CSLR

CSLR

@venitstudios.bsky.social

Worlds #1 worst solo dev itch - https://venitstudios.itch.io/ youtube - https://www.youtube.com/@VenitStudios

266 followers91 following3.9K posts

Been watching a streamer friend play galactic racer lately and god damn the game looks so good and actually feels fun to watch I actually want to buy it now...

nevermind what the fuck is this UV map 😭

CSLR@venitstudios.bsky.social

Gave the wendigo model a party hat to celebrate the 10 year release anniversary of titanfall 2 (2 days away!) gonna work on giving the model and materials some TLC as well :)

Gave the wendigo model a party hat to celebrate the 10 year release anniversary of titanfall 2 (2 days away!) gonna work on giving the model and materials some TLC as well :)

i have been slowly chipping away at making a new wendigo model but it hasnt really gone anywhere, all of the models are gonna get replaced eventually anyways but for now im just gonna try and clean this one up

oh boy i'm starting another project again! this was something i've been wanting to do for a bit but has the catch of actually being centered around automated troop behavior and such, which will legitimately force me to explore something i've wanted in deadzone for awhile

nothing like implementing a whole ass IK system just to do this... on the bright side it laid a bit of ground work for something else i plan to do, so thats good ig

i should mention its a *first person* IK system, which meant adding in a first person mesh which was a whole thing. just using godot's standard skeleton mod IK nodes for this.

not entirely sure where the design is headed but i'm modelling out an idea for the EXP rifle (equiv. to titanfall/apex's charge rifle) vaguely based on the original phoenix design now that i'm much more experienced with modelling than i was #blender #b3d #gamedev #indiedev #solodev

I feel obligated to mention that I do plan to have some larger scale testing going on in the coming weeks, hopefully with some solid gameplay footage. after that, I don't really have a plan potentially another major codebase refactor though 🙃

CSLR@venitstudios.bsky.social

Did some play testing tonight and holy god one, it didn't completely blow up in our faces, which was surprising given I rewrote most of the player code and hadn't done any testing since June two, there seems to be a serious flaw in my networking code three, what was broken was funny.

Did some play testing tonight and holy god one, it didn't completely blow up in our faces, which was surprising given I rewrote most of the player code and hadn't done any testing since June two, there seems to be a serious flaw in my networking code three, what was broken was funny.

but this is why you test things And honestly... The game is in a better place than it was a few months ago, playing wasn't a complete nightmare. With that said, I feel confident in the direction it's headed and 2027 is hopefully looking to be the year.

not gonna lie, after all of the issues i've experienced with 4.8 so far i think the non-allocating raycast queries make up for it.

Semi annual reminder of that time I got into an "argument" with the hackaday official bsky account still my greatest achievement tbh

Hackaday@hackadayofficial.bsky.social

Ah yes. The Ferrari The Ferrari.

update to this stupid saga seems to be related with the "game view" editor feature, doesnt happen if the feature is enabled but it happens if its disabled. that leads me to thinking its an issue thats part of the PR i linked after all 🤔 i cant be bothered to set up everything for a debugger tbh

CSLR@venitstudios.bsky.social

seems like it started explicitly with dev7, which is kind of problematic... i could POTENTIALLY roll back to a commit prior to that PR being merged, or potentially roll back my branch to dev6 if anyone has any meaningful talking points here's my GH issue github.com/godotengine/...

on like month 3 of my side project and i've gotten basically nothing done on it since i've been working on other things in other news the ECS is taking shape. not GREAT shape, but shape nonetheless.

