Omds tysm for this i had no clue this was so close to being a part of the soundtrack
spraypaintdev
Creator of
Recent community posts
I'm currently working on this first person shooter/horror game that takes place in the 90s
Premise: The game takes place in the 90s, a vigilante goes to investigate what happened to what was once a bustling city, which after mysterious circumstances turned into a zombie town.
I'm looking for instrumental tracks similar to:
Songs from Hybrid Theory and Meteora by Linkin Park
Alternate hip hop, boom bap
Or
Scary Ambient music
I'm looking for gloomy, aggressive or scary music.
I'm looking for one hip hop track following the mood i want as a main theme song
a few nu metal instrumentals similar to what i mentioned for bossfights
and atleast 5 different scary ambient gloomy music
Ok so I use godot 4.7 and i keep getting this error and i dont know how to fix it
Invalid access to property or key 'anim' on a base object of type 'Node3D (AK-47.tscn::GDScript_pl6ux)'.
heres one of my weapons code
extends Node3D
@export var damage = 1.0
@onready var anim = $AnimationPlayer
@onready var shot_sound = $shot_sound
@onready var raycast = $RayCast3D
var can_shoot = false
func _process(sdelta: float) -> void:
if Input.is_action_just_pressed("Shoot") and can_shoot and not anim.is_playing():
print("something else wrong")
anim.play("shoot")
shot_sound.play()
if raycast.is_colliding():
if raycast.get_collider().is_in_group("enemy"):
raycast.get_collider().hp -= damage
func _on_animation_player_animation_finished(anim_name: StringName) -> void:
if anim_name == "shoot":
can_shoot = true
elif anim_name == "Equip":
can_shoot = true
visible = true
elif anim_name == "Unequip":
can_shoot = false
visible = false
and heres my players hand code(where theres apparently a problem
extends Node3D
var weapons = []
var selected_weapon = 0
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
for w in self.get_children():
weapons.append(w)
w.visible = false
w.anim.play("Unequip")
weapons[selected_weapon].visible = true
weapons[selected_weapon].anim.play("Equip")
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
if Input.is_action_just_pressed("Next_Weapon"):
weapon_change(1)
elif Input.is_action_just_pressed("Previous_Weapon"):
weapon_change(-1)
func weapon_change(dir):
weapons[selected_weapon].anim.play("Unequip")
selected_weapon += dir
if selected_weapon < 0:
selected_weapon += weapons.size()
elif selected_weapon >= weapons.size():
selected_weapon -= weapons.size()
weapons[selected_weapon].visible = true
weapons[selected_weapon].anim.play("Equip")
thanks
Hi, I'm making a raycaster game on pygame, but it's too laggy! Here is the code for it, and let me know what i have to fix
import pygame as pg
import numpy as np
from numba import njit
def main():
pg.init()
screen = pg.display.set_mode((800, 600))
running = True
clock = pg.time.Clock()
pg.mouse.set_visible(False)
hres = 200 # horizontal resolution
halfvres = 150 # vertical resolution/2
mod = hres / 60 # scaling factor (60° fov)
size = 50
posx, posy, rot, maph, mapc, exitx, exity = gen_map(size)
frame = np.zeros((hres, halfvres * 2, 3))
sky = pg.image.load('skybox.png')
sky = pg.surfarray.array3d(pg.transform.scale(sky, (360, halfvres * 2))) / 255
floor = pg.surfarray.array3d(pg.image.load('grass.png')) / 255
wall = pg.surfarray.array3d(pg.image.load('Wall.jpg')) / 255
pg.event.set_grab(1)
sprite = pg.image.load('Zombie1.png')
sprite = pg.transform.scale(sprite, (500, 800))
