Noxid
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  • Thank you! And well, no asm was needed (so far) for any of the weapon specific tiles. Rather, it's just clever TSC and bullet settings. For instance, only the polar ____ weapons have the "breaks blocks" checked. The missile blocks are actually entity 0321, which was set to have a 1x1 hitbox, and a few settings, that's placed inside of a solid [type 41] tile. It also has a second entity (just ent 0) that's placed on the same tile, and set to invincible. Since it's hitbox is larger, it blocks the snake from triggering the missile block ent. The missile launcher's explosion can still reach the desired ent, though, and thus trigger the death script which kills the tile. The fireball tiles are a tad trickier, but this proved to be an interesting twist to gameplay and puzzle-making. The fireball bullet itself had to be modified so as to be able to pass through a bullet-only-pass 'solid-shootable-invincible-npc' tile combo, and then actually reach the fireball block. The fireball block acts like a fuse, which sets off a (often very annoying to setup in TSC, but very fun and pleasing to watch) chain reaction wherein the adjoined flame blocks (which look different than the 'target' block) light up brightly and burn away. There's six steps to the burning animation, for each tile. It's all handled with <SMP and TSC. Combination <PRI and <KEY is used for each one to help stop the TSC invulnerable-quote, but sometimes it still happens. There are 'blocks' for the Blade, but they're really more like support cables, holding certain things up. Cutting them releases whatever they were holding up. They're always too far away for a fireball to reach, though. Blade was modified so it can pass through entities and keep going, and again the cable 'blocks' are usually protected by some sort of screen that stops single-hit projectiles. The snake goes through solid blocks of course, but only hits once. It can't reach anything intended for other weapons. I'm okay with the spur being able to break almost all of these blocks, as it's going to have a middle-stage weapon called the polar cross. The mechanics are very different than any gun I've seen so far, and I haven't developed it yet. I do think it should be possible, though. The polar cross will be able to trigger multiple switch blocks simultaneously, even though they are far apart. Switch blocks are only active for a few frames, so it's not possible to trigger both (sometimes more than two) with any other weapon, and not even curly riding on back would work.

    Sorry to ramble here, kinda wished these forums had proper PMs.
    Actually Noxid, if it's alright with you, I'd really like to make use of your shotgun in my mod. I was planning on such a weapon, but seeing as one has already been completed and appears to be very stable... Of course, full credit given, any links or statements you'd like included in the readme, or any limitations you'd feel the need to have enforced on customizing the weapon too. All with your permission, that is.

    My mod is a complete redesign of the original Cave Story, focused on exploration. It plays much like any of the metroid games do. It includes many systems that act as progressive impasses which the player must acquire a weapon (or tool), an upgrade to quote, or inventory item to be able to pass through. For instance, various blocks which only break by damage from a specific weapon. Currently, I have four such block types working.

    My reason for asking this of you is I'd like to use your weapon as a replacement for the bubbler (which the player will obtain in the sandzone). However, I would also like to be allowed to replace the projectile sprites, weapon sprite, and icons, as I wanted this scatter-weapon to be energy based, perhaps electrical. I would also like to know if it is feasible to allow these projectiles to ricochet (but not climb slopes) without being affected by gravity.

    Thank you for your time, and I really do like your own mod. I'm guessing "further expansion" is going to occur in that difficult to reach crevasse in the ceiling just to the right of the entrance. ^_^

    I'd also like to thank you for your tutorials and library files, as they've been very helpful!
    Just a quick message: good luck with the further development of King`s Story mate. I wish you`ll manage to pull it off in a way that pleases Pixel too. I was there on your every update, but since I`m not convinced how Pixel feels about modding (he has a new post at BBS which also tastes negative) I decided to keep distance from mods until the clouds go away. Will miss the development, I was there every Tuesday. I`ll be here and in IRC like before though.
    Uh-
    wh-
    Um...you mean adding in the data files? Sure I do.
    Thanks for all the help, man!
    And I do know of the snake. I'm guessing it's because it's not the bubbler or the rocket launcher, it's not programmed to show the empty sign; instead, it just glitches out or something.
    If you are awesome
    you can join two cool haikus
    to make limerick

    and one random line.
    I was going to ask a question.
    But I forgot what it was.
    Maybe it had to do with level design.
    Another question
    of note:
    Do random line breaks
    make a thought
    a poem?
    Hey there! I have a question that I need answered.
    Do you know how to hack a weapon so it takes away XP when shot?
    Ah, ah, I see. And if I have used those flags, probably not very many and I could move them...
    And thanks for explaining that, you've been a massive help. Thanks for your ingenuity
    and generosity.

    Sadly, I'll have to test this tomorrow, if I get the chance, something personal came up today and kept me busy...
    Probably shouldn't clash, haven't done much Assembly hacking, and what I did didn't touch the physics of the player...
    What exactly do you mean by being flag-based and needing to be initialized? Would this possibly class with flags already being used...?
    And yeah, that's a pretty good idea, thanks for that, and thanks a lot for all this work...

    And on the Edit, you mean the EXE lacks the custom command and you haven't tested it yet? That's fine, then..
    nifty. I didn't remember how much space each command took up with the extra poonters, but I guess that solves it.
    :P
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