Looks soo good, unfortunately I'm not savvy enough to understand even half of this :(( May I ask how you learned to make materials or write shaders? How did you learn Godot and what experience did you have with programming prior? I'd love to be able to make thruster VFX like yours one day or particles like this.
Ah I was also wondering how I was supposed to have larger glow, just found out yesterday that it's configured by 'glow' section of WorldEnvironment node. I had to adjust glow's blend mode to addictive to make this stronger glow, and set material emission color to raw mode and set value higher than 1. will try applying to turrets on ship but it didn't had good external progress as I entirely overhauled how turrets are modeled! will try to update about it soon. For thruster that was quite long, I'll try to record about it soon too!
I didn't used ISO file so it could be different (bought old ps3 just to rip acfa). Baseline idea is launch game via Interpreter for both CPU tab's PPU Decoder & SPU Decoder. Then when game works - stop the game, reset both back to llvm. You might want to set 'Write color buffers' on GPU tab and 'Read color buffers' on Advanced > GPU too for ingame AC color fix (Temporarily disable Read color buffer for few rank battle that crashes). Also silence all logs on Advanced tab when game is working fine, cause it create huge log that destroys the sd card.
@@jupiterbjyThanks for the reply. When I look at the log when it does not start, it says "failed to lock sudo memory", but I am not sure how to unlock the memlock restriction.
@@happos11 uhh... seems like installation had some issues, how you installed it? EDIT: seems like you need to at least run RPCS3 once in Desktop mode. Since you need to change those previously mentioned settings anyway try that it in desktop mode too. Don't forget to make it custom configuration if you plan to play other RPCS3 games!
Nice progress :D The music is on point as always lol. I really like your thruster VFX btw. Maybe it's just my imagination but did you change them from last time? They just look so good and I don't know how you did it, especially with the way they ramp up at 1:14. edit: I should've looked at the description first but really great job nonetheless. I'm looking forward to this
Aye thanks! And yup always record dozens of times with manually playin song background, trying to match the vibe of song in one & clean recording but it's so hard to do when ship has no KSP like SAS yet! Ah yes I totally overhauled exhaust too! I forgot when writing desc lmao. It's actually almost a rewrite of shader + internals to scale it. - Now noise texture is vertically stretched(3 times iirc) so it no longer looks like a sponge - Now use Truncated cone shape instead of Cone. This allow inside of nozzle looks like 'Flashlight' as real life engines does. - feathered edge of exhaust mesh in shader. previous one was too sharp! - Now exhaust length is adjusted by shader parameter that 'pulls' tail color & fade point closer to exhast mesh's head position. Previously was scaling the cone mesh itself! These has quite a bit history behind it because of: RCS. Due to change in how RCS is modeled now Cone doesn't render the section which are inside of RCS nozzle. Had to force switch to truncated cone so entire exhaust mesh is outside nozzle, ultimately led to better plume!
This maaaybe or certainly too much information, but for context why RCS mattered for exhaust - RCS hole in previous Video (hard to see tho) has holes drilled at ship model itself, which was: - more complex to add heating effect because it shares same mesh with ship - hard to change RCS position - changing RCS model was pain (Game will have multiple RCS options as upgrade) - messed up surfaces and normals around rcs hole during boolean subtraction Therefore I went to create separate RCS Model and utilize Stencil buffer to fake a hole on surface - but godot doesn't expose stencil buffer yet! (looks like support for it is merge-approved yet pending for merge, not part of Godot 4.3) Instead went to utilize Godot's rendering order (Opaque -> Transparent), marking entire ship material 'Transparent' (despite it has solid color), added cover on RCS with another mesh and gave it SCREEN color in shader. Since Opaque renders first, that cover mesh gets the SCREEN color of RCS Nozzle since ship is marked as 'Transparent' and is not rendered yet. This workaround however leads that inside-nozzle part of exhaust cone not to render as parts inside the nozzle is overwritten by nozzle cover that sits closer to camera. That forced me to use truncated Cone that entirely sits outside nozzle! Well at least thanks to this now I can place RCS anywhere I want ingame without modifying models! No way 48 RCSs on the container ship(no container yet in this video) would worked on blender with low poly model I made, haha
That music sync though xD 0:19 I feel like there's too few space games with cool point defense systems like laser turrets or autocannons, so I'm eager to see how you will develop those. Beautiful skybox btw
Kinda drifting if I should go FTL-style art & game style(power unit, damage unit, whole ship share hitpoint, etc) or Children of a Dead Earth style realism, wish I had more time to try both way. Only decided is that overall game progression will follow FTL's though. Like map navigation and shops etc. Mostly combat section and in-ship stuffs will be major differenciate points. (i.e. using lightweight LLM to chat with ship's AI to give more cotana feeling, or even ability to run that function off the game as ondevice not-so-performant assistent!) ... with some QoL factors so that we don't have to restart game too often when there's no good weapons or systems in Shop or random drops. Heard Lies of P has such that it boost drop rate for items player needs. And btw PDCs are exactly why I'm trying to make one, after 'wetting the pants' watching expanse series haha
Already am! But I don't think I can finish it until least a year due to limited time I have.. There's probably new vid where this turret is used if you're cursious of (nonexistent) progress.
