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

Ooh, I'd love to see that.

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.

Well, the only Revo feature that I haven't been able to implement, is the sniper's scroll wheel changing colour according to enemy health. Also the ammo types sorted into multiple rows. Currently it's one single row, which may end up overlapping other hud elements. Also would like to look at how they were able to implement multiple world maps in a single game. I'd like to make a world map for my own campaign and I could use some help with that. Oh, and also separating the secondary fire from use and evoke Netricsa. Not sure what exact files these would require. Player.es, PlayerWeapons.es, HUD.cpp, Map.cpp. Would also be interesting to include the new headman types, though I'm not sure if I'd actually use them.

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

Okay, so after trying to work with the rev sources you gave me, I noticed that its code has been almost completely overhauled. Most notably in the HUD functions. It is completely different, so I can't really replicate the way they rearranged the ammo icons into multiple rows. (Same issue with Cecil's overhaul.)

The attempt to separate the secondary fire from use and Netricsa has been half successful. Finally gotten rid of that annoying bug where you have to wait a moment after firing off a secondary shot, otherwise it'll just keep doing it even though you're pressing the primary. But now the grenade's and cannon's secondaries can't be charged anymore. And judging by traces left for a scrapped idea (grenade spam fire), that might be unfixable. It also broke sniper zooming, making the player unable to fire or switch weapons. Haven't tried the controls yet.

But I did manage to make the sniper scroll wheel change colour! I'm keeping the map for later, because it seems much easier to do once I have all the resources necessary for it.

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Nah, I kinda hate those. The beheadeds are an idea I keep coming back to, but I doubt I'll ever really commit to it.

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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