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kwas2

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A member registered 61 days ago

Recent community posts

In regards to the deathmatch maps you are looking for, have you thought about using the PS2 exclusive multiplayer maps? At least as a starting point? And maybe adding a few different touches that put them more in line with your Episodes?

There's a couple really good ones, like the Italy, Moscow, Space Station, Sam's Future, London. And most people haven't even had the chance to play them because they're inaccessible to most.

Any chance we'll get to play or see B Ball Tactics? It looked fun and well thought out in the previews.

Thanks for adding the Airman, still one of my favorite critters in the series.

Regarding the Cyborg, you probably already have a model thought out for replacing him, but I was wondering:
Have you noticed that the Silicon Sam multiplayer model from Next Encounter (available in the Revolution workshop) looks almost like a remake of the cyborg? But painted red?
The hinges and joints are similar, the waist is the same, and the torso is the same shape except for the shoulder pauldrons.

Just me thinking out loud.

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Thanks too for your patience and for thinking of including them,and I'm glad it worked for you.

Yes you're right, for example, the letters in the Minigun are flipped wrong, the bottom one should be copy and pasted on the top one, and vice versa, and one of them may need to be mirror flipped.

Also yes, it uses a free ERSGAN model called 4x Hdcube, and you run it with Chainner (also free). The instructions are on the Hdcube site. I haven't run it, but it needs to be online.

Since you know a lot more about using AI for textures, I thought about this idea: 

What do you think about running an AI upscaler on the remaining alpha enemy models, like the alpha Ugh Zan or the Mantaman? Or even the ones that are still slightly low res like the Cyborg or the new custom enemies like the Lazobar? You would get good looking textures that would let you use the alpha enemies alongside the remade ones? 

You would have an even greater enemy variety, for example, the two different types of Snakemen (New and big, and Old and little).

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You need to download the special version of Irfanview with Plugin to read DDS files.

Here: https://www.irfanview.com/plugins.htm

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Hi Jester, thanks for having a look.

I followed these steps to make them into textures that worked for your models:

1) Download and install Irfanview, and use it to open and view the textures. Once you have seen one you like (you'll need to scroll manually until you find one) preferably a 1024x1024 or 512 x 512 version, save them as  a .TGA file in a separate folder.

(Irfanview tells you if an image is 1024 or 512 in the upper toolbar, right alongside the file name).

2) Download and Install GIMP, and use it to open the .TGA files you want. Then in the tool bar at the top, find Colors and then click the option called Shadow Highlights. You will get a window with several bars. Dial the first one called Shadows to 73 (or 90 for the weapons textures).

This will make them visible and not transparent.

3) In the toolbar at the top, find Image, then Scale Image, and choose to scale it to 512x512 or 256 x 256.

4) Go to File, and either choose Overwrite to resave the image with the changes you've made, or Export to save it with a new file format. Keep it as .TGA of course.

5) (you already know this next step) Copy the .TGA to the Serious Sam folder, open the model you want to test with Serious Modeller, then choose Create Texture, Normal Texture, select the .TGA file, and play with the numbers (usually 2.00 x 2.00 works) until the texture fits perfectly, on the first try.

Let me know if you have any questions, it took me several tries before I developed these steps. The Minigun, Monkey and Devil Stallion looked really good. There's also really nice textures for the XOP Gas Gun, NE Grenade Launcher and Power Gun, also enemy textures  (Like the MK Kamikaze, and China era creatures) and environment textures that might be really useful for you.

(Also if you want to reduce the image's size by a considerable chunk, then consider doing the following: in GIMP, before saving the image, 1) select the Rectangle tool, make a selection rectangle all over the image, 2) then choose the magic wand and shift+click on the parts of the texture image that are unneeded, like the majority black parts, 3) these should now be selected.

You can use Ctrl click to unselect parts.

 4) Press delete, and they will be cleared. 5) Save again. The size should have decreased considerably.

Let me know how things go Jester.

Hi,

Jester, have you checked the PS2 HD textures pack for Next Encounter?

They have been upscaled and reimagined, and look amazing, almost like the textures were meant to look before they were blurred for consoles.

You can save them to .TGA using Irfanview, then use GIMP to brighten them with Shadow-Highlights, and then scale them down as you need.

If you grab the 1024x1024 or 512 x 512ones, and then scale them down to 256 x 256 format, the quality stays great, and they weight less than the ones you are using.

You can them convert them immediately using Serious Modeller.

Please check and let me know what you think. The Minigun and Devil Stallion textures would look much better in your project.

You can find the pack by googling "Gbatemp Serious Sam: Next Encounter (USA) HD Textures"

Let me know what you think.

Congrats!! It's quite a milestone, and it can't have been easy.

Wow, it's a lot of work then. Please don't feel that you have to pursue this in any way, I was just spouting thoughts. 

That's a really great idea you have about making the battles turn based. Quite honestly, the battles should have used the same system they made for the B Ball Tactics mini game. Every time you touch an enemy or start a battle, it should go into a smaller turn based map. I think they released the source code for it too?

The cutscenes are that complex?

Yes! Thanks for replying so quickly Ninjabee.

That would be amazing. With how much game variety Steam has today, especially time management sims and service industry sims, it would be great to have OKX there. It's a very iconic piece of the X360 era for me.

Wikipedia says that X has "enhanced graphics", "More than twice as many levels on the Xbox 360 release, including extra campaigns and scenarios" (this probably means the War Path, extra levels, and the DLC challenges and Love Path?), and "a leaderboard and time challenges".

Thanks again!

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This game was always so cute and cool. Any chance you guys will ever put it on Steam or the MS Store? 

Also, can we get the Outpost Kaloki X version on PC someday?

Thanks.

It's amazing that you're re-doing Barkley 2, even if its just a tiny portion. Honestly, thanks for giving it some love.

If you do end up trying to remake it, I think you can just pick the best parts of the game in your opinion and leave out the fluff. Sort of like a director's cut? With you being the director of course.

The game would benefit if it was just a linear adventure like in Barkley 1. No need for time-limited events, fusing guns, fishing, or bad jokes. There's a really interesting portion called Brain City and a musical number in an MMORPG parody.

Just in case you want to play the content that's locked out in the demo, TCRF says you can do it by having Game Maker 1.4.9999 run the Barkley 2 project files, and adding a debug object needs to the title screen room of the game before compiling. There's also a Youtube video of this content.