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spraypaintdev

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A member registered May 24, 2024 · View creator page →

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Omds tysm for this i had no clue this was so close to being a part of the soundtrack

I would love to get the second one, I hope it's free because I'm just some teenager somewhere and I'm on a budget of 0$

Oh yeah one more thing


For hip hop instrumentals i would prefer it be on the gloomier side and contain piano

(1 edit)

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

Wasn't talking about that, on the forums, you said that my game wasn't working. This was because you only installed the executable and not the assets and other files needed to launch the game.

can you do sci-fi work?

Sure! sorry i didn't see this

(1 edit)

BTW, my game was not working on your computer maybe because you only installed the executable file. Try installing the other 2 files.

dk man, it just feels like something i;d see on scratch with the fonts and the graphics lol

the kingdom rush series, I got burnt out because of school

if you're a moderator come and hangout here

Nice game! Huge Scratch game vibes

(1 edit)

I see the problem!

You're going to have to install all of the files!

you only installed the executable! you need to install the every other file or it ain't gonna work

What does your computer say? it works perfectly on my linux computer

Sci-FI Tower Defense Game

Official - There's a sequel to the game coming up!

Hope you enjoy :)

My game


 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

sorry for no pay :(

(1 edit)

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

good suggestion, but i came asking because i took a way too long break and there was like virtually no progress done from the nnouncement of the game till the now.

(1 edit)

The kingdom rush series, amazing games! I've only ever played the classic and frontiers tho

I think I've slown down a bit too much, which is why I'm here

alr cool!

I'm feeling a little burnt out and development for my game is slowing down,  I'm catching myself not working on the game and usually just on youtube


Any other fellow developers who experienced this, what can help get me more motivated?

the only social media I have is youtube but that is unrelated to game development I only post memes there

(1 edit)

also ive noticed that every single person that has offered to help make music actually make the style of music i'd need for the game!

idk man, i'd just feel bad by turning someone's offer to help make the game down

for now, you can make the main menu song. I'd like it really upbeat and intense. Good day!

Here's a tune you can make for now!

Title - The City

How it should feel - in the game, you're basically just fighting off cyborgs and cultists. There's alot of commotion, bullets firing and explosions.

I want the song to fit the mood and be really upbeat.

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

you can make tracks for the game! I'll specify what I want you to create

after school, I'll give a few tracks I'll need for the game

y'all are good musicians!

I'll include you all, and credit you all for the amazing music you make

you make some nice music!

That's some really good music! It'd be good for maybe the credit section of my game where I show the credits! Most of the songs in game should be like intense

Nice!

hello?

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