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Dreamy Cecil

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A member registered May 05, 2018 · View creator page →

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Update 22 lacks new particle functions for the Beam entity and a ModelsF/Enemies/Mental/Mental.h file for the Mental entity.

I appreciate the separation of files. I hope whenever there’s a new update, it lists which files specifically have been updated. Or even better - append an update version to each file link like “(Update 22)” to know exactly when the last change happened.

Also, coop players spawn inside walls in The Final Encounter level.

The class should be derived from CRationalEntity in order to process logic. Easy mistake to make.

class CBeam: CEntity {

If you only intend on toggling particle effects without any logic surrounding them, you can remove Active() and Inactive() procedures entirely and replace this block:

    // go into active or inactive state
    if (m_bActive) {
      jump Active();
    } else {
      jump Inactive();
    }

With this:

    // Wait for the game to start
    autowait(0.05f);

    wait() {
      on (EActivate) : {
        m_bActive = TRUE;
        resume;
      }
      on (EDeactivate) : {
        m_bActive = FALSE;
        resume;
      }
      otherwise() : { resume; }
    }

Hey, if you want some help with packing mod files to reduce the unpacked size and to get rid of unnecessary files, you can use my Dreamy GRO application. I just released an update for it that supports mods and all kinds of files (even DLL). I have a short wiki page for it as well, if you have questions about it, or you can just ask me.

But I must warn you that it’s not perfect and might miss some files in specific circumstances, so I recommend testing new updates on clean game installations before releasing them.

Sad to report that Cerberus and PlayerWeapons still have conflicts with property and component IDs. Only Mamut has been fixed.

Usually (as in never, but if I ever had to) I’d just create a pull request on GitHub, but since the code isn’t in any repository, I guess I could send them here.

If I end up sending entire files, you’ll have to make sure not to overwrite your own changes that aren’t in the latest sources yet. I always prefix comments before my changes with [Cecil] in the beginning, so maybe you could look those up.

Regarding the IDs, it would only cause problems if there were any collisions. Properties are usually identified by both ID and type, so because those properties had different types, it was fine.

As for the component, the issues it currently has are (1) inability to precache it and (2) it would always play the previous sound because it’s always found first. If it was something else (e.g. a model), it would’ve caused crashes when it expects one type but ends up finding another under the same ID.

Where could I submit potential fixes to the code if I happen to find bugs?

Meanwhile, I found a few duplicate IDs in classes that I recommend to renumber:

  • m_fSize or m_penFireFX property in Mamut.es (change ID of one of them from 3 to 1)
  • m_penGhostBusterRay or m_iHydroBarrel property in PlayerWeapons.es (change ID of the first one from 310 to 246 or the second one from 310 to 311)
  • SOUND_DEATH_RUN component in Cerberus.es (change ID from 55 to 57)

Everything seems to work well. Through you still left .ini files beside the headers, which aren’t needed by models in code. Croteam left them too and I don’t know why.

I can wait, I don’t need it for anything in particular right now.

(3 edits)

Hello, I like what you’re doing here, just awesome. However, I have a major problem with the way it’s packaged, more specifically the source files.

What is the point of packing the entire development folder with literally thousands of Alpha, TFE and TSE resources? I have tried building the mod myself and all I needed is to copy EntitiesMP and GameMP folders on top of the clean SDK (and some folders with model headers).

If you can, please start packing the source code very minimally.

(1) Firstly, please remove everything other than .h files from AREP, Models, ModelsF and ModelsMP under Sources. It can be done manually by searching under each folder in explorer using “NOT type:h NOT kind:=folder” query (no quotes) and then pressing Ctrl+A to select all files and deleting them.

(2) Secondly, you may also want to delete Debug and Release build folders from EntitiesMP and GameMP because the files in there are generated each time you build the source code anyway.

(3) Thirdly, you probably only want to pack EntitiesMP, GameGUIMP, GameMP, AREP, Models, ModelsF and ModelsMP folders from Sources. But, if you’re really worried about forgetting something or just too lazy to do it, just pack the Sources folder alone.

From my testing, you can simply place the release files on top of the sources and the mod that you build yourself works as intended.

And finally, if you still wish to share all the development resources for some reason, just pack them separately and please get rid of the vanilla assets that are already in SE1_00.gro.

P.S. The current source files lack the HiveBrain entity. In fact, there are absolutely no changes to the code since Update 16 from what I can see.

This game is too old and there aren’t any forks of Serious Engine 1.10 with VR support.

Yes, you can play Bright Island through The Second Encounter.

If your The Second Encounter installation is in Steam, it should detect every other game and mount them automatically.

If it’s outside of Steam (or under a different Steam library folder), navigate to Options -> Classics Patch -> Config properties and setup paths to Revolution and its workshop. Or change them directly in the configuration file (SSRDir and SSRWorkshop properties).

If you setup Revolution path but leave workshop path empty, it will automatically detect it relative to Revolution path.

See this guide for more info.

Thanks for the feedback!

I don’t think I’ve ever seen an isometric platformer before. It’s cool in theory but in practice it’s very hard to see where you’re jumping. At least the game is forgiving and the design is very nice!

Very cute platformer, I liked it :3

The only complaint I have is towards inconsistent and desynced platform movement.

Very good platformer but full reset after each death is really discouraging :(

It’s like those games about finding cats in different places! It’s super cute and very fun to play! I wish there was more >w<

I got stuck after getting blue ram stick, I might just be too stupid for it… I understand how computers work but I get confused anyway after switching screens and ram modes. But it’s a really fun and cute game nonetheless!

Very cute art :3

Very cute and relaxing puzzle game :3

The visual style is astounding! Can’t believe this has been made in three days :O

Love me some good platformer :)

Took me a bit to realize that you can move around, otherwise I really had to aim to throw items higher up :)

Fun little game!

Dude! My first idea for a game was almost exactly like this! It had a different goal but ultimately you had to code Neuro’s movement as well! Though I was mainly drawing inspiration from Human Resource Machine and I think yours is from Scratch and similar “learning programming” applications. Actually happy to see this game :)

I’ve never played this sort of games before but I really liked it! Though I did lose a lot of health on my way to Evil…

I’m pretty bad at strategizing my moves but overall the game is amazing and I love the day-night cycle!

Honestly, a really good concept!

Sorry about that :(

You should be able to jump over 2 blocks per jump. I hope it’s not a bug of some kind…

I’ve been addicted to Cookie Clicker again lately, so this is perfect for me! The art is great!!

Really loved it! It immediately reminded me of bridge puzzles in The Talos Principle 2 and hacking in Saints Row 4, but more complex than either of those. The last level was quite a challenge compared to the rest :)

Nice little point-and-click adventure. 5 stars for innovation because of Google Slides :D

Very cute and relaxing :3

Extremely cute art style!!! And I love the sound design as well. Becomes very difficult if you’re impatient though >_<

I wonder what other mechanics could be added other than left click to increase the difficulty…

Try double jump. I should’ve made an in-game tutorial… >_<

The enemy designs are really funny, and the art style is great! :D

(I love the Jerma rat)

Oh man, this reminds me of a time 10+ years ago when I tried making an OS with GameMaker as well for fun. Nice to see an actual game made out of it!

I really like the art and it feels like an idle clicker, which I kinda enjoy :)

I got softlocked on my first playthrough when I switched to Vedal from Evil at some point but regardless of that the game is beautiful and the puzzles are fun!

Not a huge fan of rhythm games but I could get into something like this! The hits felt off beat in a lot of places, which really confused me, but it’s otherwise a fun experience :3

Pretty simplistic but fun nonetheless <3