DeGhost

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DeGhost

DeGhost

@1DeGhost

Haha, gamedev. /Working on first-person-slasher/

Katılım Ocak 2019
262 Takip Edilen585 Takipçiler
DeGhost
DeGhost@1DeGhost·
Dudes now can run in more than one direction (and look aswell! 1!)
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DeGhost
DeGhost@1DeGhost·
@AveryBDSUF Cryo archive is cool, liked a lot the way you need to exfil from there. Control room is pure stress with constant third parties
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DeGhost
DeGhost@1DeGhost·
Got a blue screen of death recently, thought it looked cool as light source
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DeGhost
DeGhost@1DeGhost·
@styrbo_ Sorry bud, balls had to go
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DeGhost
DeGhost@1DeGhost·
Adding sprites to make impact more... Impactful.
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DeGhost
DeGhost@1DeGhost·
@_sukharev_ Drew multiple pictures, slapped them into single animated texture
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SUKHAREV
SUKHAREV@_sukharev_·
@1DeGhost how exactly you make it look like it with sprites? sprites are images right?
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DeGhost
DeGhost@1DeGhost·
@oopsallsolace My approach was straightforward - each weapon has its own player's hands. It's good enough if you having a only a few weapons. Btw godot likes to just ignore the last bones, that could be an issue
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MR.SOLACE
MR.SOLACE@oopsallsolace·
@1DeGhost For some reason it doesn't want to work for me, but for context I wanted to do a source-style arm thing where the arms are shared across all guns It works fine in Blender but in Godot it's facing downwards. I also have a weapon bone (rig) and using a BoneAttachment3D in engine
MR.SOLACE tweet mediaMR.SOLACE tweet media
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DeGhost
DeGhost@1DeGhost·
@oopsallsolace Simplest approach for me was to slap the gun onto hand as if it was another bone. So technically it is part of the arm
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MR.SOLACE
MR.SOLACE@oopsallsolace·
@1DeGhost This is great! Side note, could you enlighten me about the hand animations? I'm struggling hard with them on my game because the weapons are always misalligned when testing in game, but look completely good in blender
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DeGhost
DeGhost@1DeGhost·
@aut0sleeper Some time before I tried to make them connected, but it end up being quite bad practice for the fast paced gameplay - while it was more "realistic" it also felt very hard to aim with. Though it would be kinda cool for the games with slower gameplay
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DeGhost
DeGhost@1DeGhost·
@aut0sleeper As you shoot - model plays recoil animation. Actual "bullets" (which are simple hitscans) working separately from the gun model. There's no direct connection between animation and actual recoil
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DeGhost
DeGhost@1DeGhost·
@aut0sleeper Aside from having simple recoil animation for the model there's actual recoil. Without getting into details it is basically "more you shoot - less accurate you are"
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Chapterhouse'sAutoSleeper
Chapterhouse'sAutoSleeper@aut0sleeper·
@1DeGhost looks great, is the recoil just an anim you made or is there something procedural/code driven going on there?
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DeGhost
DeGhost@1DeGhost·
@IndieGamesWTF Yep. But they're kinda very simplified for faster development process
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DeGhost
DeGhost@1DeGhost·
A cursed footage of the third person view. (it was designed to be played from the first person)
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DeGhost
DeGhost@1DeGhost·
@Ashishhx_ Currently not. I'll make a sort of a demo in some time in the future, but for now there's a plenty of things to be worked on
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DeGhost
DeGhost@1DeGhost·
@Pixelates_Slide It is a placeholder and they won't be like this in the future — not quite the voice and tone I'm aiming for, but good enough to be used for a while
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Pixelates_
Pixelates_@Pixelates_Slide·
@1DeGhost Love how it sounds like payday 2 medic
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DeGhost
DeGhost@1DeGhost·
@whyyyymel Via blockbench. Probably not the best option (Making first person animations there is kinda nightmare). Should've been using blender though, blockbench gives me headaches when it comes to complex stuff
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whymel?
whymel?@whyyyymel·
@1DeGhost animations are great! are making it?
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