This breaks a lot of plugins actually I hope some backwards compat gets added 🙃

CSLR@venitstudios.bsky.social

well, fuck. ambientcg plugin got borked cause they removed main screen plugins in favor for docks

CSLR reposted

We at @ahwoo-official.bsky.social and RocketWerkz have made the BRUTAL Framework, that Ludeon have used to make their engine to power RimWorld, and us Kitten Space Agency, open source and free to use. Our industry is rotting from the core out. We plan to change it. www.reddit.com/r/gamedev/co...

reddit.comFrom the gamedev community on Reddit: Introducing BRUTAL | A free C# framework that helped RimWorld make its own engine and break free of Unity. Now you can too.Explore this post and more from the gamedev community

sorta big breakthrough does NOT happen if running embedded in the editor through the game tab also does not happen in dev5, potentially stems in dev6 with github.com/godotengine/... if that is the case... shit

CSLR@venitstudios.bsky.social

not entirely sure what exactly is happening here if im being honest however the game either entirely stalls and doesn't update at all, then crashes entirely. it MIGHT be an issue with the debugger, but it still leads to the same result heres a better video of the behavior..

gonna try reverting back to a commit between dev6 and dev7 before the mentioned PR got merged in... if that doesnt work then im just fucked i guess

it crashes when debugging.. wtf??? i can't navigate the remote scene tree at all, which is KIND OF IMPORTANT

CSLR@venitstudios.bsky.social

the move to godot 4.8 dev 7.5 or whatever the hell we're calling it has been sort of smooth, not entirely sure if i'm gonna start using a lot of the features immediately though

the move to godot 4.8 dev 7.5 or whatever the hell we're calling it has been sort of smooth, not entirely sure if i'm gonna start using a lot of the features immediately though

CSLR reposted

People often ask if I'm just 1 person or a team; let me introduce the team!

CSLR reposted

🥊 Party brawler 👥 Up to 8 players 🎨 Monsters, freaks & boomers 💣 Bombs, chickens & kicking 👊Knuckle Creek launches 29 October on Steam!👊 Buy it and save us from starting a band, launching a podcast or becoming LinkedIn thought leaders.👇 store.steampowered.com/app/4652930/...

update, that helped to a degree but didnt fix the issue entirely. gonna need to rewrite all of this eventually anyways, implemented a different solution to fix the issue "for now" (if there is such thing) until i find a better way of handling inputs over the network

CSLR@venitstudios.bsky.social

i think i just fixed a long standing issue by changing an rpc's transfer mode from reliable to unreliable ordered means i am probably going to drop inputs at some point, but its on a function that gets sent semi regularly so i dont think it matters too much

tl;dr the just-pressed inputs would sometimes get missed since the client could send inputs out of order or sometimes just miss it entirely so jumping was inconsistent even under little to no latency

i think i just fixed a long standing issue by changing an rpc's transfer mode from reliable to unreliable ordered means i am probably going to drop inputs at some point, but its on a function that gets sent semi regularly so i dont think it matters too much

went down a rabbithole today, didn't really get the results I wanted but I got some systems in place *I guess* but I need to rethink my approach here I may take the time to test the game and refine what I need to then work on moving the game to a more split server-client architecture..

CSLR reposted

As sinful as it is, I'm so proud that people point out visuals and attention to detail in the FOLLOW THESE STEPS demo. Because *I* did it. Little ol' me, by my hand, by my head. With whatever skills I do have. No soulless clankers, no mechanical idiots. Only this meaty idiot. #gamedev #indiegame

CSLR reposted

Today I learned how sky shaders interact with directional lights in Godot. It would be crazy if I had a reason to do this #godot #gamdev #shader

i may need to open up to semi open play testing after all... was gonna do it with a few friends but 2 of them are pretty much out for the rest of the week and i'm on a kind of tight deadline

CSLR reposted

NASA released a bunch of 16 and 35mm film engineering footage of the Artemis II launch today. Naturally I knew what I had to do with it.

trying out the white set and yeah.. i don't really know how to feel, the light pack fits better with my UI style but doesn't have much contrast might just revert back to kenney's then possibly find another input prompt pack

CSLR@venitstudios.bsky.social

moved over to a new inputs icon pack on frontier deadzone and i'm realizing i don't really like it as much as i would, at least i went through the effort to make a new event to icon mapping system 🥲