I love making and playing games. I worked professionally in the game industry for about 10 years on titles like Ghost Recon Future Soldier, Far Cry 3 & 4, LawBreakers, Radical Heights, and now I've gone indie, working on my first solo title: Fist of the Forgotten. I post stream highlights, game clips, tutorials, and other misc. stuff here. Some of you may know me from the 90's Quake series mods, such as Digital Paint: Paintball 2 (which is still live, by the way).
So sad seeing these servers empty when its not Saturday. I remember playing this for hours but having to WAIT to get into the biggest servers. Crazy realizing how long ago it was and that you made it... how old were you when u worked on dpb2? howd u do it? was it porting over stuff from paintball quake 1? textures? player models?
I was in high school when I worked on it. I think I was around 16 when Paintball 2 first came out. I also worked on the Quake 1 paintball mod, so a lot of the assets were brought over to Quake 2, then I had to re-do all the Quake textures and such to make it completely standalone after the Q2 engine source was released. Also made a bunch of engine updates and other things.
Was the problem more that both would pull at once and kill momentum, or more like the interface of firing one or the other felt too confusing. In theory it definitely sounds so cool but I can see it being unnecessarily tricky to get to feel right
Not so much killing the momentum as really restricting the movement. For example, if I grapple onto something I can swing around it in a number of ways. If I grapple onto 2 things, I swing in a straight line. Imagine a rope swing vs. a hammock. Hammock just rocks back and forth. Rope swing, you can go any direction.
Currently only Quake1 BSP files are supported, but support for other formats might be added in the future. I think I saw another Godot importer for Source BSP files, but it might have been for Godot 3.
I’m not totally sure what having two grapples would give the player that one grapple doesn’t already accomplish? Especially winging between two buildings seems rough with one mouse unless you pull some real interaction wizardry.
My thinking was that it would make it easier to swing in places that don't have stuff directly above you (like between 2 buildings), but with a little air control, you can swing off the side of things just fine, and I don't know that restricting the air control to make the 2nd grapple more useful is a good design choice.
@@jitspoe Another thing to consider is how much time would it take a player to learn how to use 1 vs 2. If this is not a core mechanic and using 2 would be a big learning curve, it also probably wouldn't be worth it.
That awkward moment when I am trying to get into Godot, and have watched your video many times to repeat the lessons, and remember them and suddenly now your video is on both of my monitorrs... Nice Vid though, short easy understand, and SHOWING THE CODE..
Dear Jitspoe, I hope this strongly worded letter finds you well. We're eager to see Digital Paintball 3 developed and suggest exploring NFT funding options for its creation. We believe careful integration can align with game values without compromising integrity. Perhaps we all are looking for LoVeRs digital trading card... Thank you for considering this proposal. Sincerely, Not LoVeRs
Also, since most of your income comes from streaming and donations instead of games sales. Wouldn't it make more business sense to make your games free (maybe open source?) to increase visibility and popularity to drive even more revenue towards the part of your business that is more profitable?
That wouldn't be viable at the moment. I do have some free games, but they've always cost more than I've gotten out of them. Hoping once I complete a larger game I can bring in enough cash to keep doing the indie thing!
I've got another video about it, but I can't monetize on RU-vid because I had an adsense account banned over a decade ago for an unexplained reason. :(
I did the tutorial and it works! However I would like to learn something else. Suppose I have an options menu in my game. I would like to be able to select the language I want to play in from the menu itself, by pressing a button. By doing so, the game would switch to the selected language. Once I close the game, I would like it to remember the selection I made. Finally, it would also be nice to have a return to default button. If that were possible I would be very grateful to know how I can do it. I am learning Godot and everything is new to me. Thank you very much!
Hey, you can do this by calling TranslationServer.set_locale(). Then in your menu, you can have buttons that specify the different languages. To store the values, look into the ConfigFile class. Makes it really easy to set and get values stored to a file.
isnt the way you do latency compensation very succeptible to cheaters who basically can move the player hitbox where they want to? Csgo has/had a similar system wher hackers do exactly that... i think
I looked into it and its called "backtracking" in csgo cheater circles. And they use it along with fake latency to increase the "hitbox" of enemy players... So it might just be csgo specific
@@teron281 Looked into it briefly and it seems CS:GO has multiple hitboxes for a window of time rather than just having a single rewound hitbox. With a single hitbox, I don't know that there'd be any advantage to faking lag.
I wish it would work for me too T_T added the csv, let it generate the translation files, added the files in project settings, set text of a button so it contains a key and what happens? nothing :) Godot can be easy if you know how something is done. But its often not robust at all :( Edit: Okay, I just found out that the tr() method or the text of a button must ONLY contain the key and no other text, else it does not work. Man this is stupid ._.
Sometimes different languages handle things in different orders and such, so it's important to have the whole string translated as one, and if you need to mix things together, you can use string formatting with parameters.
I was using workbench at one point, but something was wrong with it -- forgot what. Also, you typically want some antialiasing if you have sub-pixel details or angled bits, otherwise it looks janky.
I love the condensed format! The next thing I'd want to learn here is how to bend the mesh along a 3d curve or something like that. I.e. how to use a bit more complex external "non-mesh" data in the shader. And then see how the mesh changes as the curve is interacted with.
In the end, it's all math! Just have to figure out what the math is to generate the curve you want. Alternatively, you can actually use an image if you want to do something more elaborate. You can read a texture within the vertex() function and use that to alter the vertex positions. Great for making leaves rustle in the wind and such with a noise texture.
@@jitspoe Ah, yeah that's true. I suppose you only need to send in the control points and then calculate the curve from inside the shader. That's probably how to do it.
Very well done video. It managed to give just the right amount of information in under 7 minutes. Other videos would have spent well over half the length of this video just regurgitating random boilerplate knowledge about shaders that anyone could guess. Much thanks from a beginner and you have earned a subscriber!
a 2fer in 1 week, nice! always pulling for you, and i know you're going to crush it in the end. you're such a decent (sorry, had to) guy and love what you're doing!!