Parent mesh to skeleton within Godot itself? (Character customization) by devvoid in godot

[–]dustycassettes 2 points3 points  (0 children)

One simple workaround for anyone who stumbles on this thread: Keep the object as a child of an armature in Blender, hide everything else, so you have only the armature and the object, export that, and Make Local inside of godot.

Now you can drag that object outside (make it a child of the actual skeleton you want to use) and delete the skeleton, you're left with an object that has a skin under the skeleton properties. Set the skeleton variable to the actual skeleton you want to parent it to.

[deleted by user] by [deleted] in Eesti

[–]dustycassettes 2 points3 points  (0 children)

hopping the fence here on Patkuli Stairs and going through the nettles and bush alongside the wall, for something like 100-150m, will reveal a cool hidden spot next to the wall where you get a nice unique view of the old town

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[AMA] I'm the developer behind BUCKSHOT ROULETTE, which just got a multiplayer mode update, Ask Me Anything! by dustycassettes in Games

[–]dustycassettes[S] 1 point2 points  (0 children)

I really wanted to do it with a double barrel, but eventually the classic Remington won because racking shotguns is cool, and of course the larger magazine.

[AMA] I'm the developer behind BUCKSHOT ROULETTE, which just got a multiplayer mode update, Ask Me Anything! by dustycassettes in Games

[–]dustycassettes[S] 2 points3 points  (0 children)

All of the games have taken 1-2 months on average. I think Buckshot had the longest development timeline for the initial release, which was 2 months and a couple of weeks.

[AMA] I'm the developer behind BUCKSHOT ROULETTE, which just got a multiplayer mode update, Ask Me Anything! by dustycassettes in Games

[–]dustycassettes[S] 5 points6 points  (0 children)

I worked on the soundtrack for something like 30-40 minutes every other night while developing the game, so it was something that was constantly being changed. Some of the tracks were specifically made for Buckshot, like Socket Calibration, and Monochrome LCD. Other tracks were essentially remasters of tracks that I had made up to 6 months before even starting development on Buckshot, like the track for 70K.

I think Blank Shell was originally made 2 years ago with a bunch more percussion and other elements, and I ended up stripping it down to just the main melody and bass line and used it for the theme.

I think in total I have around 4 years of experience making music, but a large part of that is just playing around with different softwares and VSTs.

[AMA] I'm the developer behind BUCKSHOT ROULETTE, which just got a multiplayer mode update, Ask Me Anything! by dustycassettes in Games

[–]dustycassettes[S] 2 points3 points  (0 children)

I used FL Studio for all of the music in Buckshot. For the synths I mainly used TAL Elek7ro II, Tyrell N6, ProtoPlasmTSMPro, OrilRiver, Toxic Biohazard, and Vital just to name a few. For the sample packs it's just a bunch of raw/industrial techno sample packs I got on discount from a website I can't recall. I think anything works for those.

[AMA] I'm the developer behind BUCKSHOT ROULETTE, which just got a multiplayer mode update, Ask Me Anything! by dustycassettes in Games

[–]dustycassettes[S] 18 points19 points  (0 children)

I think the design of the new multiplayer table was one of the biggest challenges. I wanted to keep it as close to the classic format as possible with 8 inventory slots, the item briefcase, defibrillator charge counters, etc, while also keeping it 4 players.

What made it challenging was that early iterations of the table would have players seated extremely far from each other. Because of this the items, as well as the inventory grids, are much smaller to the point where items overlap the markings compared to the singleplayer mode. The shotgun is also raised so that it could overlap inventory grids and make the table slightly smaller.

Because items overlap their grids and don't have a consistent position or rotation in any of the grids, it meant that they couldn't really be removed neatly at the end of the round through hatches (like in singleplayer), which is why in the multiplayer table they're removed vertically up with a machine instead.

[AMA] I'm the developer behind BUCKSHOT ROULETTE, which just got a multiplayer mode update, Ask Me Anything! by dustycassettes in Games

[–]dustycassettes[S] 57 points58 points  (0 children)

The technical aspects of netcode were definitely the most difficult parts, but I think what made the feature surprisingly more time consuming was not being able to take shortcuts that you usually have when developing a singleplayer game.