Haha, thanks! Good to know there's someone who missed this game. When this vid was made I only had 3 mins before deadline, so quality of game shown there ain't good enough. Those are improved quite a bit at version 0.3a! Which correctly implements electric gun and implements item system(partially). I probably had 0.3a vids somewhere in my channel - but for detail on how to play this partially done abomination - check the repo! github.com/jupiterbjy/OpenAT/tree/main
@@jupiterbjy I love this, but I also love the other two non-candy crush type games made by Enkord, Jam XM and Clash n Slash. I tried the android version of Armada Tanks for now and I must say it's running beautifully, but is there a reason why movement is with a joystick? You can only move in 4 directions in this game anyway, so why not have an arrow keys layout instead? You know, I would love a mobile version for Jam XM, or at least an unlimited FPS patch like you did with this game!!
@@cd3mastery Oh that movement joystick was purely just because I literally copy pasted code I used for physical controller due to scarce time I had. I was also thinking it was kinda inconvenient - and welp totally forgot it due to life stuff, currently like sleeping 2 hr per day for over month now haha, (**dead inside**) Sooo If you have github acc, would appreciate if you leave an issue there about replacing joystick to 4 way arrow button, and bump it up whenever I seems to have forgotten! Since there was (sorta) breaking change on font system from godot 4.1 to 4.2, expect about 2-weekend long update as I don't have time in weekday!
@@cd3mastery and btw this company uses their own format for everything - font, model, script, texturing, etc - 90% time of project time was for deciphering this, so idk if I have time or is mentaly prepared to reverse-engineer other of their games into godot, almost like a phobia sadly! if those games require simple control, it might work inside winulator too!
still far from complete, just implementing joystick myself took quite a bit of time! Probably will consider own contents after finishing some missing features!
life stuff hits hard, never expected I'd sleep like 2 hr per day yet still running out of time. Feel free to leave issue on issue page if you have any about missing stuffs(since I now kinda lost track of progress) or content idea!
I always thought he landed without a problem. It's just that PS2's resolution was potato and the TVs we used were not high res either. But the narration kinda made you to believe that he disappeared into thin air.
aaaaaa I want to play so bad (´• ω •`) but I only have a phone... I might learn programming just to make a native Android port of this!! congratulations on the project's success, I remember when you showed the original demo of this as "armada tanks at home"
Aye thanks! and btw I have test android build also uploaded on github, probably around section 'how can I play the game'. Will be adding joystick control soon(ish) within week, but you can probably play with keyboard and mouse on phone right now I think! I literally started project to play on my Fold4! literally has similar resolution! so I can guarantee you it onscreen joystick control will eventually come! (and few or a lot of font size might be messed up as godot 4.2 changed font scaling - still fixing that one)
@@jupiterbjyI do have a PS5 DualSense on hand! I must play the controller build when it comes out, thank you so much (☆ω☆) I have a Sony Xperia 1 III, by no means a foldable, but I think the screen size should be adequate
@@re4796 Managed to implement controller control (which still need mouse or touch to navigate menus) However touch control is still overlapping with cursor control so gimme one more day!
@@jupiterbjyI'm having much trouble downloading it on mobile... I don't see an instruction section on the GitHub, do I have to download the .exe even if I'm on Android?
At the time of clear, many were making incorrect guesses (like no resupply bs - which I intended to prove with this vid), still not sure what actual requirements were but this was the most reliable way I found
I think bonus pay is the most important thing on this mission. On my first try doing your method, i do exactly what you do and i got a rank. 2nd try i kill even more enemies and destroy all fuel tanks and got s rank. Of course you need a good repair and ammunation cost but the diference for me was bonus pay, because i tried dozens of times before and i got always a rank even with better repair and ammunation costs
@@Americosalpicao Did you timed your runs? It may be the time + bonus + killing all the fuel tank, as killing all enemy does not give S, while not killing anything but fuel tank also don't seem to give S rank. You'll see similar s rank requirement mission later, which also seems to have multiple factor combined for the s rank Thats why I ignore enemy after resupply until destroying reactor first then killing during dialogue so I can save time as much as I could
@@jupiterbjy i dont think time afect to much on this mission. I do some tries doing fast as i can and taking less damage as possible and did not work for me. This game could be more clear to tell you what you need exactly to get s rank
@@Americosalpicao for what I see thru almost every mission is, ammo cost and repair cost doesnt affect much, I even had my ac trashed and got s ranks on some as long as time was good. This kind of s rank criteria mystery with added inconsistency was so confusing compared to ACFA..
i believe he landed and just went back to normal life after the war, but many people only knew about the legend, the demon lord of the round table, the plane and such, and didn't know much about the man himself who flew it, and will never know, a seperation of the man and the legend
something greater is about to be released! (about 80%) full reconstruction of actual armada tank! will let you know when it's done! you can check progress(sort of) here: github.com/jupiterbjy/OpenAT
@@maxiify ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-5v0qzULyCdM.html Managed to finish reverse engineering resources, and actual game finished about maaaaybe 70%~80%. Still long way to release but I think designing on-demand resource loading process will help us actually distributing at some point without copyright issues.
wow those are some impressive dodge. I will definitely try staying on top of Snail during that p2 laser. The part where (after Snail 2 charge laser) you jump and dodge that 5 plasma shot is also impressive, I always get grazed by them. Definitely learned a lot !
