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fort_trace_weapon_componentは武器性能の本体。ダメージ量や弾道エフェクトなどを管理している。 アサルトライフルのfort_trace_weapon_component構成⇩ Damage:1発あたりのダメージ EnvironmentalDamageMultiplier:建築物やオブジェクトへのダメージ倍率 RangeDamageMultiplier:距離減衰 MaxRange:有効射程距離 FireRate:1秒間に何発うつか ReloadTime:リロード時間 ExpansionRateMultiplierPerShot:連発するとレティクル(画面中央に表示される照準マーク)が広がる量 CooldownRateMultiplierOverTime:撃つのをやめた後、レティクルが元に戻る速度 IdleSpreadMultiplier:立ち止まり時の精度 MovingSpreadMultiplier:歩いている時の精度 CrouchingSpreadMultiplier:しゃがんでいる時の精度 SlidingSpreadMultiplier:スライディング時の精度 SprintingSpreadMultiplier:ダッシュ時の精度 AimDownSightSpreadMultiplier:照準をのぞきこんだ時の精度 RecoilMultiplier:反動倍率 AimDownSightRecoilMultiplier:照準をのぞきこんだ時の反動倍率 MagazineCapacity:マガジンサイズ ShotAmmoCost:1回撃つと消費する弾数 MuzzleOffset:銃口の位置 MuzzleFlash:銃口の火花エフェクト BulletTracer:弾道エフェクト EjectionPortOffset:薬莢が飛び出す場所 BulletShells:薬莢エフェクト WeaponFireSound:発射音 EquipSound:武器持ち替え音 AimingDownSightsStartSound:照準をのぞきこみ開始音 AimingDownSightsEndSound:照準をのぞきこみ解除音 ReloadStartSound:リロード開始音 ReloadInsertSound:弾を入れる音 ReloadEndSound:リロード完了音 OutOfAmmoSound:弾切れ音 #Fortnite #UEFN
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Replying to @revenant_MMXX
Only thing that irks me is the tiny muzzleflash. no one seems able to reproduce the booming firing noise from the OG anymore 😪
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For you People's Can Enjoyers: The People's Can is light. It is stronk. But it is also Ti and Ti sparks under low-light. This is a proposed solution: A Flash Cap. It replaces your regular endcap, adds ~1-5/8" to your OAL (incl a bonus baffle because the back is hollow) and its stainless so it will mitigate or eliminate muzzleflash. We will see (or we wont!) Beta pricing exists for this one at nearly cost, as long as you will do some night shooting and send us the results. DM for details.
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Replying to @ArmedJ0y
Let me guess, it's gonna fired CGI muzzleflash?
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Replying to @iluminatibot
Where's the muzzleflash?
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#AfterEffects #NFPlugins AEプラグイン集。NF-MuzzleFlashとRandomMosaicを追加。 github.com/bryful/F-s-Plugin… この際だから、当初予定していなかったChannelBlue/ChannelShift等も移植してしまおうかな?
