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JesterOfDestiny

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A member registered Dec 15, 2022 · View creator page →

Creator of

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We're not doing mini versions of bosses. Only reason I did the airman, is because that one was a normal enemy to begin with and I intend it to be more of an environmental hazard anyway. And we already have an enemy that spawns enemies and shoots meteors: the demon summoner. It doesn't teleport, sure, but the editor has the tools to implement that, if you really want.

You can do that here.

By replacing it, I meant taking it out of the maps and putting another enemy in its place. Similar to how the devil stallion replaced the dragonman.

Regarding deathmatch maps, I don't really plan on making any of my own. I don't play deathmatch, so I don't know what makes a good deathmatch map. That's why I'm looking for somebody, who has experience working with them and leave it to them instead.

No, replaced like how the dragonman been replaced by the devil stallion. It's still there, I just use a different enemy in the map.

See, the problem is with these AI upscalers; if it really was that simple, then I would have done it already. There's a lot of fidgeting involved to get the desired result and the graphical update is so marginal, as to not even matter. The only reason I'm bothering to include this one, is because somebody else has done the fidgeting for me, but there's still tiny tedious adjustments that I need to make myself. 

And the alpha models are so low res that I don't think AI upscaling by itself would get us any closer. If you look at alpha models, the textures are badly aligned, they're extremely low poly, they wobble as they animate. The only reason I never updated the Mantaman and the Devil, is because I think the Mantaman looks fine as is and the Devil I don't really plan on using anyway. But if I really wanted to update them, we'd have to recreate the entire model, because like... Their hands are just 4 vertex blocks. A high res texture over that would look even worse.

And I really don't think the mod needs any more enemy variety. We're already almost quadrupled the original roster, some of these are gonna end up being unused. And there's another one coming next update, because I finally figured something out and I need a specific enemy for a future map. I'm already thinking of replacing all cyborgs with something else, anyway.

Okay, so after wrestling with the site's horrible code, that wouldn't let me download the 64-bit plugins quickly (it had a 403 error, had to go to a different site), I was able to finally properly open these files and start editing them. I see now that they're just AI uspcaled stuff, probably with an on-board fully built client, as opposed to some free site or Midjourney. And while I'm not against the use of AI (I have a ton of AI generated textures), it does make quite a few mistakes and I'll have to manually edit some of these. But thanks for showing me this and it's going into the next update.

I did download Paint.net to open them, but there are like 2000 files and they're not properly named.

I do have irfanview. It can't open them.

I don't know if I'm finding the right one. The modeler can't open these files, because they're in some specific dds format. And even it could, they all seem to be mostly transparent for some reason.

Oh, that's very nice!

I don't know what's going on there. The class file is in the download and the class itself has been added quite some time ago.

Oh, I knew I'd forget something. They've been added now.

Yeah, The Final Encounter is still in the very early stages.

A pretty big update is coming tomorrow-ish.

Hey, I saw that you made a map for the mod. Really appreciate the extra content.

Oh, so that's why it's called that. Thanks, it works now.

Sadly, this is still not working.

Hey Cecil, I hope you can help out with this. I'm developing an entity for laser beam type particle effects and I just can't get it to interact with triggers. So far it can be activated and deactivated manually in the editor, but not with a trigger set to "activate/deactivate event" as it's supposed to.

The entity in question.

Alright, download it again and try it now.

Not one specific to the mod, but this server a thread for the mod.  (In the workshop section.)

Well, that's parametric particles. That was made by Serious Alexej. I probably packed something wrong.

I have no idea, honestly. Had troubles packing myself. But I will try Dreamy GRO, that Cecil linked below. Apparently that's able to pack mods.

I do want to pack the mod into gro properly, if not for size but for organization. Although last time I tried it tried looking for stuff in the main game folder instead of the mod. Perhaps I did something wrong, or certain changes have allowed that to happen since.

Oops, sorry about that. I have added them now.

Yeah, I wasn't sure about those. I ended up leaving them just in case there was a reason for them being there.

Right here, or on Discord. I don't know, where do you usually submit these things? People usually just tell me the issue in the comments.

Good catch on those. How have those not caused any problems?

I have tidied up the source files, can you make sure it works?

Also, I remembered why it was done this way. (Well, beyond just me not knowing what I'm doing.) Originally, the mod's editor didn't work, so if anyone wanted to develop maps for it, they needed the whole package. But that seems to have been fixed now (still not 100% sure), so it's not necessary anymore.

Hey, thanks for the feedback. You are right, the way the folders are currently packaged is a bit messy. I was planning to tidy it up, but I wasn't sure what to include or exclude.

When do you need the tidied up source code? Because I was planning on releasing a new update these next few days and I can sort it out by for it.

Ah fuck!

That'd be great.

I don't know, I feel like that kinda thing can be done with just touch fields. Unless I'm missing something.

(1 edit)

Can you confirm if the issue around player options resetting has been fixed and that the editor is working?

Edit: Also, apparently multiplayer is broken now.

By the way, next two levels of the first episode are finished and ready for testing. Be sure to replace all the files.

https://mega.nz/file/2GBTzJQR#4_5U27TetTx_T-FdQ3L3buGz3ZspQJoJv72skrQFcPU

No, you're not annoying me at all. If anything, I'm annoyed at myself.

Forgot to update the links, lol.

Oops, I have added them now.

Well, it's hard to say without seeing it. Make sure that 'radius of attack' is set to zero. If you used an enemy action marker, make sure it's set to 'stand guard.'

Ah, good catch! I found the issue as well. It's the music holder that handles enemy counts (for some reason). It counts enemy bases and enemy spawners, but not enemy launchers.

1) Yes, there are plans to introduce new types of ammo.

2) I don't use Cecil's patch, so I don't really know what features I need to adapt to. If the fire rate is the only issue, then I could easily release an alternate version with the weapon fire rate adjusted. But I won't be doing that until the weapons are fully worked out.

3) No new enemy models are to be expected from now on.

Hi, I'm thinking of reworking the secondary fire a bit. I wanna bring in extra ammo types, as opposed to it just consuming more ammo than normal. But that would require lots of new HUD elements (ammo counter, a second row of ammo icons). Would you be able to make such a thing? I'll do the ammo types.

I'm actually thinking of removing the reaction time modifier entirely.