spsize = np.asarray(sprite.get_size())
enemies = np.random.uniform(0, 50, (100, 4))
while running:
for event in pg.event.get():
if event.type == pg.QUIT or (event.type == pg.KEYDOWN and event.key == pg.K_ESCAPE):
running = False
frame = new_frame(posx, posy, rot, frame, sky, floor, hres, halfvres, mod, maph, size, wall, mapc, exitx, exity)
surf = pg.surfarray.make_surface(frame * 255)
surf = pg.transform.scale(surf, (800, 600))
# Efficient enemy rendering
render_enemies(screen, posx, posy, rot, enemies, sprite, spsize, halfvres, hres)
fps = int(clock.get_fps())
pg.display.set_caption(f"Abantonian Forces 3DRM - FPS: {fps}")
screen.blit(surf, (0, 0))
pg.display.update()
posx, posy, rot = movement(posx, posy, rot, maph, clock.tick() / 500)
def movement(posx, posy, rot, maph, et):
pressed_keys = pg.key.get_pressed()
x, y, diag = posx, posy, rot
p_mouse = pg.mouse.get_rel()
rot = rot + np.clip(p_mouse[0] / 200, -0.2, 0.2)
if pressed_keys[pg.K_UP] or pressed_keys[ord('w')]:
x, y = x + et * np.cos(rot), y + et * np.sin(rot)
elif pressed_keys[pg.K_DOWN] or pressed_keys[ord('s')]:
x, y = x - et * np.cos(rot), y - et * np.sin(rot)
if pressed_keys[pg.K_LEFT] or pressed_keys[ord('a')]:
x, y = x + et * np.sin(rot), y - et * np.cos(rot)
elif pressed_keys[pg.K_RIGHT] or pressed_keys[ord('d')]:
x, y = x - et * np.sin(rot), y + et * np.cos(rot)
if not maph[int(x - 0.2)][int(y)] and not maph[int(x + 0.2)][int(y)] and not maph[int(x)][int(y - 0.2)] and not maph[int(x)][int(y + 0.2)]:
posx, posy = x, y
elif not maph[int(posx - 0.2)][int(y)] and not maph[int(posx + 0.2)][int(y)] and not maph[int(posx)][int(y - 0.2)] and not maph[int(posx)][int(y + 0.2)]:
posy = y
elif not maph[int(x - 0.2)][int(posy)] and not maph[int(x + 0.2)][int(posy)] and not maph[int(x)][int(posy - 0.2)] and not maph[int(x)][int(posy + 0.2)]:
posx = x
return posx, posy, rot
def gen_map(size):
mapc = np.random.uniform(0, 1, (size, size, 3))
maph = np.random.choice([0] * 10 + [1], (size, size))
maph[0, :], maph[size - 1, :], maph[:, 0], maph[:, size - 1] = 1, 1, 1, 1
posx, posy, rot = 1.5, np.random.randint(1, size - 1) + 0.5, np.pi / 4
x, y = int(posx), int(posy)
maph[x][y] = 0
count = 0
while True:
testx, testy = x, y
if np.random.uniform() > 0.5:
testx += np.random.choice([-1, 1])
else:
testy += np.random.choice([-1, 1])
if 0 < testx < size - 1 and 0 < testy < size - 1:
if maph[testx][testy] == 0 or count > 5:
count = 0
x, y = testx, testy
maph[x][y] = 0
if x == size - 2:
exitx, exity = x, y
break
else:
count += 1
return posx, posy, rot, maph, mapc, exitx, exity
@njit()
def new_frame(posx, posy, rot, frame, sky, floor, hres, halfvres, mod, maph, size, wall, mapc, exitx, exity):
for i in range(hres):
rot_i = rot + np.deg2rad(i / mod - 30)
sin, cos, cos2 = np.sin(rot_i), np.cos(rot_i), np.cos(np.deg2rad(i / mod - 30))
frame[i][:] = sky[int(np.rad2deg(rot_i) % 359)][:]
x, y = posx, posy
while maph[int(x) % (size - 1)][int(y) % (size - 1)] == 0:
x, y = x + 0.01 * cos, y + 0.01 * sin
n = abs((x - posx) / cos)
h = int(halfvres / (n * cos2 + 0.001))
xx = int(x * 3 % 1 * 99)
if x % 1 < 0.02 or x % 1 > 0.98:
xx = int(y * 3 % 1 * 99)
yy = np.linspace(0, 3, h * 2) * 99 % 99
shade = 0.3 + 0.7 * (h / halfvres)
if shade > 1:
shade = 1
ash = 0
if maph[int(x - 0.33) % (size - 1)][int(y - 0.33) % (size - 1)]:
ash = 1
if maph[int(x - 0.01) % (size - 1)][int(y - 0.01) % (size - 1)]:
shade, ash = shade * 0.5, 0
c = mapc[int(x) % (size - 1)][int(y) % (size - 1)]