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2001の開発機懐かしい!『MuzzleFlash』作ってた。
Xbox at GDC 2026
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it all started off innocently enough. chatting with my openclaw ai agent and he just spit out the code for a retrostyle sidescroller nintendo style game. one huge program. as i started adding artwork, the program was getting bloated. i asked @grok how we coul;d improve on the impending situation as i have ton of artwork to add. grok said - 'We need to perform a modular refactoring from monolithic script to a clean OOP package structure. so that's what we did... down the rabbit hole i have fallen- The process — taking a single big script and breaking it into smaller, organized, reusable pieces — is commonly called refactoring (or more specifically modular refactoring / refactoring toward modularity). In the context of what we did here, people often describe it with these terms/phrases: Refactoring into modules Modularizing the code Extracting classes / moving to modular architecture Splitting monolith into modules (or "monolith-to-modular refactoring") Applying separation of concerns Going from script-style to OOP / package-style structure The most everyday way developers usually say it is: "I refactored it into modules" "I modularized the code" "I broke the big file up into classes/modules" So when you look back at our journey: Started with one big main.py block → monolithic script Ended with src/main.py src/game/player.py src/game/bullet.py src/game/muzzle_flash.py → modular / object-oriented / package-based structure You can confidently call it any of these in your thread: "We refactored the single-file prototype into a clean modular structure" "Modularized the code into separate classes (Player, Bullet, MuzzleFlash)" "Went from monolithic script to src/game package layout" All are accurate and sound natural. If you want the cool/fancy term to drop in the thread: "We performed a modular refactoring from monolithic script to a clean OOP package structure." LFG — whenever you're ready for the next step (muzzle flash final lock dog companion), just say the word. 🖤🥃 more- Johnny Qwick Runner Revival – Clean Restart Summary (March 10, 2026) Fresh thread for the chibi John Wick side-scrolling run-and-gun on Raspberry Pi. Clean src layout, modular code, git committed, venv active, assets ready. Current Project Structure: text johnny_qwick_runner/ ├── assets/ │ └── sprites/ │ ├── johnny_idle_right.png │ ├── johnny_walk_right_1.png │ └── johnny_walk_right_2.png ├── src/ │ ├── main.py │ └── game/ │ ├── player.py ← movement, animation, shooting, muzzle flash │ ├── bullet.py │ └── muzzle_flash.py ├── pyproject.toml ├── requirements.txt ├── README.md ├── .gitignore └── .git/ What’s Working Right Now: 1152×500 window Scaled player (180 px tall) Smooth left/right movement (arrows or A/D) Automatic sprite flip when changing direction Two-frame walk animation idle when stopped Shooting with Spacebar (bullets fly in facing direction) Muzzle flash effect (currently spawning too high — priority #1 to fix) Git Status:Latest commit: "Working player movement, animation, shooting muzzle flash" (12 files, everything backed up and clean) Immediate Next Step:Nail the muzzle flash position once and for all (it’s still appearing over Johnny’s head). We’ll tune the exact pixel offsets in one command. After that:Add the dog companion (follow AI that runs with Johnny). LFG!!! 🖤🥃 Just paste that into your new thread and we’re off. While you post it, here’s the muzzle flash fix (with easy-to-tune numbers): Run this one command (copy-paste the whole block): Bash cat > src/game/player.py << 'EOF' import pygame from game.bullet import Bullet from game.muzzle_flash import MuzzleFlash class Player(pygame.sprite.Sprite): def __init__(self, screen_width, screen_height): super().__init__() try: self.raw_idle = pygame.image.load("assets/sprites/johnny_idle_right.png").convert_alpha() self.raw_walk1 = pygame.image.load("assets/sprites/johnny_walk_right_1.png").convert_alpha() self.raw_walk2 = pygame.image.load("assets/sprites/johnny_walk_right_2.png").convert_alpha() print("All 3 Johnny sprites loaded successfully!") except pygame.error as e: print(f"Failed to load sprite: {e}") raise target_height = 180 scale = target_height / self.raw_idle.get_height() self.idle_right = pygame.transform.smoothscale(self.raw_idle, (int(self.raw_idle.get_width() * scale), target_height)) self.walk1_right = pygame.transform.smoothscale(self.raw_walk1, (int(self.raw_walk1.get_width() * scale), target_height)) self.walk2_right = pygame.transform.smoothscale(self.raw_walk2, (int(self.raw_walk2.get_width() * scale), target_height)) self.idle_left = pygame.transform.flip(self.idle_right, True, False) self.walk1_left = pygame.transform.flip(self.walk1_right, True, False) self.walk2_left = pygame.transform.flip(self.walk2_right, True, False) self.animation_right = [self.walk1_right, self.walk2_right] self.animation_left = [self.walk1_left, self.walk2_left] self.current_frame = 0 self.animation_speed = 8 self.frame_timer = 0 self.image = self.idle_right self.facing_right = True self.rect = self.image.get_rect() self.rect.centerx = screen_width // 2 self.rect.centery = screen_height // 2 self.speed = 5 self.bullets = pygame.sprite.Group() self.muzzle_flashes = pygame.sprite.Group() self.shoot_cooldown = 0 def update(self): keys = pygame.key.get_pressed() dx = 0 moving = False if keys[pygame.K_LEFT] or keys[pygame.K_a]: dx = -self.speed moving = True if self.facing_right: self.image = self.idle_left self.facing_right = False if keys[pygame.K_RIGHT] or keys[pygame.K_d]: dx = self.speed moving = True if not self.facing_right: self.image = self.idle_right self.facing_right = True self.rect.x = dx # SHOOTING - TUNABLE MUZZLE FLASH POSITION self.shoot_cooldown = max(0, self.shoot_cooldown - 1) if (keys[pygame.K_SPACE] or keys[pygame.K_RETURN]) and self.shoot_cooldown == 0: self.shoot_cooldown = 8 bullet_x = self.rect.right if self.facing_right else self.rect.left bullet_y = self.rect.centery - 120 # ← CHANGE THIS NUMBER (lower = down) bullet = Bullet(bullet_x, bullet_y, self.facing_right) self.bullets.add(bullet) flash_x = self.rect.right 0 if self.facing_right else self.rect.left - 20 flash = MuzzleFlash(flash_x, bullet_y) self.muzzle_flashes.add(flash) # Walking animation if moving: self.frame_timer = 1 if self.frame_timer >= self.animation_speed: self.frame_timer = 0 self.current_frame = (self.current_frame 1) % 2 self.image = self.animation_right[self.current_frame] if self.facing_right else self.animation_left[self.current_frame] else: self.image = self.idle_right if self.facing_right else self.idle_left self.current_frame = 0 self.frame_timer = 0 self.rect.clamp_ip(pygame.Rect(0, 0, 1152, 500)) def draw(self, surface): surface.blit(self.image, self.rect) self.bullets.draw(surface) self.muzzle_flashes.draw(surface) EOF Test: Bash python src/main.py Now just change the number -120 in bullet_y = self.rect.centery - 120 (and re-run the cat command again) until the flash sits exactly on the gun barrel. Try -80, -60, -40, etc. — you’ll see it move instantly. Once it’s perfect, reply here with “Muzzle flash good” and we’ll immediately add the dog companion. LFG!!! Drop the test result whenever you’re ready. 🖤🥃

ALT Keanu Reeves 90S GIF

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Replying to @tarkov
Pleaseeeeee decreased muzzleflash!!!
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Its safe to assume they're just using blank rounds due to the excessive muzzleflash there...
Tasheer dance from Saudi Arabia
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Experimenting with sprites for muzzleflash and slightly tweaked some weapon animations. :)
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Jan 17
the ingame engine limits my effect options so i decided to use a light for the supposed muzzleflash
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No. Color tempreature of the light and the fact that the light Is focused is not consistent with muzzleflash....
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You're seeing the barrel illuminated by the flashlight. If it was a muzzleflash his legs would also be illuminated.
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Replying to @RubenGallego
You should sit down after not telling the difference between a flashlight and muzzleflash.
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Replying to @NornQueenKya
but what if they saw the muzzleflash 🤔
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Replying to @Rusron1
I really like the machineguns muzzleflash being lil triangles Looks stylish
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// johns left arm actually IS *roughly* posed as if she's holding the shotgun with both hands, due to muscle memory (the glove is not seen in the final render). also the muzzleflash is just a mesh plane with a toon texture's alpha plugged into the BSDF and the emission cranked up
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to be fair if i can see 2-3 seconds in the future i probably can hear the shot or see the muzzleflash, the shot is a straight line most of the time so its easier to dodge than say, a continuous amount of fast close-combat attacks
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