Why485

Why485

@why485.bsky.social

Former modder turned washed up former gamedev. This is not a serious account. Do not follow me here for gamedev hot takes or progressposting.

983 followers218 following2K posts

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Got caught holding the bag on a significant and surprise expense hitting me at a bad time. If anybody needs short term (part time, 3 mo. max?) commission work to write or polish the physics/controllers for arcadish jeeps, planes, spaceships, vehicles, etc. send me a message!

Why485 reposted

Replying to @sanikkat.bsky.social

Sparing the technical information, what this project is, is a romhack of AC2 that uses a specialized emulator for performance reasons. It doesn't take away from my development time from Aggressors as a lot of the code is actually reused such as the missiles and flight models. Done with no AI.

Sicko mode hacks like this are my dream. I want to do this with Rogue Squadron.

Sani@sanikkat.bsky.social

at what point does it stop being Ace Combat 2 (i think I'll call this spite project Ace Combat 22 for now)

The year is 2067, and people are still putting Desert Eagles into stuff when they need a big powerful gun that looks cool.

I didn't even know the game had air control before, but it specifically calls it out now and it's great to have, especially because it can get really chaotic. Though I think it should probably yaw the car instead of roll, especially since you already have roll thrusters on the X and B buttons.

I had an intrusive thought at lunch time today and I let it win. This is some of the fanciest graphics I've ever done in a game. After seeing so much slop, I wanted to make everything that felt REALLY polished, and yeah, I'm pretty happy with the results.

I've had this game idea in my head for a while, but dropping in a Freelancer model motivated me enough to do all of that above. I already had the menus in place, and physics done, but the guns, booster, and all the VFX I added in a frenzy of wanting to do just "one more thing" before I sleep.

The past week I've gotten myself all worked up and excited over a Unity audio system touch up that I completely made up in a past discussion about Unity's audio. Remembering that it was all just ideas and not remotely anything Unity has promised was a bit deflating.

My biggest issue with Unity's audio comes down to how AudioSources are both the data AND the runtime for how audio plays during a game. The FMOD architecture where the Emitter does not store any information about the sound itself, and the sound data is elsewhere, is IMO a GREAT idea.

The current AudioSource becomes an AudioEmitter. This is used for positioning of 3D sounds, and as a Monobehaviour to play/stop/seek sound. A separate AudioEvent is a static resource file that contains all the information about the sound and properties like volume, looping, priority, spatial, etc.

I don't know how like, controversial a statement this is, but I really love how file paths on Windows are case insensitive. It makes manually typing and going through directories a total breeze in a way that I find really annoying on other systems.

In case somebody needs to hear this, the problem I was having was missing the visual basic and specific C runtimes that it needs. Normally it would download them automatically off the site, but the default links in the installer are broken. DoubleShadow still has them though on his site:

Finally figured out a long standing holy grail shader of mine. A billboard shader which takes into account the model's scale, but also once it gets too small on screen, it will stay a specified fixed size so that it's always visible!

I had already done the scaling stuff before, but I got stuck on making it only scale up once it was smaller than the true model size. (I.e, my math didn't work if you had a billboard that wasn't scaled to (1, 1, 1).) In hindsight it's obvious, only scale up when bigger than the model's scale.

I didn't really have a great reason to do this other than I've been sick in bed for the past couple days and was thinking a lot about how cool flak cannons are.

Took only a couple hours, but I was also testing the Unity 7 Alpha which is definitely not ready enough for prime time with some pretty important features (like debugging and VSync) not working correctly right now. Seeing only two templates was pretty wild though.

In recent years I've grown to really like the old style of colorful and diffuse lighting that is actually very difficult to do with modern physically based rendering.

I guess you could just use any of the various Quake I (and II?) engines out there and they mostly have that look too, but I dunno, something about those old Unreal Engine games like UT99 and Deus Ex I still think is super cool.

Not only held up to my memory of it but actually exceeded it. I remember it being very juicy, and I love how it absolutely commits to its visual effects being so over the top and cool that it can actually get in the way and it's so much better for it.

Why485@why485.bsky.social

Revisited Strike Suit Infinity and was reminded just what a gem this game was. Incredibly polished and stylish and the best Macross game ever released in the west because it features an awesome transforming fighter and a crazy amount of missiles and trails.

Revisited Strike Suit Infinity and was reminded just what a gem this game was. Incredibly polished and stylish and the best Macross game ever released in the west because it features an awesome transforming fighter and a crazy amount of missiles and trails.

Unfortunately it runs very strangely on modern systems, even though the game came out in 2013. It was kinda dicey even back then, but it took some obscure Nvidia Control Panel settings to get the game running fine again.

Why485 reposted

Spent a lazy Sunday making a gas giant in Godot, that will serve as a backdrop for a few missions. I wanted the clouds to move and random lightning to happen, so a skybox didn't cut it. The in-mission version will have more stuff going on in orbit :D #indiedev #gamedev #indiegame #godot #spacegame

I just realized I never posted what I did with my PHYSICAL copy of the hit 2023 video game, Endless Monday: Dreams and Deadlines. Before framing it, I made an ISO of the disc to have a backup, because it's really neat actually that it comes with a 100% completely standalone version of the game!

I had a home ec class in middle school and I think it was one of the most important classes I've ever had in my entire life.

My computer stopped booting. It turns out it was because while mucking around in the BIOS trying to underclock it to record the X2 demo (and play a tiny bit of IWAR2), I accidentally OVERclocked it to ~9GHz. Turns out setting the CPU Ratio to 90 does not mean 90% base clock rate!

It's been bugging me that there isn't a great version of the X2 rolling demo up on YouTube and it's been a heck of a rabbit hole finding out why. Anyway, look how GREAT this looks! Look at those stencil shadows! The X games aren't exactly good, but I love them anyway. Just incredible vibes.

If you try to play the benchmark on the Steam version of the game, you won't have music, which is CRITICAL to this whole thing! To restore the music, you need to download the original rolling demo release from 2003. Copy the soundtrack mp3s from there, to Steam's X2 soundtrack folder.

The other major problem is that on my PC, the demo runs slightly too fast, so some music and audio cues are even more off than they were in the original demo. It's not like, terrible, but it is kind of annoying. I ran it on my mini-PC as a sanity test, and the cues do seem more correct there.

I sometimes say is "He ate his Wheaties" or "Didn't eat his Wheaties" and I don't know why I say that or where I got it from. Like, obviously it's a cereal, so I have to assume it was an old commercial or something? I really have no idea.

Worked on this some more, and it kind of turned into a Controlled Burn 2. The ship and plane both fly and handle so differently planetside versus in space, but more importantly I ended up adding landing gear because I couldn't help myself and I feel like I've solved every problem I set out to.

Why485@why485.bsky.social

I've been busy most of the weekend with real life stuff, so I really only had like, half a day to mess with this, but I did manage to put together this quick little prototype. Spaceship falls like a rock, but can support itself with thrust. Spaceplane flies with wings and only needs thrust for VTOL.

The fighter has weak thrusters because it's optimized for atmosphere and so doesn't need strong thrusters. The spaceship is a big brick with huge thrusters so even though it's heavier, it's much faster and more nimble in every aspect.

This has driven me crazy for many years. When you create a new object in Blender, or apply an operation, when would you EVER not want to see the window that lets you see and adjust parameters? If you need to hide it 0.01% of the time sure, but why in the world does it DEFAULT to closed?

Out of curiosity I searched for every space sim that was released on the PS2, and you can fit every game classified with "space flight" on the PS2 on one page.