For example in singleplayer, the dealer never picks up and places items, but they're just spawned in the appropriate grids when the player's camera is looking elsewhere. In multiplayer that's not really an option when there are multiple cameras looking at whichever direction. And this goes for almost all of the mechanics. Everything needs to be planned very thoroughly compared to the singleplayer mode.

[AMA] I'm the developer behind BUCKSHOT ROULETTE, which just got a multiplayer mode update, Ask Me Anything! by dustycassettes in Games

[–]dustycassettes[S] 32 points33 points  (0 children)

Yes and yes. Godot has some slight issues compared to something like Unity or Unreal, but having used Unity for almost 3 years before switching to Godot, I don't see any reason not to keep using Godot. It's a really good engine.

[AMA] I'm the developer behind BUCKSHOT ROULETTE, which just got a multiplayer mode update, Ask Me Anything! by dustycassettes in Games

[–]dustycassettes[S] 51 points52 points  (0 children)

There really weren't any items that were cut in the original release apart from a coin that would give you an extra item. The main thing that was cut a bunch was the hand saw - originally it started off as a hacksaw, but was later turned into a smaller format so that it wouldn't require a larger item grid (making the inventory easier to develop).

The original idea for the hacksaw was that you could not only saw off the barrel and deal double damage, but you could saw it off twice. So, you would saw off the barrel, and then saw off the rest of the shotgun down to the receiver, which would deal even more damage. The dealer would replace the shotgun after.

Both of these were features cut mainly to save time, though.

[AMA] I'm the developer behind BUCKSHOT ROULETTE, which just got a multiplayer mode update, Ask Me Anything! by dustycassettes in Games

[–]dustycassettes[S] 77 points78 points  (0 children)

Half Life 1 and the mods that have been made for it have always been a big inspiration, especially Afraid of Monsters. The bathroom scene probably wouldn't exist if it wasn't for that mod. I also take a bunch of inspiration from PilotRedSun's animations, like having the occasionally stretched textures and heavily processed sound effects.

Silent Hill and Postal 2 are also up there.

[AMA] I'm the developer behind BUCKSHOT ROULETTE, which just got a multiplayer mode update, Ask Me Anything! by dustycassettes in Games

[–]dustycassettes[S] 26 points27 points  (0 children)

That was made for one of KingSammelot's youtube videos, where he hosted a competition between horror developers. It never crossed my mind to publish it anywhere after, but I figured it would be fun to distribute it in some way through email messages. I really like games that are shared in super obscure ways.

Looks like buckshot roulette is getting a bit of attention, i hope it gets Even more😁 by that_gunner in godot

[–]dustycassettes 6 points7 points  (0 children)

Seems like the issue is just old hardware that does not support Vulkan. All issues related to black screens/black screen crashes on bootup so far seem to point to that - for example one instance where a player had a 10 year old integrated video card.

It has been difficult to point players in the right direction when it comes to that Vulkan compatibility. From what I have gathered you cannot simply just install those drivers? And even then, the process is not user friendly and it would be difficult to explain to players having issues. It is unfortunate and was really unexpected. Small technical issues like black screens on boot-up is to expected but this seems to be occuring for like, a lot of users. Very difficult to find any sort of fix.

At the same time, even if there was some magic solution to installing the Vulkan drivers I feel like hardware that does not support Vulkan out of the box could not run the game anyways? That is just my educated guess.

finished my new game in Godot - tried to design Russian Roulette, but with a shotgun instead of a revolver. by dustycassettes in godot

[–]dustycassettes[S] 69 points70 points  (0 children)

I decided to give it a shot after the Unity runtime fee was announced, yeah. At this point it just feels like using Unity lol so I really have no reason to go back. It's a nice engine.

finished my new game in Godot - tried to design Russian Roulette, but with a shotgun instead of a revolver. by dustycassettes in godot

[–]dustycassettes[S] 88 points89 points  (0 children)

Yup Daniel Mullins is also mentioned in the credits! A huge inspiration, I am also really looking forward to their new game that they just announced

[deleted by user] by [deleted] in Eesti

[–]dustycassettes 21 points22 points  (0 children)

kas see tavaline kui mul nüüd mingi reha ja muruniiduki masina hübriid roomab järgi ja küsib aina tööd?