for k in range(h * 2):
if 0 <= halfvres - h + k < 2 * halfvres:
if ash and 1 - k / (2 * h) < 1 - xx / 99:
c, ash = 0.5 * c, 0
if not (int(x) == exitx and int(y) == exity):
frame[i][halfvres - h + k] = wall[xx][int(yy[k])]
if halfvres + 3 * h - k < halfvres * 2:
if not (int(x) == exitx and int(y) == exity):
frame[i][halfvres + 3 * h - k] = wall[xx][int(yy[k])]
for j in range(halfvres - h):
n = (halfvres / (halfvres - j)) / cos2
x, y = posx + cos * n, posy + sin * n
xx, yy = int(x * 2 % 1 * 99), int(y * 2 % 1 * 99)
shade = 0.2 + 0.8 * (1 - j / halfvres)
if maph[int(x - 0.33) % (size - 1)][int(y - 0.33) % (size - 1)]:
shade *= 0.5
elif ((maph[int(x - 0.33) % (size - 1)][int(y) % (size - 1)] and y % 1 > x % 1) or
(maph[int(x) % (size - 1)][int(y - 0.33) % (size - 1)] and x % 1 > y % 1)):
shade *= 0.5
if int(x) == exitx and int(y) == exity and (x % 1 - 0.5) ** 2 + (y % 1 - 0.5) ** 2 < 0.2:
continue
frame[i][halfvres * 2 - j - 1] = shade * (floor[xx][yy] + frame[i][halfvres * 2 - j - 1]) / 2
if int(x) == exitx and int(y) == exity and (x % 1 - 0.5) ** 2 + (y % 1 - 0.5) ** 2 < 0.2:
ee = j / (10 * halfvres)
frame[i][j:2 * halfvres - j] = (ee * np.ones(3) + frame[i][j:2 * halfvres - j]) / (1 + ee)
return frame
def render_enemies(screen, posx, posy, rot, enemies, sprite, spsize, halfvres, hres):
for en in range(len(enemies)):
enx, eny = enemies[en][0], enemies[en][1]
angle = np.arctan((eny - posy) / (enx - posx))
if abs((posx + np.cos(angle)) - enx) > abs(posx - enx):
angle = (angle - np.pi) % (2 * np.pi)
anglediff = (rot - angle) % (2 * np.pi)
if anglediff > 11 * np.pi / 6 or anglediff < np.pi / 6:
dist = np.sqrt((posx - enx) ** 2 + (posy - eny) ** 2)
enemies[en][2], enemies[en][3] = anglediff, 1 / dist
else:
enemies[en][3] = 999
enemies = enemies[enemies[:, 3].argsort()]
for en in range(len(enemies)):
if enemies[en][3] > 10:
break
cos2 = enemies[en][2]
scaling = min(enemies[en][3], 2) / cos2
vert = 300 + 300 * scaling - scaling * spsize[1] / 2
hor = 400 - 800 * np.sin(enemies[en][2]) - scaling * spsize[0] / 2
spsurf = pg.transform.scale(sprite, (int(scaling * spsize[0]), int(s
Click here to play my game my game
So, my game isn't garnering enough attention (at all) but this isn't self promotion
download the game and tell me what you think
I need artists for my game. I can do digital art, but on my tablet which my parents restrict.
So, I need an artist who can make assests for me, i need pixel art.
Please note, I can't pay any contributers to the game as I'm not going to monetise the game, however, anyone who does contribute will be highly credited in the game
You make some fire music!
Here's a soundtrack you can make:
so, in the game, there is a cult that worships cyborgs that you have to fight
there is also a bossfight of one of the cult's overlord in the first level(subdivided into maps).
you can make the bossfight's themesong.
so, it should be a crowd chanting 'O Cykrog(pronounced: S-ai-krog) grant us your powers' and you just remix that into song thats really upbeat
I'm developing a game 'The Wrath of Cykrog 2: Cykrog's Revenge'. I've started doing the artwork and I'll be doing the programming. However, I don't know how to make music and even if I did, it would not likely be suited for my game so I need someone else to do it.
I'm looking for retro, adventurous and upbeat music.
Anyone who makes me any asset for the game will be credited at the end of the game


Sci-FI Tower Defense Game