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JesterOfDestiny

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

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Ooh, I'd love to see that.

You're gonna be waiting for quite some time. I'm making steady progress, but I still give it about two years.

Also, too late for story modifications. It's already been scripted and voice acted. I thought about making the story continue from the SE rocket, but I already used elements of SS3 and SS4 (some lore pieces, enemies, weapons), plus I needed to explain away the holy grail. But it's not like Sam games aren't already full of wacky time stuff, so a needlessly complicated backstory is on brand for the series, I feel.

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There should be an update coming, but I'm not in a hurry. Work has started on the second chapter, so I'm focused on adding new key items. But also trying to improve the Carcinus Lurker and Zorg sniper. For the former, I want to add in the sweeping laser, like in Next Encounter. For the latter, I just want to make it into more than just a mini-reptiloid.

Also, looking at the Cyclops, wouldn't it make more sense for it to be an Albino?

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Only problem is that the gunner biomechanoid is also orange. Can yours be black maybe?

Also, I'd like to take a look at the enemy it's supposed to be based on. Just out of curiosity.

Edit: Also, when do you need this?

Sure, just tell me what you need and I'll see what I can do.

I've known about the alt fire issue and frankly, have no idea how to fix it. In fact, I'm pretty sure Revolution has this issue as well, but don't quote me on that. Kinda know about the underwater annoyance as well. I tried working around that and not making those fights too annoying. Homing rockets are really useful there, but the ghost buster is good as well, since the beam lets you track your aim. But if that doesn't feel right, you can actually disable view bobbing in the options. I admit those parts might have been a mistake though.

Hey, I need your help with something. I want the plasma thrower's secondary fire to be more like the Revolution version; a consistent pattern, as opposed to totally random. But I can't find the way to make the projectile launch at an angle.

Btw, you have brought up an idea a while ago, about using player models for enemies. At the time I said no, but lately, I have been thinking about the idea for something like that. Basically, Mental trying to clone Sam to create an elite army.

I have seen it, but haven't played it yet.

Unless there's a source code, it's unlikely I'll figure out how to do any of that. Even then, it's something that would need the game balanced around. Would be cool for a Next Encounter mod. The maps are already being reworked and I ported some of the enemies.

Alright, that's good to know. Weird that it didn't happen before, even though I added a lot of things to Player.es. I guess those additions coincided with changes to GameMP too?

Somebody did a Linux compatible version here, but I don't know how often they update it.

Btw, I should probably add that to the official links.

You're right. I forgot to update that. It should be good now.

Sorry, I have added that now.

Why did I not get a notification for your comment?

Level00.tex isn't even something that's in the mod, that comes with Second Encounter to begin with. And it should be in TexturesMP anyway. Unless you're using Revolution, which relocates all files in MP folders to regular folders. And I don't have a libEntitiesMP.so file anywhere, so I don't know what that is. And why is the menu green?

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.