Oh I died there like dozens of time, you will get better and better facing that bastard! Kinda wish I didn't missed a pilebunker at phase 2, missing that messed up what I practiced in trial runs haha. If you practice enough and don't miss the pilebunker I missed - you can actually just stun lock him at phase 2! Songbirds stun > pilebunker > songbirds when boss's stun is about to end > pilebunker.. So satisfying!
I'm not trying to enforce any idea if he touched down or not - as described in description, the point is: he didn't disappear after cam angle change! What insult I got was something like this: "He disappear after cam rotates. You didn't even play game." And this was enough to proof that person wrong, haha
wow, yt somehow actually show random videos haha hope you're doing good! currently kinda messed up in life due to graduation project & job applications. Miss old days! hope brodie is doing fine too!
@@ransan such a wonderful(and weird learning curve) game that is, couldn't help but to make guides for AC6 at cost of my sleep and delaying works. That lead to current insanely busy status , though. Rookie mistakes :/ Things might or might not ease out around December.. hope I can return to amazing people on discord again!
Damn, i was hopimg for a light build with no future unlock weapons. I had restarted and beat baalteus on a nachtreiher with dual starting missile launchers and dual haldemans and boost kick. Doubt I can s rank that though
@@jupiterbjy i used laser handguns and plasma rifles on my run and targetted the exhaust. It was a battle of attrition. Didn't know you could force fuck him in the mouth like you did.
Of course he landed, but they spent the whole game descibing him as somekind of otherworldly Demon (Even if you follow the knight path) and so they decided to make him disappear in the landing scene to underline his demonic presence and abilities... He went down (or up) to earth, saved the world and then returned to his realm, his mission fulfilled, never to be seen, heard or talked about again!!! And then there is the more humane option: They don't show the rest of the landing because no one knows what happened with him afterwards... The man was betrayed by his best friend, lost two teammates, fought and won what was, in fact, a Nuclear war, so imagine the atrocities he witnessed during that time, hell that was the reason Pixy betrayed him, so of course Cipher retired and disappeared because if he had kept piloting he would have had to kill more and, yes, that would have made him more accomplished than any other AC MC, but, by then he would, in fact be a new Mihaly... So, Demon or not, he and Blaze were the most human of all AC MC's, they retired!!!!
Difficulty definitely is a bit low side here for sure, maybe due to the fact that player went thru the most high amount of Bosses(Chatty stick, Carla, optional V.II, Smart Cleaner, Balteus) in finale among all 3 endings. And also the mission itself not being NG+ makes such difficulty scaling bit more plausible as loadouts are limited. Lore-wise though, I have a different (maybe overly dramatic) plot in mind! Walter was so shocked about 621's choice and couldn't think straight - become furious of the betrayal and death of his friend(s). During fight, he hears Ayre's voice and get even more furious, trying to shut the fire(Ayre) off for the last time. He therefore went full on to make 621 'pay the price' but since he's engulfed in anger and not sane enough, he made poor tactical decisions and moves - losing to 621. As he charges weapon in fury even after his AC destroyed - his head cooled, remembered the conversation with Carla: "I think 621 made a new acquaintance." ... "It is 621's choice to make." "Even if that choice contraries to our acquaintances' ?" After remembering that, he realizes that Ayre is 621's new acquaintance, and 621 made a choice as Walter himself said - a contrary one Carla asked as What-If scenario. Walter sees his choice to continue the will of his acquaintances is no different from 621's choice to go with Ayre. He accepts the 621's choice, finally answering what Carla asked before - finally setting 621 free from leash.
Boss have you tried dual laser handguns and light wave cannons? Needed a little bit of getting used to but can totally destroy iguazu and volta. Tried it against ayre and got curbstomped, havent yet with walter or sea spider but I bet it will work on sea spider
Do you mean VE-67LLA? If so, it's after the mission 'Destroy the Ice Worm' iirc. I don't think I ever received something from S-Ranking a mission, correct me if I'm wrong though!
@@deusexmachina9743 that hard lock thing where your AC auto track and turn to look at enemy - R3(right stick click) in controller but not sure what it is in mouse control
@@deusexmachina9743ohh, that must feel super counter-intuitive, you still have to attack with mouse click but should not move the mouse for auto tracking?
I guess with the combination of graphic limitations at the time AND the narration implying that no one knows what happened to him, it made it seem like he just kept flying.
Maybe bandai namco expected that graphic issue so they used camara angle and pixy's conversation let the gamers think that cipher just disappered to the sky
Actually by default this is single player only, but during apirl fool few years ago, dev added multiplayer release channel(Which you can select in steam per-game property). iirc only single server "existed" for 2 weeks but not sure if it's still up or not. Would still 100% recommend tho!