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Solais1

7
Posts
A member registered 8 days ago

Recent community posts

At one point I planned redoing Bright Island using Cecil's code, and besides finishing it (as it's unfinished), I planned removing the Vaporwave (I didn't add it, wasn't planned), so there would have been 3 new beheaded: the commando, as it is in Revo, the Enforcer (shoots cyborg laser like Firecracker), and the Hellblazer (shoots flamethrower, explodes on death). I also often tried to do "tier 2" beheaded in my many projects, which would be conceptually upgraded versions of the base types: Gunner (rocketeer but shoots actual rockets), Shocktrooper (firecracker but shoots larva plasma), Smartbomber (throws flying bombs that follow the player like the larva, except flying), Onikaze (kamikaze that explodes into more bombs like a cluster bomb), and always had ideas for a jetpacker beheaded too.

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I'll send a friend request on steam and send you stuff.

Well tell me what you need, the map.cpp? Ammo.cpp from HUD? Those seem to be your problems, tho not sure what is the problem with the map dots.

Oh yeah, still got some earlier pre-Bright Island source of Revolution, could share stuff that you might need, if there's any.

Tried the first level, and have to say, this really is the closest to a Third Encounter as if it was made back in 2002 (which I could already see from your old Third Encounter project)! I like that you were conservative with the new enemies just yet, introducing them slowly and not getting carried away with them like SS2. The level really feels like classic SS levels, and of course, can't help but notice how the first level was made out of the first 3 Theba levels from Sam2000 (or the LotB levels). The very start of level 2 I also recognize from Sam2000. Which is -also- very Croteam-like, since we know that multiple levels in TSE were made out of cut TFE/Sam2000 levels as well. And I love the cut enemies finished and fully realized too.

Man. This just feels so genuine and refreshing, good luck with finishing this, I'm looking forward to it!

I feel the "needlessly complicated backstory" is what gave us the prequels of prequels of prequels problem in the first place.

Hi, just found this project, quite interested seeing someone properly finish it off this time, and remembering your old works, I'm curious how you manage to. Will wait until finished to see how it is.

The only thing I'd like to comment on was the story in the manual: You really don't need to overcomplicate things. No need for timey-wimey things, Mental and Sam seeing time and all that. Just have that after TSE, Sam is teleported by the remaining Sirians, then SS2 plays out and that's it. At the end Sam kills Mental in the past, then Sam just fades back to his own timeline but now humanity is alive as if Mental never existed and that's it. It's like an old movie that didn't really care about the implications, because it didn't need to.