES
for NPR?
my brother in christ use Eevee until you need to bake things
This is eevee
AO is off though
And then revert to using Rust for your codebase
that oughta fix it up as well
no wait
Assembly
amazing
even better
Eh close enough
Tree
Trying to figure out what the best approach for modelling and texturing them would be so this one's just kinda a rough wip.
This is as far as it goes.
I can see why people use things like Speedtree for making trees.
do it N64 style
Nah.
I usually just use the Sapling Tree gen addon for blender for making trees
It's trying its best, OK?
make a super low res texture and then no one can see the uv seams
is it possible to create perfect hitboxes on a model based on mesh collider in unity?
Its very expensive
ok thx
vibein
What happens if I stick out my tongue and try to catch some droplets
You will most likely die
Well
if your tongue doesn't slosh off your mouth from the chemicals in it
Wip theme for said first area
updated the rain
Video (Gameplay) is all in engine (Godot 3.4.3)
Art and assets all made by : Me (CassyDaBean)
Music composed by: Me (CassyDaBean)
Some stuff from an imsim that I've had on the backburner for a bit
development is a bit up in the air atm but wanted to show anyway
Stump.
With bad uvs, and bad geometry.
(This stump is mostly just to see if texturing a tree or tree stump using a trim sheet is a good idea)
Stump in engine.
no I tried to optimize the track by using planar decimation in blender, but that messed up the lightmap uvs creating this
blue thing
john ward disease
the obelisk
John's upset that I'm not working on the faith levels as much so he's infecting the other levels

So much to do
so much to see
So whats wrong with baking the backlights
I'd suggest approximating with spheres and boxes, you can get pretty close
I tend to use a low poly model for the collision for 3D game
Like it just has the rough proportions of what the character looks like
Ik I just uploaded what this area looks like in the OST sample, but I wasn't satisfied with it fully. Now I am.
File too beeg so I had to upload it to YT
I'm never satisfied when it comes to minor adjustments in graphics
No thats clearly lead
The lead like genre.
strand-type game
"Death should also be fun" is a good idea. This can be even further developed by making animations that play when dead hero hits the floor multiple times, different "secret easter egg deaths" in some areas.
Definitely! I'll look into expanding the different animations that play
make the floor texture bigger
I might just make the menu appear instantly since it's off to the side anyway. The rest of the effects would just fade in if you want to wait
is resume the respawn button?
nevertheless you should have a key like press e to respawn
Finally hit the point in my project where I'm destroying all my nice OO code to get shit working
ayyy
So we've got it set up now that there are 2 seperate apps for server hosting and the client.
The server hosts after chosing a map and a few basic gamerules
The server then starts up the scene with the map in it, and as clients connect it loads the same map in their version
Server view vs player view
noice
Won't have as much time to work on the game anymore though because my summer class (Calculus 2) is starting
MAN

After much hassle in code trying to time things out, I got something good.
that run anim btw
48 mf frames of pain
is this not working because im running quake 3 arena? i dont know if there is difference.
hold on
should embed
yes
isn't it supposed to load right into the level
are there seperate compilers for each quake or something? im using the compiler from a quake 1 tutorial
if so where can i get a quake 3 compiler
I don't know but with that command prompt says you're missing a file or two
are you using trenchbroom?
yes
huh
I'm not versed in it at all sorry, but did you check to see if it's exporting for Q3?
instead of like Q1?
i dont believe there's an option
unless you mean in trenchbroom in which yes i am in quake 3
strange
ah ok yeah just use the compiler for Q3
I'm pretty sure that's your issue
where though? i dont know where to find that
lemme check I spose
i've searched online and all that it pulls up is the trenchboom download page
Q3Map2: Like mom used to make.
here's one for q3
Q3Map2 has now been integrated with the GtkRadiant Project. Windows, Mac and Linux binaries for both 32-bit and 64-bit systems can be download from the project page. The Q3Map2 source code is now available through the GtkRadiant GitHub Repository.
Official Support Forum @Splashdamage
Current stable version is 2.5.17
Q3Map2 is a BSP compiler for ...
click the first image in the logo to go to their downloads
grab the one for your os
thank you
No problem
what in the name of god is this compiler

