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Made surfaces have different noises! I also made some sounds for head bashing and letting go of ledges.

17,035 görüntüleme • 1 yıl önce •via X (Twitter)

12 Yorum

Yahya Danboos🌙Creating Luminous Nights profil fotoğrafı
Yahya Danboos🌙Creating Luminous Nights1 yıl önce

Yoo this game is sooo awesome looking!! I have so many questions! What game engine are you using? How are you doing the fake character shadow? How are you shading your environment?

Alan profil fotoğrafı
Alan1 yıl önce

Thanks! The game code is Quake but the engine its running on is Xash. The shadows are a stencil shadow. Since its Quake the map is built with ericw tools in Hammer (J.A.C.K in my case).

AndaSeat profil fotoğrafı
AndaSeat1 yıl önce

🎧 Gentle mesh tapping sounds Smooth adjustment clicks Satisfying assembly sounds ASMR creator approved: 🎵 No squeaky betrayals ✨ Crisp adjustment tingles 🌟 Whisper-quiet movements 💫 Perfect recording companion Headphone users, you're welcome! ⚡️ Experience the silence: #AndaSeat #ASMR #XAir #SoundGoals #gamer #gamingchair #fyp #gaming

🔥Blayz the Dragon🔥 profil fotoğrafı
🔥Blayz the Dragon🔥1 yıl önce

Loving the sound design!👍💖

Taaamas profil fotoğrafı
Taaamas1 yıl önce

Don't headbash into the concrete D:

Alan profil fotoğrafı
Alan1 yıl önce

She got a hard head or something.

Heshdog profil fotoğrafı
Heshdog1 yıl önce

Good crunch sounds

Eduardo - Eoni profil fotoğrafı
Eduardo - Eoni1 yıl önce

That roll into a jump is very satisfying

Alexander Peek profil fotoğrafı
Alexander Peek1 yıl önce

First I'm seeing of this, the sounds remind me of the Sly series. I like it.

BlueDouble profil fotoğrafı
BlueDouble1 yıl önce

love the stretch in the jump animation, and the lean while turning and running

Koburigo profil fotoğrafı
Koburigo1 yıl önce

Is this a raycast reading the material of the mesh underneath the character, or is it something more complex? I've been avoiding this method myself in order to keep the material count in the world as low as possible.

Alan profil fotoğrafı
Alan1 yıl önce

Yea. Trace of the surface for the footstep call. It's a simple method that works well enough. The texture name is in a file that assigns it a material. By default it will be concrete if no assign is given.

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