thats not a small gun its a perfectly average sized gun
2026-10-15 09:43:36
177
AD4N.14 :
Ultrakill roguelike?
2026-10-15 18:10:54
4
Lucajaner-. :
playtest when
2026-10-14 19:19:58
5
jakob_filipic :
In what game engine you make games unreal engine?
2026-10-15 18:06:12
0
some guy :
ultrakill but v1 is stingey asf
2026-10-15 17:01:35
1
Ben :
real question here. why not just make the gun real sized and give it collision like the body, so that if you turn the into wall it doesn't clip it stops and stops you from turning or it gets bent out of the way like your a rag doll
2026-10-15 10:29:10
0
Neyco :
i think you should reverse the ammo icons. out of ammo=empty circle. have ammo=filled in circle
2026-10-15 08:33:11
0
Computery :
Why do people look at any FPS game and start saying it looks like Ultrakill?
2026-10-15 11:51:44
1
MEND1 :
I love how you can tell just how much Ultrakill inspired this game
2026-10-14 18:36:54
139
deunastudio1 :
CODE RED looks intense 🔥 Good luck with the Steam wishlists!
2026-10-15 11:35:56
1
⠀ :
I feel like theres a more straightforward solution to this lol
2026-10-15 05:24:54
0
🅰️ :
In Godot you can put an asset in a Canvas Layer, that makes it so the asset is always on top of the rendering (kinda like an UI element)
2026-10-15 04:52:47
18
Analysis Paralysis :
That’s very cool, but why not just use a custom render pass? Should be easy if you use Unity, not sure about Godot
2026-10-15 12:21:42
2
Hunter :
absolute genius
2026-10-14 18:29:04
3
PelmeniVibes ☦️ :
its gonna be on roblox next week
2026-10-15 06:22:44
3
shelster :
Rouge btw
2026-10-15 04:28:44
2
Souply1A2 :
temu ultrakill 😭
2026-10-14 22:40:17
5
Brandon Bezos :
2026-10-14 22:41:49
3
Schattenteddy :
2026-10-14 23:35:53
0
Humanoid Object :
looks like ultrakill but different
2026-10-15 03:08:20
0
jjjjjjjj 🌙 :
i know it’s much harder but i love when the fun interacts with the environment instead of clipping (like when pressed up against a wall it’ll get caught on it and not turn with the camera)
2026-10-14 22:31:55
1
recessedmoid :
Ultrakill ref[Big LOL][Big LOL]
2026-10-15 02:09:19
1
saeedrashid666 :
There test version in dicord
2026-10-15 11:34:46
0
Lorenzo Pesce :
super interesting way! I might try this myself in my game. I am using a separate viewport but lighting is an issue.
how many wishlists have you reached?
2026-10-15 15:07:11
0
SMKDDDY3D :
I think the way Cod did this back in the day before making it so the gun turns up or down when going against a wall, is by having 2 seperate entities working at the same time. For example, in Black Ops 1, in first person when you're holding the Thundergun, it looks like your characters arm is extended to the middle of the gun, but in 3rd person, it looks like they're holding an STG-44 or a PPSH-41. From what I remember, the Hud in game is the same for the FPS gun, meaning you go up against a wall, your gun and characters hand won't phase through the wall, because what you see in first person is basically the Hud, meaning another player can see your gun phasing through the wall. It was really interesting tech to see, and to see how you fixed this issue is also impressive.
2026-10-15 11:41:41
0
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