Regarding the door opening animations, you could alternatively use <ANPxxxx:0000:0002 to open it, and <ANPxxxx:0000:0000 to close it. (xxxx being the event number, as usual.)
That aside, from what I've read, this seems quite interesting!
Indeed… every day's a new opportunity to learn something new, even if times are tougher than a heavy metal critter! (Or something.)
I'm more surprised that Cave Editor's still playing nice even with that many maps. Guess adding maps in Booster's Lab is one way to not break the executable.
Two months' work and that's all I have for now… but as long as I have fun with modding and take frequent breaks, right?
I mean, that's the main goal of this side project. To find the fun of what I liked about modding, again.
> ORIGIN://TERMINUS _
Progress… Origin's staying in the ideas phase until Terminus is done (I hope), and Terminus has Sector 1 (Origin Cave) fully mapped out. Began on Sector 0 (The Hub), wasted time on "Sector S" (mod's map total reached 181!) but I wanna see how many maps above 127 I can get...
Wow, time flies. Almost ten years for me, too (counting the "Shane" years).
I cherish memories a lot; like the conversations I had here regarding an old (badly-executed) mod of mine (ideas on improving it, for instance), and the time I wound up prohibited from posting for six months, haha.
Staying up past 4 AM (GMT+2) just to work with ORGs… probably not the best idea I've had lately, but I guess it was worth it, in the end?
... Aaaaaaaaand tomorrow's Friday -again-. Feels to me like it was Friday yesterday. :s
When I was younger, my parents would purchase issues of a gaming magazine that came with DVD with free games, demos, free software, and such. It was the June 2007 issue that had the freeware Cave Story (along with like 199 other freeware games).
I initially had trouble with the game at first...